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All Gibbed's Save Editor Revision 237

Discussion in 'Borderlands 2 Modding & Glitching' started by blakwidowstang, Jan 23, 2013 with 1,431 replies and 621,896 views.

  1. blakwidowstang

    blakwidowstang Borderlands 2 MacGyver

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    Download Here
    (Revision 237)





    Required
    .NET Framework 4 - Necessary To Run Gibbed's Save Editor - Download Here

    Xbox
    Horizon - Used To Extract/Inject Save Files - Download Here

    PS3
    BruteForce (V 3.8) - Used To Decrypt Save Files - Download Here
    Bruteforce Dependencies - Needed To Run Bruteforce - Download Here
    Microsoft Visual C++ 2010 Redistributable - Needed To Run Bruteforce - Download Here
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    r179 | rick | 2013-06-28 15:46:06 -0700 (Fri, 28 Jun 2013) | 1 line

    Fixed issue with repeatedly saving without loading and expansion data (eridium > 99, last playthrough number > 1, playthroughs completed > 1).
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    r178 | rick | 2013-06-28 15:44:39 -0700 (Fri, 28 Jun 2013) | 1 line

    Better handling of weapons and items that fail to load.
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    r177 | rick | 2013-06-28 15:43:31 -0700 (Fri, 28 Jun 2013) | 1 line

    Clarified missing asset library set exception message.
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    r176 | rick | 2013-06-28 01:24:07 -0700 (Fri, 28 Jun 2013) | 1 line

    Forgot the inventory serial number in the previous commit.
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    r175 | rick | 2013-06-28 01:19:16 -0700 (Fri, 28 Jun 2013) | 1 line

    Implemented support for the hacked-in DLC expansion data.
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    r174 | rick | 2013-06-27 23:35:50 -0700 (Thu, 27 Jun 2013) | 1 line

    Fixed some exceptions to have more detailed error messages when invalid sublibrary / asset indices are specified.
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    r173 | rick | 2013-06-27 23:31:53 -0700 (Thu, 27 Jun 2013) | 1 line

    Updated platform configuration to include Xbox 360 sublibrary remappings for Dragon Keep DLC.
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    r172 | rick | 2013-06-27 23:30:06 -0700 (Thu, 27 Jun 2013) | 6 lines

    - Moved Platform enum from FileFormats to GameInfo.
    - Implemented InfoDictionary generic with specifiable key type.
    - Extended backpack item and weapon views in SaveEdit.
    - Added platform config support and loading to GameInfo.
    - Packed data serialization now passes platform around for platform-specific handling when necessary.
    - Added support to packed data serialization for remapping of sublibraries on a per-platform basis, via information from GameInfo PlatformConfiguration data.
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    r171 | rick | 2013-06-27 23:20:54 -0700 (Thu, 27 Jun 2013) | 1 line

    Updated GameInfo resources due to revision #168.
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    r170 | rick | 2013-06-27 23:20:21 -0700 (Thu, 27 Jun 2013) | 1 line

    Updated GameInfo resources due to sorting of asset library manager and downloadable contents.
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    r165 | rick | 2013-06-27 17:37:05 -0700 (Thu, 27 Jun 2013) | 2 lines

    - Added InvariantCulture to a few string.Format calls, just in case.
    - Fixed sorting of fast travel stations and teleporters.
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    r158 | rick | 2013-06-18 09:55:28 -0700 (Tue, 18 Jun 2013) | 1 line

    Added support for CrossDLCClassMod item type.
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    r157 | rick | 2013-06-18 09:50:50 -0700 (Tue, 18 Jun 2013) | 1 line

    Updated GameInfo resources for Dragon Keep, Costume Pack 2 DLCs.
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    r155 | rick | 2013-04-18 09:48:35 -0700 (Thu, 18 Apr 2013) | 4 lines

    - Added Psycho to CustomizationUsage.
    - Added support for filtering to Psycho customizations when selecting Psycho as your class.
    - Corrected issue where the DLC dropdown on the Backpack and Bank views displayed DLCs that did not define an asset library set.
    - Updated GameInfo resources for Psycho Pack, Loot Chest 2, Poker Night at the Inventory 2 DLCs.
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    r153 | rick | 2013-04-02 20:43:16 -0700 (Tue, 02 Apr 2013) | 1 line

    Corrected another issue related to the expansion data hack on packed item data.
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    r152 | rick | 2013-04-02 19:27:01 -0700 (Tue, 02 Apr 2013) | 1 line

    Apparently using DLCExpansionData for expansion data is too much to ask, instead they put it in the packed item data?!?!
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    r151 | rick | 2013-04-02 17:01:46 -0700 (Tue, 02 Apr 2013) | 8 lines

    - Added messages for exceptions thrown in PackedDataHelper.
    - Added BalanceModifier to DownloadableContentType enum.
    - Bumped maximum level in SaveEdit to 61.
    - Corrected AssetLibraryDefinition so it can support definitions without a type specified.
    - Reimplemented creating new weapons and items in both Backpack and Bank views.
    - In addition to the previous change, added a dropdown to create weapons and items for specific asset library sets.
    - Sets now display their name (when available) in the base weapon and item views.
    - Updated GameInfo resources for Ultimate Vault Hunter Mode DLC.
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    r146 | rick | 2013-01-11 00:16:22 -0800 (Fri, 11 Jan 2013) | 1 line

    Added revision display text to the SaveEdit window title.
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    r145 | rick | 2013-01-10 23:36:44 -0800 (Thu, 10 Jan 2013) | 1 line

