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Sacred 2 Save Game Editor
DwainDibbly  posted on Aug 05, 2009 8:08:57 AM - Report post

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OK, if I right click to close the new editor that popped up the dialogue box has an option to 'continue' which does save the edits to the game file, then when I close the main editor I have to select 'do not save changes' to get it to close without popping up a new editor.
DwainDibbly  posted on Aug 05, 2009 12:37:02 PM - Report post

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OK, I figured it out and it's working fine now.


Karach0s  posted on Aug 05, 2009 12:44:11 PM - Report post

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DwainDibbly, I'm sorry to say that I have no idea what is the cause of such strange behaviour. I have recreated the error when I opened some character and removed the s2sdec.exe file and then tried to save changes. But such errors can be caused by many other reasons. Maybe it's a problem with accessing or writing to file. Or maybe with your system rights regarding your .NET framework. Or maybe with some system paths and the decoder program (but it would be very strange if the application could use the decoder to read the file but not to write it). Or maybe even with some UAC mechanisms (in Vista).
If, however, you have successfully used previous versions of the editor (posted by DescentJS or Sainox) and the problem occured only with mine, it means I have screwed something big.
I will upload the new version of the editor soon, maybe that will help (though I don't think so, 'cause I have not modified saving procedure - except adding Combat Art saving).
I will upload the sources this time too, so if you have some programming or debugging knowledge, you are wlecome to investigate the problem on your own.
Karach0s  posted on Aug 05, 2009 1:35:24 PM - Report post

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So my previous post is rather useless, but I'm happy that it works for you now.

Anyway it's time to share the new version of the editor - as promised with Combat Art editing this time.

I have tested it briefly with every class, but some bugs may still occur. So always make backups of edited characters (the editor actually makes them for you, but to be on the safe side...).

Here you can download the editor: LINK REMOVED.
And here are all the sources: LINK REMOVED.

A small note about the "Enable safe editing" check box under the Combat Arts tab. Editing is considered safe, when number of modifications doesn't exceed the number of modification points gained from the skills assigned to the Combat Aspect. In other words it is perfectly safe, eg. for a Seraphim to edit her BeeEffGee so that it has all 6 modifications, but only if hard points invested in Revered Technology Focus and/or Tactics Lore skills reach 31 (as explained here: Link.
Of course one can disable the "Enable safe editing" checkbox to choose more modifications than possible. The game will be playable, and modifications active, but the number of available modifications points ingame will be less than zero (counter overflow - actually it will be close to (-4*2^30)). Not only it looks bad, but it also disables further CA modifications (which of course is not a problem if one have reached 199 points in associated skills and have distributed all (that is 15) modification points).

Have fun cheating.

Download the newest version of the editor a few posts ahead.

[Edited by Karach0s, 8/15/2009 2:02:34 AM]

MT4K  posted on Aug 05, 2009 4:23:49 PM - Report post

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NOTE: long message i know i'm sorry, but skip to the last paragraph if you just want the quick reply

well i had a quick fiddle around with the new editor, it's pretty cool, only tried it briefly on the inquisitor and shadow warrior, inquisitor worked fine it seems, but the shadow warrior seems to have a blank space where shadow veil should be and so is not editable (at least for me)

rallied souls seems to have it's modifications mixed up with skeleton fortress one thingy that shoots the arrows, although they seem to be mixed up in the editor (for me at least) ingame they are correct so it's not an issue, i'll play about with the rest of the characters tomorrow

it seems to actually function without issues though so far so nice job

edit: ok i lied and decided to quickly test the rest of the characters and i gotta say, everything works fine except for the shadow veil missing from the shadow warrior and a couple of text being wrong on a couple combat arts for different characters, but ingame they are fine regardless and work so it really aint a problem aslong as you know what you want to change

certainly does more than i was actually hoping for so really nice job, my high elf now has piercing glacial thorns woohoo (yeah i was dumb and chose the other modification at the time thinking it would work better on a mob, boy was i wrong lol the little testing i did certainly seems to show the piercing working far better lol)

in short, a few issues, but nothing that stops it from actually working, great addition and great job done to it and so you have my thanks and thanks to everybody who worked on it at all really to make the editor a reality, i'm sure lots of people will get a good use out of this, i already have changed what i wanted to change without problems

