Any interest in a save game editor?
BROJ
Member Posts: 6
Hi all,
I'm new to the forums, so salutations and all that. I've recently finished mapping out the save game format for my own purposes with a hex editor. Which is sufficient for my needs.
What I currently have mapped out:
HP (Current/Max)
EXP (TNO and others)
Money
Class Levels
Current Class
Attributes
Saving Throws
Base # Attacks
Lore
Items
Unused Proficiencies (Still working on finding allocated proficiencies)
The options for save editors are pretty hit-or-miss for the original PS:T; nil for the enhanced edition. It wouldn't be difficult to piece together a console application, or even a GUI. However, I'd rather not waste my time if such a thing would not be used by others.
That said, let me know if you're interested. I'm more leaning towards a console app as GUI applications tend to require more dependencies/time-investment.
I'm new to the forums, so salutations and all that. I've recently finished mapping out the save game format for my own purposes with a hex editor. Which is sufficient for my needs.
What I currently have mapped out:
HP (Current/Max)
EXP (TNO and others)
Money
Class Levels
Current Class
Attributes
Saving Throws
Base # Attacks
Lore
Items
Unused Proficiencies (Still working on finding allocated proficiencies)
The options for save editors are pretty hit-or-miss for the original PS:T; nil for the enhanced edition. It wouldn't be difficult to piece together a console application, or even a GUI. However, I'd rather not waste my time if such a thing would not be used by others.
That said, let me know if you're interested. I'm more leaning towards a console app as GUI applications tend to require more dependencies/time-investment.
3
Comments
Because nearinfinity does all that already and is easy to use. It just doesn't have an interface.
http://www.sorcerers.net/Games/IEmodding/IESE.php
https://github.com/NearInfinityBrowser/NearInfinity/wiki
https://sourceforge.net/projects/eekeeper/
Find baldur.lua in your documents->planescape folder
add the line: SetPrivateProfileString('Program Options','Debug Mode','1')
activate console in game by clicking ctrl+space
write in:
C:CreateItem("x",y) – Creates y number of item x. If y is ommited, one x will be created.
For list of items and their x codes, download either NearInfinity
Open it in your planescape folder, browse ITM codes for the one you need
or better yet EE Keeper:
Check Item Browser with search function, look up the codes, add the item with console. Don't use eekeeper for modifying games as of now.
In order to do this, I'd have to read in the original save file, interpret every byte into some intermediate representation and write to the new format. There would likely be data loss and/or interpolation required between the two formats. Naturally, this would require a massive amount of testing and research long before a viable release candidate would surface. Moreover, should Beamdog, for any reason, change the destination file format, it would very likely break/corrupt any save game - hopefully in obvious ways - starting the testing/research cycle again.
Tl;dr Probably quicker to use existing tools to speedrun the game.