    Corrected sorting of head and skin assets in SaveEdit.
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    r144 | rick | 2013-01-10 23:18:31 -0800 (Thu, 10 Jan 2013) | 1 line

    Update GameInfo resources for Costume Pack DLC.
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    r142 | rick | 2012-12-13 11:42:42 -0800 (Thu, 13 Dec 2012) | 1 line

    Update GameInfo resources for Hammerlock's Hunt DLC.
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    r139 | rick | 2012-12-13 11:17:24 -0800 (Thu, 13 Dec 2012) | 1 line

    PlaythroughNumber in MissionPlaythroughData is no longer being serialized as of patch 1.30.
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    r138 | rick | 2012-12-05 17:18:12 -0500 (Wed, 05 Dec 2012) | 1 line

    Dropped "Borderlands 2" prefix on all of the open/save file dialog filter list.
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    r137 | rick | 2012-12-05 16:30:04 -0500 (Wed, 05 Dec 2012) | 1 line

    Use open file dialog filter list for platform selection rather than buttons for individual platforms.
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    r136 | rick | 2012-12-04 20:13:19 -0500 (Tue, 04 Dec 2012) | 2 lines

    - No longer auto-detects save file endian, uses specified platform instead.
    - Implemented catching of zlib exceptions for better error messages.
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    r135 | rick | 2012-12-04 20:06:44 -0500 (Tue, 04 Dec 2012) | 2 lines

    - Moved About tab to its own View/ViewModel.
    - Implemented experimental support for PS3 saves. (You must decrypt your saves using an external tool such as pfdtool first!)
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    r133 | rick | 2012-11-14 07:25:28 -0500 (Wed, 14 Nov 2012) | 1 line

    Add support for Torgue Tokens in CurrencyOnHandView.
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    r132 | rick | 2012-11-14 06:44:42 -0500 (Wed, 14 Nov 2012) | 2 lines

    - Add support for MissionItem to GameInfo.
    - Fix ItemnamePartDefinition so name is not required.
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    r131 | rick | 2012-11-14 06:40:32 -0500 (Wed, 14 Nov 2012) | 1 line

    Update GameInfo resources for Mr. Torgue's Campaign of Carnage DLC.
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    r126 | rick | 2012-11-14 06:29:04 -0500 (Wed, 14 Nov 2012) | 1 line

    Correct RegionGameStagedata definition, again (broke due to Mr. Torgue's Campaign of Carnage DLC being prepatched into the PC version).
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    r125 | rick | 2012-11-06 19:47:18 -0500 (Tue, 06 Nov 2012) | 1 line

    Correct RegionGameStagedata definition.
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    r124 | rick | 2012-11-06 16:59:02 -0500 (Tue, 06 Nov 2012) | 2 lines

    - Support for casting save game Guid type to System.Guid.
    - More reasonable default values for some save structures.
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    r123 | rick | 2012-11-06 16:57:29 -0500 (Tue, 06 Nov 2012) | 1 line

    Set a value of None to LastVisitedTeleporter in new save agmes.
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    r122 | rick | 2012-11-06 16:52:53 -0500 (Tue, 06 Nov 2012) | 5 lines

    - Link to duncanfogg's gear calculator on the backpack and bank views.
    - Remove the dummy image on the backpack and bank view lists until they're actually implemented.
    - Tabs are no longer directly locked before loading a save.
    - Added About tab.
    - Implemented New button.
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    r121 | rick | 2012-10-30 19:55:19 -0400 (Tue, 30 Oct 2012) | 1 line

    Didn't mean to leave that pause there.
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    r120 | rick | 2012-10-30 19:52:42 -0400 (Tue, 30 Oct 2012) | 1 line

    Call vsvars32.bat in the dist batch.
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    r119 | rick | 2012-10-29 15:50:50 -0400 (Mon, 29 Oct 2012) | 1 line

    Fixing a silly typo.
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    r118 | rick | 2012-10-26 12:47:05 -0400 (Fri, 26 Oct 2012) | 1 line

    Correcting some protobuf definitions.
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    r117 | rick | 2012-10-26 12:37:50 -0400 (Fri, 26 Oct 2012) | 1 line

    Use Gearbox's name for packed weapon/item data.
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    r113 | rick | 2012-10-23 19:38:19 -0400 (Tue, 23 Oct 2012) | 1 line

    Add level sync buttons to Backpack, Bank tabs.
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    r112 | rick | 2012-10-23 19:03:29 -0400 (Tue, 23 Oct 2012) | 3 lines

    - Removed unused Weapon Parts and Item Parts resources from GameInfo.
    - Added Weapon Name Parts and Item Name Parts resources to GameInfo.
    - Weapon and item name generation in SaveEdit.
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    r110 | rick | 2012-10-23 08:16:32 -0400 (Tue, 23 Oct 2012) | 1 line

    Group level transitions by DLC.
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    r109 | rick | 2012-10-23 08:13:08 -0400 (Tue, 23 Oct 2012) | 1 line

    Sort level transitions by resource name.
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    r108 | rick | 2012-10-23 08:11:12 -0400 (Tue, 23 Oct 2012) | 3 lines

    - Updated Travel Stations dump.
    - Loading of DestinationStation/DisplayName for TravelStationDefinition in GameInfo.
    - Add all level transitions to LastVisitedTeleporter combobox in FastTravelView in SaveEdit.
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    r106 | rick | 2012-10-23 07:50:53 -0400 (Tue, 23 Oct 2012) | 1 line

