Last Epoch Save Editor
Re: Last Epoch Save Editor
When Forgin Potencial = 255, the items dropped still have forgin potencial like 20-40ish.
So what this mod option do? Is it only max the "legit" value?
So what this mod option do? Is it only max the "legit" value?
Re: Last Epoch Save Editor
if you still need this option, i added it in mods (enable in Character -> Skills -> Remove -> Node Requirement), work for skills and treeomarino2011 wrote: ↑Tue Jun 06, 2023 8:26 pmdoes this save editor allow my to pick skill nodes withut having the adjacent ones unlocked?
Mod v1.5 Update
Skills and Tree : Remove node requirement
Companion :
- Override maximum companion
- Wolf : SummonMax (you can summon wolves up to the maximum without item)
- Wolf : Override limit
- Scorpion : Override baby limit
Cosmetics :
- Unlock Panel
- Unlock Shop Panel
- Need to write function for add all cosmetics to player and equip
My bad, for basic to rare, i only check implicits and affixs, v1.6 have a fix for this
Re: Last Epoch Save Editor
Someone with mods will help me ... according to the instructions, but neither F1 gives anything and the console window displays the error:
[21:48:58.551] [LastEpochMods] System.IO.FileNotFoundException: Could not load file or assembly 'UnhollowerBaseLib, Version=0.4.18.0, Culture=neutral, PublicKeyToken=null'. Nie mo┼╝na odnale┼║─ç okre┼Ťlonego pliku.
File name: 'UnhollowerBaseLib, Version=0.4.18.0, Culture=neutral, PublicKeyToken=null'
at LastEpochMods.Ui.Functions.MakeTextureFromColor(Int32 width, Int32 height, Color color)
at LastEpochMods.Ui.Menu.Update()
at LastEpochMods.Main.OnGUI()
at MelonLoader.MelonEventBase`1.Invoke(Action`1 delegateInvoker) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 143
[21:48:58.551] [LastEpochMods] System.IO.FileNotFoundException: Could not load file or assembly 'UnhollowerBaseLib, Version=0.4.18.0, Culture=neutral, PublicKeyToken=null'. Nie mo┼╝na odnale┼║─ç okre┼Ťlonego pliku.
File name: 'UnhollowerBaseLib, Version=0.4.18.0, Culture=neutral, PublicKeyToken=null'
at LastEpochMods.Ui.Functions.MakeTextureFromColor(Int32 width, Int32 height, Color color)
at LastEpochMods.Ui.Menu.Update()
at LastEpochMods.Main.OnGUI()
at MelonLoader.MelonEventBase`1.Invoke(Action`1 delegateInvoker) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 143
Re: Last Epoch Save Editor
You should already have this
So
Install Melon Loader 5.7 (unhollower was remove in melon loader 6+)
Launch your game once
Extract LastEpochMods.rar to you game
Launch your game, enjoy
So
Install Melon Loader 5.7 (unhollower was remove in melon loader 6+)
Launch your game once
Extract LastEpochMods.rar to you game
Launch your game, enjoy
Re: Last Epoch Save Editor
Awesome update Ash, looking forward to the cosmetics.
I would like to request a feature if that's ok, remove the visual list of materials that has been picked up, aswell as the floating messages of Gold, XP, Potions and Crafting pick ups
I would like to request a feature if that's ok, remove the visual list of materials that has been picked up, aswell as the floating messages of Gold, XP, Potions and Crafting pick ups
Re: Last Epoch Save Editor
All the left was clean ^^
v1.7 :
- Drop : Pickup item in range
- AutoPickup : Hide Notifications
- Character: Lock character movement
- Monolith : Density Modifier
- Items : Remove Forging potencial cost when craft
- Items : Shop rarity
Force Drop Unique/Set from list
Re: Last Epoch Save Editor
I guess running mods (thanks for your help) wasn't a good idea...
Is there an option to return to defaults or description for idiots what each option is for?
Because a couple of things really messed up for me:
Items - have huge affix values or zero values.
I do not fully understand how enabled/disabled works - an example of mana, despite changing the setting, is still infinite.
The quality in the NPC shop has been changed once and there are only uniques in the shop all the time despite toggling options on and off and/or exiting and entering the game.
Any guide?
Is there an option to return to defaults or description for idiots what each option is for?
Because a couple of things really messed up for me:
Items - have huge affix values or zero values.
I do not fully understand how enabled/disabled works - an example of mana, despite changing the setting, is still infinite.
The quality in the NPC shop has been changed once and there are only uniques in the shop all the time despite toggling options on and off and/or exiting and entering the game.
Any guide?
