

('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.
#Save game editor how to#
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. If you have no slots you'll have to progress to the first screen where you have control and save at your house.It surprises me that I only had 10 hours out of the original D-OS and now D-OS 2 is on the market. Simply save on a slot if you want to put something on it. Because of how encrypt works it's not meant to be used on this file. This file controls which slots are active. There's one file that isn't yet covered, which is the mhr_sys.sav.

Uses a compiled version of Andoryuuta MHS2SaveKeygen Project Usage Thanks to Phemeto with help with testing the finished application. Thanks to AkantoreX, Phemeto, ShinSeiKen and TheChief for their save files which were used for analysis and testing. Creditsīased on research taken together with Andoryuuta to reverse engineer the save encryption.
#Save game editor Pc#
Transfers save files between players, switch and pc version, encrypts and decrypts.
