Sons Of The Forest

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Ausbrecher

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Ausbrecher

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Update 0.6 (1 comment)

  1. Ausbrecher
    Ausbrecher
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    1) Improved Map System
    I've created a new component that is more an Image Viewing Application at it's own and included it as a Map Viewer. It's way faster, more compfortable and finaly has a zoom
    I also created a better viewing map, thanks to Merlinux. I've added a hightmap layer above the map, for a better color fading, depending on the hight ob the area.
    (The hightmap will be used for free teleporting, as soon as I figured out the hight calculation)


    2) Map Icons are now simpler
    There are so many actor types in Sons of the forest... Many different cannibals, sharks, mutants, ... They don't need all a different color. It's enough, when normal cannibals have one color, stronger cannimals have another color, mutants have there own color, ...


    3) Caves and POIs
    Caves and Points of Interests are now part of the map system. You can also teleport to there location, and you can teleport inside as well. Right now, they all got the Cave-Icon. This will change later. I think I also missed one or another cave.
    Also I will add all cannibal villages to the map.


    4) Teleport inside POI and caves
    Using the right click on the map, you can teleport your character. When doing this on a cave or a POI, you also get the option "Teleport player inside". This will teleport the player inside the cave.
    I've done some tests with Kelvin and Virginia. This will end up in bugs. They just can't go inside a POI or cave. To bad. So no, it's not possible to move them inside a cave.


    5) Filter Option, for POI
    By going into "View -> Map Options -> Areas -> ..." or pressing CTRL+F1 - F12, you can activate the visibility of Cannibals/mutants inside a Cave/POI.
    You only want to show all Mutants in "Cave A", deactivate the Open World, and Activate "Cave A". Now only the "Cave A" and the Actors inside of it will be shown.


    6) Virginia and Kelvion can't teleport to a creature in caves
    In the earlier version, it was possible to right click on a mutant in a cave, and click on "Teleport Player", "Teleport Kelvin", "Teleport Virginia" to teleport them to this mutant.
    But this ended up badly. The player was falling throw the map, Kelvin and Virginia where inside the cave, and also not (They just can't go inside a cave)
    So I made some code, that when the mutant or cannibal is inside a cave, the option for teleporting Kelvin and Virginia is disabled and the code for teleporting the player is simular to the "Teleport inside cave" feature.
    But actually, I don't recommand teleporting the player on other actors. This often ends up in strange things.


    7) Bug Report will now be tansmitted over SSL
    It seems, someone has decompiled the map editor and took a look inside the code and was able to read the login data from the Bug Report E-Mail Adress where all the bug reports will be send to (the e-mail adress is no secret, but to prevent spam bots, I won't post it in here).
    It would be a nice notice, if he hadn't changed the login data and just have told me "There is a security problem". Now I also enabled TLS/SSL encryption and the login datas are not part of the source code anymore.
    The old Bug Report logins will be removed soon, meening, you can't send bug reports with older versions anymore.


    Exchange the savegame thumbnail
    This is a feature I always wanted to have. You can now drag & drop an image file to replace the thumbnail of the current loaded Save Game. There is still one unsolverd problem, when you are in the games Main Menu, and you save the Savegame using the editor with a new thumbnail, it will trigger an error, that the "Image is already in use by another application"
    This will be solverd with another error message in a later version.


    9) Open Savegames using Drag&rop
    If you already have open your Savegame folder, you can just drag & drop the folder into the Editor to open it.


    10) Edit existing Zip Lines
    Finaly a new usefull feature! This is something I already used often. You can now edit the locations of the zip lines. By default, the newest zip line is at the Bottom of the list and it's only possible, to edit already existing zip lines.

    Example: Shoot a new zip line from the point you want it to a random location. Move your character to the destination where you want the zip line to end... maybe up on the mounten. Place a wall there and jump on the wall. Now you need to manage to save the game, during you stand on the wall.
    Leave the game and go into the editor, open the savegame, go to Zip lines, select the last entry in the list and click on "To Player" (you can also lower/adjust the "To Y" position by "-0.4" if you want). The Zip line end node will now be on the players feet position.

    Notice: There shouldn't be a tree, stone, or othere things that may block you in the line.


    11) Show Ziplines on the Map
    Zip Lines are visible on the map.


    12) "Max Health" and "Current Strength Progress"
    Those options are no longer editable. The game will re-calculate this options anyway. If you change your strength level, both feelds will be auto-calculated to the value, the game would calculate.... so "+2HP per level + 100" for health.


    13) Added new Update Items to the list
    As the new Editor Update was released with the Sons of the Forest Update, all new Items where added to the list including solar panel, light bulb and the Rocket Launcher (just kidding)


    14) Fixed the max amount of inventory and shelf items
    Fixed the max amount for some items you can have in a shelf and inventory. Thanks goes to Goatcha and Themammalpants for the hint.


    16) Added Update Notification
    I've added a Update Notification. Once a day, when you start the Editor, it will check if a new version of the editor was released on NexusMods (using the NexusMods Api) If a new Update is available, you get a notice.
    Right now the only way to disable this, is to edit the "settings.ini" in the "SOTF Savegame Editor" directory and change the "UpdateTime" value to a day far in the future, for example: "UpdateTime=2030-01-01T10:11:51"
    The Next time it will look for an Update will be on January 02, 2030.


    17) Removed InfluenceMemory from Kelvin and Virginia
    When you kill Kelvin or Virginia, they will be mad at you.... well, actually, they will be dead, but they will still be mad on you. If you revive them now, they would be still mad on you because this is stored in the "InfluenceMemory". So in earlier versions' Ive edited the Influence Memory, depending on the stats they have.
    With version 0.6 I've removed this again. Instead, I remove there InfluenceMemory completely. This mean, when you revive them, they won't know you anymore, you have to start all over again...
    I think, it's a bad idea to touch Kelvin and Virginias InfluenceMemory. This will end in some strange situations and resetting there behavior all the time.


    1 Can't run the Savegame Editor from inside the zip archive anymore
    This is the last "massive bug report" I've had. Most Bug Reports I've reseved in the last days, was that the Editor was started from inside the zip archive, and the editor was unable to find some files.
    Could not find a part of the path '\AppData\Local\Temp\Rar$EXa1900.16597\map\v2.json'
    So I made a check, if the Editor was started from inside the Zip-Archive. If so, it will end with an Notice, that the Editor must be extracted first.


    Well, that's all for this Update.
    Let me know what you think about the changes and how you like or dislike it.