    Add a dummy teleporter entry to the LastVisitedTeleporter combobox on FastTravelViewModel when it's an unknown one.
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    r105 | rick | 2012-10-23 07:23:05 -0400 (Tue, 23 Oct 2012) | 1 line

    Correct teleporter names in the LastVisitedTeleporter combobox on FastTravelViewModel.
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    r104 | rick | 2012-10-22 04:11:12 -0400 (Mon, 22 Oct 2012) | 1 line

    Better short URL for IsBadassModeSaveGame info.
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    r103 | rick | 2012-10-21 23:44:18 -0400 (Sun, 21 Oct 2012) | 1 line

    Clear IsBadassModeSaveGame on load, now with notification about it.
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    r102 | rick | 2012-10-21 23:25:41 -0400 (Sun, 21 Oct 2012) | 1 line

    Clear IsBadassModeSaveGame on load.
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    r101 | rick | 2012-10-21 19:33:19 -0400 (Sun, 21 Oct 2012) | 1 line

    Add a "None" entry to AvailableTeleporters in FastTravelViewModel.
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    r100 | rick | 2012-10-21 19:29:41 -0400 (Sun, 21 Oct 2012) | 1 line

    Fix teleporter display name in FastTravelViewModel.
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    r99 | rick | 2012-10-21 19:24:20 -0400 (Sun, 21 Oct 2012) | 2 lines

    - Implemented loading of fast travel station ordering information in GameInfo.
    - Updated FastTravelView to group teleporters as well as respect game ordering of teleporters.
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    r97 | rick | 2012-10-21 17:58:42 -0400 (Sun, 21 Oct 2012) | 1 line

    Switch ObservableCollection<>s in ProtoBufFormats back to List<>s.
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    r96 | rick | 2012-10-21 17:50:13 -0400 (Sun, 21 Oct 2012) | 3 lines

    - ResourceName for TravelStationDefinition in GameInfo.
    - Updated Travel Stations resource in GameInfo.
    - Implemented Fast Travel tab in SaveEdit.
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    r94 | rick | 2012-10-21 16:32:42 -0400 (Sun, 21 Oct 2012) | 2 lines

    - Minor cleanup of some GameInfo loader code.
    - Replaced thrown KeyNotFoundException with new ResourceNotFoundException.
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    r93 | rick | 2012-10-21 16:16:09 -0400 (Sun, 21 Oct 2012) | 1 line

    Set SaveFile after data has been imported, so if an exception is thrown, it won't enable the editor improperly.
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    r91 | rick | 2012-10-20 13:33:18 -0400 (Sat, 20 Oct 2012) | 1 line

    Implemented loading of travel station information in GameInfo.
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    r90 | rick | 2012-10-20 13:30:26 -0400 (Sat, 20 Oct 2012) | 1 line

    Cleanup of protobuf member names.
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    r89 | rick | 2012-10-20 07:40:28 -0400 (Sat, 20 Oct 2012) | 3 lines

    - Add Experience info to GameInfo.
    - Sanity check experience points and level on save load.
    - Add buttons to SaveEdit for synchronizing experience level and points.
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    r88 | rick | 2012-10-19 01:42:30 -0400 (Fri, 19 Oct 2012) | 1 line

    Use a static unique ID (0) instead of a random one for copied codes.
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    r87 | rick | 2012-10-19 01:19:34 -0400 (Fri, 19 Oct 2012) | 1 line

    Display a warning when attempting to paste codes and none were found.
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    r85 | rick | 2012-10-19 01:05:27 -0400 (Fri, 19 Oct 2012) | 5 lines

    Not mentioned in previous commit:
    - Player classes are now provided via GameInfo.
    - DownloadableContent and DownloadablePackage info provided via GameInfo.
    - CustomizationSet removed from GameInfo (due to previous line).

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    r84 | rick | 2012-10-19 01:03:11 -0400 (Fri, 19 Oct 2012) | 7 lines

    - Cleaned up member naming in BaseItem/BaseWeapon.
    - Retooled most of the GameInfo project for better organization and data loading.
    - With GameInfo being retooled, weapon and item balance information generation has been redone and will now properly support things that were broken before (shields, class mods, relics, etc).
    - BaseItemViewModel/BaseWeaponViewModel now generate manufacturer assets.
    - Removed warning icon for manufacturer, prefix part, title part on BaseItemViewModel/BaseWeaponViewModel as they are completely unnecessary.
    - Renamed PlayerView/PlayerViewModel to GeneralView/GeneralViewModel in SaveEdit.
    - Added icon for Fast Travel tab, replaced icons for General, Backpack tabs.
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    r82 | rick | 2012-10-17 14:45:13 -0400 (Wed, 17 Oct 2012) | 1 line

    Prevent editing of IsBadassModeSaveGame.
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    r79 | rick | 2012-10-17 12:43:04 -0400 (Wed, 17 Oct 2012) | 2 lines

    - Drop SavePackMessage/SaveUnpackMessage in favor of directly called ImportData/ExportData.
    - CurrencyOnHand now sanely stores state instead of directly modifying SaveGame data.
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    r78 | rick | 2012-10-17 07:14:20 -0400 (Wed, 17 Oct 2012) | 2 lines

    - Corrected LockoutData definition.
    - Fixed some field names in MissionData and RegionGameStageData.
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    r77 | rick | 2012-10-16 12:13:30 -0400 (Tue, 16 Oct 2012) | 1 line

