[Tool] Save game Editor & CAT\DAT explorer\extracter v0.1.21 (2015-02-02)

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

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How would you like to get the application and updates:

(current) As a Click-Once application, the application is user bound and auto updates
37
36%
As a Click-Once application (with a selectable install dir), the application is user bound and auto updates (Under the hood the application would create a symlink from the Click-once install dir to the destination dir, not sure if this is possible)
8
8%
In a zip downloadable from the internet
44
42%
In a installer with a selectable install path
15
14%
 
Total votes: 104

nemesis1982
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Post by nemesis1982 »

@alexalsp: Loaded your save game. It builds the model however one cluster cannot be parsed (need to dig deeper to know why). The reason why you get the message that the save game cannot be loaded is because it cannot find the skunk in the universe it build up (my gues it's in the missing sector). I'll get back to you.

@NZ-Wanderer: Same reason. I'll get back to you.

@Update: I see you're both docked. I'll add a quick fix for that now and improve it later on.
w.evans
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Post by w.evans »

nemesis1982 wrote:Basicly it's just removing all elements with a certain macro right?
Removing elements of a particular type floating around the universe, but lots and lots of them. (Anywhere from 30 to a couple hundred.)

My particular problem was that I had lots of drones launching from ships and not docking. I "fixed" the problem by just making the drones available again, (deleted <unavailable>*drones*</unavailable>) but by the time I decided to do a new game start, there were so many of them floating around in my old save to the point that going into any zones where that happened made the game unplayable.

Can do it by hand, but it would probably be prone to error just because there are so many of them.

edit: grammar
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alexalsp
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Post by alexalsp »

This 2 save file with the mod. save 10 is not opened in the editor. Save 01 - opened but with lots of error messages.

https://yadi.sk/d/vKr9PNaMdg6BT
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NZ-Wanderer
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Post by NZ-Wanderer »

nemesis1982 wrote:it cannot find the skunk in the universe it build up (my gues it's in the missing sector). I'll get back to you.
I see you're both docked. I'll add a quick fix for that now and improve it later on.
Hmm, well I not docked to anything :) - but I am in one of the Transcend/Lost colony zones..
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
nemesis1982
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Post by nemesis1982 »

@NZ-Wanderer: Alright located the issue your skunk has a different macro than mine had. Testing now. I mixed up 2 saves that's why I thought you were docked.
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NZ-Wanderer
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Post by NZ-Wanderer »

cool :)
Look at it this way, if you can get this to work using our "out of the ordinary" saves then it's going to work for anyone :P
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
nemesis1982
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Post by nemesis1982 »

Ok there was an issue in the code path for the known lists. Solved it.
inventory items do not always have an amount for some reason. rare engine components for instance. Fixing that now. Ok. it looks like if there is just 1 ware the amount is ommitted. Changed error handling so it gets defaulted.

@NZ-Wanderer: Your save is a nice test save :)
, For now it will give an error because you only have one software component.

Try https://dl.dropboxusercontent.com/u/406 ... v0.1.2.zip
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NZ-Wanderer
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Post by NZ-Wanderer »

yup, loads with only 4 errors, but since you have my save you already knew that :) - great work...
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
nemesis1982
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Post by nemesis1982 »

@NZ: Yeah, I know. You can ignore them. One is more of a warning and the others are know issue I'll solve a bit later.

@alexalsp: In your save 10 the skunk was docked didn't account for that possibility.
It loads the skunk now however there are a number of issues I'll be looking in now.
nemesis1982
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Post by nemesis1982 »

@NZ: Yeah, I know. You can ignore them. One is more of a warning and the others are know issue I'll solve a bit later.

