What's new

Tools Gibbed's Save Editor v1.0.46

  • Thread starter blakwidowstang
  • Start date
  • Views 1,152,118
blakwidowstang

blakwidowstang

Borderlands 2 MacGyver
Modder Tutorial Creator Grammar Nazi
Messages
1,164
Reaction score
1,133
Points
1,100
Sin$
0
kgDUv4L.jpg

[Click here to view this link]
(v1.0.46)






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 - [Click here to view this link]
Microsoft Visual C++ 2010 Redistributable - Needed To Run Bruteforce - Download Here
------------------------------------------------------------------------
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).
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r177 | rick | 2013-06-28 15:43:31 -0700 (Fri, 28 Jun 2013) | 1 line

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

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

Implemented support for the hacked-in DLC expansion data.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r171 | rick | 2013-06-27 23:20:54 -0700 (Thu, 27 Jun 2013) | 1 line

Updated GameInfo resources due to revision #168.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r158 | rick | 2013-06-18 09:55:28 -0700 (Tue, 18 Jun 2013) | 1 line

Added support for CrossDLCClassMod item type.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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?!?!
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r146 | rick | 2013-01-11 00:16:22 -0800 (Fri, 11 Jan 2013) | 1 line

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

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

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

Update GameInfo resources for Hammerlock's Hunt DLC.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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!)
------------------------------------------------------------------------
r133 | rick | 2012-11-14 07:25:28 -0500 (Wed, 14 Nov 2012) | 1 line

Add support for Torgue Tokens in CurrencyOnHandView.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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).
------------------------------------------------------------------------
r125 | rick | 2012-11-06 19:47:18 -0500 (Tue, 06 Nov 2012) | 1 line

Correct RegionGameStagedata definition.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r121 | rick | 2012-10-30 19:55:19 -0400 (Tue, 30 Oct 2012) | 1 line

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

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

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

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

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

Add level sync buttons to Backpack, Bank tabs.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r110 | rick | 2012-10-23 08:16:32 -0400 (Tue, 23 Oct 2012) | 1 line

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

Sort level transitions by resource name.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r105 | rick | 2012-10-23 07:23:05 -0400 (Tue, 23 Oct 2012) | 1 line

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

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

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

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

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

Fix teleporter display name in FastTravelViewModel.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r97 | rick | 2012-10-21 17:58:42 -0400 (Sun, 21 Oct 2012) | 1 line

Switch ObservableCollection<>s in ProtoBufFormats back to List<>s.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r91 | rick | 2012-10-20 13:33:18 -0400 (Sat, 20 Oct 2012) | 1 line

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

Cleanup of protobuf member names.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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).

------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r82 | rick | 2012-10-17 14:45:13 -0400 (Wed, 17 Oct 2012) | 1 line

Prevent editing of IsBadassModeSaveGame.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r77 | rick | 2012-10-16 12:13:30 -0400 (Tue, 16 Oct 2012) | 1 line

Descriptive errors for thrown FormatExceptions in BackpackViewModel and BankViewModel.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r69 | rick | 2012-10-15 11:29:53 -0400 (Mon, 15 Oct 2012) | 1 line

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

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

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

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

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

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

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

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

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

Fix handling of exceptions in MyClipboard.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r58 | rick | 2012-10-15 08:18:38 -0400 (Mon, 15 Oct 2012) | 1 line

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

dist updates.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r53 | rick | 2012-10-15 03:14:07 -0400 (Mon, 15 Oct 2012) | 1 line

Add ErrorCode enum to LZO code.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r51 | rick | 2012-10-15 00:30:01 -0400 (Mon, 15 Oct 2012) | 1 line

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

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

Load json via unmanaged resource stream.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r40 | rick | 2012-10-12 22:38:19 -0400 (Fri, 12 Oct 2012) | 1 line

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

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

Add build_distributable_saveedit.bat & co.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r32 | rick | 2012-10-10 11:16:02 -0400 (Wed, 10 Oct 2012) | 1 line

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

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

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

Oops.
------------------------------------------------------------------------
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).
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r24 | rick | 2012-10-09 15:51:15 -0400 (Tue, 09 Oct 2012) | 1 line

Flag MarketingCodesNeedingNotification as IsPacked.
------------------------------------------------------------------------
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).
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r21 | rick | 2012-10-08 03:28:21 -0400 (Mon, 08 Oct 2012) | 1 line

Let's try that again.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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).
------------------------------------------------------------------------
r17 | rick | 2012-10-08 02:40:54 -0400 (Mon, 08 Oct 2012) | 1 line

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

Fix handling of 'None' balance.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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).
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
r11 | rick | 2012-10-06 23:57:19 -0400 (Sat, 06 Oct 2012) | 1 line

