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Look within: (If on Windows)
C:\Users\(USERNAME)\AppData\Local\Maneater\Saved\SaveGames
Look there, and edit the savegame directly. Just drag & drop the .sav file into an open window of Notepad or Notepad++, and get to work. Notepad++ since it has a HEX editor you can install as an add-on/extension.
Look around for these kinds of lines: (BoolProperty-based editing is giving me 'The Sims' flashbacks)
BoolProperty None - ME_PlayerObjectiveTerrorizeCrawfish Bay_Obj0 - /Script/Maneater.ME_PlayerObjectiveTerrorize
And edit the EObjectiveProgressState::COMPLETED where relevant. I'm not quite familiar with this code (yet), but I think it's as simple as changing it into INCOMPLETE (all caps), and it should be back. Other cases might require changing a variable (as stupidly simple as from 1 to 0 (though it might be hidden in the HEX variables)) to ensure a complete undo (incomplete objective, but no Apex Predator exists is a possibility).
UPDATE/CORRECTION:
When editing EObjectiveState::COMPLETE, you change the variable to AVAILABLE or INPROGRESS, not INCOMPLETE.
It should look like:
EObjectiveState::AVAILABLE
OR
EObjectiveState::INPROGRESS
NOT
EObjectiveState::INCOMPLETE
I also noticed another one to keep an eye on:
EObjectiveProgressState::
It's variables, from what I found are, similar to above:
HIDDEN
DISCOVERED
AVAILABLE
INPROGRESS
COMPLETED
Here's a sample of Nutrient Cache stuff, to show what I'm talking about. These are the kinds of patterns you ought to look for. I assume it's ALL of them in Dead Horse Lake, for example:
BoolProperty None 5 ME_PlayerObjectiveNutrientCacheDead Horse Lake_Obj17 1 /Script/Maneater.ME_PlayerObjectiveNutrientCache Í SubObjectiveStates ArrayProperty &
EnumProperty # EObjectiveProgressState::COMPLETED # EObjectiveProgressState::COMPLETED # EObjectiveProgressState::COMPLETED # EObjectiveProgressState::COMPLETED # EObjectiveProgressState::COMPLETED # EObjectiveProgressState::COMPLETED # EObjectiveProgressState::COMPLETED # EObjectiveProgressState::COMPLETED # EObjectiveProgressState::COMPLETED # EObjectiveProgressState::COMPLETED # EObjectiveProgressState::COMPLETED # EObjectiveProgressState::COMPLETED # EObjectiveProgressState::COMPLETED # EObjectiveProgressState::COMPLETED State
If we can find the Apex Predator code, I'll drop a line. But this should be a lead to start with, for any newbies to coding. And always backup your saves before screwing around with anything.
...
Fortunately, all the code is kept together. Looking into them a little more, you can do a search & Edit to just work on what you want back. I don't know if you can edit via console commands, as well (much less of a hassle, if we can figure it out). Some notable search queries:
EObjectiveProgressState::COMPLETED (Obviously)
ME_HuntObjective
ME_PlayerObjective
ByteProperty
EDIT:
ByteProperty seems to be a major 'landmark' in the code. Just do a search for that, and you can jump to each category, and narrow your search more quickly.
...
That's about all I got, for now, just taking a few minutes digging around the code and forums/guides for any relevant info. I haven't applied any field experiments, yet (mainly want to fight the Level 60 Sperm Whale Apex again. That was fun). I hope this helps. I might return with more details, if I figure anything new out. The HEX editor is to be used for more delicate/encrypted variables (like Level, XP, etc.), without needing to resort to Cheat Engine or something; though you might be able to narrow down the variables to work on via Cheat Engine; if you have any experience using that.
NOTE: I've been editing this post as I dig, pardon any oddities in the post. '...' should let you know I've been doing a little more digging between paragraphs.
I'm getting some work done figuring this out. Hopefully we can change the text/strings only, and it won't break the savegame file. It might help to backup the backup file, and remove it or rename it to something the game won't recognize, even a stupid/simple edit would do, just in case it over-writes with the original backup as a countermeasure. Pretty counter-intuitive solution, when you think about it, but it might help.
