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Mount & Blade: Редактор Сохранений / Save Editor

Mount & Blade: Редактор Сохранений / Save Editor

Данный Save Editor позволяет вам редактировать множество значений, такие как:

Раздача наделов лордам/королям.

Смена фракции у надела.

Улучшение отношений с лордами.

Создание армии и увеличение её числа.

Прописывание предметов в инвентарь персонажу.

Изменение атрибутов и оружейных навыков у персонажа и прочих.

Отключение падения отношений с лордами при раздаче земель другим.

Установка: Распаковать архив на рабочий стол, или в любое удобное для вас место.

Инструкция: В архиве лежит папка и EXE файл. В папке находится сам Save Editor, MorGHS Editor добавил для упрощения поиска ID юнитов.

Открываем Save Editor, нажимаем Import New Save. В первом поле указываем путь к папке с Модулем игры.(Если у вас оригинальная Warband — путь будет такой: (D:SteamLibrarysteamappscommonMountBlade WarbandModulesNative), если вы играете с модом, например Prophesy of Pendor, то путь будет такой: (D:SteamLibrarysteamappscommonMountBlade WarbandModulesProphesy of Pendor V3.9.3).В втором поле указываем нужное нам сохранение(Путь: ДокументыMount&BladeWarbandSaveGames). Save Editor работает с любыми модами.

Функции:

Создание армии и увеличение её числа: Для начала в самой игре нужно взять воинов для того, чтобы в окне отряда появилось нужное для прописи кол-во строк. Например, если вы хотите прописать себе 3 типа воинов — в игре в окне отряда у вас должно быть также 3 типа воинов. Можно взять 3 типа крестьян с разных деревень или поднятием лвла создать другие типы воинов.

Далее в папке troops практически с самого начала идёт перечень воинов. Находим нужного(Пример: #52(trp_vaegir_archer Vaegir_Archer где 52 — айди воина) и запоминаем его айди.

Теперь заходим в party_records и открываем самую первую строчку(игрок). Находим файл party, в нём открываем файл stacks и видим столько строчек воинов, сколько типов солдат + компаньонов есть у персонажа.

Открываем строчку любого бойца и видим 2 нужных нам файла: troop_id(айди вашего бойца) и num_troops(кол-во бойцов). По айди в файле troops можно узнать, что это за тип бойцов. Для проведения операции по созданию нужных вам солдат нужно использовать только других солдат и не трогать компаньонов, иначе сейв будет запорот(рекомендую сделать резерв перед махинацией). Находим нужную группу солдат и напротив troop_id меняем айди бойца, который у вас сейчас на айди того, кто вам нужен. Напротив строчки num_troops ставим нужное вам число бойцов. Не стоит превышать максимальное число солдат в отряде, иначе игра их срежет до этого самого числа.

Mount & Blade: Редактор Сохранений / Save Editor

Mount & Blade: Warband

The best save game editor is here. The save game files are in the /Mount&Blade Warband Savegames/Native subfolder of your Documents folder, and are named sg0X.sav. The variables you need to edit are the relations in the factions object, and you need to fix the ones between player_kingdom, player_supporters, and whatever kingdom you annoyed.

There are a few threads discussing this, here is one that links to other useful ones.

I probably do not need to say this, but make a backup of your save before you mess with it.

The best save game editor is here. The save game files are in the /Mount&Blade Warband Savegames/Native subfolder of your Documents folder, and are named sg0X.sav. The variables you need to edit are the relations in the factions object, and you need to fix the ones between player_kingdom, player_supporters, and whatever kingdom you annoyed.

There are a few threads discussing this, here is one that links to other useful ones.

I probably do not need to say this, but make a backup of your save before you mess with it.

i will make a backup
thanks
this isnt native, its 2.2 of. Clash of Kings
Tywin and his army and people love me
but his war council hate me without reason with their -1905 relationship

The best save game editor is here. The save game files are in the /Mount&Blade Warband Savegames/Native subfolder of your Documents folder, and are named sg0X.sav. The variables you need to edit are the relations in the factions object, and you need to fix the ones between player_kingdom, player_supporters, and whatever kingdom you annoyed.

