[Tool] GD save file editor

I was thinking along the lines of making the change yourself, not asking someone else for help with it :wink:

In any case, the main point is: you need a mod for that, as this data is not stored in the save file

Your other option is to use an existing piece of gear for whatever build you are trying to use that property for. There are a number of epic and legendaries that have the hidden property. You can use this tool to generate one of those easily enough

set inv/0/items ā€œThe Desolatorā€ for example.

Search in GT item DB for equipment with the word ā€œHiddenā€, select one (or more) items then use the command above to generate the item(s).

Hi Odie,

Would it be possible to have the editor also read/write to transfer.gst. This is the shared stash file that every character has access to (but is not part of player.gdc). My reasons are entirely selfish. The shared stash has more space (a mod Iā€™m using at the moment - GrimUI-X mod has even more stash space to write to) so I can craft more items in one hit. I can already do this in GDStash but itā€™s a craft and time challenge. The batch file capability in gd-edit would be perfect instead. You would probably need add another file location input parameter (like gamedir) so it can pick up transfer.gst files wherever they reside (I assume I could then use the show, set and other commands on the file). The other feature that would be nice is an item copy function to move items between files ā€¦

If this is already possible (I can see the smuggler stash and player individual sacks but these are all in the player.gdc afaik) let me know how.

If you canā€™t include read/edit of transfer.gst in gd-edit, how about another command line utility (call it gd-cstedit) that can read/write the transfer.gst file.

Not sure why you want to fill the stash with items via a batch, what are you trying to do here ? Craft 100 identical items and then look for the best seed ?

Craft 100 rogue dungeon keys in one go ?

Yes to the first question. With GrimUI mod there are about 380 squares. I can generate in GDS but searching, then populating (would be great is you could drag an item and populate all the squares in one go) is very time consuming (but still very cool ability). gd-edit shortcuts the search and populate. Itā€™s just limited to the player stash space.

No to the second statement. The editor already has a command to generate a lot of the one thing, such as keys, augments and components.

I hear ya. Iā€™ve got some stuff partially working. Will take a little longer to work out some minor issues. =)

Very cool !

A quick one - is command history supposed to work inside the editor ? If I use up and down arrows I donā€™t get any history so have to retype commands. If it is supposed to work then likely my keyboard is the issue and Iā€™ll sort that out. If command history isnā€™t supposed to work inside the editor that will be a mystery solved (but it would be nice if it did) :grinning:

Ed: I tried another keyboard and still cannot get a command history within gd-edit using the arrow keys, so it is not a hardware issue

I find that adding 10 items is good enough that you generally only find marginally better ones after that point, so to me creating and then comparing 100 of them is not really worth the time

True enough on some pieces, others it takes more to get better stats (Iā€™ve found it mostly with shoulders, helmet and gloves). Itā€™s nice to have the capability rather than a limitation though (Iā€™d love to be able to get the actual real time stats of gear in use in-game rather with a tool too, rather than generate the items and then have to fire up and go look in-game , but that doesnā€™t appear possible at this stage. Only the base generic stats are available it seems).

Yeah, think I broke command history when I put in the batch file stuff. Will get that fixed in the next release, soooooon. :slight_smile:

New! Version!

The editor will now automatically load the transfer stash if it can be located along with your save files. If the transfer stash is found, it will appear as a part of your character as ā€œtransfer-stashesā€. The usual show/set commands will work fine on the transfer stash contents.

You can try things like:

show transfer-stashes
show tra/0/items
set tra/0/items "serenity"
write stash
ws

The last ā€œwsā€ command is an alias for ā€œwrite stashā€. Itā€™s there just for convenience. The editor will watch for changes to the stash file, so any changes made from the game should be (nearly) immediately reflected in the editor.

gd-edit will maintain up to 3 backups of the transfer stash. If you ever want to restore from one of these backup files, please use the file modification date to figure out their exact chronological order.

Remember to also have some manual backups handy, though! This is a few feature and it may break in unexpected ways!

So how do you decide which stash file applies to which char ?

For vanilla it is easy, there is one SC stash and one HC stash, so it depends on whether the char is SC or HC. For mods, you do not really know which char belongs to which mod thoughā€¦ whereas each stash belongs to exactly one mod

Just tested the new release (and thanks Odie for restoring command history too !). The feature works beautifully as expected for SC characters (I donā€™t have any HC characters). For mod characters though it is using the wrong transfer file. Itā€™s writing to the SC transfer file atm. This is sort of ok, as I want stuff in this transfer file eventually, but ideally it would write to itā€™s own mod stash (which in my case is much larger than even the SC shared stash)

Odie - if it helps here is my directory structure for each type. Not sure about other mods, but GrimUI-X is pretty straightforward (and the only one I really care about if truth be told)

save directories:
C:\Users\PJ\Documents\My Games\Grim Dawn\save\user <ā€” this is the mod character player.gdc
C:\Users\PJ\Documents\My Games\Grim Dawn\save\main <ā€” sc character& transfer file location

game directory:
C:\Program Files (x86)\GOG Galaxy\Games\Grim Dawn

My mod directory
C:\Users\PJ\Documents\My Games\Grim Dawn\save\Grim UI X-Mod <-- mod transfer.gst location

Mod character file loads up fine. Given this functionality is all new there are bound to be some things to even out. Iā€™m happy to test and help iron things out. This is a great start.

Haha~ I didnā€™t think that far at all. x)

Linking a transfer stash with a character just came about for the sake of both implementation and user convenience. It used to be that a loaded character is treated as a root level object for the other commands to traverse and operate on. To add the ability to load and operate on transfer stashes, the editor either have to have a whole other set of commands that operates on another root, or the root level object needs to change to contain both a loaded character and loaded transfer stashes. The first option means users will have some number of new commands to remember and get used to. The second option means that the path use to pinpoint character data will have to all change. Itā€™ll be pretty jarring to existing users.

I chose to not do either and just link the transfer stash into the character data. This way, all the data can be operated on using the existing paradigm. Itā€™ll just look like a new field has appeared on the loaded character.

I really donā€™t know how this might interact with mods and such. Will see how far I can go with this.

that is true for any mod, there will be a separate dir for the stashes (SC and HC) of each mod, just like you have the one for Grim UI. All mod chars will be under save\user though, regardless of the mod they belong to

Hmm! The user can already tell the editor about which mod they want to activate. I guess I can just have it watch that particular setting to reload & relink the correct stash files?

How can I tell the editor which mod I want it to use ? I did try savedir, but it only seems to load two directories (the character files). It wonā€™t load C:\Users\PJ\Documents\My Games\Grim Dawn\save\Grim UI X-Mod as well (at least not visually. It still only list the first two directories)

Alrighty. If itā€™s just the matter of using the right mod directory to find the right stash file, it should be pretty straight forward to put in.

Thatā€™s correct afaik. Ideally you could move items between them (as you can with GDS) but for now each character writing to itā€™s own shared stash would be great

There is a set of commands for telling the editor which mod you want it to look at:
https://odie.github.io/gd-edit-docs/commands/#command-mod

Those commands were added so it can deal with creating items added by mods. I guess now it can also be used to determine which stash files to look at. =)