    Descriptive errors for thrown FormatExceptions in BackpackViewModel and BankViewModel.
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    r76 | rick | 2012-10-16 11:06:08 -0400 (Tue, 16 Oct 2012) | 2 lines

    - Update Weapon Types and Item Types in GameInfo, as well as their backing code.
    - Update SaveEdit to reflect previous change.
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    r73 | rick | 2012-10-15 19:02:21 -0400 (Mon, 15 Oct 2012) | 1 line

    Is it stack traces that make people not read perfectly understandable error messages? WHO KNOWS.
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    r72 | rick | 2012-10-15 18:34:23 -0400 (Mon, 15 Oct 2012) | 1 line

    Clarify to stupid people that you can, in fact, copy the exception error dialog to the clipboard using ctrl+c to paste.
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    r71 | rick | 2012-10-15 18:06:31 -0400 (Mon, 15 Oct 2012) | 3 lines

    - Change CharacterName from string to bytes, to prevent reencode issues due to encoding problems.
    - PlayerView now assumes CharacterName is UTF8 data.
    - Set quite a few bindings to update on property change.
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    r70 | rick | 2012-10-15 16:32:42 -0400 (Mon, 15 Oct 2012) | 2 lines

    - LZO code updated to support offsets into byte buffers.
    - Support for "fat" save files, this should fix LookbehindOverrun load failures.
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    r69 | rick | 2012-10-15 11:29:53 -0400 (Mon, 15 Oct 2012) | 1 line

    Resharper recommendations.
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    r68 | rick | 2012-10-15 11:28:31 -0400 (Mon, 15 Oct 2012) | 1 line

    Resharper recommendations.
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    r67 | rick | 2012-10-15 11:26:53 -0400 (Mon, 15 Oct 2012) | 1 line

    Resharper recommendations.
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    r66 | rick | 2012-10-15 11:25:45 -0400 (Mon, 15 Oct 2012) | 1 line

    Resharper recommendations.
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    r65 | rick | 2012-10-15 11:00:06 -0400 (Mon, 15 Oct 2012) | 1 line

    Wrap CopySelectedSlotCode in a DelegateResult.
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    r64 | rick | 2012-10-15 10:48:17 -0400 (Mon, 15 Oct 2012) | 1 line

    Yet another attempt at clipboard shenanigans.
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    r63 | rick | 2012-10-15 10:13:11 -0400 (Mon, 15 Oct 2012) | 1 line

    Resharper recommendations.
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    r62 | rick | 2012-10-15 10:02:43 -0400 (Mon, 15 Oct 2012) | 1 line

    Another attempt at clipboard shenanigans.
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    r61 | rick | 2012-10-15 09:36:20 -0400 (Mon, 15 Oct 2012) | 1 line

    Handle every clipboard COM result.
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    r60 | rick | 2012-10-15 09:27:41 -0400 (Mon, 15 Oct 2012) | 1 line

    Fix handling of exceptions in MyClipboard.
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    r59 | rick | 2012-10-15 09:12:08 -0400 (Mon, 15 Oct 2012) | 1 line

    Implement wrapper around WPF Clipboard since it prefers to blow up.
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    r58 | rick | 2012-10-15 08:18:38 -0400 (Mon, 15 Oct 2012) | 1 line

    Temporary try/catch handler in CopySelectedSlotCode for Kyle873.
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    r57 | rick | 2012-10-15 07:58:38 -0400 (Mon, 15 Oct 2012) | 1 line

    dist updates.
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    r56 | rick | 2012-10-15 07:15:23 -0400 (Mon, 15 Oct 2012) | 5 lines

    - Renamed ISlot to IBaseSlot.
    - BaseWeapon and BaseItem now both use the IBaseSlot interface.
    - Added BankView, BankViewModel to SaveEdit.
    - Renamed PackedData in BankSlot to Data.
    - Move use of CMContrib's dialogs to new implementation MyMessageBox, which uses the standard Windows message box dialog.
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    r55 | rick | 2012-10-15 03:51:47 -0400 (Mon, 15 Oct 2012) | 3 lines

    - Add CustomizationSet and related resource file to GameInfo.
    - Renamed GameInfo resource Customization to Customizations.
    - Implemented grouping of head and skin assets in PlayerView.
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    r53 | rick | 2012-10-15 03:14:07 -0400 (Mon, 15 Oct 2012) | 1 line

    Add ErrorCode enum to LZO code.
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    r52 | rick | 2012-10-15 00:44:57 -0400 (Mon, 15 Oct 2012) | 1 line

    Assign a new unique ID to copy and pasted slots.
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    r51 | rick | 2012-10-15 00:30:01 -0400 (Mon, 15 Oct 2012) | 1 line

    Implement duplicate, delete, copy code, paste code in BackpackView.
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    r50 | rick | 2012-10-14 02:08:13 -0400 (Sun, 14 Oct 2012) | 1 line

    Didn't mean to update the set IDs.
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    r49 | rick | 2012-10-14 02:03:41 -0400 (Sun, 14 Oct 2012) | 1 line

    Load json via unmanaged resource stream.
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    r48 | rick | 2012-10-14 01:34:37 -0400 (Sun, 14 Oct 2012) | 3 lines

    - Update GameInfo & co to reflect small name change in balance data.
    - Redumped most json files.
    - Add Fast Travel Stations json file.
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    r40 | rick | 2012-10-12 22:38:19 -0400 (Fri, 12 Oct 2012) | 1 line

