XML Savegame editing, USEFULL workarounds for bugs and quests + repair captured ships

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vahadar
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XML Savegame editing, USEFULL workarounds for bugs and quests + repair captured ships

Post by vahadar »

Before some advertisements :
a thread where you can put your feedback and wishlist, Egosimon a dev from Egosoft is reading it so far and replying :
http://forum.egosoft.com/viewtopic.php?t=351058

another good feedback thread :
http://forum.egosoft.com/viewtopic.php?t=360924

X:R universe map by Drow
http://forum.egosoft.com/viewtopic.php?t=356830

----------

For future reference if you want to find this thread again, it is linked in the sticky by BlackRain on that same forum :
Get Help, Workarounds, Gameplay mechanics, Game info, Plot issues, etc ALL HERE ASK
http://forum.egosoft.com/viewtopic.php?t=347917

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To edit a savegame, go in your Documents, under Egosoft then X Rebirth, then go deeper in the folders to find the savegame one.

Make sure you backup your save before edition !!
This thread does contain spoilers. Some fix are meant to bypass bugs in the plot.

Also there is another good thread on Steam Community about editing savegames, you might find stuff there you dont find here
http://steamcommunity.com/sharedfiles/f ... =196174694

A tool like Notepad++ is a very friendly companion for editing the savegame of X:Rebirth

stk25 from the mod section made this save editor :
XRSaveEditor still under development
http://forum.egosoft.com/viewtopic.php?t=350004

Another savegame editor by Isbeorn :
X Rebirth Save Editor
http://forum.egosoft.com/viewtopic.php?t=353553

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Links under are not all written in a guide style but more like guidance, sometime general, sometime specific :

- Finding player owned ships (very short guide)
http://forum.egosoft.com/viewtopic.php?t=353511


- fixing hull/engines/jumpdrive/shields/turrets... to 100%
- adding drones for capital ship/deleting bugged drones (usefull for captured ships)
- fixing bugged turrets/components that show hull 0% even after repairs

- a general post about understanding how to edit your ships and adding drones
http://forum.egosoft.com/viewtopic.php? ... 29#4209229


- Where to add an ammunition string when no ammunition tag present in your save for your ship :
http://forum.egosoft.com/viewtopic.php? ... 59#4226359


- adding wares (jump fuel in that exemple) to your capital ship (in that exemple it is for the Plot contruction ship) :
http://forum.egosoft.com/viewtopic.php? ... 47#4207447
note : each ware group (fuel/cargo...) has a specific <component> separate code, be sure to respect that!
Dont add a complete <connection> block, the fuel or cargo <connection> groups already exist but should be empty of wares, so add all your wares there.
Check the steamcommunity link at the top for more explanation on editing wares, since wares and fuel are treated diferently in the code.
- Exemple for 300 food rations here (entry in the middle between 2 others components to show the id variation)

Code: Select all

<component class="enginebooster" macro="enginebooster_size_l_01_macro" connection="engine" id="[0x148c30]">
<boost recharge="85009.8"/>
<connections/>
</component>
</connection>
</connections>
</component>
</connection>
<connection connection="connection_storage02" macro="connection_storage02">
<component class="storage" macro="storage_ship_xl_universal_01_macro" connection="shipconnection" id="[0x148c31]">
<cargo>
<summary connection="cargo">
<ware ware="foodrations" amount="300"/>
</summary>
</cargo>
<connections>
<connection connection="cargo" macro="cargo">
<component class="cargobay" macro="cargobay_ship_xl_universal_01_macro" connection="storageconnection" id="[0x148c32]">
<connections/>
</component>
</connection>
</connections>
</component>
</connection>

- Adding resources to your constructor ship -another how to add wares tutorial- (for the station building in plot)
- and opening Maelstrom gate if stuck
Maelstrom fix should be obsolete with 1.14
http://forum.egosoft.com/viewtopic.php? ... 39#4218039


- deleting a trade mission that is bugged (implies you know where to find your capital trader ship in the save), its an exemple but any similar trade will be the same
this fix should be obsolete with recent patches since you can delete the trade queue directly in game
http://forum.egosoft.com/viewtopic.php? ... 32#4211432


- Plot - How to empty RoC Solar Energetics in Devries/Fervid Corona when station storage is full, and you cant dock properly a ship to empty it, thus preventing you to sell the 300 food for the plot mission after
http://forum.egosoft.com/viewtopic.php? ... 35#4249935


- changing standings with factions
http://forum.egosoft.com/viewtopic.php? ... 88#4216588


- redoing a station placement while its building
http://forum.egosoft.com/viewtopic.php? ... 64#4224964