There are a few threads discussing this, here is one that links to other useful ones.

I probably do not need to say this, but make a backup of your save before you mess with it.
i couldnt find the save files

1) You should replace the ‘Native’ in my directory name with the name of your mod.

2) You should not be wasting your time with the cok anyway. It’s a buggy mess.

Mount & Blade: Редактор Сохранений / Save Editor

Данный Save Editor позволяет вам редактировать множество значений, такие как:

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Раздача наделов лордам/королям.

Смена фракции у надела.

Улучшение отношений с лордами.

Создание армии и увеличение её числа.

Прописывание предметов в инвентарь персонажу.

Изменение атрибутов и оружейных навыков у персонажа и прочих.

Отключение падения отношений с лордами при раздаче земель другим.

Установка: Распаковать архив на рабочий стол, или в любое удобное для вас место.

Инструкция: В архиве лежит папка и EXE файл. В папке находится сам Save Editor, MorGHS Editor добавил для упрощения поиска ID юнитов.

Открываем Save Editor, нажимаем Import New Save. В первом поле указываем путь к папке с Модулем игры.(Если у вас оригинальная Warband — путь будет такой: (D:SteamLibrarysteamappscommonMountBlade WarbandModulesNative), если вы играете с модом, например Prophesy of Pendor, то путь будет такой: (D:SteamLibrarysteamappscommonMountBlade WarbandModulesProphesy of Pendor V3.9.3).В втором поле указываем нужное нам сохранение(Путь: ДокументыMount&BladeWarbandSaveGames). Save Editor работает с любыми модами.

Функции:

Создание армии и увеличение её числа: Для начала в самой игре нужно взять воинов для того, чтобы в окне отряда появилось нужное для прописи кол-во строк. Например, если вы хотите прописать себе 3 типа воинов — в игре в окне отряда у вас должно быть также 3 типа воинов. Можно взять 3 типа крестьян с разных деревень или поднятием лвла создать другие типы воинов.

Далее в папке troops практически с самого начала идёт перечень воинов. Находим нужного(Пример: #52(trp_vaegir_archer Vaegir_Archer где 52 — айди воина) и запоминаем его айди.

Теперь заходим в party_records и открываем самую первую строчку(игрок). Находим файл party, в нём открываем файл stacks и видим столько строчек воинов, сколько типов солдат + компаньонов есть у персонажа.

Открываем строчку любого бойца и видим 2 нужных нам файла: troop_id(айди вашего бойца) и num_troops(кол-во бойцов). По айди в файле troops можно узнать, что это за тип бойцов. Для проведения операции по созданию нужных вам солдат нужно использовать только других солдат и не трогать компаньонов, иначе сейв будет запорот(рекомендую сделать резерв перед махинацией). Находим нужную группу солдат и напротив troop_id меняем айди бойца, который у вас сейчас на айди того, кто вам нужен. Напротив строчки num_troops ставим нужное вам число бойцов. Не стоит превышать максимальное число солдат в отряде, иначе игра их срежет до этого самого числа.

[Tool][SaveEditor] WarBender — savegame editor [released/1.0.4]

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int19h

Recruit

WarBender is a save game editor for Mount & Blade: Warband.

Features:

  • Allows editing all the data in the save: factions, troops, parties, items.
  • User-friendly editing of troop skills and item modifiers
  • Multi-window interface to see and edit objects side by side
  • Bulk editing (select and edit multiple objects at once)
  • Quick search by name or ID
  • Supports all modules
  • Rich slot metadata provided out of the box for Native
  • Slot metadata is extensible via XML to enable it for other modules
  • Displays sizes in bytes of game objects as stored in the save file
  • Backed by a reusable .NET library with a public API

As far as module support goes, it can edit any M&B save, but it only «knows» names and types of faction, party, troop etc slots for Native. So for Native, you get the kind of experience that you can see on the second screenshot; it will even show different slots for objects of the same type where appropriate (e.g. village-specific slots only for villages, or marriage-related slots only for kingdom lords and ladies).