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

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

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

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

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

Implemented SaveFile serialization.
------------------------------------------------------------------------
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
70edBFm.png


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
8jlkzxE.png

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
udh2MuC.jpg

Last Visited Teleporter - Determines which teleporter you visited last in the game
Visited Teleporters - Determines which teleporters you've visited in the game
oHCnG52.png

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.
OPWgoMW.png

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
smVFjW8.jpg

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
3cKXtqb.jpg

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.

k5I6L48.png

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:
blakwidowstang

blakwidowstang

Borderlands 2 MacGyver
Modder Tutorial Creator Grammar Nazi
Messages
1,164
Reaction score
1,133
Points
1,100
Sin$
0
Perfection! blakwidowstang you are awesome, this needs to be sticky
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. :frown:
Thankfully, I had most of it copied into a text file because that happens all the time when I'm creating threads. :smile:

Edit: Just realized I posted this in the wrong section. Sorry guys.
 
ReaperGN

ReaperGN

Newbie
Messages
18
Reaction score
3
Points
45
Sin$
0
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.
 
Visual OS

Visual OS

Getting There
Stickied
Messages
277
Reaction score
448
Points
235
Sin$
0
Did forum politics close the previous one? No offense intended to blakwidowstang he made it neat and clean just as usual.
 
M4YON

M4YON

Se7ensins Beast
Mythical Veteran Nevar gon' happen in your lifetime Platinum Record
Messages
5,766
Reaction score
1,973
Points
1,055
Sin$
0
Did forum politics close the previous one? No offense intended to blakwidowstang he made it neat and clean just as usual.

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.
 
ZeroToned

ZeroToned

†††
VIP
Retired
Grizzled Veteran Bright Idea Experienced Veteran
Messages
3,732
Reaction score
4,353
Points
985
Sin$
0
Did forum politics close the previous one? No offense intended to blakwidowstang he made it neat and clean just as usual.

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.
 
Visual OS

Visual OS

Getting There
Stickied
Messages
277
Reaction score
448
Points
235
Sin$
0
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.
M4YON just told us. I won't say anything else on the subject, because I like it here.
 
ZeroToned

ZeroToned

†††
VIP
Retired
Grizzled Veteran Bright Idea Experienced Veteran
Messages
3,732
Reaction score
4,353
Points
985
Sin$
0
M4YON just told us. I won't say anything else on the subject, because I like it here.

Everyone can have their own opinion on what's power abusing but if you or M4YON 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.
 
D

DirtyDTheGreat

Enthusiast
Messages
449
Reaction score
115
Points
125
Sin$
7
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.
What did the last comment say, I can't find the original thread anywhere.
 
Lucien Lachance

Lucien Lachance

Don't demand it, earn it.
Mr. Nice Guy Greeter Experienced Veteran
Messages
1,827
Reaction score
1,077
Points
270
Sin$
7
What did the last comment say, I can't find the original thread anywhere.
There was a argument between M4YON M4YON and ZeroToned ZeroToned . That is all. It is behind this section and no one has business in it but them. Sorry you lost the thread M4YON M4YON and good work blakwidowstang blakwidowstang . The thread is very neat and has a high level of support.
 
CraZy Marty 695

CraZy Marty 695

Enthusiast
Messages
35
Reaction score
13
Points
70
Sin$
0
Great thread! All it needs is the change log and ill be happy
 
blakwidowstang

blakwidowstang

Borderlands 2 MacGyver
Modder Tutorial Creator Grammar Nazi
Messages
1,164
Reaction score
1,133
Points
1,100
Sin$
0
You should add a Spoil that has Helpful Databases or Tips and no one is saying that has to be updated 24/7 but it might keep Reposts of already asked questions which even with this they will still appear.

Im not sure who Posts more but if that was true then im glad it is in GOOD hands
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. ZeroToned ZeroToned wanted a new thread and I think I did a good job in a short amount of time starting from scratch.
 
Amatsuo

Amatsuo

Borderlands 2 Information Goddess
Stickied Frame In Gold
Messages
488
Reaction score
271
Points
130
Sin$
0
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.
I kinda was adding more stuff when you posted but I cant wait to see yours
 
blakwidowstang

blakwidowstang

Borderlands 2 MacGyver
Modder Tutorial Creator Grammar Nazi
Messages
1,164
Reaction score
1,133
Points
1,100
Sin$
0
PS It needs a Change Log also it NEEDS in big letters that "YOU CANNOT MOD COSTUME DLC IF YOU DONT HAVE IT" to break down the Reposts for now.

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.
 
fcukwithfire

fcukwithfire

Enthusiast
Messages
212
Reaction score
219
Points
115
Sin$
7
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
 
Top Bottom
Login
Register