- Clearing the shipyard when it's stuck (construction, queue...).
http://forum.egosoft.com/viewtopic.php? ... 43#4230243
note : a ship construction that takes ages can also mean the shipyard dont have all ressources to build your ship. Be patient in that case ;)


- How to fix 0% constructed ship
http://forum.egosoft.com/viewtopic.php?t=352083


- How To edit a docked ship out of a shipyard for ship stuck at shipyard
http://forum.egosoft.com/viewtopic.php?p=4241609


- Adding Surface Mining drones if you think those drones are too hard to find
http://forum.egosoft.com/viewtopic.php? ... 04#4236704


- How boarding works? some find from XML not really for editing save but interesting read
http://forum.egosoft.com/viewtopic.php?t=351609


- 1.18 and Stations not building parts
not save game edition but some tips to work around this bug
http://forum.egosoft.com/viewtopic.php? ... 55#4274155


- modifying officer/npc stats/name/physical appearance :
http://forum.egosoft.com/viewtopic.php? ... 67#4211467
You can also modify copilot Yisha and even the Skunk computer Betty stats but i woulnt advise to do so.


- more cash (erm i know some people will ask for it, cheaters^^) :
its in the first lines of the file, BUT you also need to search for the current amount of cash you have in the rest of the files since your npc crews shares that info too.
It should look like this for 123456789 cash :
<player name="Ren Otani" location="{20005,45}" money="123456789"/>
and for a npc, like this
<account id="[0x3d]" amount="123456789"/>
replace all cash amount valuesby the one you want. id&location might be different for you, just replace the part for cash amount.


i'll add more to the list as i find some usefull workaround, feel free to link or post yours too !
Last edited by vahadar on Thu, 10. Jul 14, 22:45, edited 121 times in total.
DarrikVkir
Posts: 31
Joined: Wed, 13. Jul 11, 23:27

Post by DarrikVkir »

Good post. Now, if only we could keep these things at the top of the list without obviously bumping them :)
Defendor89
Posts: 8
Joined: Sun, 17. Nov 13, 20:06

Post by Defendor89 »

Very Nice thread :-)

any1 have a saveedit solution to the ships constantly following?
jdunne
Posts: 16
Joined: Mon, 18. Nov 13, 03:56

Post by jdunne »

All the Faction standings up at the top of the XML are backwards than you think. I messed up early in the game and upset the Food faction (forgot the name) and when I looked in my XML save file, I saw that the faction standing was actually a positive number (0.032) as opposed to the neutral factions I've encountered that are listed at (-0.5)

I didn't edit it, because my game crashes every hour or so and I don't want to ruin my one good save, however I believe that Friendly is (-0.5) to (-1.0) while enemy status is (0.0) to (1.0)

If someone can test this to confirm.
vahadar
Posts: 407
Joined: Thu, 8. Feb 07, 02:37
x4

Post by vahadar »

Defendor89 wrote:Very Nice thread :-)

any1 have a saveedit solution to the ships constantly following?
i think i found something, i need to explore it a bit first to make sure i get all entries checked and i'm not forgoting to delete one that will mess up with the game

will update post when checked
DarrikVkir
Posts: 31
Joined: Wed, 13. Jul 11, 23:27

Post by DarrikVkir »

jdunne wrote:All the Faction standings up at the top of the XML are backwards than you think. I messed up early in the game and upset the Food faction (forgot the name) and when I looked in my XML save file, I saw that the faction standing was actually a positive number (0.032) as opposed to the neutral factions I've encountered that are listed at (-0.5)

I didn't edit it, because my game crashes every hour or so and I don't want to ruin my one good save, however I believe that Friendly is (-0.5) to (-1.0) while enemy status is (0.0) to (1.0)

If someone can test this to confirm.
That's not accurate, negative numbers are enemies and positive is friendly.

However, if you were looking at your relations to wholesomefoods, that does not effect their relationship with you.

I was trying to give myself position relation to Plutarch and edited the wrong relation - I made my relationship positive, but that doesn't effect theirs... you have to go to the plutarch section and change their feelings for you (it shows up as a 'booster').
jdunne
Posts: 16
Joined: Mon, 18. Nov 13, 03:56

Post by jdunne »

DarrikVkir wrote:
jdunne wrote:All the Faction standings up at the top of the XML are backwards than you think. I messed up early in the game and upset the Food faction (forgot the name) and when I looked in my XML save file, I saw that the faction standing was actually a positive number (0.032) as opposed to the neutral factions I've encountered that are listed at (-0.5)

I didn't edit it, because my game crashes every hour or so and I don't want to ruin my one good save, however I believe that Friendly is (-0.5) to (-1.0) while enemy status is (0.0) to (1.0)

If someone can test this to confirm.
That's not accurate, negative numbers are enemies and positive is friendly.