[Edited by MT4K, 8/5/2009 5:53:08 PM]

[Edited by MT4K, 8/5/2009 5:57:02 PM]

Karach0s  posted on Aug 06, 2009 1:10:49 AM - Report post

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MT4K, let me guess, you have the Sinister Pact modification enabled on Shadow Veil, don't you? Well, it's my mistake. Some CAs have modifications that make them permanent (like Combat Aura, Doppelganger and Shadow Veil). So the Shadow Veil is the one I missed. When I get back from work I will fix it.
Another small note about specifically such modifications that make CAs permanent.
You can instead use the editor to disable the other gold modification, go ingame, select the permanent modification, and then use the editor to play with such modified Combat Art. The reason for this is beacuse Shadow Veil (Buff) is a completely different skill (savegame file wise) from Shadow Veil (as MT4K discovered - the editor couldn't read it). So choosing the 'make permanent' modification in the editor will cause only the modification being active ingame, but without actually changing the Combat Art to Buff.

EDIT: Of course this works the same in opposite situation and, as you can expect, the editor does not allow one to 'revert' such made buff for a non-buff CA once you have selected the 'make permanent' modification.

[Edited by Karach0s, 8/6/2009 11:52:23 AM]

MT4K  posted on Aug 06, 2009 2:55:20 AM - Report post

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hahaha, fair enough , i like my shadow veil, good for getting out of sticky situations , and just a blessing in the swamp area when trying to get somewhere undisturbed :P

but thanks for the warning about that, aint run into any issues with the others for other characters though, but i did already have them done ingame as you say to do (who can say no to turning a ca into a permanent buff right? :P), glad to hear you will fix it though, i hope it doesn't take you too long though and isn't too much hassle, because honestly i aint too worried about editing shadow veil myself, just noticed it missing when experimenting with the editor lol, shadow warrior and inquisitor was my guinea pigs

[Edited by MT4K, 8/6/2009 3:01:09 AM]

[Edited by MT4K, 8/6/2009 3:11:39 AM]

VirusSX  posted on Aug 06, 2009 7:42:12 AM - Report post

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hi together,
It's really a very usefully tool and it's time that someone spend some time to realize such a tool.

I hadn't much time to test the functionality but I found a micro error. The Tool throws an OutOfRangeException on the CA Tab. I am studying Software Engineering, so I took the source code and debugged the error.

The Error occurs on the Event-Method "void CALevel_changed(object sender, EventArgs e)", because the Event-Method "void CATree_ItemSelected(object sender, TreeViewEventArgs e)" sets the variable "selectedCombatArt" to -1, if you click on a Node in the "CATree". If the Node is one of the three parent Nodes the "CALevel" changes to zero. If "CALevel" was not zero, the "CALevel_changed"-Event occurs and tries to set the Level of the "GameAdresses.CombatArts" at Index -1. I think it's pretty easy to remove this Exception if you check first the "selectedCombatArt".

void CALevel_changed(object sender, EventArgs e){
if (selectedCombatArt > -1) {

I hope, that helps to improve the stability of your software. It's an insignificant failure, but also little errors are annoying.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Sacred2SaveGameEditor.MainWindow.CALevel_changed(Object sender, EventArgs e)
at System.Windows.Forms.NumericUpDown.OnValueChanged(EventArgs e)
at System.Windows.Forms.NumericUpDown.set_Value(Decimal value)
at Sacred2SaveGameEditor.MainWindow.ClearCombatArts(Boolean withTree)
at Sacred2SaveGameEditor.MainWindow.CATree_ItemSelected(Object sender, TreeViewEventArgs e)
at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
at System.Windows.Forms.TreeView.WmNotify(Message& m)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
Assembly Version:
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
Assembly Version:
Win32 Version:
CodeBase: file:///C:/Users/VirusSX/Desktop/Sacred%202%20Savegame%20Editor/Sacred2SaveGameEditor.exe
Assembly Version:
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/
Assembly Version:
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/
Assembly Version:
Win32 Version: 2.0.50727.4918 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging

For example:

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

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