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Re: Last Epoch Save Editor

Posted: Tue Feb 27, 2024 10:33 am
by UnprovenTycoon
Silent2024 wrote:
Sun Feb 25, 2024 7:10 am
i have no stash or bank tabs in save editor how do i fix that
I can't see any bank tab either in the save editor. It worked fine a few days ago.

Re: Last Epoch Save Editor

Posted: Tue Feb 27, 2024 12:16 pm
by FleshFeast
Hello, how can I change my gold holdings? I can't find any gold in the editor. I have already opened my savegame with a text editor and can't find any gold there either.
How can I do this?

Re: Last Epoch Save Editor

Posted: Tue Feb 27, 2024 5:20 pm
by Cobepeuh
FleshFeast wrote:
Tue Feb 27, 2024 12:16 pm
Hello, how can I change my gold holdings? I can't find any gold in the editor. I have already opened my savegame with a text editor and can't find any gold there either.
How can I do this?
bank

Re: Last Epoch Save Editor

Posted: Tue Feb 27, 2024 8:22 pm
by sanitka
FleshFeast wrote:
Tue Feb 27, 2024 12:16 pm
Hello, how can I change my gold holdings? I can't find any gold in the editor. I have already opened my savegame with a text editor and can't find any gold there either.
How can I do this?
Or find yourself an item in inventory and set sell price ;) (it is one of safest ways how to get money)

Re: Last Epoch Save Editor

Posted: Wed Feb 28, 2024 2:50 am
by lanshu777
Save character will reset the faction, is it a bug?

Re: Last Epoch Save Editor

Posted: Wed Feb 28, 2024 3:23 am
by greenfield
Anyone have full campaign save file ? Campaign is really boring.

Re: Last Epoch Save Editor

Posted: Wed Feb 28, 2024 5:01 am
by regex
There's "Do Not Use" section on the table. Does it break the game or you can activate it if you are not connected on the internet?

Re: Last Epoch Save Editor

Posted: Wed Feb 28, 2024 4:04 pm
by sanitka
regex wrote:
Wed Feb 28, 2024 5:01 am
There's "Do Not Use" section on the table. Does it break the game or you can activate it if you are not connected on the internet?
There is no table there. This thread is dedicated to the Save Editor.

Re: Last Epoch Save Editor

Posted: Wed Feb 28, 2024 4:18 pm
by CyrexBabbel
Hey Ash,

i used this code before 1.0 and it worked without problems. Now i get a missing field exeption for AffixList.SingleAffix.
Do you know what is wrong here? Still kinda new to c# so i hope you could give me a little hint :) Thank you!

Code: Select all

public static void MultiplyAffixsTiersRolls(int mutiplier)
{
	UnityEngine.Object obj = Functions.GetObject("MasterAffixesList");
	System.Type type = obj.GetActualType();
	if (type == typeof(AffixList))
	{
		AffixList affix_list = obj.TryCast<AffixList>();
                foreach (AffixList.SingleAffix s_affix in affix_list.singleAffixes)
                {
                	Il2CppSystem.Collections.Generic.List<AffixList.Tier> tiers = s_affix.tiers;
                	foreach (AffixList.Tier tier in tiers)
                	{
                		tier.maxRoll = mutiplier * tier.maxRoll;
                		tier.minRoll = mutiplier * tier.minRoll;
                	}
                }
                foreach (AffixList.MultiAffix m_affix in affix_list.multiAffixes)
                {
                	Il2CppSystem.Collections.Generic.List<AffixList.Tier> tiers = m_affix.tiers;
                	foreach (AffixList.Tier tier in tiers)
                	{
                		tier.maxRoll = mutiplier * tier.maxRoll;
                		tier.minRoll = mutiplier * tier.minRoll;
                	}
                }
	}
}
EDIT: Nevermind, got it working :D It was caused by some wrong refs i made, its working fine again :D

Re: Last Epoch Save Editor

Posted: Thu Feb 29, 2024 1:07 am
by ctmsteel
hello, so I used the previous version of the save editor and it moved my cycle charcter to legacy..is this a visual bug or intended? and if a bug, is there a way to revert my save file so it goes back to cycle?

Re: Last Epoch Save Editor

Posted: Thu Feb 29, 2024 1:12 am
by Ash06
CyrexBabbel wrote:
Wed Feb 28, 2024 4:18 pm
i used this code before 1.0 and it worked without problems. Now i get a missing field exeption for AffixList.SingleAffix.
EDIT: Nevermind, got it working :D It was caused by some wrong refs i made, its working fine again :D
You can get all class without searching in all objects and without any ref (ex with AffixList)

Code: Select all

AffixList affix_list = ItemList.instance.affixList;
Your code should be

Code: Select all

public static void MultiplyAffixsTiersRolls(int mutiplier)
{
	foreach (SingleAffix affix in ItemList.instance.affixList.singleAffixes)
	{
		foreach (Tier tier in affix.tiers)
		{
			tier.maxRoll *= mutiplier;
			tier.minRoll *= mutiplier;
		}
	}
	foreach (MultiAffix affix in ItemList.instance.affixList.multiAffixes)
	{
		foreach (Tier tier in affix.tiers)
		{
			tier.maxRoll *= mutiplier;
			tier.minRoll *= mutiplier;
		}
	}
}
Maybe use some check

Code: Select all

public static float GetFloatValue(float value, int multiplier)
{
	int temp = (int)(value) * multiplier;
	float result = 0;
	if (temp < float.MinValue) { result = float.MinValue; }
	else if (temp > float.MaxValue) {  result = float.MaxValue; }
	else { result = temp; }

	return result;
}

Code: Select all

tier.maxRoll = GetFloatValue(tier.maxRoll ,mutiplier);
For GameObject, use GetComponent

