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How To Repair Ship Sunless Sea

Tabular array of Contents

  1. Preface
    1. 1 - Where are these files nosotros are talking almost?
    2. 2 - Useful tools - not required by whatsoever means but helpful
  2. Stats
  3. Officers
  4. Upgrading Items (eg Weapons, Engine)
  5. Rearranging the Earth Map
  6. Send Slots / Capacity
  7. Enabling Locked Content
  8. Conclusion

Preface

A few things earlier we dig into actual file editing.

  • The longer y'all play the game, the bigger your salve file becomes, it also gets littered with multiple references to the same ID number making editing your file more than and more confusing.
  • Thus I would reccomend editing a new game before you do anything else; eg pick a class (or no grade) then save and first editing.
  • Equally always when editing relieve files ALWAYS BACKUP before changing anything so you tin can revert to earlier versions if you mess something up.
  • Always remember that coma at the stop of a lawmaking block - each code cake should accept one coma in forepart of it and one behind it unless otherwise noted.
  • Brand a alter, then exam it. Make a modify, then test information technology. This manner if you lot make a mistake you do not lose large amounts of changes that you fabricated all in one become.

ane - Where are these files we are talking about?

Save file Locataion: C:\Users\name\AppData\LocalLow\Failbetter Games\Sunless Sea\saves
"name" volition be YOUR proper name or your user name on that computer

Qualities.json file location:
C:\Users\proper name\AppData\LocalLow\Failbetter Games\Sunless Ocean\entities

All "entities" in this game utilize an ID reference number instead of their proper noun; eg Echoes are not labeled every bit Echoes in your salvage file but instead as 102028, y'all tin can look up any ID reference number not covered in this guide by searching for it in the Qualities.json file.

For Mac users I am told the identify to look is:
Library/Caches/Unity.failbetter games/Sunless Ocean

two - Useful tools - not required past any means but helpful

Link to NotePad++ for easier editing and searching:
https://notepad-plus-plus.org/

ctrl-f allows you to search for reference ID numbers

Notepad++ has a nifty feature in that if you put your text insertion bespeak at an opening or closing bracket - Notepad++ will highlight the subclass that pairs with it afterward in the text making it easier to place code blocks.

PS. Discussion Wrap can be enabled under View -> Word Wrap

Link to Sunless Sea wiki page with TexMod for viewing your game's map without the black fog:
http://sunlesssea.gamepedia.com/Map

or the mod direct:
http://social.bioware.com/project/2015/

Da has writen an in-development salve file editor, I'll include the links below.
https://github.com/grmcdorman/SunlessSeaSaveEditor
https://github.com/grmcdorman/SunlessSeaSaveEditor/annal/master.zip

Stats

I set all my starting stats to fifty since this is how you would start the game if you had collected all the legacy books on a previous play-through. Just open your save file in a text editor, search for one of the following reference ID numbers and edit the "Level": in-front of that reference ID number to be 50 or due west/due east you'd like the base value to exist.

102894 = Iron
102895 = Mirrors
102896 = Veils
102897 = Hearts
102898 = Pages

Case code block for Atomic number 26:
{"Proper noun":zip, "EquippedPossession":null, "Relationships":[], "XP":0, "EffectiveLevelModifier":1, "TargetQuality":null, "TargetLevel":nix, "CompletionMessage":null, "Level":50, "AssociatedQuality":nothing, "AssociatedQualityId":102894, "QualityName":naught, "QualityDescription":null, "QualityImage":null, "QualityNature":null, "QualityCategory":null, "QualityAllowedOn":null, "Id":0},

One thing to note here is that this is your Base of operations stat value, aka before any modifiers are applied like officer, ship or equipment stat bonuses or penalties.

Some other useful ID numbers include:
102025 = Terror
102026 = Supplies
102027 = Fuel
102028 = Echoes
102029 = Hull
102030 = Crew
102032 = Secret
102328 = Objective:An Admiralty Commission - check wki
102973 = Something Awaits You - utilize the wiki to deciede what to alter the "Level": to
108545 = Fragments
109124 = Acquaintance: Sojourning with the Sisters - cheque wki
109775 = Deliveries from the Salt Lions - check wki
110310 = Favours: A Drop of Darkness - check wki
110360 = Another Solar day: Time, the Healer
110370 = Objective: Collecting Cargo for the Cheery Man - check wki
115051 = Memoirs: Beginner's Luck - this one yous would have to delete the whole lawmaking cake it is in to remove the attribute
117204 = Menaces: Yearning, Called-for
110364 = A New Recruit
112704 = Principles' End: Principality

I justify editing Echoes since you can move over 100% of your previous captains wealth with a Scion and picking Pupil and Scavenger.