    Updated balance dumps & manufacturers support in ItemBalanceDefinition/WeaponBalanceDefinition.
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    r38 | rick | 2012-10-12 17:32:31 -0400 (Fri, 12 Oct 2012) | 1 line

    Add extra configuration for building distributable SaveEdit to solution.
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    r37 | rick | 2012-10-12 17:32:04 -0400 (Fri, 12 Oct 2012) | 1 line

    Add build_distributable_saveedit.bat & co.
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    r33 | rick | 2012-10-10 19:03:42 -0400 (Wed, 10 Oct 2012) | 2 lines

    - Fixed crash due to PendingMissionRewards.PackedItemRewards being incorrectly flagged as IsPacked.
    - Temporary workaround with PendingMissionRewards packed weapon and item data.
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    r32 | rick | 2012-10-10 11:16:02 -0400 (Wed, 10 Oct 2012) | 1 line

    Improved handling of data on PlayerView.
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    r31 | rick | 2012-10-10 09:21:34 -0400 (Wed, 10 Oct 2012) | 1 line

    Forgot to fire off NOPCs in BaseItemViewModel.
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    r30 | rick | 2012-10-10 09:20:13 -0400 (Wed, 10 Oct 2012) | 1 line

    Don't default to raw tab.
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    r29 | rick | 2012-10-10 09:17:58 -0400 (Wed, 10 Oct 2012) | 1 line

    Oops.
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    r28 | rick | 2012-10-10 09:16:20 -0400 (Wed, 10 Oct 2012) | 1 line

    Revert default new weapon/item to set 0 (not set 1).
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    r27 | rick | 2012-10-10 09:15:40 -0400 (Wed, 10 Oct 2012) | 8 lines

    - Moved packable related code out of SaveEdit to FileFormats.
    - PackableWeapon/PackableItem renamed to BaseWeapon/BaseItem.
    - Lots of reorganization & refactoring on SaveEdit.
    - PropertyGrid now uses an accessibility style, which is a WIP.
    - PackableWeaponView/PackableItemView renamed to BaseWeaponView/BaseItemView.
    - Added ViewModel wrappers around BackpackWeapon/BackpackItem.
    - And due to above, reimplemented how combobox data is built from balance information.
    - Seraph crystals moved back out of reserved expander. Plus icons.
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    r26 | rick | 2012-10-09 20:05:43 -0400 (Tue, 09 Oct 2012) | 3 lines

    - Reorganized AssetLibraryManager (and co.) to better support asset library sets properly (since everything broke with the new DLC release).
    - Redumped asset library manager, customizations, item balances, item types, weapon balances (they now include Orchid / Tulip information).
    - PackedDataHelper/PackableItem/PackableWeapon now read and write data for sets properly.
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    r25 | rick | 2012-10-09 15:53:18 -0400 (Tue, 09 Oct 2012) | 1 line

    Enable Gaige AssetDisplay now that I know its asset path.
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    r24 | rick | 2012-10-09 15:51:15 -0400 (Tue, 09 Oct 2012) | 1 line

    Flag MarketingCodesNeedingNotification as IsPacked.
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    r23 | rick | 2012-10-08 23:58:01 -0400 (Mon, 08 Oct 2012) | 1 line

    Fix some issues with the default values on BackpackWeapon/BackpackItem (ie, they don't start out as marked as trash).
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    r22 | rick | 2012-10-08 06:20:41 -0400 (Mon, 08 Oct 2012) | 1 line

    Disable the UI in SaveEdit until a save is loaded.
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    r21 | rick | 2012-10-08 03:28:21 -0400 (Mon, 08 Oct 2012) | 1 line

    Let's try that again.
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    r20 | rick | 2012-10-08 03:25:29 -0400 (Mon, 08 Oct 2012) | 2 lines

    - Save reading/writing is now wrapped in an IResult.
    - Fix another silent crash occurring when save path wasn't being found.
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    r19 | rick | 2012-10-08 03:06:12 -0400 (Mon, 08 Oct 2012) | 3 lines

    - Fix a silent crash occurring when save path wasn't being found (todo: move save read/writing to a custom IResult).
    - Move seraph crystals under reserved section, since they're unused.
    - Ability to modify endian of the save file.
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    r18 | rick | 2012-10-08 02:42:58 -0400 (Mon, 08 Oct 2012) | 1 line

    VerifySaves support for big-endian save files (probably should migrate it to use SaveFile directly).
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    r17 | rick | 2012-10-08 02:40:54 -0400 (Mon, 08 Oct 2012) | 1 line

    Support for big-endian save data (360, probably PS3).
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    r16 | rick | 2012-10-07 09:07:19 -0400 (Sun, 07 Oct 2012) | 1 line

    Fix handling of 'None' balance.
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    r15 | rick | 2012-10-07 08:43:28 -0400 (Sun, 07 Oct 2012) | 3 lines

    - Add CustomizationDefinition (and underlying data) to GameInfo.
    - SaveEdit now has dropdown data for Head / Skin customization choices.
    - New Weapon / New Item now function in SaveEdit backpack view.
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    r14 | rick | 2012-10-07 04:52:02 -0400 (Sun, 07 Oct 2012) | 1 line

    Move to a custom built version of CMContrib to fix a stack overflow crash.
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    r13 | rick | 2012-10-07 01:43:31 -0400 (Sun, 07 Oct 2012) | 1 line

    Prevent loading of XBOX 360 CON files (because some people are just stupid).
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    r12 | rick | 2012-10-07 00:24:36 -0400 (Sun, 07 Oct 2012) | 2 lines