@alexalsp: In your save 10 the skunk was docked didn't account for that possibility.
It loads the skunk now however there are a number of issues I'll be looking in now.
w.evans
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Post by w.evans »

Hi nemesis1982,

Got it running! But the drop down menus don't seem to work? Log file here:

https://drive.google.com/file/d/0Byl6Ht ... sp=sharing

Would the save be useful to you as well?

save game here:

https://drive.google.com/file/d/0Byl6Ht ... sp=sharing
Last edited by w.evans on Sun, 28. Dec 14, 22:22, edited 1 time in total.
nemesis1982
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Post by nemesis1982 »

The save would be great evans. I'll se what I can do (the drop down boxes are disabled if there are any issues.

Ok looked at the log and the editor cannot sem to find the player node in your skunk config which has some important data like known types. This also explains why the drop down boxes do not work.

@alexalsp: ok. I see you are walking around on an elephant in save 10. I'll need to mutate somethings and seperate the player object from the rest of the object model for now (until it's complete). I'll look into that tomorrow.

@Evans: Same issue as alexalsp, only you're walking around in the skunk. I'll look into that tomorrow.

@Update: alexalsp and evans just added new version where the player data issue is fixed.

@Minor update: Known items categories list didn't work in some instances, player money can now safely be edited.
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NZ-Wanderer
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Post by NZ-Wanderer »

Just tried the latest version 0.1.5
I still get the software2 error in the log, but am ignoring it :)
However I do have a second error showing up, dunno if it important or not (This is with a new save game):

Code: Select all

Category: Error - Timestamp: 31/12/2014 9:50:15 a.m. 
Message: Unable to add cluster child node type.
Exception: System.NullReferenceException: Object reference not set to an instance of an object.
   at X_Rebirth_Save_Game_Editor.DataStructure.ClusterData..ctor(XmlNode clusterNode) in c:\Dev\XRebirth\X_Rebirth_Save_Game_Editor\Source\X_Rebirth_Save_Game_Editor\X_Rebirth_Save_Game_Editor\DataStructure\ClusterData.cs:line 39
StackTrace:    at X_Rebirth_Save_Game_Editor.DataStructure.ClusterData..ctor(XmlNode clusterNode) in c:\Dev\XRebirth\X_Rebirth_Save_Game_Editor\Source\X_Rebirth_Save_Game_Editor\X_Rebirth_Save_Game_Editor\DataStructure\ClusterData.cs:line 39
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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alexalsp
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Post by alexalsp »

I tried the new 1.5 version. Opened, maintained, uploaded, I think all changes are applied, the file is downloaded without problems. Thank you.

bat in log i have same err above.

good job. :thumb_up:
Last edited by alexalsp on Tue, 30. Dec 14, 22:51, edited 1 time in total.
w.evans
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Post by w.evans »

nemesis1982 wrote:Known items categories list didn't work in some instances, player money can now safely be edited.
Ahem. I may have, on occasion, added some things to my inventory which I have yet to discover in the game. Like Paranid Jewelry. And Mk2 Masers.

Thanks for the update!

edit: Was pleasantly surprised that it loaded my save with no issues whatsoever! Didn't try editing anything yet, but all of the knobs and drop-down menus seemed to work.

Your log asked me nicely to tell you this though:

Category: Error - Timestamp: 30.Dec.2014 11:00:08 PM
Message: Unable to add cluster child node type.
Exception: System.NullReferenceException: Object reference not set to an instance of an object.
at X_Rebirth_Save_Game_Editor.DataStructure.ClusterData..ctor(XmlNode clusterNode) in c:\Dev\XRebirth\X_Rebirth_Save_Game_Editor\Source\X_Rebirth_Save_Game_Editor\X_Rebirth_Save_Game_Editor\DataStructure\ClusterData.cs:line 39
StackTrace: at X_Rebirth_Save_Game_Editor.DataStructure.ClusterData..ctor(XmlNode clusterNode) in c:\Dev\XRebirth\X_Rebirth_Save_Game_Editor\Source\X_Rebirth_Save_Game_Editor\X_Rebirth_Save_Game_Editor\DataStructure\ClusterData.cs:line 39
----------------------------------------
Category: Error - Timestamp: 30.Dec.2014 11:00:08 PM
Message: Attribute game original does not exist. Is there something wrong with the save file?
Exception: System.NullReferenceException: Object reference not set to an instance of an object.
at X_Rebirth_Save_Game_Editor.DataStructure.SaveGameInfoData.get_GameCreationVersion() in c:\Dev\XRebirth\X_Rebirth_Save_Game_Editor\Source\X_Rebirth_Save_Game_Editor\X_Rebirth_Save_Game_Editor\DataStructure\SaveGameInfoData.cs:line 153
StackTrace: at X_Rebirth_Save_Game_Editor.DataStructure.SaveGameInfoData.get_GameCreationVersion() in c:\Dev\XRebirth\X_Rebirth_Save_Game_Editor\Source\X_Rebirth_Save_Game_Editor\X_Rebirth_Save_Game_Editor\DataStructure\SaveGameInfoData.cs:line 153
----------------------------------------
w.evans
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Post by w.evans »