However, if you were looking at your relations to wholesomefoods, that does not effect their relationship with you.

I was trying to give myself position relation to Plutarch and edited the wrong relation - I made my relationship positive, but that doesn't effect theirs... you have to go to the plutarch section and change their feelings for you (it shows up as a 'booster').
Interesting. Can you point me to where that's found in the XML? Also, what's the point of the standings at the top then? Have you found a use for them?
mrhanman
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Post by mrhanman »

Does anyone know how to get rid of static on the console?
eddieg
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Joined: Tue, 9. Dec 03, 16:10
x4

Post by eddieg »

wait, the game has no savegame signature checking? this from the devs that did the whole *modified thing?

I mean, jeez, fixing bugs from savegame hacking is one thing, but "let me just get more money"...
DarrikVkir
Posts: 31
Joined: Wed, 13. Jul 11, 23:27

Post by DarrikVkir »

jdunne wrote:
DarrikVkir wrote: (snip)
Negative numbers are enemies and positive is friendly.

However, if you were looking at your relations to wholesomefoods, that does not effect their relationship with you.

I was trying to give myself position relation to Plutarch and edited the wrong relation - I made my relationship positive, but that doesn't effect theirs... you have to go to the plutarch section and change their feelings for you (it shows up as a 'booster').
Interesting. Can you point me to where that's found in the XML? Also, what's the point of the standings at the top then? Have you found a use for them?
All the relations are right at the top of the file. The sections for how each faction feels starts with 'faction id="'. Editing 'faction id="player"' doesn't effect how the faction feels about you. Editing faction id='wholesomefoods', for example, will effect how they feel about you.

If I wanted to edit Plutarch to be friendly to me, for example, I'd go to the Plutarch section, here:

Code: Select all

<faction id="plutarch">
<relations>
<relation faction="heartofalbion" relation="-0.0032"/>
<relation faction="beryll" relation="0.02"/>
<relation faction="leddaindustrial" relation="-0.0032"/>
<relation faction="wholesomefoods" relation="0.0032"/>
<relation faction="nolimits" relation="-0.0032"/>
<relation faction="albionenergy" relation="0.01"/>
<relation faction="reivers" relation="-0.25"/>
<relation faction="argongovernment" relation="-0.0032"/>
<relation faction="xenon" relation="-0.5"/>
<relation faction="familyryak" relation="-0.0032"/>
<relation faction="friend" relation="0.5"/>
<relation faction="enemy" relation="-0.5"/>
<relation faction="canteran" relation="-0.0032"/>
<relation faction="smuggler" relation="-0.06"/>
<relation faction="criminal" relation="-0.5"/>
<relation faction="sovereignsyndicate" relation="-0.5"/>
<relation faction="hereticvanguards" relation="-0.5"/>
<booster faction="canteran" relation="-0.1" time="32667"/>
<booster faction="player" relation="-0.372" time="33549.6"/>
</relations>
See that last line, the booster for "player"? That's the negative opinion plutarch has for you. Delete the line and plutarch is friendly (I tend to change to to positive instead of negative, because some of the missions are a PITA if plutarch isn't red to you so I changed it back for those). I also got wholesomefoods upset with me (I captured one of their ships when I didn't get my other Rahanas back), and edited it the same way.
vahadar
Posts: 407
Joined: Thu, 8. Feb 07, 02:37
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Post by vahadar »

jdunne wrote:Also, what's the point of the standings at the top then? Have you found a use for them?
i think those are standings between factions themselves

there is a special entry for the player

like this one here

Code: Select all

<faction id="player">
<relations>
<relation faction="nolimits" relation="-0.0032"/>
<relation faction="reivers" relation="-0.25"/>
<relation faction="argongovernment" relation="0.0032"/>
<relation faction="xenon" relation="-0.5"/>
<relation faction="familyryak" relation="-0.0032"/>
<relation faction="friend" relation="0.5"/>
<relation faction="enemy" relation="-0.5"/>
<relation faction="canteran" relation="0.0032"/>
<relation faction="criminal" relation="-0.5"/>
<relation faction="sovereignsyndicate" relation="-0.5"/>
<relation faction="hereticvanguards" relation="-0.5"/>
<booster faction="plutarch" relation="-0.213944" time="82399.9"/>
<booster faction="heartofalbion" relation="0.0012" time="80158.3"/>
<booster faction="beryll" relation="0.0326895" time="56658.7"/>
<booster faction="leddaindustrial" relation="0.04897" time="47989.9"/>
<booster faction="wholesomefoods" relation="0.0114224" time="21167.6"/>
<booster faction="nolimits" relation="0.0658159" time="48922.5"/>
<booster faction="albionenergy" relation="0.0885965" time="82411.8"/>
<booster faction="reivers" relation="-0.369721" time="90226.2"/>
<booster faction="standard" relation="-0.00822203" time="78043.1"/>
<booster faction="canteran" relation="0.0650013" time="90238.8"/>
</relations>
<account id="[0xa1]" amount="39674345"/>
</faction>
I wont advise to modify other factions groups but my guess is that the standing for players goes here. Now i have no idea on how to reflect it on a 100 scale like it is ingame with the numbers here.