    - Save now works in SaveEdit.
    - BackpackViewModel now packs slots back up into PackedWeaponData/PackedItemData on save.
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    r11 | rick | 2012-10-06 23:57:19 -0400 (Sat, 06 Oct 2012) | 1 line

    Add readme.
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    r10 | rick | 2012-10-06 23:55:54 -0400 (Sat, 06 Oct 2012) | 2 lines

    - Add SaveEdit project.
    - Add Test project.
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    r9 | rick | 2012-10-06 23:35:29 -0400 (Sat, 06 Oct 2012) | 1 line

    Add SparkTmsUnpack project.
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    r8 | rick | 2012-10-06 23:16:00 -0400 (Sat, 06 Oct 2012) | 1 line

    Add VerifySaves project.
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    r7 | rick | 2012-10-06 23:14:02 -0400 (Sat, 06 Oct 2012) | 1 line

    Forgot GameInfo todo list.
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    r6 | rick | 2012-10-06 23:09:42 -0400 (Sat, 06 Oct 2012) | 1 line

    Implemented SaveFile serialization.
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    r5 | rick | 2012-10-06 23:02:21 -0400 (Sat, 06 Oct 2012) | 2 lines

    - Migrate some dependencies to NuGet.
    - Set up bin/bin_test directories & properties.
    ------------------------------------------------------------------------
    r4 | rick | 2012-10-06 20:57:18 -0400 (Sat, 06 Oct 2012) | 1 line

    Add FileFormats, ProtoBufFormats.
    ------------------------------------------------------------------------
    r3 | rick | 2012-10-06 20:55:05 -0400 (Sat, 06 Oct 2012) | 1 line

    Add some dependencies.
    ------------------------------------------------------------------------
    r2 | rick | 2012-10-06 20:46:52 -0400 (Sat, 06 Oct 2012) | 1 line

    Add GameInfo project.
    ------------------------------------------------------------------------
    r1 | rick | 2012-09-19 08:32:08 -0400 (Wed, 19 Sep 2012) | 1 line

    Initial repository structure.
    ------------------------------------------------------------------------

    How To Mod Your Save File

    Xbox
    1. Open Horizon
    2. Select your save file and extract it to your preferred location on your PC.
    Optional: Make a backup of your save​
    3. Drag and Drop the Save0000.sav file into Horizon
    4. Click the "Contents" tab and extract the SaveGame.sav file.
    5. Open Gibbed's
    6. Click "Open" and select Xbox as your platform in the dropdown menu.
    7. Select your SaveGame.sav file.
    8. Mod your save as you please.
    9. Save and Replace the SaveGame.sav
    9. Drag and Drop the Save0000.sav file back into Horizon
    10. Click the "Contents" tab, Right Click the SaveGame.sav file, select "Replace", and select the SaveGame.sav file you just created.
    11. Save, Rehash, and Resign
    12. Save To Your USB Device
    PS3
    1. Drag and drop your entire save folder from your USB Device to your preferred location on your PC
    Optional: Make a backup of your save​
    2. Open Bruteforce.
    3. Navigate to your save folder
    4. Select your save file and click "Decrypt PFD" and "Decrypt All Files"
    5. Open Gibbed's
    6. Click "Open" and select PS3 as your platform in the dropdown menu.
    7. Open the save file you decrypted
    8. Mod the save as you please
    9. Save And Replace the save file in the PS3 folder you copied from the USB Device
    10. Open BruteForce, select "Update PFD (Full)", then select "Encrypt PFD" and "Encrypt All Files"
    11. Open your USB Device and replace the save folder with the one you created
    Click Here for the complete PS3 tutorial.
    PC
    1. Open Gibbed's
    2. Click "Open". PC should be the platform selected by default.
    3. Navigate to your save folder. Gibbed's should already be here by default.
    C:\Users\(Your Username)\My Documents\My Games\Borderlands 2\WillowGame\SaveData\76561201192991173
    4. Open your save and mod away.


    Here's A Breakdown Of Each Tab In The Editor
    [​IMG]

    Save Slot
    Platform - Change this to whatever platform you want the save to be played on
    Class - Determines which character class the save is
    Experience Level - Determines your character's level (1-61)
    Experience Points - Determines how much xp your character has
    General Skill Points - Determines how many skill points you have to spend in your skill trees
    Specialist Skill Points - Unknown
    Name - Determines your character's name as set in the Quick Change Station
    Head - Determines which head your character is wearing in game
    Skin - Deterines which skin your character is wearing in game
    [​IMG]
    Credits - Max is 99999999 in game
    Eridium - Max is 500 in game
    Seraph Crystals - Max is 999 in game
    Torgue Tokens - Max is 999 in game
    [​IMG]
    Last Visited Teleporter - Determines which teleporter you visited last in the game
    Visited Teleporters - Determines which teleporters you've visited in the game
    [​IMG]

    New Weapon - Create a new weapon from scratch to appear in your backpack in game
    Note: Use Drop-Down menu to create a DLC Weapon​
    New Item - Create a new item from scratch to appear in your backpack in game
    Note: Use Drop-Down menu to create a DLC Item​
    Paste Code - Used to paste weapon and item codes from your clipboard. These codes are generated by the save editor.
    Sync Equipped - Syncs equipped items to your current Experience Level
    Sync All - Syncs all items in the backpack to your current Experience Level

