Just uploaded the version 1.9.1 which should work with the latest patches. Reading bytecode was a bit tricky this time, not sure if the tool can recognize all the active threads.
Bethesda introduced a major change: They raised the string index size up to 32 bit (previously it was 16). Because of that, the tool is currently NOT backward compatible with Skyrim savegames. The old savegames created in Fallout 4 v.1.4 won't be recognized as well.
I'll introduce compatibility with the old format in future versions.
do you know what the flag is for the [modded] variable that attaches to a save when it detects mods installed so that i can delete the [modded] attachment from the save file when shown in-game
i ask because i don't like modding the in-game console to be on in survival mode to fix a bugged quest and now my save is permanently marked modded even when the mod is uninstalled
i'm aware that the purpose of the editor isn't for a save file without mods specifically, i'd just like to know if that's something i can use this for or if that's a variable that can be switched on and off through this savegame script editor
Quick question before i start learning how to use this editor! Is it possible to Import/Export settlement builds with this editor from my save game to new save game, so that i don't need to rebuild all settlements again (in other words: to how fully build settlements from start of the game)!. Sorry if this is confusing!
I installed a mod called Welcome to Goodneighbor, but then I realized it was causing my workshops to not work so I uninstalled it. But the problem is still there. I've tryed so many different methods and script cleaners and none of them work, so I thought this might work but I don't know how to use it. I think it has to do with how the mod used 1.8 workshops but i'm using 1.9
Hi, all I wa swondering if this tool can edit corrupted saves where problem is about basic needs not working. I know this because when I load older saves I suddenly get hungry and thirsty as normal. Newer saves dont do that.
Hi there. Thanks for this, really enjoyed the mod. I do want to flag one concern though. After installing this I found I was unable to dismiss my normal companion. I had the dialogue option and the flag to send to a settlement but they just kept following. I tried managing them and sending to a settlement beacon with no effect. I uninstalled the mod and loaded a previous save only to find that I was unable to recruit any followers at all. Again the dialogue was fine, but they wouldn't begin following, and talking to them again gave me the option to request they follow me again but that just went round in circles. I don't know if it was conflicting with a custom follower mod I was using, namely Vex the Knife Fighter; that was literally the only other mod I can think of that may have edited something somewhere. I've unstalled her, but it hasn't fixed the issue. Going for a complete reinstall of the game now. Thankfully, I've just started a new character.
Hey i have a problem with my save. I'm pretty sure its because i installed two companion mods that didn't work that well.
This is what happens when i try to recruit a companion: https://www.youtube.com/watch?v=M4_nu1imOyQ
I installed these mods: http://www.nexusmods.com/fallout4/mods/19774/? http://www.nexusmods.com/fallout4/mods/3605/?
The problem came about because when i tried to uninstall the mods NMM did not actually remove the .esps from my data folder. So i have been playing with them unbeknownst to me. Now when uninstall the mods i still get that recruitment bug. Loading an older save from before installing the mod would take away about 48 hours of gameplay I've done. So i was hoping to fix my save. I used Fallrim tools to clean my save of the scripts but it didn't fix anything. Although i couldn't seem to remove any changeforms that the mod added to my save. I was wondering if your program would do a better job fixing my save. Thanks for your time.
don't know, if you're still supporting this. Thought, it would be the Holy Grail for solving my Fallout 4 long loading issues, as I have quite some looping scripts in my saves.
However, I got the already mentioned "error in parsing/corrupted/Terminating" error, as alreday mentioned in this thread. File loads fine in FO4.
Sorry to bother you with something so menial, but I can't for the life of me get a save to open.
My process has been this: navigate to PDT_Fallout4, copy my save-file into PDT_Fallout4, Shift-RightClick to open CMD in that location, double-click PapyrusDataTransfer.exe to open, type "Show [name of save].fos > ScriptRelatedContent.txt"
As you can probably tell, I am a complete noob. I'm sure there's a related tutorial somewhere out there, but I haven't found anything close. Is there any way you could help me properly use the tool?
