My packrat-ness is getting to me, and I currently have 3 characters with banks just for storing items (one for purples, one for uniques, one for legendaries). What I'd really love to do is haxxor my Bank on one of those characters to be far larger. Gibbed's save editor seems to have potential but I don't see a specific option for this. I do however see a "raw" tab to edit specific data...but I also don't see any obvious way to do this.
Another thing you can do is retrieve the item code via Gibbed and save it to a text file (or word doc for example and accompany with screenshots or brief description). You can then reimport the item if you want/need it. It isn't often you need 42 different items in your current inventory so backing up the item codes is often enough.
So I recently came back after a hiatus (update 3) to start up a fresh save. Unlocked coal and proceeded to build a crater lake power plant. I got about three hours into my build when I realized I did not make my factory high enough off the ground. I used the save editor to move my entire factory up 8m. It was a godsend and saved my sanity.
I have already posted ( _of_stars_assistant_editor_savefiles/) about my idea to write a save editor for this great game. Unfortunately, I was only able to finish what I started on vacation. I apologize to everyone I kept waiting.
If you haven't played Sea of Start yet, start the game, complete the prologue of the game (required!) and create at least one save. We recommend making several saves so as not to accidentally lose your game progress.
Has anyone made a save editor yet similar to the gibbed one used for older games? I realize the game's pretty new so the likelihood is low but I figured I should ask since Google wasn't super helpful.
I did some preliminary searches and I found some save editors that were for Frontiers, and another that claimed it worked for Outlaws but I have zero experience in this matter, and would love some advice.
Basically I joined a multiplayer session on one computer, and then switched to another, and something I did during that session has caused my save to crash as soon as it loads up while on one machine, but not on the other. I've tested everything I know how to test (I have another thread covering the issue) and the last remaining thing is to attempt to delete all of my inventory in an attempt to see if maybe there's an issue with that.
Here's a scrnshot of the bugs that have been showing up, they're all Cannot save file, Error saving/Cannot save editor settings to file etc. One of them says to Check user write permissions. Despite this Cannot save problem, the project still seems to be able to save changes I've made to it so far because when I reload the project my edits are still there?
Idk if this has been posted already or not but for those of you looking for a save editor here is one that is wip. Its still pretty basic and doesn't have everything yet but you can change your class, gear, and ability points. I have used it and it seems to work fine just be sure yo backup your saves. FYI saves are located in My Documents>Tiny Tina's Wonderlands>Saved> SaveGames
This problem may be answered on this sub, idk, but i'll post this anyway. My save file loads up just fine when i start up the game but both available save editors available will not load my save file and let me edit anything. gofungus' Save editor just says the save file is corruped and when i click Edit on NomNom save editor the program crashes everytime.
Do you face a problem with broken docking ports or need just a little fuel-cheating? Do you got tired of editing save games in a text editor with long loading time and so much scrolling to compare different parts and vessels? So did I and decided to make a more helpful external editor to display the XML-like structure (the "KML" - Kerbal Markup Language) in a tree view and pick out vessels, kerbals and parts to be displayed in more eye-candy way.
Thanks for your feedback. Yes, KAS (or any other add-on) connections are a thing KML can't recognize yet. There are some KAS constellations in my own savegame and in my special-cases-scenario, so KAS will be a topic later. I still think its better to warn about missing connections, even if everything is fine because its a add-on connection. If there is a warning about an add-on part, you should read it like "KML doesn't know what's going on" and ignore it. There still is no problem using KML for tweaking anything else.
@Mythos I wonder if you'll be able to add a flag switcher option. Since it's a savegame editor the flag switching option might come handy for many users. Stock game does not have an option to switch the mission flag once you launched the vessel. Simple "Open Flag" dialog window with constraints to GameData directory will be enough, smart users will find their flag themselves.
Sounds like a nice idea I might consider adding such a thing after more urgent things are done. You said this to be a per vessel option. I agree and don't think a savegame-wide exchange would be useful.
