[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, 13:28
x3tc

Post by Isbeorn » Thu, 26. Dec 13, 20:42

Frumph wrote:I do not think that the author is working on this save game editor anymore. Pity.

Maybe someone can see about getting the source up on github or something?
The sourcecode is already available on the nexusmod site in the file section.
Currently i am not working on any update, because i quit playing the game until it is in a more stable state.

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Frumph
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Post by Frumph » Thu, 26. Dec 13, 20:53

yeah, I won't count on it anytime soon, this latest patch actually made things worse ;/ .. and thanks for that, source that is... want to see about making it so that it doesn't rename ships if the field is empty

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Frumph
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Post by Frumph » Thu, 26. Dec 13, 21:02

Yeah, I have no idea what i'm doing in VB ;/ so not going to be me. (my VS 2008 doesn't work with the .sln anyways for me to try to learn)

swatti
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Post by swatti » Fri, 27. Dec 13, 13:59

Isbeorn wrote:
Frumph wrote:I do not think that the author is working on this save game editor anymore. Pity.

Maybe someone can see about getting the source up on github or something?
The sourcecode is already available on the nexusmod site in the file section.
Currently i am not working on any update, because i quit playing the game until it is in a more stable state.
Can you atleast fix the renaming, it didnt do that in the previous version and it seems to happen only to constructors and Fedhelms.

Soldier77
Posts: 4
Joined: Sun, 1. Dec 13, 15:48

Topic

Post by Soldier77 » Sat, 28. Dec 13, 07:01

Why dont they just take what you have and run it as the new beta? It seems like you fixed most of the issues and added some new features that the game really needs.

Revils
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Joined: Wed, 1. Jan 14, 21:36

Post by Revils » Wed, 1. Jan 14, 22:40

Hello

I've ported the Isbeorn code to C# Net 4 and did some fixes, mainly cosmetics, and changed "finish ship" function to a safer remove needed resources.
Source repository is on GitHub along with a build XRebirthSaveEditorC.zip, feel free to use and modify them.
Obviously backup your save game file before to use it with the editor.

swatti
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Post by swatti » Thu, 2. Jan 14, 13:45

Nice, huge thx man!

katiephil
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Post by katiephil » Thu, 2. Jan 14, 15:57

thanks for this I was hoping it would solve the stuck shipyards but when I click to finish the ships it crashes "XRebirthSaveEditorC has stopped working" I have windows 7 64bit, tried several times.

If you need me to send you anything to help find the bug let me know will send it you.

Revils
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Joined: Wed, 1. Jan 14, 21:36

Post by Revils » Thu, 2. Jan 14, 22:35

just provide the save game file you are using, upload it on some free hosting file site.

katiephil
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Post by katiephil » Thu, 2. Jan 14, 23:26

Revils wrote:just provide the save game file you are using, upload it on some free hosting file site.
https://www.dropbox.com/s/ajaey8dqxit5g1h/save_009.xml

The above is my save file :)

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Nikola515
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Post by Nikola515 » Fri, 3. Jan 14, 02:02

Revils wrote:Hello

I've ported the Isbeorn code to C# Net 4 and did some fixes, mainly cosmetics, and changed "finish ship" function to a safer remove needed resources.
Source repository is on GitHub along with a build XRebirthSaveEditorC.zip, feel free to use and modify them.
Obviously backup your save game file before to use it with the editor.
Thanks man :) This will keep me playing XR for little more.... I have favor to ask :oops: The most annoying thing for me in this game are not bugs but the way we need to look for crew.... I can go trough 10 stations and I cant find anyone who I need and if I do find him they suck :roll: Is there any way to you can add a way to add crew member on our ship( also there is way to change on this editor to change manager to pilot or captain but it is not working ) I was trying to change manager to cell specialist and it didn't work :( (specialist are rare and it is almost impossible to find without going to every station and checking everything). Can you keep eye on it when you get a chance :) Thanks again :)

Sorry bad English
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....

