First of all, thank you all for the support. I didn't expect this much downloads for a save file.
I've read the comments and issues, but unfortunately I don't have enough time to modify the save or to customize it right now during weekday. So I think maybe I can share the basic of how to modify it so everyone can change it on your own. I'm not an expert on it but I'm glad to help if it's possible.
These can almost cover all you need for a customized mod! Enjoy your own save file~
Here's the instruction: 1. Install uesave. https://github.com/trumank/uesave-rs
2. Go to your save file's location C:\Users\{UserName}\AppData\Local\Sandfall\Saved\SaveGames\{SaveFile}\EXPEDITION_0. Open terminal and use cli command like: uesave edit '.\EXPEDITION_0.sav' (⬅️PATH TO YOUR SAVE FILE)
3. If you want to add/edit/remove item in your inventory, search for InventoryItems_0 key. This includes weapon, picto, outfit, voicenote etc., for example: // This is for the picto Dodger, if you add/delete it to obtain/remove it from your inventory { "key": { "Name": "Dodger" }, "value": { "Int": 1 } }, // This is character's outfit/hair { "key": { "Name": "SkinGustave_LumiereSuit" }, "value": { "Int": 1 } },
// This is equipment { "key": { "Name": "Abysseram" }, "value": { "Int": 1 } }, 4. If you want to edit picto or weapon's level, search for WeaponProgressions_0 key, for example: // This is for picto Dogder, it's level 11 now { "Struct": { "DefinitionID_3_60EB24664894755B19F4EBA18A21AF1A_0": { "tag": { "data": { "Other": "NameProperty" } }, "Name": "Dodger" }, "CurrentLevel_6_227A00644D035BDD595B2D86C8455B71_0": { "tag": { "data": { "Other": "IntProperty" } }, "Int": 11 } } },
// This is for weapon Abysseram, it's level 9 now { "Struct": { "DefinitionID_3_60EB24664894755B19F4EBA18A21AF1A_0": { "tag": { "data": { "Other": "NameProperty" } }, "Name": "Abysseram" }, "CurrentLevel_6_227A00644D035BDD595B2D86C8455B71_0": { "tag": { "data": { "Other": "IntProperty" } }, "Int": 9 } } }, 5. If you want to turn picto into lumina, search for PassiveEffectsProgressions_0 key, for example: // This is for lumina Dodger, "Bool": true means it has been turned into lumina { "Struct": { "PassiveEffectName_3_A92DB6CC4549450728A867A714ADF6C5_0": { "tag": { "data": { "Other": "NameProperty" } }, "Name": "Dodger" }, "IsLearnt_9_2561000E49D90653437DE9A45BE2A86D_0": { "tag": { "data": { "Other": "BoolProperty" } }, "Bool": true }, "LearntSteps_6_A14D681549E830249C77BD95F2B4CF3F_0": { "tag": { "data": { "Other": "IntProperty" } }, "Int": 17 } } },
6. If you want to add teleport location, search for UnlockedSpawnPoints_0 // This is SpringMeadows's MeadowsCorridor spawn/teleport point { "Struct": { "TagName_0": { "tag": { "data": { "Other": "NameProperty" } }, "Name": "Level.SpawnPoint.SpringMeadows.MeadowsCorridor" } } },
Did someone find out the resolution if the save is now showing up in the steamversion? I did as instructed but there's no save appearing to load. Tried to make it my second save, renaming it to EXPEDITION_1.sav but that didn't work either.
you should newgame in slot2 than skip twice than pick up the flower check the autosave than exit to main menu than take the _1.sav to the folder than load the slot2 save
cfemen is a cheat table creator for cheat engine. His is actually pretty good. Theres only a couple of weapons not verified to be spawnable rn (Litheson being one of em), Pictos can be spawned at level 1, just wouldnt recommend spawnin all at once
Is it possible to have a version with the pictos and weapons (at level 1 which is fine) but not the various key items and journal entries, except the prologue ones? Some of these I think messes up if still working on certain achievements. Otherwise great mod in general, I was going to try to uesave but it confuses the crap out of me.