You should think about docked or grappled vessels with other flags, like rescued pods. A quick look into my savegame reveals the flag to be saved in any part. So I think it could be changed per part. Maybe it would be useful to exchange any part's flag only if it has the same flag as the root part? This would keep flag of rescued pods etc. There is more such thinking to do if I start adding such a feature. The actual search and replace would be pretty easy to do.
@Enceos I can make it crash on my side, if I have the save outside of KSP directory. If it is where it belongs, it does work. To be more exact: The problem only occurs if the outside directory does not have three directories above, like if it's in your root. Can you confirm?
Looks like the save file needs to be one folder deeper. The preview build crashed when I tried to open it from the " saves/SaveName/persistent.sfs " but opened when I moved the file one step deeper into " saves/SaveName/Ships/persistent.sfs "
I've tried this extension: -save-editor-layout -- but it's broken for me and reports every tab I try to save as a 'temporary unsaved tab' that cannot be saved. I guess I could never close my editor, but I'd rather not. I've been thinking of some way to automate the resizing/splitting of my tabs but was wondering if there's an easier way I missed?
Im new to editing saves but not to modding, any help would be apreciated. I already know how to find a save and edit standard vanilla pilot stats but not how to edit things incorporated in 330's pilot overhaul.
Hello everyone, hopefully this is the correct place to be posting this. I am attempting to skip playing the first game, because I already played it and don't have my save game data anywhere. I heard about Gibbed Save Editor and decided to give it a try. I filled out all the things I am supposed to fill out on the save editor (as far as I know) but when I try to "import a mass effect 2" Profile and try click load game nothing happens. No error or anything.
A save editor is a software tool that allows you to modify every aspect of your game save files without losing any data. The online save editor is the ultimate tool for customizing your favorite games. With support for popular formats like Ren'Py, RPG Maker MV/MZ/VX/XP, NaniNovel, and JSON, our editor is compatible with a wide range of games. Save Editor ensures that you never lose any data and makes it easy to make changes to your game saves.
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Our editor is designed to be non-destructive, meaning that it won't affect your original game or save files. Instead, our tool creates a copy of the original save file and makes changes to that copy. This way, you can make changes to your game saves without the risk of data loss or corruption.
While using our save editor, you should also be careful not to modify any fields that you're unsure about. Some game saves have complex structures and interdependencies, and modifying the wrong field could cause issues with your game. However, with Save Editor's user-friendly interface and powerful search feature, you can quickly and easily find and modify the fields you need to customize.
In summary, while SaveEditor.online is designed to be safe and secure, it's always a good idea to make a backup of your original save file before using the editor. With our non-destructive editing and powerful search features, you can safely and easily customize your game saves to your liking.
Our search feature is designed to be both powerful and versatile, providing you with the ability to efficiently locate any value or variable in your save file. With multiple search modes and filters, you can easily find the information you need to customize your gaming experience. Here's an overview of what our search function offers:
We understand that having the ability to undo changes made to your game save files is an important feature for a better user experience. Currently, our editor does not have a built-in undo feature. However, we offer a "Show only changed fields" checkbox that allows you to filter and see all of the changes you've made to your save file.
This version adds a couple of very useful features that weren't present in the origianl KSE code:
- Adding screenshot display when selecting a savegame // muuuch easier to find the save you're looking for!
- Ability to change the player position: X, Y, Z // YES it is possible! Altough you need to put coordinates that are valid (see blue areas with Kotor Toolset maps)
- Ability to read and modify the doors on the maps
- Ability to read and modify the inventory of the placeables
- Ability to read and modify the inventory of the stores
- Adding Creatures section under Area
- Adding full support for ASPYR kotor versions (linux/macos)
- Adding compatibily with compressed ASPYR save files (Nintendo Switch version) // those file are actually just simply compressed
- A couple of bug fixes and optimizations while reading/writing your savegame files