Re: Last Epoch Save Editor
Best practice is to edit Options before entering in game with a character
Remove Mana Cost:
If you start with option enable, when you launch a skill, mana cost of this skill is set to 0 after game launch the skill once
Disable this in game do nothing (because i don't store mana cost of all skills ^^, i will write some code soon for this)
For default values, restart your game, disable this option, then start a character
If you want for exemple only one skill without mana cost, enable this option, launch your skill then disable
Shop Rarity :
If you start with option enable, when shop populate container, modify item result rarity
Disable this option, result in nothing, unless shop (re)populate container.
So enable before opening shop, only if you need to hook rarity
Affix Multiplier : was an exemple showing how to edit object
When game init affixs, multiply range (min and max), should be a debug function, because values can be highter than game max value (result = 0)
I will check if i remove this option or fix with max values.
Mods that need Sene change to upddate :
- Character -> Skills -> Level
- Character -> Tree -> Passive point
- Scene -> Density Muliplier
- Scene -> Experience Mulitplier
Mods that need Game Restart for default values (because GameObjects have been modified) :
- Character -> Skills -> Remove -> Mana Cost
- Character -> Skills -> Remove -> Channel Cost
- Character -> Skills -> Remove -> Node Requirement
- Character -> Skills -> Channel : Mana Regen (enable mana regen when channeling)
- Character -> Skills -> NoMana : Don't Stop (don't stop skill when oom)
- Item -> Affix Multiplier
- Item -> Remove -> Level
- Item -> Remove -> Class
- Item -> Remove -> SubClass
Dungeons Mods : Launch a new dungeon for default values
Monoliths Mods : Launch a new echo for default values
Shop : Repopulate container for default values
Others mods can be disable in game
Remove Mana Cost:
If you start with option enable, when you launch a skill, mana cost of this skill is set to 0 after game launch the skill once
Disable this in game do nothing (because i don't store mana cost of all skills ^^, i will write some code soon for this)
For default values, restart your game, disable this option, then start a character
If you want for exemple only one skill without mana cost, enable this option, launch your skill then disable
Shop Rarity :
If you start with option enable, when shop populate container, modify item result rarity
Disable this option, result in nothing, unless shop (re)populate container.
So enable before opening shop, only if you need to hook rarity
Affix Multiplier : was an exemple showing how to edit object
When game init affixs, multiply range (min and max), should be a debug function, because values can be highter than game max value (result = 0)
I will check if i remove this option or fix with max values.
Mods that need Sene change to upddate :
- Character -> Skills -> Level
- Character -> Tree -> Passive point
- Scene -> Density Muliplier
- Scene -> Experience Mulitplier
Mods that need Game Restart for default values (because GameObjects have been modified) :
- Character -> Skills -> Remove -> Mana Cost
- Character -> Skills -> Remove -> Channel Cost
- Character -> Skills -> Remove -> Node Requirement
- Character -> Skills -> Channel : Mana Regen (enable mana regen when channeling)
- Character -> Skills -> NoMana : Don't Stop (don't stop skill when oom)
- Item -> Affix Multiplier
- Item -> Remove -> Level
- Item -> Remove -> Class
- Item -> Remove -> SubClass
Dungeons Mods : Launch a new dungeon for default values
Monoliths Mods : Launch a new echo for default values
Shop : Repopulate container for default values
Others mods can be disable in game
Re: Last Epoch Save Editor
Hey When using the item drop rarity to 9 why all the item have the same icon set to calamity ?
Re: Last Epoch Save Editor
Working on it
I have to implement affix_id, and we can force drop all game items
I have to implement affix_id, and we can force drop all game items
Re: Last Epoch Save Editor
Thanks for the extensive explanation of how mods works.
I have one more question:
Using only mana regen, exp multi and auto + range loot quite often I get purple items about 20 levels too high for me, in beginning of campaign. The question is, is it supposed to be like this, or do I have something else (mod) active?
I have one more question:
Using only mana regen, exp multi and auto + range loot quite often I get purple items about 20 levels too high for me, in beginning of campaign. The question is, is it supposed to be like this, or do I have something else (mod) active?
Re: Last Epoch Save Editor
I think, you use Drop -> ItemData -> Affix Tier
Affix tier increase item level, so it's normal and you have to use Item Remove Level Req (Items -> Remove Req -> Remove Level)
Affix tier increase item level, so it's normal and you have to use Item Remove Level Req (Items -> Remove Req -> Remove Level)
Re: Last Epoch Save Editor
- 'LastEpochMods' is missing the following dependencies:
- 'MicrotransactionSystem' v0.0.0.0
Did i miss something? where can i get this 'MicrotransactionSystem'
- 'MicrotransactionSystem' v0.0.0.0
Did i miss something? where can i get this 'MicrotransactionSystem'
Re: Last Epoch Save Editor
you have to install Melon Loader 5.7
Re: Last Epoch Save Editor
Hi! Is it possible also remove these?
Who is online
Users browsing this forum: B0mak, nhoxsdlucifer