[Tool] GD save file editor

A bit of good news, bad news here.

The good news is that… once the level files are unpacked. It is very possible to locate those rift gate GUIDs, even if the format isn’t well understood.

The bad news is, the editor doesn’t know how to read the map yet. Looks doable, but I can’t give you an ETA on that. =(

For some reason, program wouldn’t open, even with latest Java installed, so ended up using GD Stash.

Won’t open how - as in cmd window pops up and then closes ?

@RedPriest

New Version!

The editor learned to read the game map file to locate shrines and rift gate IDs! With this, the editor was slightly augmented to do the following:

  1. List all known rift gates
> gate list

    Arkovian Foothills Rift    records/ui/riftgatemap/locations/riftgateb_coastroad.dbr
    Asterkarn Mountains Rift    records/ui/riftgatemap/locations/riftgateg_alpinegate.dbr
    Asterkarn Road Rift    records/ui/riftgatemap/locations/riftgateg_alpineroad.dbr
    Asterkarn Valley Rift    records/ui/riftgatemap/locations/riftgateg_alpinevalley.dbr
<... more output omitted ...>
  1. Show activated rift gate
    The editor used to just show the unique 16 byte ID stored at those locations. Now it’s
> show teleporter/0

teleporter-points/0
0: Devil's Crossing Rift
1: Lower Crossing Rift
  1. Add a rift gate by name
> set teleporter/0 "arkovian foothill"

Added Arkovian Foothills Rift
  1. Add a rift gate by record name
> set teleport/0 records/ui/riftgatemap/locations/riftgateb_coastroad.dbr

Added Arkovian Foothills Rift
  1. Add all known rift gates
> set teleporter/0 all

Added 51 new UIDs

Since the editor is reading the map file to locate these IDs, it should be able to find rift gates defined by mods as well. It is currently able to locate rift gate IDs defined in DLC without a problem.

Be warned though. Although using this command will put the right piece of data in the right place and cause the rift gate to become accessible immediately, it is not clear if this might break some game/quest logic down the line. =(

Let me know if you run into problems!

I’m having that problem, it opens for a fraction of a second (or at least cmd does) and then closes. Tried running as admin and compatibility for windows 7 and 8.

This post might be helpful.

You can grab the 64 bit version of Java/JVM here.
https://java.com/en/download/manual.jsp

Well, that was exactly the problem. As an end user, x64 systems are my standard. I assumed that the first option on javas site was online 64 bit but it turns out is for 32 bit OS. Your program works like a charm, thank you.

No worries. Glad you got it working. =)

Let me know if you run into any other problems.

Fails to load. It really requires libraries only available in 1.7.0?

D:\Downloads\Games\Grim Dawn>gd-edit.exe
This application requires a Java Runtime Environment 1.7.0

D:\Downloads\Games\Grim Dawn>java --version
java 14.0.1 2020-04-14
Java™ SE Runtime Environment (build 14.0.1+7)
Java HotSpot™ 64-Bit Server VM (build 14.0.1+7, mixed mode, sharing)

Will look into this in the next few days. I think the utility that’s used to pack the jar file as an exe isn’t detectimg the version number correctly somehow.

JVM 1.7 is the minimum requirement. I’m mostly testing on the ancient 1.8.

I’m very new and try to look for faq and starting topics,and have very weird problem.
I can’t save changes, I mean he removed class that i selected, as he say, but nothing changes. Maybe, there specific command to save changes, because save only works with dir, or backups as much as I understand. Have all officials dlc, gog version, and play with dawn of masteries. I load mod within a program. Though, he show me some errors when I try to level up characters, seems I do something wrong. Sorry for English.

Hi there!

Once you have a character loaded, you can use the “write” command to save your changes. You can also use the shortcuts shown on screen: “w” for write, “r” for reload (from dusk).

I feel like an idiot, but still, thank you.

Hmm, interesting. Program doesn’t see titan quest masteries at all. Even trying to remove them by name, wouldn’t do anything, why is it?

Well, I’ve never tested the program against titan quest save file and DB records. They might be reasonably similar, but eve slight differences will throw off the editor. I’m surprised the save file loaded at all. X)

I assume you are talking about a mod here, not actually TQ. TQ savefiles should not even be read.

Yeah, sorry for not specify. It’s dawn of masteries, with titan quest masteries. I was wondering why it’s doesn’t display them.

Howdy!

These are the commands you’ll need!

> mod pick
1) dom
2) Grim UI X-Mod

This will show you a list of installed mods to pick from. In this case, pressing “1” and “enter” will tell the editor you want to activate Dawn of Masteries.

You can now ask the editor for a list of masteries it knows about

> class list
Known classes:
    Soldier
    Demolitionist
    Occultist
    Nightblade
    Arcanist
    Shaman
    Inquisitor
    Necromancer
    Oathkeeper
    Defense
    Dream
    Earth
    Hunting
    Nature
    Rogue
    Spirit
    Storm
    Warfare
<... omitted ...>

You can then use class add or class remove followed by any of those mastery names.

=)

Will try, but I do pick mod before. I definitely did.

It’s shown in list, yes. But when I try to write class there is nothing. Manually remove doesn’t change a thing. They still there.