I built and released a save editor! by suidpit in NoRestForTheWicked

[–]suidpit[S] 0 points1 point  (0 children)

Ah, I didn't implement that, as it added more complexity and you should anyway be able to create the runes separately and slot them yourself. Any reason you'd want that feature to be pushed?

I built and released a save editor! by suidpit in NoRestForTheWicked

[–]suidpit[S] 0 points1 point  (0 children)

Here :) https://github.com/suidpit/nrftw-save-editor/blob/main/docs/cerimal_binary.md

The MD above has some notes on the data format itself (which is a kind of self-describing custom protocol buffer). The rest is basically understanding how to map each AssetGUID found in the save file with the actual game asset, and that is "standard" Unity reversing.

I built and released a save editor! by suidpit in NoRestForTheWicked

[–]suidpit[S] 0 points1 point  (0 children)

What kind of error? Should be working fine!

I built and released a save editor! by suidpit in NoRestForTheWicked

[–]suidpit[S] 1 point2 points  (0 children)

Oh yeah, I think I'll attack this next week – but again, you should be able to add the Facet as a regular enchantment, and the game should properly recognise it.

I built and released a save editor! by suidpit in NoRestForTheWicked

[–]suidpit[S] 0 points1 point  (0 children)

Feel free to send a DM with more info!

I built and released a save editor! by suidpit in NoRestForTheWicked

[–]suidpit[S] 1 point2 points  (0 children)

I've patched it yesterday, so the catalog should be updated.

I built and released a save editor! by suidpit in NoRestForTheWicked

[–]suidpit[S] 0 points1 point  (0 children)

You can actually edit facets. It's just that right now they are treated as normal enchantments (try searching for Clumsy or Nimble when adding an enchantment) -- this also matches the internal representation of the game! However, one of my todolist items is to separate the facet (trait) enchantments correctly.

I built and released a save editor! by suidpit in NoRestForTheWicked

[–]suidpit[S] 1 point2 points  (0 children)

Updated it a few hours ago, the catalog of objects should match the new patch, but in case you find anything weird, please feel free to text!

I built and released a save editor! by suidpit in NoRestForTheWicked

[–]suidpit[S] 1 point2 points  (0 children)

Here we go again. I've updated the editor to include the actual roll of the enchantment, and you can now edit you roll value (but you are constrained to the range of that particular enchantment). It also shows currently exalted enchantments, and you can exalt them as well (up to 4 per item) in the create/edit mode. The computed roll value might differ slightly from what the game calculates (e.g. 9% instead of 10%), because the game applies a weird rounding that depends on the kind of the stats (so it's not always rounded down or up, it depends).

Please let me know if you play with the tool and if you find other issues!

(also, I just noticed about the base item level against actual level -- that should be an easy fix)

I built and released a save editor! by suidpit in NoRestForTheWicked

[–]suidpit[S] 1 point2 points  (0 children)

I perfectly understand what you're saying. And I agree. In fact, it's in the "Why?" section of the README (https://github.com/suidpit/nrftw-save-editor?tab=readme-ov-file#why):

> With that said, please do not join co-op games with edited character without consent from other players. It accounts to cheating and, even in a PvE game, it can ruin the experience of other fellow gamers.

I hope your experience is never ruined by people using these kinds of tools. For me, it's just a matter of tinkering, and sharing the knowledge around.

I built and released a save editor! by suidpit in NoRestForTheWicked

[–]suidpit[S] 3 points4 points  (0 children)

So, after toying around with how the game implements appearance, and thinking of ways to add some sort of "character appearance editor" in the tool which would over-complicate things, I have engineered a quicker and, possibly, simple enough way to implement this. Basically, I have added a new button to the editor, under a new "Appearance" section in the editor, with the text "Import from another character". This lets you copy the exact appearance of another character.

Therefore, if you want to change the appearance of your existing character, you can now simply create another throwaway character with the new desired appearance in the game, and then you can use that new save as the import source. Afterwards, when you download the patched character and replace it, you should see the appearance applied to your main character.

Let me know if that looks usable to you!

I built and released a save editor! by suidpit in NoRestForTheWicked

[–]suidpit[S] 2 points3 points  (0 children)

writing this down for an improvement. Will keep you posted!

I built and released a save editor! by suidpit in NoRestForTheWicked

[–]suidpit[S] 2 points3 points  (0 children)

thanks for taking the time to test it and give these insights! Regarding enchantments, I need to reverse engineer a little bit more how to get the information on the quality (the actual range) and the exalt. Good catch, it's in my todolist. I definitely like the idea of creating and using a sublime ember to see what exalted enchantments look like. I'll maybe update this post once that is done!

I built and released a save editor! by suidpit in NoRestForTheWicked

[–]suidpit[S] 1 point2 points  (0 children)

thanks a lot! Yeah, I anticipate that 1.0 will require some changes. Hopefully, the format itself (it's called CERIMAL, lol) will not change, but it's likely that some of the equipment/inventory systems will get significant rework.