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[TW1][tool] Save game editor


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01.02.2008 @ 16:52 #1

I am working on a save game editor modeled after the one that I did for Neverwinter Nights 2 (NWN2 Character Editor).  An alpha version is available on my work space Moderator's Note: See below, instead.  It currently provides the following functions:
  • Edit experience and gold
  • Edit bronze, silver and gold talents
  • Edit attributes (Strength, Dexterity, Stamina, Intelligence)
  • Edit signs (Aard, Igni, Quen, Axii, Yrden)
  • Edit styles (Strong Steel, Fast Steel, Group Steel, Strong Silver, Fast Silver, Group Silver)
  • Unpack all of the files within a save game to a specified directory (developer aid)

I'm currently working on display/modify inventory support.  The program is written in Java and requires the Java 1.6 runtime environment.  You can download the Java runtime here.  I'm interested in feedback from anybody who wants to give this a try.  Note that this is an alpha version, so be sure to backup your save game (TheWitcherSave) before modifying it with the editor. 

There are also some utilities that work with The Witcher data files (ERF utility, GFF utility, KEY/BIF utility).


***** Moderator's Note *****

This utility is no longer available on ScripterRon's work space; you can find it here, instead.

*******************************
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03.02.2008 @ 16:19 #2

I remember you from the NeverWinter game, I used your editors a lot there. I am glad you decided to work on the Witcher game.
Ariakas
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04.02.2008 @ 01:58 #3

Version 1.1 uploaded.  You can now add/remove/examine inventory items.
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04.02.2008 @ 04:52 #4

This is beyond useful.

Thanks a lot man!
1eyedking's Complete Original Script Fix
[size=10pt]Report any inconsistencies and/or bugs [url=http://www.thewitcher.com/forum/index.php?topic=7771.0]here
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Xhan 

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04.02.2008 @ 08:48 #5

Nice.
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04.02.2008 @ 15:11 #6

I can't get it to work - all I get is -
"Exception during program initialization

java.io.IOException: Unable to locate localized strings database

TWEditor.Main.main(Main.java:193)"
There are three types of people in this world - those that understand binary and those that don't.
Link to my play as other character models page
http://www.thewitche...p?topic=11910.0
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04.02.2008 @ 15:24 #7

Quote

I can't get it to work - all I get is -
"Exception during program initialization

java.io.IOException: Unable to locate localized strings database

TWEditor.Main.main(Main.java:193)"

The editor is looking for the TLK file.  It should be in the Data directory.  Do you have a .tlk file there?  If so, the game probably isn't detecting the game install path.  Do you have a 64-bit OS?  I've heard the Windows registry is set up differently on those systems (I have 32-bit Windows XP, so I don't know how it looks on other systems).

You can manually provide the install path by specifying the -DTW.install.path option in the shortcut.  For example, if you installed the game in "C:\Games\The Witcher" and the editor in "C:\Utilities", the shortcut would look like this:

  javaw -Xmx256m -DTW.install.path="C:\Games\The Witcher" -jar "C:\Utilities\TWEditor.jar"

Don't forget to enclose the file names in double quotes.  I'll update the ReadMe with this information.
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04.02.2008 @ 17:30 #8

Thanks - that got it working now.
There are three types of people in this world - those that understand binary and those that don't.
Link to my play as other character models page
http://www.thewitche...p?topic=11910.0
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04.02.2008 @ 18:14 #9

There seems to be a problem with Axii sign - can give it to yourself and shows up in the sidebar , but then you have no points in the skill or way of adding to it.
There are three types of people in this world - those that understand binary and those that don't.
Link to my play as other character models page
http://www.thewitche...p?topic=11910.0
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04.02.2008 @ 19:02 #10

Quote

There seems to be a problem with Axii sign - can give it to yourself and shows up in the sidebar , but then you have no points in the skill or way of adding to it.