If you load a save from a different module, you get an option of assuming the same slots as Native (might give incorrect representation), or assuming nothing and just showing them as raw numbers. However, users (or module authors!) can also provide the description of slots for their module as an XML file, and the app can then load and use those. This is how such XML looks for Native. There’s no docs other than the file itself for the time being — more on this will be coming in the future.

kalarhan

Python Saint
Count

MnbSaveGameEditor was very useful back when I was playing/testing/Dev mods, so nice to see a new project that is also open source.

For testing mods a suggestion is that you include a tutorial on how to extract (print) values from globals, specific slots (like troop X, slot Y), specific values (like quest state), and so on. That is the sort of thingy that can help debug quicker. Remember most modders don’t know any Python.

On working with different modules: tutorial on how to setup the globals and slots constants, so you can have like VC or Floris savegame displaying the correct names (which are not the same as in Native shorter list).

Eventually moderators will move this to the tools section, so no worries there.

kalarhan

Python Saint
Count

Modding is done with MBScript, so most modders don’t need to learn even basic Python. So even a simple concept like a loop will look strange and thus the need for a simple, but step by step, tutorial.

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Do keep in mind that modding is on a low phase now, with few mods under development. We are not in 2011 or 2014 anymore, so there won’t be that many coders that could use your tool. That said I would think the common use will be to open a save, find some value (flag), edit and save (similar to the older tool), using the GUI (player friendly), so anything you can do to make this process less tech will be a bonus.

NPC99

Grandmaster Knight

Not sure if this is the right place to post about it; please let me know if it’s not!

I have two projects that I’ve been working on for a while, and I’m getting to the point where it’s time to release something and ask for help testing it.

WarBender is a GUI editor that lets you load saved games, edit them, dump them as XML (and load it back), and eventually write them back. It lets you view or edit multiple objects at a time or side by side.

To give it a try, download it from here:
https://github.com/int19h/WarBender/releases/tag/0.1.0

(This should be considered a pre-release of beta quality at this point. Expect bugs! Back up your saves before you run it.)

WarBend is a Python library that backs the GUI in WarBender. If you know Python, this lets you do complicated queries and bulk edit operations on the object graph stored in the save. Example:

3 times faster for this workload — and we’re talking seconds here, not milliseconds).

int19h

Recruit

I might be confused about what exactly the incompatibility entails (really only ever ran into it with M&B upgrades, where the save format itself used to change — a long time ago). If all items are the same, is the problem basically just newly added items (locations, factions, troops, . ) not being present in the old save? Or are we talking about ID remapping? Also, are there any concerns wrt slots?

Adding missing stuff from the module system into the save can be done, but not always trivial for everything, because of all the dependencies between different structures in places — e.g. if you add a new faction, then size of the «relations» array for every faction also changes. So the conversion script would need to patch those as well. I’m not sure if there really are any other special cases like that though. But mostly it sounds like taking the data from various tables in .py files, and using it to drive the library.

int19h

Recruit

int19h

Recruit

Ironically, the reason why I started working on this is because the other editor didn’t have convenient batch edits to do things like «let’s see what happens when all lords are upstanding and love the marshal»

Finding the flag is interesting. I’m thinking if the ability to search nodes in the tree might come in handy. The catch is that it uses internal IDs mostly, not names that players normally see. So you get something like «kingdom_1_lord» instead of «King Harlaus» etc. The names aren’t actually present in the save at all unless the entity was renamed (where it’s even possible at all, like with troops). But they can be loaded from module_troops, of course — just means that the needs to be a little bit more smarts about what to get from where.

NPC99

Grandmaster Knight

I might be confused about what exactly the incompatibility entails (really only ever ran into it with M&B upgrades, where the save format itself used to change — a long time ago). If all items are the same, is the problem basically just newly added items (locations, factions, troops, . ) not being present in the old save? Or are we talking about ID remapping? Also, are there any concerns wrt slots?

