The Last Remnant

The Last Remnant

Aeon_Black Mar 29, 2019 @ 8:28pm
Remnant Editor
Modding Tool for viewing and modifying game files

WARNING!
Currently in Pre-Alpha status, only download if you're interested and have a high curiosity for viewing data at the moment

Only Data Viewer is implemented

MEGA Folder of Current Builds: #F!WdFyhYiI!HhjcMh4g4ZEmXdpWa1oOcQ
(Append to Mega URL)
Last edited by Aeon_Black; Apr 3, 2019 @ 12:12am
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Showing 1-15 of 18 comments
play_time Mar 31, 2019 @ 7:16pm 
See my post #8 in the topic UPK game files at the GF PC TLR forum. I did not check enceler's parser in TLRPResourceEditor - I just replaced it with mine. There might or might not be an error in his parser that does not distinguish between the global ints and global bools.

Link to topic if not clobbered by Steam:

https://gamefaqs.gamespot.com/boards/950908-the-last-remnant/77514724
Aeon_Black Mar 31, 2019 @ 8:08pm 
Originally posted by play_time:
See my post #8 in the topic UPK game files at the GF PC TLR forum. I did not check enceler's parser in TLRPResourceEditor - I just replaced it with mine. There might or might not be an error in his parser that does not distinguish between the global ints and global bools.

Link to topic if not clobbered by Steam:

https://gamefaqs.gamespot.com/boards/950908-the-last-remnant/77514724
Thanks for the heads up, I had seen that post on my initial collecting of previously released information, though I have not yet got to that part of his code I'll be double checking and verifying that data is correct to the expected results since his original way to get data from the UPK was hard-coded and in some points incorrect (wrongly referenced tables pointing to string data for example) in a static class which made me suspect

By the end though there may not be as much of the code as what existed at the start as I'm only using it as a baseline and an entry point to WPF since I did like the aesthetics that his tool had, plus once I'm comfortable with the level of code I'll be pushing to github to track actual issues and allow contributions
Aeon_Black Apr 1, 2019 @ 6:10pm 
Originally posted by play_time:
See my post #8 in the topic UPK game files at the GF PC TLR forum. I did not check enceler's parser in TLRPResourceEditor - I just replaced it with mine. There might or might not be an error in his parser that does not distinguish between the global ints and global bools.

Link to topic if not clobbered by Steam:

https://gamefaqs.gamespot.com/boards/950908-the-last-remnant/77514724
Apologies, didn't notice that you updated the post on gamefaqs last night, only just seen the timestamp, taken a little bit of a re-read

You say you've been working with the TLR files though, did you decipher the headers in any way? Would appreciate any further info or confirmation as I'm working on fully translating the column headers right now, current data structure that I've managed to decipher

int ID // Not always starting from 2 int Offset // Byte Offset of Row Data int Length // Length of Data Array int MinValue // int MaxValue // byte BitPos // Bit Position in Bit Arrays byte PropType // Property Type of Column int NameLength // Length of Column Name string Name // Column Name int ExtraDataLen // Length of Extra Data Array int[] ExtraData // Column? Table? Something to do with data linkage byte LinkedTable // Table to get Extra Data from
Last edited by Aeon_Black; Apr 21, 2019 @ 5:19pm
Aeon_Black Apr 3, 2019 @ 12:11am 
New build released

Data Viewer now shows complete table data and should no longer crash, formatting on strings fixed
play_time Apr 3, 2019 @ 5:50am 
I had only started breaking the header apart when I realized I could use enceler's code to get what I needed. Figuring out how the the spawn rules work allowed me to figure out how the global ints and bools are laid out, how to access them and figure out what they mean (many - got those of particular interest to me).

You probably found it - the best info I found was by EliotVU who wrote UE Explorer. His site is hard to navigate, so I used this page on nexus to get his, and other, info sources. Also, you might look at Gildor's source code at github. While his work is focused on the graphics, it probably has to analyze the headers the same way.

(remove spaces)

wiki. tesnexus .com/ index.php/UPK_File_Format_-_XCOM:EU_2012

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Downloaded your new build (did not try the original). Like enceler's version, the Maps and Maps(Grouped) do not show anything.

