Save editor

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
ozihcs
Posts: 2
Joined: Sun May 06, 2012 3:57 pm

Re: Save editor

Post by ozihcs »

Did any of you by any chance happen to figure out where the character class and skills are found? I am looking for a way of changing the class after starting the game.

Why? Well, I got to level 4 before discovering that my 3rd character had reverted to fighter when I changed its race, and I've already restarted once to roll my own characters.. the game is fun but I don't really feel like going through all that again.

EDIT: I realize I should have specified; I am looking for the offset and maybe values. Not a neat & tied premade solution. I do know my way around a hex editor hehe
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Darklord
Posts: 2001
Joined: Sat Mar 03, 2012 12:44 pm
Location: England

Re: Save editor

Post by Darklord »

I don't know how to do that, BUT you can use the developer commands to skip a level gaining all xp and items. Then you could restart and with a couple of key presses be back on level 4 with your corrected party.

viewtopic.php?f=14&t=1630&p=16085#p15791

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
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glyn_ie
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Joined: Mon Mar 05, 2012 4:19 am

Re: Save editor

Post by glyn_ie »

Sorry about the delay.

Version 0.2.0

*Bug list in first post
Last edited by glyn_ie on Sat May 19, 2012 3:51 pm, edited 2 times in total.
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montagneyaya
Posts: 103
Joined: Tue May 01, 2012 11:08 pm

Re: Save editor

Post by montagneyaya »

No problem, and good job, thanks
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glyn_ie
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Joined: Mon Mar 05, 2012 4:19 am

Re: Save editor

Post by glyn_ie »

Thanks ;)

First post now includes some custom saves. Loads of stuff in the save data needs figuring out. For instance, I know the first DOUBLE after an ITEM header indicates the position in the characters inventory (including body/hands). With a torch, the second entry (DOUBLE) after DBLSEQ16 indicates remaining fuel...and the second STRING in the ITEM section is a reference to that item's unique object name in memory (so I just create my own: eg. torch_90001, torch_90002, etc). But there's loads of things which need testing. Anyone willing to give it a go, feel free. Looks like loads of things are possible.
Drew8898
Posts: 3
Joined: Mon May 21, 2012 5:37 am

Re: Save editor

Post by Drew8898 »

glyn_ie wrote:Sorry about the delay.

Version 0.2.0

*Bug list in first post
Attempting to run this version of the editor yields an error upon startup.

"Component 'COMDLG32.OCX' or one of its dependencies not correctly registered: a file is missing or invalid"

Read through the entire thread to see if there was any mention of this error. Am running Windows 7 64bit if that makes a difference.
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glyn_ie
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Re: Save editor

Post by glyn_ie »

Drew8898 wrote:Attempting to run this version of the editor yields an error upon startup.

"Component 'COMDLG32.OCX' or one of its dependencies not correctly registered: a file is missing or invalid"

Read through the entire thread to see if there was any mention of this error. Am running Windows 7 64bit if that makes a difference.
Try sticking these two files in the same folder as the editor.
Drew8898
Posts: 3
Joined: Mon May 21, 2012 5:37 am

Re: Save editor

Post by Drew8898 »

glyn_ie wrote: Try sticking these two files in the same folder as the editor.
The same error occurs.
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glyn_ie
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Joined: Mon Mar 05, 2012 4:19 am

Re: Save editor

Post by glyn_ie »

Drew8898 wrote:The same error occurs.
Check this thread out. Pay special attention to the last post at the top of page 2. It should solve your problem.

Also, try running the editor in compatibility mode for Windows XP/Vista and as an administrator first.
Drew8898
Posts: 3
Joined: Mon May 21, 2012 5:37 am

Re: Save editor

Post by Drew8898 »

glyn_ie wrote:Also, try running the editor in compatibility mode for Windows XP/Vista and as an administrator first.
/facepalm

I literally just did this to fix an issue with Diablo 2. I can't believe I didn't think to try this first. That worked, thanks.
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