Adding missing stuff from the module system into the save can be done, but not always trivial for everything, because of all the dependencies between different structures in places — e.g. if you add a new faction, then size of the «relations» array for every faction also changes. So the conversion script would need to patch those as well. I’m not sure if there really are any other special cases like that though. But mostly it sounds like taking the data from various tables in .py files, and using it to drive the library.

I wasn’t envisaging anything as significant as a new faction. M&B converts everything into numbers. So related items/entities are best grouped together to facilitate loop checks — try for range from polearm1 to polearmsend. Inserting a new item into such a list makes saves incompatible as ID files are simple sequence lists, which are regenerated on each compile — every item/entity after a new insert is recompiled with an enum one larger than the previous version. Adding new items to the end of files avoids this problem but makes loop checks etc, problematic. All I was envisaging was ID remapping from a comparison of the ID files plus an adjustment for new slots based on a comparison of the old and new module_constants.py files. Thinking about it, the second part will be pointless without default values to populate any new slots — so that part is probably impractical.

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PS an old duscussion on save compatibility:

I’ve looked at Warband’s save game structure to try to understand what changes break save game compatibility and where placeholders might be useful (assuming the number of related slots aren’t changed).

1. Global variables — only the number appears to be held, suggesting placeholders could work with some dummy code to avoid unused warnings.
2. Triggers & Simple triggers — placeholders appear impractical as the timer details are held in the save game file.
3. Quests — uncertain if placeholders would be of any value — details held may only be populated once a quest is initiated.
4. Info pages — I doubt these change often enough to worry about.
5. Sites/Scenes — placeholders with dummy sco files appear possible, but I’m uncertain whether they would prove useful for new towns or castles due to the numbers required.
6. Factions — placeholders appear possible (with some way to change saved relationships), but pointless as existing factions would have already carved up the saved map
7. Party templates — placeholders appear possible.
8. Parties — placeholders appear to only be practical for static parties where the initial position can be predicted as this will be fixed in the saved game file.
9. Troops — troop placeholders may avoid breaking a saved game, but seem pointless as the skills, proficiencies, level, equipment etc. appear to be fixed in the saved game to that specified in the dummy placeholder, which will be wrong when such troops are subsequently spawned.
10. Items — item placeholders appear possible provided their item flags can be predicted/pre-set

Unless I’m missing something, placeholders might avoid game crashes, but can’t allow the new troop/item to feature properly in an old game. How do other mods build save game compatibility into their upgrades?

being awhile since I cared about savegame compatibility, but to add to your list above. In general you can’t add stuff in the middle, unless you have a placeholder, and some files will crash if you add anything new (like a new trigger).

1) you need to copy the variables.txt from your folder before doing a new compilation. This way it will keep the same order for old variables, and it will add new ones at the bottom of the list. If you don’t, it will create a new list on alphabetic order. As the savegame uses that order (and not the name) to read the globals, any change will mess with your game.

2) triggers need to be kept on the same ID (order). You can use placeholders at the end of the file with a short timer like 24hours, and re-use them in the future. When you change the timer, it will eventually update the savegame (in this case, within 24 hours)
a alternative is to use generic triggers (0, 1, 6, . hours) and call scripts from them. Put those scripts inside try_block so any condition you have won’t affect the others. If your new code is not performance heavy, you won’t notice any lag or issues.

3) you need to keep the ID. VC had a problem with this, so if you check their code you will notice several blank quests used in their code. A clean way to use placeholder is to replace the name with a custom variable on your code
instead of using «qst_blank_quest_30», you could use a constant QUEST_MAYOR_STONE on dialogs, scripts, etc

5 8 ) remember to update any slots for towns, etc
also depending on what you add, only new saves will see them (like VC and the new locations for RE edition)

6) you could add new areas to the map, etc, and make it compatible with old saves.

9) problematic for sure, altho you can update a troop with code (some of the stats), so you would need to plan ahead. I am not sure which operations you would have for F&S tho.

See trigger below (VC code) for a example of the things they had to do to keep updating old files.

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