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Well, the Epic version of the games had some kind of thing on the Save files that limited their use to your own Epic account, not being able to share those files with others (unless you were using the Seven Seas version).
Let's see how things evolve when these collections release on Juny 13th.
Being paranoid I'd probably make a copy of them first to be safe, but hopefully it just works.
Thanks for the replies guys. Crossing my fingers!
These games are the same games, and that means their file formats are identical.
For laymans, that means all you do is find the save location, copy the actual save files, put them in a folder somewhere for now.
Then when you replace your dirty Epic version for the proper PC version from Steam, all you do is place the saves in the Steam save location, which varies by game. Google is your friend for that.
It shouldn't matter what location they're stored. Either version of the game will read the same file extension from a different location, so all that should need to be done is to move those files to that new location.
If my Steam Skyrim has a .sav in My Games/Skyrim but GoG has a Skyrim .sav in Program Files (x86)/Skyrim/Saves, .sav is the part that matters not where it's stored.
I'm surprised that PC gamers aren't more casually knowledgeable about file extensions and common file structures.
Did you know there are certain games where you can open a packed up file just by renaming that extension to .zip? An old example would be Quake 3 Arena's .pak3s
Doesn't work for Unity or UE games mind you, they don't store files that way.
I know how moving files works, lol. No need to launch into a tirade about how little PC gamers know about things.
The point was ideally you don't have to do anything, since they're more or less the same port, thus hopefully save in the same location. As for whether or not that will be true is yet to be seen, since that's not always the case.
Plus there was that whole thing about saves being linked to Epic accounts somehow, so it may take some tinkering after all. Again, we'll see when it actually releases.