Suggestion: allow the user to resize the windows.
Last edited by play_time; Apr 3, 2019 @ 5:53am
Aeon_Black Apr 3, 2019 @ 6:54am 
Yah, I found all info I could on UPK files, even the 507 variant which is what version TLR uses, it's more the contained TLR files themselves that have lesser available information and require deeper inspection

As for the missing Maps I haven't touched or looked at the original code yet, in fact I broke it further on purpose so it can't display anything while I'm working on re-coding, refactoring and implementing my own methods

For now though my focus will be on the main data table, having mapped it near enough, though still not sure what those unknowns are, will be constructing a state storage for tracking changes in data that are not applied in real time to the file like it was originally, to allow edits and a final review and also to import/export configurations so others can apply mods easily

And yah, will be looking into allowing windows to resize at some point
Aeon_Black Apr 14, 2019 @ 9:05am 
New build released

Not a huge update yet on account of not having as much time to work at the moment, but window is now re-sizeable, so will make it easier for those that wish to browse the table data
I5l4y Apr 15, 2019 @ 11:10am 
can we change classes with this editor? i have a old screwed up save where my favorite chars got a bad class change and i wanna see from now on what weapon skill lvl or item skill lvl i already have, so i can prevent that from happening in the future but best would be if i could change some scouts into other stuff because they suck
Aeon_Black Apr 15, 2019 @ 12:02pm 
Originally posted by Xear:
can we change classes with this editor? i have a old screwed up save where my favorite chars got a bad class change and i wanna see from now on what weapon skill lvl or item skill lvl i already have, so i can prevent that from happening in the future but best would be if i could change some scouts into other stuff because they suck

This is a modding tool for changing values in the game's base files and creating mods

Technically eventually once the functionally is complete you may be able to change the thresholds on when class changes occur, or what class a unit starts as, or even what skills they're able to learn providing more class options for example

However you still won't be able to fix a save game where there's already an error caused by personal mismanagement which you'll need to have either of an earlier save; a save editor; a memory editor or a progress monitor ( RemnantAssistant / TLRPlanner ) to attempt the correction of an issue
Aeon_Black May 1, 2019 @ 2:05am 
New build released

Mostly housekeeping for next build, UI Cleanup, fixed display bug for tables that don't start with ID column

Known Issues: Table Arrays are not yet displayed properly
Notes: Fully mapped Table Headers, including values for table linkage, will be seeing what I can do with those in future
Fel May 7, 2019 @ 2:04pm 
Do you think it will eventually be possible to edit enemy encounters better than with TLRP Ressource editor (or maybe it's already possible and I missed it)?

I like to play this game without respecting its rules, reseting BR and diggs count among other things to keep things fun for myself.
When I discovered that tool, I tried to edit the enemy groups in one zone to make them extremely tough (especially the HP) in order to make the fights take quite a few more turns, but all I managed to do was up the base stats and BR of the "leader" of each enemy union.
If used in areas where the enemy unions are single creatures it would work just fine but for zones where it's 3+ smaller creatures it doesn't quite work out.


Admitedly I could "just" dig into the code to fix it because for some reason what they distribute is the source code (which is nice as a learning tool for doing things with the game's data files I have to admit) but I am not exactly confident in doing that without unknowingly breaking something.

Additionally I am very much a lazy person at the core, so seeing that you are actively working on this I figured it would be the best place to ask.
Aeon_Black May 7, 2019 @ 2:24pm 
This will completely supersede TLRP Resource Editor as a program, however the functionally isn't ready yet though that is what I'm working on at this point, just writing up the back-end to make more modular and managed changes to the files, allowing users to actually review changes before applying and save/load scripts for injection whilst sharing mods

Also since this won't be as hacky as the old tool it should allow a lot more in the way of editing as well, as can be seen the tables are fully mapped out and almost all data is fully translated in a readable way with the current exception being arrays

I can't say what is and what isn't possible at this point though since I haven't had a deep look at table data values or if the game gets more information from outside the battle plan file
Fel May 7, 2019 @ 2:28pm 
As long as it's in the plans for the future, it's good enough for me.

I have too many games I want to play compared to the time I can spend on them anyway, last remnant just happens to be one of those games I eventually come back to every 1-2 years, have fun for a while and move on, so even if it was already completely working I would most likely not use it right away.

And although I am not using it yet, thank you for putting your precious free time into this.
Aeon_Black Jul 7, 2019 @ 12:40am 
New build released

Further housekeeping, Search Filter, Settings Menu restored

Next build will include actual editor
Samurai190 Jul 7, 2019 @ 12:46am 
Getting hyped here now, I better order all my plans accordingly.
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