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[Suggestion] Tech/Perk unlock #57
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It would be possible to add single technologies and or perks. If you want to know how the editor unlocks all the technologies (at least pre 1.200) you can take a look at the code here Graveyard-Keeper-Savefile-Editor/main.py Lines 422 to 444 in 53eda08
But to summarize you have multiple locations for perks. If we talk f.e. just about perks I think the most important attribute in stored in the player variable (the base inventory object) - there you just have 2 lists, 1 list contains the name of the property the other the state. F.e. the You would need to do testing with those values. |
Hello, I tried manually creating a Json from a save I just started them going there and giving myself the p_cultist as a object (the same perk format we had before) but after that I was not able to conver the json to a normal save file back. And trying with the .dat option made the save invalid. |
Like I said the easiest way for you would be to just modify the It works for an older save I have. |
I second this request - maybe add the ability to just unlock cultist perk as an option in the editor would be awesome 👍 I tried the data.json file you provided in the editor an pressed unlock all tech,, and it seemed like it only unlocked the cultist tech when i looked at the tech tree however i was able to build all sort of stuff ;) |
I managed to create a most minimal How to use:
Note: the |
Just to add to what I previously wrote here. A user asked me how to unlock a single technology, as his game bugged. He now has it fixed, but for other people here is how to do it: Export the game save as a gameSave.savedata.revealed_techs.v.push({
"v": "The Beginning Of Alchemy",
"type": 10
}) Export the file as In general I advise using I do want to make a complete rewrite of the editor (should I have sufficient time at some point), where unlocking technologies also would be possible. So if you are interested in the technologies I could also already provide you with a list of them. |
I've figured out a way to reveal the Cultist tech. When editing the
This reveals and unlocks the "Dark Bodies" tech, which is the prerequisite tech for "Cultist". Once you replace the game save with this The only small glitch with this method is that although you have "Dark Bodies" tech, you won't get any dark organs. But some organs indeed have 4 red skulls and 1 white skull (so, a dark organ) but it still looks like a normal organ, and using them in Alchemy will still produce normal ingredients and not dark organ ingredients. Once your Inquisitor storyline progressed enough and the Inquisitor asks you to get dark organs for him, actual proper dark organs will start to appear in corpse. To the best of my knowledge this method doesn't break the game save. |
Is it possible for you to add to unlock specifics techs? I wanted to tryout a game with the cultist perk from the start (I'm pretty sure it will improve the overall grave keeper experience).
Or maybe can you help me out with this individual study-case?
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