Officers

I'll tell you lot what I did and y'all can hands extend it to any Officer with the right reference ID number. (Found by searching the qualities.json file.) So, I added all possible starting officers to my captain's transport.

First I made 5 saves - one with each of the possible classes, making sure to UNASSIGN the officeholder earlier saving equally this simplifies the process.

And so I opened my save files in a text editor and searched for one of the following reference ID numbers based on which save was for which form.
Longshanks Gunner (107458)
Sly Navigator (107459)
Shady Cook (107460)
Gall-Eyed Engineer (107461)
Plausible Surgeon (107462)

This gave me the code blocks I needed to copy and paste over to my principal save. But make sure you are inserting the WHOLE lawmaking block and inserting information technology in the right identify. To know WHERE to insert this code block into your other save file accept note of the reference IDs in the blocks above and below where you are removing this code block from, then search for those reference ID numbers in your main save file and insert the code block above/beneath those blocks - that might be confusing only you do not have to be exact here as long as you grabbed the right code block and are inserting information technology in aproximatly the correct position. (Recollect to fill-in and check the results in game after each alteration)

Example lawmaking block for Sly Navigator:
{"Name":null, "EquippedPossession":null, "Relationships":[], "XP":0, "EffectiveLevelModifier":0, "TargetQuality":null, "TargetLevel":null, "CompletionMessage":null, "Level":1, "AssociatedQuality":null, "AssociatedQualityId":107459, "QualityName":nothing, "QualityDescription":zip, "QualityImage":zip, "QualityNature":null, "QualityCategory":null, "QualityAllowedOn":null, "Id":0},

Please notation; if you forget to unassign the officer before yous relieve there volition be two code blocks with the same reference ID number to that officer which is much more complicated to deal with. As for calculation in other Officers, use this aforementioned method and merely replace the reference ID number in the copied code block with the officer reference ID number you desire. Just do a reference ID lookup in your Qualities.json file.

Example: I changed my mascot to this backer only 1:
Parabolan Panther (110493)

This was merely a matter of searching for the reference ID number of my Asleep Ferret (107457) and replacing all references to that ID number with the one for the panther.

Here is my starting crew:

Upgrading Items (eg Weapons, Engine)

I added in The Serpentine and Memento Mori – since a legacy graphic symbol could potentially have both of these at the start of the game by having a Scion and choosing Rival and Shipmate.

For these information technology is easiest to supplant an existing item in your hold (unequip first) so merely search your save file for the reference ID number of that item and change it to the reference ID number of the desired item.

109343 = Elderly Steeple-Engine
109929 = The Serpentine
107144 = Leadbeater & Stainrod 'Seaworm
109003 = Memento Mori

Example code block for The Serpentine:
{"Name":null, "EquippedPossession":null, "Relationships":[], "XP":0, "EffectiveLevelModifier":0, "TargetQuality":cipher, "TargetLevel":naught, "CompletionMessage":aught, "Level":1, "AssociatedQuality":nil, "AssociatedQualityId":109929, "QualityName":nada, "QualityDescription":naught, "QualityImage":null, "QualityNature":null, "QualityCategory":null, "QualityAllowedOn":null, "Id":0},

Rearranging the Earth Map

UPDATE! I made some tweaks to my ideal map since these screenshots were taken; basically I made it and then that THE EYE would ever be included and shuffled 5 of the SW tiles around into a ameliorate arrangement. Also if you lot want to be able to Come across the map you tin just supersede all instances of 1,ane,1,1,1,1,1,1,i,one,1,ane,one,i,1,1 with 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 in your salve file.

This is where it gets Actually complicated, do non endeavor this one unless y'all are certain your backup is upwards-to-appointment and are ready for a lot of piece of work. (Or just copy/paste my solution into your game, meet the end of this section for that)

Offset off in-example y'all do not know the world map is pseudo randomized with each new game - this has the potential to make some merchandise routes really brusk or really long and thus not worth the effort. For reference, the western and southern shores never change and neither does the top right corner. However, the other regions are randomized, just only within their region:

So, what I did was I mapped out all the trade routes detailed in the other community guides, and fabricated the following paradigm:

Disclaimer - The above images take been updated to utilize my own in-game map.

From this better understanding of trade routes I designed my ideal map that minimizes distances between trade road destinations that still respects the limits of normal randomization within the game – eg The Empire of Hands still had to be on the eastern boarder merely I placed it right next to Irem.

From this pattern I used the TexMod from the Sunless Sea wiki to view my electric current map'due south arrangement and then shifted the tiles around within the save file to friction match my ideal map – this involves not but irresolute the ten and y coordinates just as well rearranging the lawmaking blocks to friction match the new arrangement – do it wrong and either no modify to the map will exist made or yous get a bare screen when yous effort and load into information technology.

Search for "TileIndexX":0,"TileIndexY":0 and just supersede the 10 and y coordinates with the ones for the tile you desire to motility, and so change that tile.

For reference, the bottom left corner is 0,0 the acme right corner is v,v.

Like I said this part is really complicated so do not attempt it without making a fill-in and exam the salvage after each tile modify to make sure you didn't make a mistake – also check with TexMod each fourth dimension to verify the change actually took place if you went ahead and installed information technology.

That said, if you lot'd rather not get through the endeavor of moving each tile individually like I did, I'll include my WHOLE map'due south code block below in case you like the one I came up with. You just have to make certain to replace EVERYTHING from your save file's map code cake with my map code block and again this should simply be done at the very first of a new game.

https://dl.dropboxusercontent.com/u/14918337/My%20Ideal%20Map%20Code.txt
With this you would REPLACE everything in your relieve file from the very start { to only before "CurrentTileName" including the blackout, but not including that showtime quotation mark.

Example code block for Tile iv,5
{"Position":{"TileIndexX":4,"TileIndexY":5}, "Name":"Stormbones3", "DiscoveredSpawnPoints":[], "DiscoveredTerrain": [{"Proper name":"Stormbones/RaggedCrow","UpdatedPrefab":null}, {"Name":"Generic/buoyblue","UpdatedPrefab":goose egg}, {"Proper name":"Generic/buoyblue","UpdatedPrefab":null}, {"Name":"Generic/buoyblue","UpdatedPrefab":zippo}, {"Name":"Generic/Fog500_500","UpdatedPrefab":null}, {"Name":"Generic/Fog500_500","UpdatedPrefab":nada}, {"Name":"Generic/subrock1","UpdatedPrefab":aught}, {"Proper noun":"Generic/subrock2","UpdatedPrefab":nada}, {"Proper name":"Generic/Abyss1","UpdatedPrefab":null}, {"Name":"Generic/Abyss1","UpdatedPrefab":null}, {"Proper name":"Generic/subrock2","UpdatedPrefab":nil}], "DiscoveredLabels":[], "Discoveredphenomena":[], "FogOfUnknownState":[i,1,1,1,i,1,1,1,i,i,1,1,1,one,i,1], "IsGeneric":false, "BaseName":null},

Ship Slots / Chapters

Information technology is possible to add equipment slots (eg. a forward weapon to a merchant vessel) or modify the hold capacity (eg. let a Dreadnaught behave 120 cargo)

Since we are talking about editing your save file, these alterations volition exist lost someday you change ships. This does not (or should not at to the lowest degree) alter the base ship characteristics, only the 1 you happen to be riding effectually in.

To alter Hold size (cargo capacity) search for reference ID number 102031 in your save file and edit the "Level": in front of that reference ID number to any value you remember information technology ought to be. "Level" will be ADDED to the "EffectiveLevelModifier" which is the base of operations ship'south capacity.

To add equipment slots your class of ship normally does non take;
First, search for the equipment slot reference ID number you desire to add together (102965 for Aft or 102968 for Frontwards) if it already exists simply alter the "Level":0 in-forepart of information technology to a "Level":1
Simply if the reference ID number does non exist yet should you lot keep.

  1. Brand certain to unequip the deck weapon
  2. Search your save file for reference ID number 102966
  3. Copy the lawmaking block containing that reference ID number
  4. Paste the copied lawmaking cake just after the existing code block and change the reference ID number to the equipment slot you want to add together – 102965 for Aft or 102968 for Frontward
  5. NOTE if there is already a code block for the given reference ID number, adding in a 2nd code block volition result in a nonviable salve file.

Case code cake for Deck Weapon:
{"Name":zero, "EquippedPossession":null, "Relationships":[], "XP":0, "EffectiveLevelModifier":0, "TargetQuality":null, "TargetLevel":goose egg, "CompletionMessage":zero, "Level":1, "AssociatedQuality":null, "AssociatedQualityId":102966, "QualityName":null, "QualityDescription":cipher, "QualityImage":zip, "QualityNature":null, "QualityCategory":null, "QualityAllowedOn":null, "Id":0},

Enabling Locked Content

The information below will allow ANY owner of Sunless Sea to experience ALL locked content other than the Zubmarine DLC which you lot must really purchase.

I hesitated to release this information and contacted the devs first to meet if they intended to release the kickstarter just DLCs for non-kickstarters just "We consider this matter airtight now, give thanks you for contacting us."

So I can only assume they have no intention of releasing them for non-kickstarters and thus will now share information technology with the community so everyone can experience the locked content.

The method is quite simple, merely take reward of the loop hole while you can as they will likely patch it speedily after this post. All y'all take to do is become to:
C:\Users\YOURNAME\AppData\LocalLow\Failbetter Games\Sunless Sea\users\user.json

  1. Make a fill-in of this file in case you mess up
  2. Paste in the lawmaking blocks in the link below as shown in the picture below; between the last lawmaking block'southward } and ]
  3. https://dl.dropboxusercontent.com/u/14918337/SS%20DLC.txt
  4. Once this is done salvage user.json, correct click on the file, select properties, and ready it to be Read-Just
  5. Now start upwards the game, get to Options, Business relationship Management, and Cosign to download the DLCs (yous will detect that C:\Users\YOURNAME\AppData\LocalLow\Failbetter Games\Sunless Sea\addon now contains the kickstarter DLCs)

I'll now explain what each code block in that file does;
107851 = base game id, the one that should already exist in your user.json
109921 = unlocks a Fallen London advantage; y'all can experience a brusque event in London "The Navigator'south Boon" that rewards 3x Secrets each time you start a new game
110432 = unlocks Parabolan Panther mascot each time yous start a new game
110558 = unlocks Parabolan Kitten mascot each time you outset a new game
116075 = unlocks a Fallen London reward; you get 1x Soothe & Cooper Long-Box in your cargo each time you start a new game
116130 = Whisper-Locked Puzzle-Box DLC from Fallen London; requires a new game I believe
121347 = The Pirate-Poet DLC; does NOT require a new game
121348 = The Cladery Heart DLC; does Non require a new game
125677 & 125688 = The Zubmarine DLC; non included in this file only may be present in your user.json if you lot bought that DLC

Please Notation! This does Not piece of work with the Zubmarine DLC and thus has no fiscal impact on the company since they indicated to me they would not be selling the kickstarter just DLCs to non-kickstarters.

If y'all desire to get The Whisper-Locked Puzzle-Box DLC in your current game rather than having to beginning a new one but copy/paste the following lawmaking blocks into your save file after the code block that contains reference ID 102028
https://dl.dropboxusercontent.com/u/14918337/Whisper%20Locked%20Puzzle%20Box.txt

Permit me know if you have any difficulties; I tin likely just supply the addon files one time the loop hole is airtight - preventing players from downloading them direct.

Here are some screen shots showing what it looks like ingame one time the kickstarter locked DLCs are enabled; you lot volition have to progress the The Merciless Modiste'south questline to experience the Pirate-Poet DLC shown below:

PS. I was not the one to discover how to unlock all this locked content (other than The Whisper-Locked Puzzle-Box) the credit goes to someone else, merely I will keep his identity a secret until I am sure Failbetter isn't going to punish him in some way for telling me.

Conclusion

If yous have any constructive critismism or helpful comments - I welcome such feedback.
Or if yous take whatever questions I'll do my best to help out.
Otherwise thank you for taking a look at my guide. :)
And remember to rate, like, and favorite this guide if you found it helpful :D

Source: https://gamefaqs.gamespot.com/pc/809482-sunless-sea/faqs/73996

Posted by: lattimoredected.blogspot.com

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