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Kalle Schwensen

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KalleSchwensen

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185 comments

  1. BioHazard2012
    BioHazard2012
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    Hi, could you add support for custom pins (I mean new markers) as well as an import/export function for markers in a text file (JSON or similar)?
    What I mean is: for example, if I need to fix errors, marker icons, etc., I export the markers to a text file, process them using "find and replace," and then import them back. Now all my markers are "correct."
    My mod, for instance, might have a new marker ID like "axe48."
    1. KalleSchwensen
      KalleSchwensen
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      I'm very sorry for my late reply. This wasn't an easy to answer question and some real life troubles hindered to go online.
      Well I think I will not add support for custom pins. The problem here is that the editor needs the images of every pin to fetch the ID of it. Therefore I added all vanilla icons to the editor. I think it is impossible to add all custom pins here. I do not even know if the editor works with custom pins right now, I think the editor should crash or throw an error?
      To support custom pins I would need to change the whole system how mapdata is processed. An option would be to change the icon column from picture to text and remove the ability to see the picture of the icon. But since you are the first person requesting this I do not know if this is in interest of most users.
    2. BioHazard2012
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      I understand. I really appreciate your answer!
    3. VL4DST3R
      VL4DST3R
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      Away to export/import waypoints would be very useful as well, so hopefully you will consider adding at least that! For example I would like to change my naming scheme for a number of markers so they take up less space, but at this point doing it manually would take way too long.
  2. cheeser3450
    cheeser3450
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    It isnt working for me, just closes out when trying to load a file. i dont have any mods and i made the character yesterday.
    1. KalleSchwensen
      KalleSchwensen
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      I created a new character, loaded it into the editor. No problems.
      Loaded the character into a map, loaded it via the editor afterwards, no problems.
      Game version for me is v0.219.16, editor version is v1.3.7

      I would need your savegame to further investigate this issue.
    2. cheeser3450
      cheeser3450
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      Fixed it, Works like a charm now, Thank you.
    3. VL4DST3R
      VL4DST3R
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      How did you fix it? Having the same issue with a new character.
  3. zylith
    zylith
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    I am also having an issue when I load my file the program just shuts down.  I am running 2 mods- plant anything and BeplnEX.
    Ive uploaded the file to my google drive 

    https://drive.google.com/file/d/1xgfuIeU4jtq6Fi7d4BUeMkHcd8Ly0bit/view?usp=sharing 

    any help would be great- thank you so much for all your hard work you have done. - Also I made a new toon and that works fine with the edits. so It is not the  pc or program. 
    1. KalleSchwensen
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      Thanks for providing your savegame file, that helps me a lot..
      I started investigating and have currently no clue what's going on but I have an idea. What I can tell you is, that the mapdata stored in the savefile seems kinda strange. So I have some questions, it would be nice if you could answer them.

      1. Is it possible that this character is very old?
      When analyzing your savegame I noticed that the data for the first three maps looks different. The structure of the fourth map is familar to me and uses a very old layout from before game version v0.202.14 (over 3 years ago, current version is 0.218.19). So I may think that your savegame is so old that my editor is not able to handle it because the editor have not existed back then.

      2. is this the mod you are using? https://www.nexusmods.com/valheim/mods/1042
      I think that point 1 is the source of the problem but I want to check the mod you are using, too.

      Thanks a lot for answering and have a nice evening. :)
    2. zylith
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      Yes that is the mod. And yes I think that is my original save file- 
    3. KalleSchwensen
      KalleSchwensen
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      Very much time has passed and I was not able to figure out what exactly happens here, sorry it took so long (it was quite some work).
      I think the problem is not mod related as I could not figure out that the mods make changes to the savegame file.

      So I think the problem is, like I said in the post before, that your character file is very old. Since I do not know what exact time span "yes I think that is my original save file" is I would just assume that you played the game with the character before it was released on steam.

      Bad news first, it seems like I will not be able to make the editor compatible with that kind of savegame files. I would need the old game files to figure out what exactly happens, or more savegame files like yours to compare them and may see some patterns in here.

      The good news (maybe), I was able to "fix" your file manually so it could be loaded with the editor afterwards. If you are interested you could send me the latest version of your savegame again so I can "fix" it and send it back to you. This would take ~24 hours as soon as I see the message.
      Fun fact: your current character file is ~8 MB in size, there is much old mapdata stored inside which take a "huge" amount of space. after deleting this old mapdata the character file is only ~30 KB in size.

      Also thanks a lot for sharing your savegame with me so I was able to figure out that there is an incompatibility. That may is the solution for problems users have had in the past and the future.
    4. KalleSchwensen
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      I just wanted to let you know that your character file is now somehow compatible with the latest version of the editor (v1.3.7). I changed the way how the editor manages mapdata.
      Your savegame helped me researching and testing, thanks a lot for sharing it.
  4. gutasagan
    gutasagan
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    Thank you for this editor. It has saved us many times when we play on hard mode.
    A friend of mine have a suggestion, a copy/paste function for maps.
    We play on multiple characters in the same world and are using the ingame map table. It works, but we would like the explored areas to be explored and not "foggy" on the map. We would also like to skip using the map table, otherwise we could just use the "explore others" function.
    So is it possible maybe? To make a copy/paste button for maps?
    Thank you again for this great editor.
    1. KalleSchwensen
      KalleSchwensen
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      Always glad to hear that the editor is useful for some people. :-)

      The funny thing is, I already thought about an export/import feature for maps some years ago but never did it because it's quite some work and I was like "there's a cartography table that is doing the same thing".
      But I see, those foggy maps are not very nice and if I remember correctly even the shared map pins seems different?!