Just search for any bit of this, and you should eventually find it:
BoolProperty None - ME_PlayerObjectiveTerrorizeCrawfish Bay_Obj0 - /Script/Maneater.ME_PlayerObjectiveTerrorize m CompletedSubObjectives ArrayProperty IntProperty SubObjectiveStates ArrayProperty +
EnumProperty # EObjectiveProgressState::COMPLETED SubObjectiveRemaining ArrayProperty IntProperty State
EnumProperty EObjectiveState EObjectiveState::COMPLETED None ( ME_PlayerObjectiveBossCrawfish Bay_Obj4 ( /Script/Maneater.ME_PlayerObjectiveBoss d State
EnumProperty EObjectiveState EObjectiveState::COMPLETED None 6 ME_PlayerObjectiveDestroyThrashableFawtick Bayou_Obj0 5 /Script/Maneater.ME_PlayerObjectiveDestroyThrashable d State
EnumProperty EObjectiveState EObjectiveState::COMPLETED None + ME_PlayerObjectiveGrottoFawtick Bayou_Obj1 * /Script/Maneater.ME_PlayerObjectiveGrotto d State
EnumProperty EObjectiveState EObjectiveState::COMPLETED None . ME_PlayerObjectiveLandmarkFawtick Bayou_Obj11 , /Script/Maneater.ME_PlayerObjectiveLandmark SubObjectiveStates ArrayProperty r
From there, go nuts fiddling with the code with what I discovered in my first post.
Again, for the most relevant parts for us to edit, this is what's important:
EObjective(Progress)State:: variables, from what I found:
HIDDEN
DISCOVERED
AVAILABLE
INPROGRESS
COMPLETED
Hopefully, we can just edit those strings, and we can re-fight anyone anytime.
Looking around, I found the age of our shark:
EPlayerGrowthStage
However, I doubt we can change our age, just by changing the string. HEX editing may be needed, I think. Mainly because it might require either fiddling with the experience, level, or story progress; and I don't understand the savegame coding well enough to screw with it that much. I'm still seeing if editing the EObjectiveState would undo the mission states, and re-fight critters. I just fought the first hunt, and running the experiment right now.
EDIT:
Just realized a silly idea. Why not just delete the relevant portion of code? That wouldn't break it too much or something, right? Assuming savegames are just a different log file, just give the savegame file a bit of amnesia, and just delete the lines of code. It forgets, and might be available again? ¯\_(ツ)_/¯
EDIT EDIT:
No good. I think the game has a checksum or something, and any edits to the savegame code nukes your savegame. Always make/keep backups before screwing around with anything. Fortunately, I did so, and didn't lose anything. Maybe Cheat Engine would yield better results, if we know what to look for.
If anyone has any experience making a trainer or screwing with Cheat Engine, feel free to try making a way to re-fight these guys. That's top priority. Other stuff to add challenge like changing level/experience also helps (For example: Level 1 Pup vs Orcas sounds really fun).
Why not? The Small Fry Challenge: Work your way up fighting larger and larger prey. Lock your level at 1 Pup, and try to tackle the biggest fish you can find, boss fights and hunts are allowed. Can you complete the ultimate David vs. Goliath challenge, and be a Level 1 Pup vs. Level 100 Leviathan? It might as well be Shadow of the Colossus: Shark Week vs. Godzilla Edition.
Other fun ideas, creature replacement mod/mutator;
Well-Orca-strated: All sea creatures are now orcas
Great White Squall: All sea creatures are now Great White Sharks
Overpopulation Nightmare: All sea creatures are now Humans
Now This is Just Silly: All humans are now Sperm Whales
Whalers on the Move: Hunting boats are now whales (Orcas for medium boats, and Sperm Whales for large boats)
Boat Hunting: Sea Creatures are replaced with boats
I made a tweet about it with screenshots as examples which I'll share right here.
https://twitter.com/EnvyHomunculus1/status/1720573289700135089
This is the Apex Hammerhead objective. It may not seem like it makes sense but it's how it works for this game. I even did it only in the main menu. You can also be able to reactivate more than one Apex objectives at once. Still, you gotta be careful on what you change or look at in your save file. Unfortunately for the Infamy, I am unsure about how we can revert it back to level 1. The coding for the Infamy level isn't really there like it's hidden.