Code: Select all

GameObject player_gameobject = PlayerFinder.player;
Actor player_actor = player_gameobject.GetComponent<Actor>();
PlayerHealth player_health = player_gameobject.GetComponent<PlayerHealth>();
PlayerMana player_mana = player_gameobject.GetComponent<PlayerMana>();
Or use Game Functions (ex : godmode)

Code: Select all

BaseHealth Health = PlayerFinder.player.GetComponent<PlayerHealth>().TryCast<BaseHealth>(); //Get player BaseHealth
BaseHealth Local_Health = PlayerFinder.getLocalPlayerHealth().TryCast<BaseHealth>(); //Get local player BaseHealth
Local_Health.damageable = false;
Local_Health.canDie = false;

Re: Last Epoch Save Editor

Posted: Thu Feb 29, 2024 5:19 am
by M4centosh
Thanks for your hard work! When will the bank tab be available? As far as I understand it is not available now

Re: Last Epoch Save Editor

Posted: Thu Feb 29, 2024 8:09 am
by sanitka
ctmsteel wrote:
Thu Feb 29, 2024 1:07 am
hello, so I used the previous version of the save editor and it moved my cycle charcter to legacy..is this a visual bug or intended? and if a bug, is there a way to revert my save file so it goes back to cycle?
Revert to backup.

Re: Last Epoch Save Editor

Posted: Thu Feb 29, 2024 10:09 am
by omegafour4
Hey Ash!

I got this error while I trying to use the LastEpoch_DatabaseGenerator (I use Melon 5.7):

Code: Select all

[12:03:19.150] ------------------------------
[12:03:19.151] Game Extractor v4.5.1
[12:03:19.151] by Ash
[12:03:19.152] Assembly: UnityLastEpoch_GameExtractorMod.dll
[12:03:19.153] ------------------------------
[12:03:19.153] ------------------------------
[12:03:19.153] 1 Mod loaded.

[12:03:19.242] Support Module Loaded: E:\SteamLibrary\steamapps\common\Last Epoch\MelonLoader\Dependencies\SupportModules\Il2Cpp.dll
[12:03:19.981] [Game_Extractor] UniverseLib : [UniverseLib] UniverseLib 1.5.1 initializing...
[12:03:20.257] [Game_Extractor] UniverseLib : [UniverseLib] Finished UniverseLib initial setup.
[12:03:20.276] [Game_Extractor] UniverseLib : [UniverseLib] Loaded Unhollowed modules in 0.032 seconds.
[12:03:20.434] [Game_Extractor] UniverseLib : [UniverseLib] Setup deobfuscation cache in 0.157 seconds.
[12:03:32.289] [Game_Extractor] UniverseLib : [UniverseLib] Could not find any Input Module Type!
[12:03:32.339] [ERROR] Exception in IL2CPP-to-Managed trampoline, not passing it to il2cpp: System.NullReferenceException: Object reference not set to an instance of an object
  at UniverseLib.Universe.Patch (System.Type type, System.String methodName, HarmonyLib.MethodType methodType, System.Type[] arguments, System.Reflection.MethodInfo prefix, System.Reflection.MethodInfo postfix, System.Reflection.MethodInfo finalizer) [0x0012b] in <be96c2b7542c4f05b297e016b309e7a7>:0
  at UniverseLib.UI.UniversalUI.SetupAssetBundlePatches () [0x00028] in <be96c2b7542c4f05b297e016b309e7a7>:0
  at UniverseLib.UI.UniversalUI.LoadBundle () [0x00001] in <be96c2b7542c4f05b297e016b309e7a7>:0
  at UniverseLib.UI.UniversalUI.Init () [0x00001] in <be96c2b7542c4f05b297e016b309e7a7>:0
  at UniverseLib.Universe+<SetupCoroutine>d__23.MoveNext () [0x0009f] in <be96c2b7542c4f05b297e016b309e7a7>:0
  at UniverseLib.Runtime.Il2Cpp.Il2CppManagedEnumerator.MoveNext () [0x00000] in <be96c2b7542c4f05b297e016b309e7a7>:0
  at (wrapper dynamic-method) UniverseLib.Runtime.Il2Cpp.Il2CppManagedEnumerator.Trampoline_BooleanThisUniverseLib.Runtime.Il2Cpp.Il2CppManagedEnumeratorMoveNext(intptr,UnhollowerBaseLib.Runtime.Il2CppMethodInfo*)
I placed UnityLastEpoch_GameExtractorMod.dll into Last Epoch\Mods folder. UniverseLib.IL2CPP.Unhollower.dll I placed into Epoch\Mods folder too (tried put it into Last Epoch\UserLibs folder but nothing changed).

Do you know ho I can fix this error?

Re: Last Epoch Save Editor

Posted: Thu Feb 29, 2024 11:18 am
by Ash06
omegafour4 wrote:
Thu Feb 29, 2024 10:09 am
Do you know ho I can fix this error?
Updated GameExtractor for LastEpochV1
[Link]

If you use UnityExplorer : use base "UniverseLib.IL2CPP.Unhollower.dll"
If you don't use UnityExplorer : you need to use a patched one (i add a link in main post for this in Update database section)

"UnityLastEpoch_GameExtractorMod.dll" in "GameFolder/Mods/"
"UniverseLib.IL2CPP.Unhollower.dll" in "GameFolder/UserLibs/"