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"HasGalacticMapRequestAllPurples":false,
"HasGalacticMapRequestFirstPurple":false
I have no issues in my save.
My question for you is, how do you know that the keys mentioned above are not prepopulated for an Anomaly walk in on Expo 17?
I understand that inherently from your clear instructions.
What I'm pointing out is that keys were not trigger during a normal progression into the new systems. What I'm asking is do you think perhaps the keys are reserved for a user who want to use the Anomaly Kiosk to run the Expo from the two different scenarios:
Save has Purple Systems Discovered.
Save dose not have Purple System Discovered.
Editing these vales if these are reserved for such usage could render a save crippled to join from the Anomaly or some other unforeseen bug.
You can use the search function to find the entries. But to avoid confusion and wrong edits you should list the folder structure.
As Prescient Stones pointed out there are muliple entries:
CommonStateData\SeasonData\PurpleSystemsUnlocked
refers to the expeditions, while
BaseContext\PlayerStateData\HasDiscoveredPurpleSystems
BaseContext\PlayerStateData\HasGalacticMapRequestAllPurples
BaseContext\PlayerStateData\HasGalacticMapRequestFirstPurple
are for the actual savegame in question.
During my testing, when you set this key HasGalacticMapRequestFirstPurple to "true", the game behaves exactly like when you are playing thru the ISM mission and have just "unlocked" your new system via the Atlas interface and once you leave, Yabli-a immediately asks you about it. You "show galaxy map" and there is an animation to show your new purple star forming.
This key HasGalacticMapRequestAllPurples when set to "true", the next time you open the galaxy map, it shows the animation used show a bunch of newly formed purple systems throughout the map with the same message about "all erased sectors restored"
-------------------
For future reference, all expedition data is stored in a completely different section of the save file data under "CommonStateData/SeasonData" and "CommonStateData/SeasonState"
These new keys are stored in the root of the "base" game called "BaseContext" and inside the subkey "PlayerStateData"
TL;DR - On "any" save, set "HasDiscoveredPurpleSystems" to "true" and give yourself the Technology "Atlantid Drive" You might as well use the editor and install the drive into your ship ;)
- for your ship to be able to warp to purple systems you want to add an "Atlantid Drive" to your discovered technology and to one of your ships tech slots
- for your freighter the same applies using a "Resonance Matrix"
Now off discovering purple systems :)
- BACK UP YOUR GAME FILES BEFORE MODDING **
I'd be very cautious of leap frogging entire quest line 'unlocks' without making back ups of save files.
I'm not very familiar with modding but aware how powerful some editors are in what they can do but won't fiddling the data in the save files affect any achievement tallies or other milestone logs in the catalogue pages? Making changes like all the suggestions above, will that leapfrog over quest lines that ought to have been followed, possibly introduce future unexpected bugs (of the players making), like things not being correctly unlocked in sequence?
At least doing the current Relics expedition and recent Titan on a new save does unlock access and provides a player (especially a new player) with the immediate tech to reach them. Does that mean when the save reverts to the standard game on completion there is no quest line that 'pops up' to follow later in the game, which would have introduced Purple systems in the standard game?
I don't think it takes very long to unlock the purple systems on an established save. With all the fussing about trying to get it to work using mods (and never truly trusting mods or the player introducing their own editing errors) it's still probably safer and more enjoyable to do it as the game intends and really is not that long. The quest(s) are fun. Anyone unsure what they are doing with a save editor I would think twice about making major changes, like the above, to a save file. Save editors can be useful at correcting errors or bugs in the game maybe, but do be careful trying the above. But good luck if it works for anyone confident to try the hints above. Just make back ups. You'll be happier if unexpected things happen to a save later. : D
In my testing, the "In Stellar Multitudes" mission started (provided the prerequisite missions were completed) even when the boolean "HasDiscoveredPurpleSystems" is set to "true". <- this key is how new Expedition saves are allowed access to Purple systems.
So the answer is "YES" the game will start "In Stellar Multitude" on new expedition saves, so the player DOES NOT miss out on any content.
EDIT: All other missions start and work just fine; In Stellar Multitudes does NOT.
I guess I'll find out for myself if I ever bother with the story missions in my Titan save...
-------------------------
More screenshots to come, here's the first test
https://steamcommunity.com/sharedfiles/filedetails/?id=3466214662
@Geldric. Have you done a test of this theory from a legit Expedition save yet or just from a Save Edited normal save?
Because HG outright stated in unambiguous language, when they released Titan, that Titan Expedition saves converted to normal saves would not have In Stellar Multitudes available.
Never mind, you tested and edited as I was posting.