Doubleclicking PapyrusDataTransfer.exe won't lead you to anything, except the help. Just copy your savegame, rename it to Safe.fos and launch "ShowContent"
104 comments
Just uploaded the version 1.9.1 which should work with the latest patches. Reading bytecode was a bit tricky this time, not sure if the tool can recognize all the active threads.
Bethesda introduced a major change:
They raised the string index size up to 32 bit (previously it was 16). Because of that, the tool is currently NOT backward compatible with Skyrim savegames. The old savegames created in Fallout 4 v.1.4 won't be recognized as well.
I'll introduce compatibility with the old format in future versions.
i ask because i don't like modding the in-game console to be on in survival mode to fix a bugged quest and now my save is permanently marked modded even when the mod is uninstalled
i'm aware that the purpose of the editor isn't for a save file without mods specifically, i'd just like to know if that's something i can use this for or if that's a variable that can be switched on and off through this savegame script editor
Is it possible to Import/Export settlement builds with this editor from my save game to new save game, so that i don't need to rebuild all settlements again (in other words: to how fully build settlements from start of the game)!. Sorry if this is confusing!
You can't manage objects in game
Check the threads with Fallrim tools. It would be easier.
I wa swondering if this tool can edit corrupted saves where problem is about basic needs not working. I know this because when I load older saves I suddenly get hungry and thirsty as normal. Newer saves dont do that.
Thanks for this, really enjoyed the mod. I do want to flag one concern though. After installing this I found I was unable to dismiss my normal companion. I had the dialogue option and the flag to send to a settlement but they just kept following. I tried managing them and sending to a settlement beacon with no effect.
I uninstalled the mod and loaded a previous save only to find that I was unable to recruit any followers at all. Again the dialogue was fine, but they wouldn't begin following, and talking to them again gave me the option to request they follow me again but that just went round in circles.
I don't know if it was conflicting with a custom follower mod I was using, namely Vex the Knife Fighter; that was literally the only other mod I can think of that may have edited something somewhere. I've unstalled her, but it hasn't fixed the issue.
Going for a complete reinstall of the game now. Thankfully, I've just started a new character.
This is what happens when i try to recruit a companion:
https://www.youtube.com/watch?v=M4_nu1imOyQ
I installed these mods:
http://www.nexusmods.com/fallout4/mods/19774/?
http://www.nexusmods.com/fallout4/mods/3605/?
The problem came about because when i tried to uninstall the mods NMM did not actually remove the .esps from my data folder. So i have been playing with them unbeknownst to me. Now when uninstall the mods i still get that recruitment bug. Loading an older save from before installing the mod would take away about 48 hours of gameplay I've done. So i was hoping to fix my save. I used Fallrim tools to clean my save of the scripts but it didn't fix anything. Although i couldn't seem to remove any changeforms that the mod added to my save. I was wondering if your program would do a better job fixing my save. Thanks for your time.
don't know, if you're still supporting this. Thought, it would be the Holy Grail for solving my Fallout 4 long loading issues, as I have quite some looping scripts in my saves.
However, I got the already mentioned "error in parsing/corrupted/Terminating" error, as alreday mentioned in this thread. File loads fine in FO4.
Wondering, if you'd be so kind to have a look?
Thanks, anyway!
http://www.nexusmods.com/fallout4/mods/22633/?
My process has been this: navigate to PDT_Fallout4, copy my save-file into PDT_Fallout4, Shift-RightClick to open CMD in that location, double-click PapyrusDataTransfer.exe to open, type "Show [name of save].fos > ScriptRelatedContent.txt"
As you can probably tell, I am a complete noob. I'm sure there's a related tutorial somewhere out there, but I haven't found anything close. Is there any way you could help me properly use the tool?
Just copy your savegame, rename it to Safe.fos and launch "ShowContent"