Grim Dawn Save Game Editor

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Miss Ruhnke

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Aug 21, 2024, 3:34:24 AM8/21/24
to glumarwebchie

This is a tool that lets you look at and modify the contents of your save file.
Want to rename your character? Sure.
Want to change your level? What about skill points or devotion points? Not a problem.
Want to a specific piece of gear? Easy.

Okay. Now your character is at level 85. Save your character by inputting w at the prompt. This will make a backup of your current save file, then write out a file that gives you a level 85 character. Go ahead and make sure it worked by loading up the character in the game. I can wait. =)

Grim Dawn Save Game Editor


Download Zip https://pimlm.com/2A4e0P



What is it?
This is a tool that lets you look at and modify the contents of your save file.
Want to rename your character? Sure.
Want to change your level? What about skill points or devotion points? Not a problem.
Want to a specific piece of gear? Easy.

That just lets us look at the item though. How do we change the item?
As mentioned earlier, if you know the exact basename, prefix, and suffix, you make any item you want! As a matter
of fact, the editor has a command to help look up records in the database!

If we add a new feature for the editor to also be able to find save files in custom locations, then the previous workflow would become quite a bit more complicated. Making edits and checking those edits would then involve having to manually move the save files to where the game can see the file. I imagine juggling files like this might get tiresome quite quickly.

I recently started a new game and actually spent a decent amount of time building my characters instead of using the pre-built stuff. However, I completely forgot to give them names so now everybody is named something like "New Character". Of course, this isn't game-breaking in the least but it's annoying (and makes me feel a tad stupid).

To enable the console, you need to edit your grimrock.cfg file, which can be found in the same place as your saved games. (You should close Grimrock before doing this.) The file is broken up into sections; in the first section, there's a line with console = false. Just change the false to true.

You probably also want to change the consoleKey line, since the default is a key that doesn't exist on an American keyboard (I believe it's the key on a Finnish keyboard, but I'm not certain of that). I recommend using a function key, since whichever key you choose overrides anything else you might want to do in the console (for example, if you choose Z as the key, you cannot type a Z in the console). To use F12, change the consoleKey line to read consoleKey = 123.

According to discussion on Grimrock.net and a couple of other websites I found, it doesn't appear that there's yet any official way to rename characters after you start the game. There are quite a few people complaining about it as a missing feature.

However, one of the forum members created a python script that claims to do that. At the moment there is only a single reply (saying 'good job', so that's positive) but it was only posted little over a week ago. I have not tested, verified or otherwise examined this script so use it at your own risk.

Hi, because the game and grimtools have different skill points, the warrior has a skill point that reduces the weight required for equipment, but in the game the skill points are actually less than grimtools
I posted a comparison picture earlier and you can see that grimtools has more upgrades than the game
Screenshot_2023-01-27-22-43-14-364_com.tencent.mtt10802400 198 KB

My intent is to run a batch file of commands. Say I want to create 20 different rings, or generate 20 of the same ring (but not use the same seed for each), or create a complete set of gear, augments and other stuff for a character. At the moment I have to repeat the command line a lot for any of that. A batch file saves me doing that (big fan of automating wherever I can). I can then either fire up the game and look at what was done and keep them or trash them and re-run the script. Yes I can do this in GDStash but I like the command line for some things (I have a unix background ) and automation and log files are always good things. Output to screen is fine. If you get the properties of pieces of gear working then output to a file for review will be handy.

GD Stash just reads and writes the save files, the rest is up to GD. So anything you can do with it should work with gd-edit as well as far as having the game running but the stash / char you change closed.

When a game lets you maintain separate save files, how many is enough? Do you keep as many profiles as you're allowed, just in case you ever want to go and undo some mistake you didn't even realize you were making back in act one? Do you save over the same file each time for the sake of simplicity and to heck with the consequences? Do you rely purely on autosave like some kind of maniac?