      It should be possible to implement such a feature, I will try and see what happens.
      What I can say for sure it will not be finished this year, there's not much time left. I'm currently cooking the next update that includes some bugfixes and will leave home soon not returning before next year (very limited in doing things during that time).
  5. gutasagan
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    Is it possible to give an item another name? We have seen mods that add custom tags, and they show up in the editor, but editor dont let us do it without copying modded items.  Do you know these custom tags and what they do?  We cant find any info on it.
    1. KalleSchwensen
      KalleSchwensen
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      I sometimes have problems understanding things but I will try my best to answer your question.

      Is it possible to give an item another name? We have seen mods that add custom tags, and they show up in the editor, but editor dont let us do
      it without copying modded items.

      You can choose another item from the itemlist after copying it. After saving the slot just the name of the item will change, all other stats will remain like they were before.
      If an item does not exist in the list you could add it yourself to the 'items.ini' file. A second option is to copy your item the the clipboard. Paste it into a text editor afterwards and change the values as you like. Afterwards copy the text from the editor and paste it into the editor.
      Adding custom tags to an item is currently not possible. A user was asking this in the past, too, but I'm currently not sure if I should implement that and how I should do it. I do not want to confuse vanilla users and want to avoid questions like "what are custom tags", haha. :D

      Do you know these custom tags and what they do? We cant find any info on it.

      I'm sorry I can't help you out in this. As you said, mods are using it to store their data. A user once send me a savegame where I've seen that the mod EpicLoot is storing some "item configuration information" inside the custom tags, but can't tell you anything. You should ask the author of the mod, which is storing that data, about the meanings.

      Feel free to ask if you got any further questions.
    2. gutasagan
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      Ok thank you for your answers <3  We have contacted the mods authors.
  6. Lenaxis
    Lenaxis
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    Hi, 

    Apologies if this has been posted. But in the map data, maps are presented with World ID numbers - these don't seem to correlate with world Seed. 

    Is there a way to convert these ID numbers to seeds?

    Just trying to find a long lost seed. 

    Cheers, 
    1. KalleSchwensen
      KalleSchwensen
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      Hi Lenaxis,

      I think this question was asked at my other mod but not here.
      To be short, no there is no way to do that. The seed is only stored in the map files, if you do not have those map files anymore you will not get the seed.

      The world ID, as the word "ID" suggests, is an identifier for the game. When joining a map, the game will read the world id of the map you want to join and checks if this world id exists in your savegame file. If this is the case it will load the existing mapdata. Thats the purpose of the world id. There is no connection between them (world ID and seed), you can have 10 maps with same ID and different seeds or 10 maps with same seed and different ID or 10 maps with same ID and same seed.

      Have a nice weekend.
    2. Lenaxis
      Lenaxis
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      Many thanks, I had suspected it was something like this. Keep up the good work. 
  7. Zepheros
    Zepheros
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    When I attempt to load my save, it will close the application after a few seconds. No error message. .NET is up to date, game is up to date and within version compatibility. Mods are turned off (I don't use any that affect the save file anyway). I'm not sure what else to check. My save file is from the early days after Steam release in March 2021, so I wonder if the mapdata is causing a problem? Any help is appreciated!
  8. itscambroyo
    itscambroyo
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    update to bog witch v 0.219 please!!
    1. KalleSchwensen
      KalleSchwensen
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      Started working on the update.
      As far as I have seen, the editor should be compatible with the latest version of the game. It's just all the new things (items, etc.) that are missing.
  9. gutasagan
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    Absolutely wonderful editor!  Question tho; some mods give a custom tag to items, and it can be edited in the editor, but is it possible to create those tags with the editor maybe? Like adding an iron sword and give it a custom information tag?
    1. KalleSchwensen
      KalleSchwensen
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      Well, there is not directly an option for that right now, but you are the second user asking. I will try to add this option in a future update.

      You could do it via a workaround at the moment. In the latest version of the editor you have the possibility to copy and paste items to and from clipboard. Just copy an item with custom information and paste it into a text editor. Then edit it as you like, copy it again and paste it into the editor.
    2. gutasagan
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      Thank you we will try that. Not really sure what those numbers and stuff means but we'll figure it out maybe. Thanks again for a great editor.
    3. KalleSchwensen
      KalleSchwensen
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      You're welcome.
      What exactly do you mean with "those numbers and stuff"? Maybe I'm able to help you.
  10. rexdez
    rexdez
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    How do I even start the save editor? I copies everything to my plugins folder in bepinex and tried running the VPE file and it doesn't work. Not really sure what I'm doing or if I even installed in the right place..
    1. KalleSchwensen
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      You do not have to install it in any way. It is not a plugin, it is a standalone Windows application. Just extract all files inside the archive to a directory of your choice and start the 'VPE.exe' afterwards. That should be all you have to do.