> System.NullReferenceException: Referencia a objeto no establecida como instancia de un objeto.Įn D_OS_Save_(XmlNode node)Įn D_OS_Save_Displa圜lass2_1.b_1(Int32 j) > D_OS_Save_Editor.ItemParserException: Item XML: > System.AggregateException: Se han producido uno o varios errores. System.AggregateException: Se han producido uno o varios errores. Since you're already playing around with save files, you could look if you find a way to 'reset the handle counter' to repair savegames that no longer work due to the infamous 'out-of-handles' crash -) I do not know where the possible slot types are defined but that's most likely hardcoded somewhere inside the game's. This additional slot type makes sure that crafting does not overwrite other slots if the boosts were of the same type but to add the boost on top. You will find one additional "BoostType" in DeltaModifier.txt and that is 'ItemCombo' which is not used by the drop engine (it's not in ItemType.txt) but by crafting exclusive boosts like the '_Tormented_WeaponBoost' when putting a tormented soul on a weapon. You can find the thread in this forum, it's called something like 'A Collection of Stats' and I'm too lazy to search for the link right now -) I posted a thread over a year ago with a link to a LibreOffice spreadsheet that contains the results of different input values on different levels (or 'Act Parts' as the level is called in many stat files). ('using' is comparable to a C #include, with the exception that the values can be overwritten in the specific section while a C compiler would quit with some 'already defined' error -) I posted the base entry '_BOOSTS_Weapon' here too because it's used by the actual stat entry. All weapon boosts are defined in Stats/Generated/Data/Weapon.txt, along with the weapon definitions: Since the modifier type is 'Weapon' you'll have to search for a stat of type "Weapon" to find out what the boost actually does. So, on an item from until level 12, the boost '_Vitality_Giant_WeaponBoost' will occupy a 'Large' slot on an item while starting from level 13, it will take a 'Normal' one. What is interesting about these two entries is that they define the same boost. The second entry does not have a max level which means starting from MinLevel. You also see an item level 'MinLevel' and 'MaxLevel'. You find the slot names from ItemType.txt here again. New deltamod "Weapon_Giant_Vitality_Mod_Late" New boost "_Vitality_Giant_WeaponBoost",1 New deltamod "Weapon_Giant_Vitality_Mod_Mid" Norbyte( LSTools), FlukiestEmperor, Greavox Add support for adding items to inventory. A solution is possible but it would require a base-level change in the code, for which I do not have time. Restart the application if you see it eating up all your memory. Does not check for overflow (do not use large numbers!).ģ. Only shows henchmen's names as Henchman (I don't know how to fix this at all).Ģ. After you finish all your editing, click "Save".ġ. Once you finish editing the current character, click "Apply" to save your changes before switching to another character the button is next to the character selection box.Ĩ. For inventory items, you need to click "Apply changes" before selecting another item.ħ. In the pop-up window, change anything you want.Ħ. Click the load button (you may also double click the savegame from the list).ĥ. Back up the savegame if you want to be safe.Ĥ. Larian Studios\Divinity Original Sin Enhanced Edition\PlayerProfiles\profile name\Savegames_patchģ. If not, locate the Savegames_path folder: Start the application, the save game path should be automatically determined. Note: weapon damage or armor defence values cannot be changed and are related to the item's level.ġ. edit attributes, abilities, talent and traits. edit experience, reputation and hp (such as str, dex, int, etc.).Ĥ. The current state of the application has limited functionality. Do not use it for savegames from other game versions. This is a save game editor, and it will only work for Divinity Original Sin Enhanced Edition (steam, latest). Nevertheless, I have released an alpha-preview version on Github if you care to try it. I hope I'm not embarrassing myself because of my lousy programming skill. Just three days ago, I thought that I could make a save editor myself, so I went ahead. I have been in search for a savegame editor (SE) for several days and ended up doing it manually using LSTools. So I decided to pick up D-OS again and have a complete playthrough. It surprises me that I only had 10 hours out of the original D-OS and now D-OS 2 is on the market.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |