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Thread: EditSF 1.1 - Added Array Editing

  1. #141
    RoninX2807's Avatar Senator
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    Default Re: EditSF 1.1 - Added Array Editing

    Quote Originally Posted by Poacher886 View Post
    Does not seem to work with Empire TW when trying to change the unit numbers allowed?
    EditSF doesn't work anymore for E and N.
    Something changed at the SaveGame header.

  2. #142

    Default Re: EditSF 1.1 - Added Array Editing

    Quote Originally Posted by RoninX2807 View Post
    EditSF doesn't work anymore for E and N.
    Something changed at the SaveGame header.
    Is there a new version somewhere? I just tried to edit technology and it keeps crashing my save

    I can't find a new version

  3. #143
    RoninX2807's Avatar Senator
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    Default Re: EditSF 1.1 - Added Array Editing

    Quote Originally Posted by derp234 View Post
    Is there a new version somewhere? I just tried to edit technology and it keeps crashing my save

    I can't find a new version
    Sorry, no new version. somebody wrote somewhere a quite complicated work-around to edit E/N savegames with EditSF. You have to modfify the header part of the savegame, but not with EditSF istself but with a hex-editor.

    Hi Daniu,
    they introduced with TW-W a new EsfType code (0x0025), so the EsfLibary (EsfFileCodec.cs) is throwing exceptions.

    Update

    Warhammer fix: ​http://www.twcenter.net/forums/showt...-and-Warhammer
    Last edited by ♔Greek Strategos♔; April 21, 2022 at 10:25 AM. Reason: Double post.

  4. #144
    Slypear's Avatar Libertus
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    Default Re: EditSF 1.1 - Added Array Editing

    Hey!

    I've been running into a little bit of an issue with Rome 2 and EditSF recently, and I was wondering if somebody could help.

    I want to get 500 men in a standard infantry unit. The multiplier I should use in the startpos.esf is 3.125x, but when I make the necessary changes, save them, and load up the game to begin a new campaign, nothing's changed. The unit sizes are still at ultra (160 men per unit). Is there a way to get around this?

    Additionally, if I wanted to change the number of men in a unit in custom battles, what else would I go about doing?

    Thanks.

  5. #145

    Default Re: EditSF 1.1 - Added Array Editing

    Quote Originally Posted by RoninX2807 View Post
    Something changed at the SaveGame header.
    Noticed that campaign starting date in start pos is now showing "481" - any ideas?


    EDITED: sorted
    Last edited by Janek; October 30, 2016 at 07:00 AM.

  6. #146

    Default Re: EditSF 1.1 - Added Array Editing

    Quote Originally Posted by daniu View Post
    EditSF

    Here's the editor for CA's esf format; most prominently the startpos.esf (also, battle replay files).

    Latest update:
    Several people were asking about enabling editing of arrays, I included it now.
    It worked in all tests I could think of and a preliminary beta build... Let's hope for the best



    Download here.
    Unpack to install.


    If you come across any problems, let me know.

    Version 1.1.1, 12.10.2013
    - Fixed changes in optimized node types not being applied


    Previous Versions

    Version 1.1, 11.10.2013
    - Added editing of array types

    Version 1.0.8, 29.09.2013
    - Added "Bookmarks" feature

    Version 1.0.7, 09.10.2012
    - "Move" Record entry node added

    Version 1.0.6, 27.07.2012
    - "Copy" Record entry node added
    - "Delete" Record entry node added
    - Tuple editing fixed
    - string editing in ABCD/ABCE ESF files fixed

    Version 1.0.5, 02.05.2012
    - fixed reverting of file back to original when saved twice.

    Version 1.0.4, 20.04.2012
    - repaired the previously erroneous parsing of unoptimized section nodes
    - fixed the indication of modified nodes (tree view)


    Version 1.0.3, 19.04.2012
    - huge performance increase upon load and save
    (looks unstable, took down the link)

    Version 1.0.2, 16.04.2012
    - corrected array types
    - reintroduced always encoding in minimal size, works fine

    Version 1.0.1, 15.04.2012
    - changed array type of compressed section to unsigned as set by game

    Version 1.0, 13.04.2012:
    - supports ABCE, ABCF, and the new (FotS) ABCA file format
    - allows loading, editing and saving changes to (non-array) values within the ESFs
    - recompresses ABCA files' compressed section on save

    Can this esf editor be used to ETW and NTW as well?

  7. #147
    RoninX2807's Avatar Senator
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    Default Re: EditSF 1.1 - Added Array Editing

    Quote Originally Posted by dp_dp View Post
    Can this esf editor be used to ETW and NTW as well?
    nope, not anymore.

  8. #148

    Default Re: EditSF 1.1 - Added Array Editing

    CAN i edit starting money like in rome 1?and if i can how do i do it?

  9. #149
    RoninX2807's Avatar Senator
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    Default Re: EditSF 1.1 - Added Array Editing

    Quote Originally Posted by snapshot84 View Post
    CAN i edit starting money like in rome 1?and if i can how do i do it?
    For which game?

  10. #150
    Captain Orange's Avatar Libertus
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    Default Re: EditSF 1.1 - Added Array Editing

    Does this also work on other TW games pre-Shogun 2?
    Last edited by Captain Orange; March 16, 2017 at 07:40 PM.

  11. #151
    BenMS86's Avatar Laetus
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    Default Re: EditSF 1.1 - Added Array Editing

    I'm trying to edit the amount of turns per year for Empire with this, considering the other editor has gone MIA for download in favor for this editor... Anyone knows how to change the turns per year for the Grand Campaign in Empire?

  12. #152
    Civis
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    Default Re: EditSF 1.1 - Added Array Editing

    Am I correct in saying that with editsf it's possible to change values to existing units, characters, factions and so on, but it's not possible to add units to or remove them from an existing army? If that is possible in a Rome 2 save game, where do I find those strings and values (or whatever they are called)?

  13. #153
    RoninX2807's Avatar Senator
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    Default Re: EditSF 1.1 - Added Array Editing

    Quote Originally Posted by Pethom View Post
    Am I correct in saying that with editsf it's possible to change values to existing units, characters, factions and so on, but it's not possible to add units to or remove them from an existing army? If that is possible in a Rome 2 save game, where do I find those strings and values (or whatever they are called)?
    What do you want to edit exactly?

  14. #154
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    Default Re: EditSF 1.1 - Added Array Editing

    I was thinking about adding more units to an existing AI army to make it more able to defend itself and it's city from another larger AI army.

  15. #155
    RoninX2807's Avatar Senator
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    Default Re: EditSF 1.1 - Added Array Editing

    Quote Originally Posted by Pethom View Post
    I was thinking about adding more units to an existing AI army to make it more able to defend itself and it's city from another larger AI army.
    Adding or removing units is not possible, but you can change max_men of an unit to make the army bigger.

  16. #156
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    Default Re: EditSF 1.1 - Added Array Editing

    How do I make certain units larger to make the army more able to defend itself?

  17. #157
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    Default Re: EditSF 1.1 - Added Array Editing

    Quote Originally Posted by Pethom View Post
    How do I make certain units larger to make the army more able to defend itself?

    You can do with EditSF or SaveParser

  18. #158

    Default Re: EditSF 1.1 - Added Array Editing

    I'm having trouble using this for Rome 1, when I try to load a savefile in EditSF nothing happens, the file explorer just shuts down. I don't know if I just try to access the wrong files or if I havn't dowloaded all parts of the program

  19. #159
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    Default Re: EditSF 1.1 - Added Array Editing

    Quote Originally Posted by RoninX2807 View Post
    EditSF or SaveParser
    I have checked out the SaveParser tool. But there are only the abilities to make all armies larger (Edit Global tab) or replenishing armies to a certain faction (Edit tab) which only seems to work if the AI already is doing this by itself (instead of waiting two or three turns to get a full 20 units one gets them instantly). I tried the replenish armies for a faction option in Edit (picked the id number of the faction (the Array of the faction) and chose the replenish button. But although the SaveParser gave the info that replenish was performed, in the bottom part of the window, the army still had the same amounts of units. If I did something wrong with replenishing armies in the Edit tab, maybe you could explain a little bit more in detail how it's supposed to be done properly?

    If I'd like to do this in EditSF, where do I find the correct number to change? Is it the second and third values in UNIT I'm supposed to change?

    Spoiler Alert, click show to read: 
    In EditSF I think the correct path for editing units is: CAMPAIGN_SAVE_GAME > COMPRESSED_DATA > CAMPAIGN_ENV > CAMPAIGN_MODEL > WORLD > FACTION_ARRAY > FACTION_ARRAY > FACTION > ARMY_ARRAY > ARMY_ARRAY > MILITARY_FORCE > UNIT_CONTAINER > UNITS_ARRAY > UNIT (and > UNIT_RECORD_KEY to know which kind of unit to edit).


    @Flavius Gratian Are you sure this program works with the older version of Rome Total War? Maybe you should try the Esf Editor 1.4.5 which was used to edit Empire Total War saves and startpos?
    Last edited by Pethom; October 06, 2017 at 12:12 PM.

  20. #160
    RoninX2807's Avatar Senator
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    Default Re: EditSF 1.1 - Added Array Editing

    Quote Originally Posted by Pethom View Post
    I have checked out the SaveParser tool. But there are only the abilities to make all armies larger (Edit Global tab) or replenishing armies to a certain faction (Edit tab) which only seems to work if the AI already is doing this by itself (instead of waiting two or three turns to get a full 20 units one gets them instantly). I tried the replenish armies for a faction option in Edit (picked the id number of the faction (the Array of the faction) and chose the replenish button. But although the SaveParser gave the info that replenish was performed, in the bottom part of the window, the army still had the same amounts of units. If I did something wrong with replenishing armies in the Edit tab, maybe you could explain a little bit more in detail how it's supposed to be done properly?
    Hm, maybe do made something wrong with the replentishing... which game and which version of SaveParser?
    Did you save the savegame and loaded the savegame with the suffix "_SP"?

    Anyway, look at the Screenshots of the SaveParser "Screenshots: (may not be the latest)" at the first post you can see a "Unit Editor dialog".
    OK, parse the armies of the faction you wanna change.
    "Display table:" "army" ,"Faction Army Array:" click the button and select the faction, press parse button.
    In the table double click the cell of the army row in the "Unit" column -> units of that army will be displayed.
    Now you can edit max_strength and strength....

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