It added a lot of line terminators (Hex 0A)

The <save/> node used to read:

<save name="Quicksave" date="1419975521"/>

now, it reads:

<save
name="Quicksave"
date="1419975521" />

Not an issue if we'll use the editor exclusively, but I occasionally do stuff in there when I'm testing. Would it be ok to make it so that it didn't do that? No problem if it's too much of a hassle to change.
w.evans
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Post by w.evans »

Tried just editing the money. The game sadly wouldn't load the save. Gets stuck at 85% then goes back to 0% and counts up again, although I don't know if that means anything.

log here:

https://drive.google.com/file/d/0Byl6Ht ... sp=sharing

pre- and post-edit saves here:

https://drive.google.com/file/d/0Byl6Ht ... sp=sharing

Hope that helps.

My saves are probably not typical of the saves of most of the people who will use the editor though, so I'll understand if you won't want to make it so that it'll work with my saves.

edit: was looking through the thread again, and found it funny how so many people save somewhere other than in the cockpit of the Skunk.

edit 2: also got a rather interesting debuglog with multiple initialization failures. Backed it up if you want a copy, but I don't know of how much use it would be to you. It's usually useful to trace where exactly a mod failed, but since you could see the output directly, might not be so useful.
nemesis1982
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Post by nemesis1982 »

Hey Guys, in the hospital ta the moment so I'll keep it short.

@w.evans: I've been fidgeting with that (Line terminators). I'll add it to the list of todo's. But it doesn't have a high prio at the moment.

Thanks for the log extract (cluster child is know I need to change it to a warning. It's nothing serious. I've found that the original game version attribute gets created if the game is loaded and saved in different version than in which it was created. It's just an informational attribute though nothing serious.

Glad everything worked.

@alexalsp: You can ignore the errors for now. Thnx.

@NZ: The software 2 is a known issue, will be fixed in one of the coming versions.

@Cluster child node errors this is the lens flare. It's on the list to get fixed.

@All: thnx for the feedback.

@NZ new post: I'll look into the save but it could take a few days. Depends on the baby. What kind of debug log? From rebirth? I might be able to do something with it. Just upload it and I'll see what I can do.
w.evans
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Post by w.evans »

nemesis1982 wrote:Hey Guys, in the hospital ta the moment.
Congratulations? If so, go, that's more important. You'll have enough sleepless nights in the coming several months to work on the editor.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

@nemesis1982: If you use the C# XML DOM to generate the XML then line terminators should not be an issue as the DOM outputs the most compact form of the XML. Not sure how you are outputting the XML but I would bet it is not that way.

@all: If you have a game save with a loading problem try opening and saving it using my Visual XML Editor, it may sort out the problems.

FWIW XML is supposed to be a free form language and any white space should be basically be ignored that includes TAB (0x09), SPACE (0x20), FF (0x0c), LF (0x0a) and possibly others. Not all XML parsers may stick to the nominal rules though so avoiding formatting white space is probably best all round - especially with the game save files as they are large enough already.
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