brammie
Posts: 100
Joined: Thu, 19. Dec 13, 23:26

Post by brammie » Fri, 3. Jan 14, 12:10

Nikola515 wrote:
Revils wrote:
Is there any way to you can add a way to add crew member on our ship

Sorry bad English
short answer, yeah, doable

few options here:
1: list all NPC's in savegame and change the connection from where they are to a ship you select, and update some stuff (like listeners and owner)
2: spawn new npc, just need to make sure the seeds for the parts and identifiers are correct and put him on the ship

In the current editor its a lot of work though, just took a look and its just a basic "xml dom" editor, good for setting/getting a value based on xpath, inserting whole game objects is somewaht harder. I got a xsd and java generated code that can make things easier if needed (dunno if it works correctly though havn't tested it extensively)

And changing the "type" of npc is easier, just update some references to what they are and change the script references they use, on station somewhat harder ccause you need to change the slot they use to and might change the script they are running to ...[/code]

Revils
Posts: 3
Joined: Wed, 1. Jan 14, 21:36

Post by Revils » Fri, 3. Jan 14, 18:05

I've fixed the problem with finish build and I've also added a repair hull function, just redownload the zip file with the new build.
For the npc question, as brammie wrote, it's not so simple since also spawning and scripts are involved so a in game mod seems a more suitable solution.

katiephil
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Joined: Fri, 2. Nov 07, 23:46
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Post by katiephil » Fri, 3. Jan 14, 23:34

Revils wrote:I've fixed the problem with finish build and I've also added a repair hull function, just redownload the zip file with the new build.
For the npc question, as brammie wrote, it's not so simple since also spawning and scripts are involved so a in game mod seems a more suitable solution.
You're a star :) the update works 100% and has fixed the stuck shipyards. Thank you so much I can get back to the game.................

Saheike
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Joined: Mon, 30. Aug 04, 02:29
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Savegame Editor

Post by Saheike » Sat, 4. Jan 14, 01:44

Superb Job, the savegame editor works fine for me.


:oops:
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Liberte, Egalite, Variete...

swatti
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Post by swatti » Sun, 5. Jan 14, 15:45

REQUEST: Add ammo to cap-ships

Captured ships have "Macro_ammoXXX_drone" or something, could it be possible to add those somehow?

Balor spinal-mounted missilelaunchers seem to be able to fire without any ammo but any other launcher wont.

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Nosscar
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Post by Nosscar » Sun, 5. Jan 14, 19:09

Is there anyway to use this editor to fix the urv wharf stations bug. (the plot station with the plasma/jet for resource)
[ external image ]
Asus Tuf A17 Ryzen 7 - 4800h, GTX 1660ti, 16mb ram, ssd drive. win 11.

shawnbrown40
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Joined: Tue, 25. May 10, 19:03
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urv warf

Post by shawnbrown40 » Sun, 5. Jan 14, 20:46

After i downloaded and installed the obstruction overide mod all went well as i had the same problem.

http://forum.egosoft.com/viewtopic.php?t=356492


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Now to figure out how stop trade from locking up after 2 hours and the game will be playable, and move verbose info on why ships are not being built.

toepick
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Joined: Wed, 29. Feb 12, 16:57
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Post by toepick » Sun, 5. Jan 14, 21:24

I have the build small ship mod installed and it works..built a med miner and somewhat successfully mine with it (need a fleet of like 100 tho lol).

When I put in an order for a cap ship it seemed all was going well but ship never finished (just a hint of construction), and remained stalled after letting game run for a couple of days. Despite seeing frequent trade ships in and out of station.

When I loaded the game in the editor I do not see my ship being built at all. I did see some NPC ships..at BPO shipyards. Mine should be in the PMC shipyards. This is a freeplay game.

Not at home but I can provide my savegame later tonight; just wondering if anyone has any ideas why it would not show up or maybe indicates a bigger bug?

edit: savegame - https://www.dropbox.com/s/3e3h3n1jdhkzyuc/save_001.xml

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dcajner2
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Post by dcajner2 » Mon, 6. Jan 14, 16:12

Do you save file after you add gravidar in mod and before you restart game?
If you can't beat them... try again ;-)

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