A length of zero represents the empty string and occupies just these four bytes. A positve length means that the characters are encoded in UTF-8. A negative length means that the characters are encoded in UTF-16 little-endian, without a byte-order mark. In this case, the given negative length has to be multiplied by minus two to get the number of bytes the rest of the string occupies (including the two bytes for null-termination).
These composite data types are documented below. A data type is a list of ordered fields, each field is a row in the table of the data type. So, for example: The SaveFileHeader begins with an Int (four bytes) that represents the save header version. This is followed by another Int (the next four bytes) that represents the save version and so on.
As part of an element in an ArrayProperty or "standalone" as the payload of a StructProperty, several custom types can occur. Note that the actual type is stated beforehand as a String, with a gap of 17 bytes to this structure. By default, the TypedData is just a PropertyList (see above), but there are some special structures:
I've been looking for my character's save file in the two locations suggested by - C:\Users[username]\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Saves only has a small .vdf file called steam_autocloud, and C:\Program Files (x86)\Steam\userdata[my steam user ID]\ doesn't even have a folder with 899770 (which seems to be LE's ID in Steam). Looking at settings in Steam, cloud saves 0 bytes of storage, i.e. no data.
The files inside will have a big generated string as the file names, so this is what I did to identify what folder held which data. I booted LAD on Game Pass and loaded the autosave file, once I returned to the folder, the autosave should be the one with the latest date of modification.
Asynchronously reads the bytes from the current stream and writes them to another stream, using a specified buffer size and cancellation token. Both streams positions are advanced by the number of bytes copied.
Asynchronously reads a sequence of bytes from the current file stream and writes them to a byte array beginning at a specified offset, advances the position within the file stream by the number of bytes read, and monitors cancellation requests.
Asynchronously reads a sequence of bytes from the current file stream and writes them to a memory region, advances the position within the file stream by the number of bytes read, and monitors cancellation requests.
Asynchronously writes a sequence of bytes from a memory region to the current file stream, advances the current position within this file stream by the number of bytes written, and monitors cancellation requests.
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