GD Edit was working fine yesterday but thing seems to changed when I added mods into the game. I’m not sure if it was my fault with the way my path was set to the folders.
But as I try to load my character, this is what comes up.
Exception in thread “main” java.lang.Throwable: I don’t understand this gdc format!
at gd_edit.gdc_reader$validate_preamble.invokeStatic(gdc_reader.clj:852)
at gd_edit.gdc_reader$validate_preamble.invoke(gdc_reader.clj:848)
at gd_edit.gdc_reader$load_character_file.invokeStatic(gdc_reader.clj:971)
at gd_edit.gdc_reader$load_character_file.invoke(gdc_reader.clj:960)
at gd_edit.command_handlers$load_character_file.invokeStatic(command_handlers.clj:740)
at gd_edit.command_handlers$load_character_file.invoke(command_handlers.clj:736)
at gd_edit.command_handlers$character_selection_screen$fn__12556$fn__12560.invoke(command_handlers.clj:280)
at gd_edit.core$repl_eval.invokeStatic(core.clj:173)
at gd_edit.core$repl_eval.invoke(core.clj:149)
at gd_edit.core$repl_iter.invokeStatic(core.clj:205)
at gd_edit.core$repl_iter.invoke(core.clj:199)
at gd_edit.core$repl$fn__13071.invoke(core.clj:213)
at gd_edit.core$repl.invokeStatic(core.clj:212)
at gd_edit.core$repl.invoke(core.clj:208)
at gd_edit.core$_main.invokeStatic(core.clj:509)
at gd_edit.core$_main.doInvoke(core.clj:498)
at clojure.lang.RestFn.invoke(RestFn.java:397)
at clojure.lang.AFn.applyToHelper(AFn.java:152)
at clojure.lang.RestFn.applyTo(RestFn.java:132)
at gd_edit.core.main(Unknown Source)
I’ve also did “diag” and it said that everything “looks good!” to go but each time I try to reload a character, the message above occurs. ):
There are two changes, the header now has an additional byte at the end and the char stash format has changed. The version for both has increased too obviously.
PrivateStash Section
Begin Stash block
UInt32 Stash version
UInt32 number of pages
Begin page block
UInt32 page width
UInt32 page height
UInt32 page number of items
A new version is available!
The editor has been updated to read and write the character file format introduced in GD 1.0.1.0.
However… it is now unable to work with previous versions of the character files. If you’re still playing on 1.0.0.9, please do not update to the latest version. I can try to put the compatibility back in if somebody needs it. You can also find the old version of the editor, compatible with 1.0.0.9 savefile format here: https://www.dropbox.com/s/01yjws90of292hd/gd-edit-0.1.6-1.0.0.9.exe?dl=0
Also, please be very careful with your files with this new version. I did minimal amount of testing. Please let me know if something isn’t working right.
Using the editor for GOG v1.0.10, the following error message appeared …
C:\Users\green\Documents\My Games\Grim Dawn\save\main_SGOne\player.gdc
Exception in thread “main” java.lang.Throwable: I don’t understand this gdc format!
Ive been trying to get this to work and i keep typing in the correct path
c:\progamfiles(x86)\goggames\grimdawn
and it tells me that it doesnt look like a game directory.
Also, when i try to load my save (which it did find automatically) it crashes.
You editor looks amazing and I really want to use it, any help would be greatly appreciated!!
but if i add spaces the tool doesnt read the rest of the path
edit: it does read the rest of the path but it stills says it doesnt look like a correct path
You can respec your character with the “respec” command. It’ll refund all your points, remove all your skills and masteries, all at the same time. It’ll even show you a summary of what’s been done.
There isn’t a way to change your movement speed other than equipping yourself with items with the right buffs. The editor is able to generate any item you can name.
For example,
set inv/1/items "legion warhammer of valor" 100
Will add the said item into your first inventory sack. The last number “100” in this example is the level you want to pretend your character is at. You can leave out that parameter if you want, the editor will then just refer to your loaded character’s level and create something appropriate.
Sorry the item generation might be a bit slow. It’s crunching through useful data to generate the item you want, I promise! X)
If you’re generating something that can be stacked, you might want to just tweak the “stack-count” field directly after you’ve generated the first one. For stackable items, that field determines how many are actually in that stack.
Try:
set inventory/0/items/0 “dread skull” 100
set inventory/0/items/0/stack-count 10
(I might be wrong about the exact name of the stack count field. To see a list of valid fields do: “show inventory/0/items/0”)