i think such type of line is standard, and should not be change, it gives reference values for the game
exemple :

Code: Select all

<relation faction="xenon" relation="-0.5"/>
my guess its that those lines are the one to be changed, havent really tried yet, an exemple here :

Code: Select all

<booster faction="canteran" relation="0.0650013" time="90238.8"/>

edit : after reading previous post by DarrikVkir which give more info i think you need to both edit the booster relation for the id="player" AND for id="plutarch" groups
seems its working if you remove it just in the Plutarch group but better be safe than sorry

exemple from my save for plutarch, you find the same info for booster faction as in the player group

Code: Select all

<faction id="plutarch">
<relations>
<relation faction="heartofalbion" relation="-0.0032"/>
<relation faction="beryll" relation="0.02"/>
<relation faction="leddaindustrial" relation="-0.0032"/>
<relation faction="wholesomefoods" relation="0.0032"/>
<relation faction="nolimits" relation="-0.0032"/>
<relation faction="albionenergy" relation="0.01"/>
<relation faction="reivers" relation="-0.25"/>
<relation faction="argongovernment" relation="-0.0032"/>
<relation faction="xenon" relation="-0.5"/>
<relation faction="familyryak" relation="-0.0032"/>
<relation faction="friend" relation="0.5"/>
<relation faction="enemy" relation="-0.5"/>
<relation faction="canteran" relation="-0.0032"/>
<relation faction="smuggler" relation="-0.06"/>
<relation faction="criminal" relation="-0.5"/>
<relation faction="sovereignsyndicate" relation="-0.5"/>
<relation faction="hereticvanguards" relation="-0.5"/>
<booster faction="player" relation="-0.213944" time="82399.9"/>
</relations>
DarrikVkir
Posts: 31
Joined: Wed, 13. Jul 11, 23:27

Post by DarrikVkir »

Once autopilot and patrols work (or are modded in), I imagine your feelings for them will matter... your AI combat ships will attack anyone YOU hate, as well as defending themselves from anyone who attacks them because they hate you.

At the moment, it doesn't make an impact. But you are right, it may in the future.
jdunne
Posts: 16
Joined: Mon, 18. Nov 13, 03:56

Post by jdunne »

That's more helpful actually. Thanks for sharing that. Explains a lot to me now :)
vahadar
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Post by vahadar »

mrhanman wrote:Does anyone know how to get rid of static on the console?
what do you mean by static? not been able to look around? dont know here

if by static you mean those sounds bug when you use the ship scan for exemple, you can do another scan type like long range and the sound bug vanish
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werewolves?
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Post by werewolves? »

Anyone figured out a way to clear the docking que for a shipyard?
DarrikVkir
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Post by DarrikVkir »

Here's another save edit guide for you vahadar:

(contains spoilers)
http://forum.egosoft.com/viewtopic.php? ... 39#4218039


For that matter, a helpful guy named Pleiades posted a jump gate open edit for another bug (also spoilers) as a reply :)
vahadar
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Post by vahadar »

added :)
mrhanman
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Post by mrhanman »

vahadar wrote: what do you mean by static? not been able to look around? dont know here

if by static you mean those sounds bug when you use the ship scan for exemple, you can do another scan type like long range and the sound bug vanish
No, I mean static as in snow on the small computer console in the cockpit. After going through the gate, it started as part of the plot, I assume. Anyway, it never stops. It's there all the time. I've seen other posts about it, but the only "fix" has been restarting the game. I figure it has to be in the save somewhere, but no one seems to know where.
moucester
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Post by moucester »

Any chance of advice on this issue?

Can this be fixed via save game editing?

http://forum.egosoft.com/viewtopic.php? ... 2&start=15
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Frumph
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Post by Frumph »

- Redoing Station Placement

If you placed a station and don't want it there anymore while it's currently being built, you can search for "buildcon" for it, then just delete everything from the <connection down to the /connection for it (it's a lot)

It's a good idea to use a collapsing xml editor so you know what you are removing is for that section only.

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