Sarah James, Guides Writer: Three, rotating through them each time I save. Occasionally though, I like to really push the boat out and add a fourth slot, especially if I feel like I'm about to do something risky that I might regret. I think this stemmed from accidentally overwriting a save file years ago, messing up, and not being able to go back. Whatever the reason, it's become a habit I can't break.

Imogen Mellor, Features Producer: Depends on the game mostly, but I like to go for a rule of two minimum. One for the BIG save and then another for the small. The first is for when I'm putting the game away for the evening or completing large chunks of story. The second save file is for smaller chunks that I wouldn't want to have to go through again. I understand this sounds entirely arbitrary when you can have more than two saves, but hey, it's not failed me yet.

In the few cases that I use more than two, I'll go all out and use all slots available but one. That one is for emergencies. No I don't know what emergencies might need an empty save slot but it feels like the sensible, mature thing to do to the 10-year-old in my brain.

Mollie Taylor, News Writer: It is I, the dirty one-slot saver. I've gone all these years saving my grand JRPG adventures with hundreds of hours into a single save without any consequences. I have learned no lessons here, therefore I will not change. People who need multiple save slots are cowards!

Christopher Livingston, Features Producer: If a game gives me a thousand save slots, I'll eventually use them all. I'd prefer two thousand, though, because when I save and then quit, and the game asks me if I'm sure I want to quit because any unsaved progress will be lost, I save again. Just to be sure. And always in a new slot.

I'm mostly talking about games like Skyrim, partly because I use mods and it's a bit risky using a single save slot because something could very easily be broken. I also test a lot of mods, meaning it's helpful to have a bunch of clean saves I can try them in without worrying about mod conflicts in other saves. Mostly, though, why not use a bunch of save slots? There's no benefit to limiting myself to a single save, and plenty of benefits to having a bunch, even if I never touch them.

Jacob Ridley, Senior Hardware Editor: The cascading save file strategy for me, starting from the top and using them all up in descending order until I run out. Though this works best when the save files automatically rearrange themselves based on how recent they are, that way you don't have to remember where you are each time. If they're manual save slots, it can become a bit of a mess, though I'll never be like these one-savers. Truly abhorrent behaviour.

Phil Savage, Editor-in-Chief, UK: Yup, like all people with a sensible approach to risk management, I will use a new slot every time I save. We're not in the PS2 era any more, trying to eek out as much room as possible on an 8MB plastic card. Hard drives are big, save files are small, why would you not? What possible thrill are you receiving from the vague possibility of having to play 100s of hours of an RPG again?

Brian Boru: When it's a free save system, I typically keep 3 saves, with filenames a, b, c. 'a' is typically the start situation in case I want to start over, while 'b' and 'c' are alternate saves later in game, usually for when I quit that session. If a game has auto saves and/or quick saves, I leave those on too, since it can't hurt.

Pifanjr: It primarily depends on which is faster: overwriting the last save or creating a new one. Some games automatically fill in the name for a new save, while others automatically select your last save to overwrite. In the first case, I probably have a hundred saves until I get around to deleting some, which might only happen when my drive gets too full. In the latter case, I'll probably have 3 of them: one primary one, one secondary one I made before a big decision and a third one when there was another big decision but I didn't feel comfortable overwriting the other save for that yet.

mainer: I have to admit that I'm an obsessive-compulsive game saver, save-scummer to some, or maybe I'm just evil like DXCHASE. But my save strategy varies depending upon the game I'm playing.

In games that I mod heavily, like Skyrim or Fallout 4, I make hard saves at least every hour, before and after important events or combat, and absolutely turn off all the autosave options as I've had more game freezes or CTDs from that feature than anything else. I will use quick saves at times, but I don't really depend on them. I also backup my save files to a separated storage drive by moving the older saves and keeping my current save folder smallish, as save file sizes tend to bloat the further you get in the game, with that folder becoming several Gigs in size if I'm not careful. I also never, ever, overwrite hard saves, as I've read too much about getting corrupted saves from overwriting.

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