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Working on Save Editor - Need something though..


ShadowKitty42

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Ok, here's the situation. I have the skill and knowledge to create a save file editor, and a real one at that. Saw a video for one, and it just makes a list of console commands which gets ran in-game as a batch file.. That's not what I'm doing.

 

My main goal for this, is to see if I can do something about script files being left over from uninstalled mods. I have no idea if I can do that, but it's my goal. Anyways, here's what I need:

 

In order to be sure this will work for everyone, I need somebody's save file from a foreign version of the game (ie. Non-English). All it needs to have, is a character name that doesn't use standard English letters. It can even be right at the beginning of the game, I just need foreign letters in it. If anybody is willing to provide this, it would really help the development of this program.

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And what's the problem with TES5 ESS Edit?

http://forums.bethsoft.com/topic/1461810-relz-tes5edit/

http://skyrim.nexusmods.com/mods/27119/?

 

>My main goal for this, is to see if I can do something about script files being left over from uninstalled mods.

 

You can start from continuing the research if you have some experience in reverse engineering, because the exact structure is still unknown

http://www.uesp.net/wiki/Tes5Mod:Save_File_Format/Papyrus

Edited by flexcreator
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Well for one, I didn't know about the ESS editor. But also, according to the desc, that project has been discontinued. Thanks for the save format link, but I'm already using that =)

 

I just need a foreign version's save file, to make sure I haven't messed up anything relating to wide character strings (UTF-16). This will be for when I get to testing the functionality of the program.

Edited by ShadowKitty42
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If I understand the description right, the project will be united with TES5 Edit:

http://skyrim.nexusmods.com/mods/25859/?

 

 

  Quote
> Thanks for the save format link, but I'm already using that

 

Please, note that you are using something that is not yet completed. I started this research about how scripts are stored inside the savegame and Tossapon continued. He is the one who filled the format page that you are using. Here is the details:

http://forums.nexusmods.com/index.php?/topic/915740-how-to-clean-your-savegames-from-broken-scripts-tutorial-solving-c/page-52&do=findComment&comment=7706071

 

 

Please, note that there are no "script files" inside the savegame. You won't be able to get rid of one script (I tried) untill you know all the related structures. Scripts are NOT stored in blocks. They are divided between different parts of the Papyrus section.

 

Of course, It's your choice. I just wanted to show the obstacles right from the start :)

 

PS

The ESS editor relies on the the source code from Papyrus Data Transfer, so it doesn't show the full structure too.

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Yeah, I saw on the page that it's not completed and I also know that the script files aren't inside the savegame. But the references to the scripts are in there, and with them there, it breaks updates to mods when they remove those scripts.

 

Although part of the reason I wanted to try this was to see if it could fix my problem with Kindred Judgement quest (final quest for Dawnguard). For some reason it doesn't start correctly. I just now tried the ESS editor to clear my papyrus, but that didn't do a thing. Got same result when finishing the quest that leads into it. Either way, I do have a mod installed that has removed scripts, that my save still relies on. So hopefully this could fix that problem.

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