    Right-Clicking items in the backpack will give you four options:
    Copy Code - Will copy the weapon code to your clipboard
    Duplicate - Will make a duplicate of the item selected
    Bank - Presumably this should move the item to the bank from the backpack but appears to be broken at the moment.
    Delete - Deletes the item selected from the backpack.
    [​IMG]

    New Weapon - Create a new weapon from scratch to appear in your bank in game
    Note: Use Drop-Down menu to create a DLC Weapon​
    New Item - Create a new item from scratch to appear in your bank in game
    Note: Use Drop-Down menu to create a DLC Item​
    Paste Code - Used to paste weapon and item codes from your clipboard. These codes are generated by the save editor.
    Sync All - Syncs all items in the bank to your current Experience Level

    Right-Clicking items in the bank will give you four options:
    Copy Code - Will copy the weapon code to your clipboard
    Duplicate - Will make a duplicate of the item selected
    Unbank - Presumably this should move the item to the backpack from the bank but appears to be broken at the moment.
    Delete - Deletes the item selected from the bank
    [​IMG]

    Jake Slade's Raw Tab Thread
    ActiveMissionNumber
    AppliedCustomizations
    AwesomeSkillDisabled
    BankSlots
    BlackMarketUpgrades
    ChallengeList
    CurrencyOnHand
    DLCExpansionData
    DLCPlayerClassPackage
    ExpLevel
    ExpPoints
    FullyExploredAreas
    GeneralSkillPoints
    InventorySlotData
    IsBadassModeSaveGame
    IsDLCPlayerClass
    ItemData
    LastPlaythroughNumber
    LastSavedDate
    LastVisitedTeleporter
    LevelChallengeUnlocks
    LockoutList
    MarketingCodesNeedingNotification
    MaxBankSlots
    MissionPlaythroughs
    NumChallengePrestiges
    NumGoldenKeysNotified
    OneOffLevelChallengeCompletion
    PackedItemData
    PackedWeaponData
    PlayerClass
    PlaythroughsCompleted
    PlotMissionNumber
    QueuedTrainingMessages
    ReceivedDefaultWeapon
    RegionGameStages
    ResourceData
    SaveGameID
    SaveGUID
    ShowNewPlaythroughNotification
    SkillData
    SpecialistSkillPoints
    StatsData
    TotalPlayTime
    UIPreferences
    Unknown10
    Unknown22
    Unknown28
    Unknown32
    Unknown33
    Unknown47
    Unknown9
    UsedMarketingCodes
    VisitedTeleporters
    WeaponData
    WorldDiscoveryList
    [​IMG]

    This section lists credits for everyone involved in the project.
    It also has a link to Rick's Game Stuff



    Weapon and Item Creation
    1. Go to either the "Backpack" or "Bank" tab.
    2. Click "New Weapon"
    3. Click the dropdown menu next to "Type" and select the what kind of weapons you want. I'm going to make a Kerblaster so I will choose "GD_Weap_AssaultRifle.A_Weapons.WT_Torgue_AssaultRifle"
    4. Then for "Balance" I will choose the "GD_Weap_AssaultRifle.A_Weapons_Legendary.AR_Torgue_5_KerBlaster"
    5. Then I will just choose any random part that appear in the dropdown menu for each field

    Don't worry about the prefixes or titles, they will automatically be added when loaded in the game.

    Duncanfogg's Gear Calculator - Use this to see the stats of different builds without having to load them in the game.


    1. Once you loaded your save in the editor, proceed to either the Backpack or Bank tab.
    2. Choose the Drop-Down menu next to "New Weapon" or "New Item" and select which DLC you want to create a weapon or item from.
    3. Begin to select parts to create your weapon starting with the "Type" field working towards the bottom.

    [​IMG]

    Alternatively, you can begin creating a DLC item by pasting a code in from that particular DLC:

    DLC 1 (Pirate's Booty) Item - BL2(BwAAAABh1gEAFgHgkBAy2f8/AKIdgwEDBoMGQwxDCMMXww==)
    DLC 1 (Pirate's Booty) Weapon - BL2(hwAAAAD6swGEZoIDCyGTkWIYxBCDUAGDIoYGDBUYZBDSIDzDwIHw)
    DLC 2 (Mechromancer) Item - BL2(BwAAAACI7AIKAQUI0BAyGQXBAUEAwf///////////38DQQsgAME=)
    DLC 3 (Torgue's Campaign) Item - BL2(BwAAAABJnQMEDQnAUBEyGQCABsD/////////vwrABeD/PwJgAuA=)
    DLC 3 (Torgue's Campaign) Weapon - BL2(hwAAAAAYeAMCqIANDSGTkUJZg+KAUAEKG5QLKAxQ/v8/IDyCooDw)
    DLC 4 (Hammerlock's Hunt) Item - BL2(BwAAAACz4AQAAwEYcBAyGQIEBcQHRADg/////////z8A4A==)
    DLC 4 (Hammerlock's Hunt) Weapon - BL2(hwAAAADjjQSApoAJAyGTgWIIxBCBEgGDIYYGDBUY/v9LoBzDMIHy)
    DLC 5 (UVHM / Level Cap) Item - BL2(BwAAAACNuwgDAAcIUBG9HgCABkAIgA7A/////wSgAuA=)
    DLC 5 (UVHM / Level Cap) Weapon - BL2(hwAAAAB20giAJgEAA9HjfQAcxOABEAGDIQYHDBUY/v+fABzD0AHw)



    Modding Your Skill Trees
    1. Go to the "Raw" tab.
    2. Scroll down until you see "SkillData" and click "(Collection)" next to it.
    3. Each of your skills will be listed in the left column.
    4. Select one of the skills in the left column and change the value in the "Grade" field in the right column to the amount (Between 1-5) you want in that particular skill

    Click Here for an interactive skill tree builder to see how many points are allowed in each skill.