Honestly the instructions are pretty unclear. What do you do after it loads into Gustave and Lune? Its saved but thats not my recent gameplay - when i load into that nothing is there.
i think its because this mod is for v1.0.1 but other mods i have installed that work are on v1.3. just gotta wait for an updated mod from the creater pretty sure
Hey so I wanted to ask do you know where you get the Bald Gustave and Clair outfit for him normally? I know a lot of people can't find it and there is little to no information about them online.
That only gave me Maelle's Sakapatate outfit I'm afraid and I've seen on alot of YT showcases the Clair outfit when despite asking in the comments they don't say.
40 comments
First of all, thank you all for the support. I didn't expect this much downloads for a save file.
I've read the comments and issues, but unfortunately I don't have enough time to modify the save or to customize it right now during weekday. So I think maybe I can share the basic of how to modify it so everyone can change it on your own. I'm not an expert on it but I'm glad to help if it's possible.
These can almost cover all you need for a customized mod! Enjoy your own save file~
Here's the instruction:
1. Install uesave.
https://github.com/trumank/uesave-rs
2. Go to your save file's location C:\Users\{UserName}\AppData\Local\Sandfall\Saved\SaveGames\{SaveFile}\EXPEDITION_0. Open terminal and use cli command like:
uesave edit '.\EXPEDITION_0.sav' (⬅️PATH TO YOUR SAVE FILE)
3. If you want to add/edit/remove item in your inventory, search for InventoryItems_0 key. This includes weapon, picto, outfit, voicenote etc., for example:
// This is for the picto Dodger, if you add/delete it to obtain/remove it from your inventory
{
"key": {
"Name": "Dodger"
},
"value": {
"Int": 1
}
},
// This is character's outfit/hair
{
"key": {
"Name": "SkinGustave_LumiereSuit"
},
"value": {
"Int": 1
}
},
// This is equipment
{
"key": {
"Name": "Abysseram"
},
"value": {
"Int": 1
}
},
4. If you want to edit picto or weapon's level, search for WeaponProgressions_0 key, for example:
// This is for picto Dogder, it's level 11 now
{
"Struct": {
"DefinitionID_3_60EB24664894755B19F4EBA18A21AF1A_0": {
"tag": {
"data": {
"Other": "NameProperty"
}
},
"Name": "Dodger"
},
"CurrentLevel_6_227A00644D035BDD595B2D86C8455B71_0": {
"tag": {
"data": {
"Other": "IntProperty"
}
},
"Int": 11
}
}
},
// This is for weapon Abysseram, it's level 9 now
{
"Struct": {
"DefinitionID_3_60EB24664894755B19F4EBA18A21AF1A_0": {
"tag": {
"data": {
"Other": "NameProperty"
}
},
"Name": "Abysseram"
},
"CurrentLevel_6_227A00644D035BDD595B2D86C8455B71_0": {
"tag": {
"data": {
"Other": "IntProperty"
}
},
"Int": 9
}
}
},
5. If you want to turn picto into lumina, search for PassiveEffectsProgressions_0 key, for example:
// This is for lumina Dodger, "Bool": true means it has been turned into lumina
{
"Struct": {
"PassiveEffectName_3_A92DB6CC4549450728A867A714ADF6C5_0": {
"tag": {
"data": {
"Other": "NameProperty"
}
},
"Name": "Dodger"
},
"IsLearnt_9_2561000E49D90653437DE9A45BE2A86D_0": {
"tag": {
"data": {
"Other": "BoolProperty"
}
},
"Bool": true
},
"LearntSteps_6_A14D681549E830249C77BD95F2B4CF3F_0": {
"tag": {
"data": {
"Other": "IntProperty"
}
},
"Int": 17
}
}
},
6. If you want to add teleport location, search for UnlockedSpawnPoints_0
// This is SpringMeadows's MeadowsCorridor spawn/teleport point
{
"Struct": {
"TagName_0": {
"tag": {
"data": {
"Other": "NameProperty"
}
},
"Name": "Level.SpawnPoint.SpringMeadows.MeadowsCorridor"
}
}
},
it seems like Maella has extra weapon called "Milerim".
I can't search on google what this weapon is nor this weapon updates any visual texture.
How can I remove this item?
You could try follow the save file edit tutorial I sticked to the top, mainly Step 3.
But leave it as it is would not cause any bug I guess?
idk about him having a Clair outfit, but obscure came with the delux