That probably means I have the wrong internal mnemonic for Axii.  I'm still in Chapter 1 on my replay, so I just have Aard and Igni for development purposes.  I'll see if I can figure out what is needed for the Axii sign.
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04.02.2008 @ 20:36 #11

Version 1.2 uploaded to my work space with the following fixes:
  • Save intermittently failing due to an open input stream
  • Axii sign handled incorrectly (internal game code is 'Axi' and not 'Axii')

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04.02.2008 @ 20:49 #12

Great tool, works neat. Just a minor bug: when you use "Detailed list" in "Open..."-dialog to open a save, the column for "Modified date" displays the file type, not the date (at least on my swedish comp). Not a show-stopper, I know, but if you want a perfect product... ;)
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04.02.2008 @ 21:29 #13

Quote

Great tool, works neat. Just a minor bug: when you use "Detailed list" in "Open..."-dialog to open a save, the column for "Modified date" displays the file type, not the date (at least on my swedish comp). Not a show-stopper, I know, but if you want a perfect product... ;)

It does the same thing for me.  Unfortunately, this appears to be a bug in the JFileChooser class (part of the Java runtime).  There should be File Type and Date Modified columns.  If you go up a level and then select 'saves' again, it displays correctly.  It looks like the extremely long file type (TheWitcherSave) is throwing off the columns.
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05.02.2008 @ 01:26 #14

Is it possible to gain access to the other details from "witcher_atr_abl.lua" or luc. This would enable on the fly editing of difficulty - dodge mod, parry mod, EP and VP regen etc. Obviously after initial character creation these get stored in the save file. Would make this tool even more useful. (Not that I don't already love it. Great work!)
There are three types of people in this world - those that understand binary and those that don't.
Link to my play as other character models page
http://www.thewitche...p?topic=11910.0
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05.02.2008 @ 02:55 #15

ScripterRon!  This is downright AMAZING! Nice job!  I've got an idea for an addition that might be easy and very helpful -

Several people (myself included) have trapped themselves in CH 3 as a Dice Poker Novice.  How about adding a panel for the minigames like Fighting & Dice Poker so you can advance your level? 

Thanks again, great tool!
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05.02.2008 @ 03:22 #16

Quote

Is it possible to gain access to the other details from "witcher_atr_abl.lua" or luc. This would enable on the fly editing of difficulty - dodge mod, parry mod, EP and VP regen etc. Obviously after initial character creation these get stored in the save file. Would make this tool even more useful. (Not that I don't already love it. Great work!)

I don't know anything about .lua or .luc files.  I don't see any files of this type in the save.  You can unpack all of the files in a save using Actions->Unpack Save.  Are these files packed within another file?  For example, the editor uses module.ifo and this file is found within the <area-name>.sav file.

Or are you asking for more fields on the Stats panel to display additional fields from the module.ifo file?  If so, that is easy to implement if you tell me which database field names you are interested in.
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05.02.2008 @ 03:31 #17

Quote

ScripterRon!  This is downright AMAZING! Nice job!   I've got an idea for an addition that might be easy and very helpful -

Several people (myself included) have trapped themselves in CH 3 as a Dice Poker Novice.  How about adding a panel for the minigames like Fighting & Dice Poker so you can advance your level? 

Thanks again, great tool!

I suspect that is dependent on the current quest stage.  That is an area that I haven't explored yet (I'm guessing that quests involves the .qst files that are in the save).  I'll see what can be done to provide a quest editor function, although advancing a quest stage outside of the game might not work since any associated scripts wouldn't be run.  I really liked Oblivion in this respect because its console support let you advance quest stages within the game (great for getting past bugs and other oversights).
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05.02.2008 @ 10:53 #18

Attached my witcher.lua file so you can see. It contains all the opening stats for Geralt and is only called upon starting the new game. After that it is written into the save file and if I had to take a guess it should be co-habiting with the other attributes you are finding. Is the file which sets the difficulty of the game - damage multiplier et
There are three types of people in this world - those that understand binary and those that don't.
Link to my play as other character models page
http://www.thewitche...p?topic=11910.0
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05.02.2008 @ 19:35 #19

Don't work with my saves (russian localization)  :wall:

Posted Image

save file structure is not valid
save does not contain save_******.smm

Help please...   ::)

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05.02.2008 @ 21:33 #20

Quote

Don't work with my saves (russian localization)  :wall:

save file structure is not valid
save does not contain save_******.smm

Help please...   ::)

The SMM file contains control information for the save and is used to locate the proper SAV file (although I've only seen a single SAV file per save).  It is possible they changed the internal file names for the different languages (they certainly changed the area names).  Can you start a new character, save the game at the beginning of the prolog, and then send me the save file (this should keep the file as small as possible).  Send it to Ronald.Hoffman6@gmail.com.
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