This worked, but only after I realized that I needed to use the 10 minute old save rather than the one from when I exited the game. Similarly, I changed the value for AvailableSkillPoints form 0x01 to 0x03, which should reflect 3 skill points to available to spend. My Baedish non-Melody characters have 0x11. Melody should (and does) have 0x13 as her EarnedSkillPoints. Since my characters are level 15, the non-Baedish characters should (and do) have 0x11 as their EarnedSkillPoints. There is a trailing two bytes after the IntProperty appear to always be 0x00 0x04. Comparing that character (whom I left with an unused skill point) with another, I found that there are two values which are notably different:Įach is stored as an IntProperty. I tried unpacking the file and found it saved in a mixed text and binary format, so I'm editing using a hex editor (HxD). One of my Mercenary characters is Baedish and did not receive her bonus skill points at levels 3 and 10. character stats seem to be stored in almost text format, so figuring them out should be fairly easy. Not sure how tolerant the unpacked version is to inserting/deleting stuff (patching should be fine). that'll overwrite the existing file, so it goes without saying, back up your files before trying it. for any other extension, it'll pack it, replacing extension with. sav file name as an argument, it'll unpack it, and save with. Ok i actually made a packer/unpacker tool: Rumpelstilskin wrote: ↑ September 22nd, 2018, 1:31 pm If I get bored this weekend, I may see if I can whip up a packer/unpacker program for the save file. I decided to put BT4 on hold until I can respec or save edit. The 128k chunk thing makes sense if they are pulling data from the files previews in the load screen, but it makes it much harder to do user editing of the save files as you can't just change the file extension and treat it as a zip file. If it is using zlib, the files would be compressed with the DEFLATE algorithm, which is readily available on pretty much all programming platforms. before it was a separate ability that you could only activate if you had the poison in your trinket slot, but the way it's now of course makes more sense. but my problem with paranoia poison is resolved - it's just used as a trinket now. maybe i'll make a full standalone packer/unpacker app. they split it into 128k chunks and compress every chunk with zlib (it's a c++ library, which uses zip compression i think). You’ll have Brian as one of the Bard portrait options.Rumpelstilskin wrote: ↑ September 22nd, 2018, 4:54 am To use it, create a custom character and select Bard as your archetype. Likewise, the Bardic Brian Skin is available to all players. The lute is available via vendors, victory drops, and in a crate across from the Adventurer’s Guild in Skara Brae Underground (but requires solving a puzzle to get to). The Lute of Compulsory Cavorting is a special crowdfunded unlock that is in the game for everyone, no codes or unlocks required. For the Red Boots, search the Grand Plaz area in Skara Brae Underground – you will find them on a charred corpse in a hanging cage. Kael’s Axe, the Fire Horn, and the Bardic Brian Booty bonus items are all available in the Adventurer’s Guild shorty after the start of the game. You can find any codes available to you inside the “Extras” folder in the game’s install directory. Several bonus items require a special code to be redeemed on your save file, which are only available with certain editions of the game.
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