[Tool] X Rebirth Save Editor (08.12.2013)

The place to discuss scripting and game modifications for X Rebirth.

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Isbeorn
Posts: 41
Joined: Sat, 10. Dec 05, 14:28
x3tc

Post by Isbeorn » Mon, 2. Dec 13, 18:54

Imladir wrote:I'm trying to force a shipyard to complete its current build, but it always crashes (a NullRefereceException somewhere in the code).
Could you please upload your savegame file for me, so i can check what is wrong in the code? Thank you.

swatti
Posts: 1260
Joined: Sun, 7. Dec 03, 13:03
x4

Post by swatti » Mon, 2. Dec 13, 19:02

Saheike wrote:
swatti wrote:CRASH-ISSUE: When i use a "regular" builder-ship and try to add cargo to it when it has "unpacked" to start building, the editor crashes.
Saheike wrote:Tried to stop it with the missionmanager ?

:oops:
Umm... "missionmanager" ? Care to explain or link?
in game press enter and search for it plz. I think it is under info (2) or so.

:oops:
I see, you meant the "quest log"

Well, i have nearly nothing there. The "Alliances" quest does not have ANY quidance and the log doesnt affect the constructor in any way.
Also the constructor is not shown in the property-list nor under command of the URV-forge once it has started to build it.

Soooo... What did you mean by stopping it with the mission manager? Is there something there i havent noticed?

Cause all i need to do is to clear its orders ANY WAY POSSIBLE and at the moment there is NO in-game way to do so.

Imladir
Posts: 3
Joined: Fri, 29. Nov 13, 19:15

Post by Imladir » Mon, 2. Dec 13, 19:16

Isbeorn wrote:
Imladir wrote:I'm trying to force a shipyard to complete its current build, but it always crashes (a NullRefereceException somewhere in the code).
Could you please upload your savegame file for me, so i can check what is wrong in the code? Thank you.
Here it is: http://dfiles.eu/files/pn6pnva5s

Isbeorn
Posts: 41
Joined: Sat, 10. Dec 05, 14:28
x3tc

Post by Isbeorn » Mon, 2. Dec 13, 19:51

Imladir wrote:
Isbeorn wrote:
Imladir wrote:I'm trying to force a shipyard to complete its current build, but it always crashes (a NullRefereceException somewhere in the code).
Could you please upload your savegame file for me, so i can check what is wrong in the code? Thank you.
Here it is: http://dfiles.eu/files/pn6pnva5s
Thank you! i found the problem and it will be fixed in the next version. I will upload it in around an hour.

Saheike
Posts: 635
Joined: Mon, 30. Aug 04, 02:29
xr

Post by Saheike » Mon, 2. Dec 13, 20:08

swatti wrote:
Saheike wrote:
swatti wrote:CRASH-ISSUE: When i use a "regular" builder-ship and try to add cargo to it when it has "unpacked" to start building, the editor crashes.
Saheike wrote:Tried to stop it with the missionmanager ?

:oops:
Umm... "missionmanager" ? Care to explain or link?
in game press enter and search for it plz. I think it is under info (2) or so.

:oops:
I see, you meant the "quest log"

Well, i have nearly nothing there. The "Alliances" quest does not have ANY quidance and the log doesnt affect the constructor in any way.
Also the constructor is not shown in the property-list nor under command of the URV-forge once it has started to build it.

Soooo... What did you mean by stopping it with the mission manager? Is there something there i havent noticed?

Cause all i need to do is to clear its orders ANY WAY POSSIBLE and at the moment there is NO in-game way to do so.
Look after press Enter under 2-Info point 5-Missionmanager...

:oops:
Lieben Gruß von Sabine

//^:^\\ Trakkathrin-Kilrathina

Liberte, Egalite, Variete...

Imladir
Posts: 3
Joined: Fri, 29. Nov 13, 19:15

Post by Imladir » Mon, 2. Dec 13, 20:43

Isbeorn wrote:Thank you! i found the problem and it will be fixed in the next version. I will upload it in around an hour.
Thanks, worked perfectly.

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Nosscar
Posts: 1173
Joined: Thu, 14. Feb 13, 13:59
x4

Post by Nosscar » Mon, 2. Dec 13, 22:21

tried to repair my captured ships, seems to have done engines but not hull. and my mining ship is not showing in list.
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darkanimist
Posts: 10
Joined: Mon, 30. Nov 09, 17:41

Post by darkanimist » Tue, 3. Dec 13, 04:05

When i use the editor everything is in the macro name still and when i click enable on skill for crew it does enable them but can not edit them they just revert back to 0 but stay enabled

Isbeorn
Posts: 41
Joined: Sat, 10. Dec 05, 14:28
x3tc

Post by Isbeorn » Tue, 3. Dec 13, 10:55

darkanimist wrote:When i use the editor everything is in the macro name still and when i click enable on skill for crew it does enable them but can not edit them they just revert back to 0 but stay enabled
Seems like you miss the 2 XML files. They need to be placed in the same directory as the SaveEditor.exe.
Maybe the app hasn't got the rights to access those files? have you tried to open it in admin mode?

spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 17:06

Post by spartanheyho » Tue, 3. Dec 13, 11:07

Hi. Wondering if you could possibly check into adding a way for the save editor to check if your ships (if not all ships in the savegame) have the <gravidar/> tag enabled. It is always placed after the </ammunition> tag within ship data in the savegame. Without the <gravidar/> tag, ship's can't pick up targets and, as a result, don't attack. This is a major bug with all player-built ships from a shipyard as they are built without the tag enabled.

Finding said ship in your savegame and adding the tag usually works well but it can get tedious.

swatti
Posts: 1260
Joined: Sun, 7. Dec 03, 13:03
x4

Post by swatti » Tue, 3. Dec 13, 11:37

Saheike wrote:
Look after press Enter under 2-Info point 5-Missionmanager...

:oops:
Wtf, i know what the damn mission-log is! Do you even understand what im asking?

Im trying to clear orders from the plot-constructor, it has nothing to do with the mission-log ffs.

Isbeorn
Posts: 41
Joined: Sat, 10. Dec 05, 14:28
x3tc

Post by Isbeorn » Tue, 3. Dec 13, 11:50

spartanheyho wrote:Hi. Wondering if you could possibly check into adding a way for the save editor to check if your ships (if not all ships in the savegame) have the <gravidar/> tag enabled. It is always placed after the </ammunition> tag within ship data in the savegame. Without the <gravidar/> tag, ship's can't pick up targets and, as a result, don't attack. This is a major bug with all player-built ships from a shipyard as they are built without the tag enabled.

Finding said ship in your savegame and adding the tag usually works well but it can get tedious.
Hi. Already saw your post on the nexus, but forgot about it :oops:
Hopefully i have some time today and will add a way to include gravidar.

spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 17:06

Post by spartanheyho » Tue, 3. Dec 13, 13:00

Roger. Thank you. I appreciate it.

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Baconnaise
Posts: 479
Joined: Sat, 23. Nov 13, 16:50
xr

Post by Baconnaise » Tue, 3. Dec 13, 17:15

This is by far the best editor out there. I'm impressed with how well made this is and works in such a short period of time. Great job!

swatti
Posts: 1260
Joined: Sun, 7. Dec 03, 13:03
x4

Post by swatti » Tue, 3. Dec 13, 18:02

REQUEST: add ships function & add marines

My save is seemingly borked so may as well star a new but i dont want to re-capture all the capitals nor hunt crew for em. If im not listaken, npc-ships are "created" fully staffed. If not possible, any way will suffice.

Hunting the universe for those elite-marines is also pain, being able to add those would be huge help to us starting again.

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