    Modding Your Ammo
    1. Go to the "Raw" tab
    2. Scroll down to "BlackMarketUpgrades" and click "(Collection)"
    3. Replace the first seven lines with the following
    999999999
    999999999
    999999999
    999999999
    999999999
    999999999
    2147483644
    4. Scroll down to"ResourceData" and click "(Collection)"
    5. In the new window select each "ResourceData" and paste "2147483647" without the quotations in to the "Amount" field for each one.
    6. The number in the "Amount" field will automatically change to "2.147484E+09" which is normal.

    1. Go to the "Raw" tab
    2. Scroll down to "BlackMarketUpgrades" and click "(Collection)"
    3. Replace the first seven lines with the following"
    99999
    99999
    99999
    99999
    99999
    99999
    99999
    4. Scroll down to"ResourceData" and click "(Collection)"
    5. In the new window select each "ResourceData" and paste "99999" without the quotations in to the "Amount" field for each one.


    Thanks to Rick AKA gibbed for creating such an awesome editor.

    Visit the developer's page Here
    Last edited by a moderator: Jul 15, 2014
  2. random2win

    random2win Enthusiast

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    Perfection! blakwidowstang you are awesome, this needs to be sticky
    Visuals likes this.
  3. blakwidowstang

    blakwidowstang Borderlands 2 MacGyver

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    Thank you sir. Would've been up half an hour ago but I went to open a message in another window and lost all my work. :(
    Thankfully, I had most of it copied into a text file because that happens all the time when I'm creating threads. :)

    Edit: Just realized I posted this in the wrong section. Sorry guys.
    Xboxfan21 likes this.
  4. Final Episode

    Final Episode Newbie

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    This is way better than the post before. keep it up!
  5. blakwidowstang

    blakwidowstang Borderlands 2 MacGyver

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    Thanks. Just realized all of the youtube videos were private but they should be viewable now.
    Final Episode likes this.
  6. DEFTONED

    DEFTONED ††† Retired

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    Nice and clean post @blakwidostang

    Thanks!
  7. ReaperGN

    ReaperGN Enthusiast

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    I really like the nice clean post. But unless I am blind I dont see a version log. Its not really needed but if you get around to it, it would be a nice thing to add.
    golie25 likes this.
  8. Visual OS

    Visual OS Member

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    Did forum politics close the previous one? No offense intended to blakwidowstang he made it neat and clean just as usual.
    Kyle Andrew likes this.
  9. M4YON

    M4YON Se7ensins Beast

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    Yes moderators and there abuse of powers eh? :rolleyes:

    Nice thread Blakwidowstang clean and tidy and i have no doubt that you can maintain it and provide support. Be warned though some say editing your thread may cause problems with some people around here, good luck.
  10. DEFTONED

    DEFTONED ††† Retired

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    This won't be a discussion thread about that, go read the last post in the other save editor thread if you want to know why it was closed.
  11. Visual OS

    Visual OS Member

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    M4YON just told us. I won't say anything else on the subject, because I like it here.
    M4YON and rph420 like this.
  12. DEFTONED

    DEFTONED ††† Retired

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    Everyone can have their own opinion on what's power abusing but if you or M4YON have an issue with my moderating then take it to the Talk to Staff section and speak with an admin instead of this thread. Thanks.
  13. Fwubba

    Fwubba Tangostresser.info

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    What did the last comment say, I can't find the original thread anywhere.
  14. KoStorms

    KoStorms Don't demand it, earn it.

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    There was a argument between M4YON and DEFTONED. That is all. It is behind this section and no one has business in it but them. Sorry you lost the thread M4YON and good work blakwidowstang. The thread is very neat and has a high level of support.
  15. CraZy Marty 695

    CraZy Marty 695 Enthusiast

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    Great thread! All it needs is the change log and ill be happy
  16. blakwidowstang

    blakwidowstang Borderlands 2 MacGyver

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    When a new version is released I will start a changelog.
  17. blakwidowstang

    blakwidowstang Borderlands 2 MacGyver

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    I'm working on my own database. It will be available in a day or two. I wanted to make this thread unique and helpful without depending on someone else's work. Most databases are out of date, limited, or just plain and mine will be unique and intuitive. DEFTONED wanted a new thread and I think I did a good job in a short amount of time starting from scratch.
    DEFTONED likes this.
  18. Amatsuo

    Amatsuo Borderlands 2 Information Goddess

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    I kinda was adding more stuff when you posted but I cant wait to see yours
  19. blakwidowstang

    blakwidowstang Borderlands 2 MacGyver

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    This isn't going to be a thread with big all capped warnings about something that has nothing to do with the original purpose of this thread. There have been plenty of discussions about the skins not being droppable and this isn't the place for it.
    DEFTONED likes this.
  20. fcukwithfire

    fcukwithfire Getting There

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    This is just some information for those who might want to know, for whatever reason, because I did. But when modifying the raw data of the BlackMarketUpgrades, below is the order of what slots are what guns. I personally don't like putting 999999999 across the board for all of them, but again that's just me.

    1st - assault rifle
    2nd - pistol
    3rd - rocket
    4th - shotgun
    5th - smg
    6th - sniper
    7th - grenades