How I found Apex Sperm Whale:
Via Notepad++, I had to mark the places to look (Along with Find/Replace):
Mark "ME_HuntObjective"
EX: ME_HuntObjectiveThe Gulf_Obj7
Mark "The Gulf"
EX: ME_HuntObjectiveThe Gulf_Obj7
So, only Hunting objectives in The Gulf should stick out like a sore thumb, compared to other Hunts in other regions. The Top Ace (non-DLC) had my main focus; or at least any of them (I wasn't picky). I assume this should work just as well with the DLC content. Those items should, if Save Data is tracked chronologically (Hint: Near-Endgame (Crawfish Bay) is the beginning of the game (Top of save file), and just after some of "The Gulf" portion of the save file), should be found pretty much at the bottom of the save file.
What I found by marking those, with a Find of "The Gulf" to get there quicker:
ME_HuntObjectiveThe Gulf_Obj7
ME_HuntObjectiveThe Gulf_Obj8
ME_HuntObjectiveThe Gulf_Obj9
ME_HuntObjectiveThe Gulf_Obj10
To have an easier time spotting the state flags, I just search/Mark "State::COMPLETED". and have a Replace to "State::AVAILABLE" on standby for the relevant items. Upon editing the State::COMPLETED to State::AVAILABLE, the markings should scrub off; for tracking reasons. Keep a close eye on what line you're editing, and ensure it replaces the correct line's EObjectiveState::VARIABLE. Word Wrap should help keep things tidy enough for editing; though shutting off Word Wrap works better for navigation.
I noticed some objectives I didn't intend to revive still had 10/10 or 15/15 completion on them; and thereby, no relevant prey to hunt down/pop-control. If I can dig into them a bit more, we might be able to edit those variables, if we can spot them. Shouldn't be too hard; should be editable in the HEX editor, I hope. So 0A (or 0F) should become 00 to clear it back to 0/10 (or 15). Should explain some of the artifacts you see across the save files. Maybe they're the integer values of progress and such. May need some experimentation to get a better idea of it. Only really applies to some missions versus others.
I think it also helps to flash the map and objectives screens with the (RS) button to refresh the visibility values of the edited items. Some are already available after editing.
https://www.nexusmods.com/maneater/mods/8
I made a trailer for it too:
https://m.youtube.com/watch?v=s2G0wNqBALY
Other properties:
BoolProperty is likely 1 or 0 TRUE or FALSE (00 or 01 flags in HEX)
IntProperty is Integers (Whole Numbers) (255 Max 1-byte, 65355 Max 2-byte...)
FloatProperty is... different. Floating point variables work best for vector-based entities, like using 3 Float variables to locate something in space (like player coordinates)
StructProperty is probably something to do with the data structure (game entity tree)
Good example of things to check out:
TextProperty > ! 06BE2A054DFA936A0DD54C92D2BA08A5 Truth Quest SaveTimestamp StructProperty DateTime ÀÁ˜kÅ·Ú LastRestartMap StrProperty WorldMap_P LastRestartLocation StructProperty Vector U¦©F!'/GÆ NarratorHistory MapProperty H
TEXT > (Formatting data, I guess) "Truth Quest" -- You can edit the name of the game.
SaveTimeStamp [] STRUCTURE [] DATE/TIME [] "Exact Date/Time HEX code"
LastRestartLocation [] STRUCTURE [] VECTOR "Exact Coordinates" approximately 3 Floating Points to deal with in that little cluster of code.
I may need to play this with Cheat Engine going to verify Floating points and such (fun). But hey, we can always start from outside the cave, for once. Maybe set the Z-coordinate floating point up high, and start off our savegame Sharknado-style; from the sky.
EDIT:
Mod idea: Maneater Randomizer, Sharknado Randomizer (You can save your progress, but not where you start when you reload).
Other notables of NP++:
-Language Used: Batch (Language > B > Batch). Most visually appealing, at least.
=More visually appealing when mixed with marking your Search queries.
-Toggle Control/Unicode Characters (View > Show Symbol > Show Control Characters & Unicode EOL). Plain-reading should be MUCH easier, now.
=Although, I would still recommend toggling it back on to make sure you didn't accidentally remove anything important. Speaking of which, despite it looking like a redacted document, it does isolate the HEX/Unicode variables to a more readable level.
-Wouldn't hurt to make the "End of Line" visible (View > Show Symbol > Show End of Line)
-Although there may be issues with the HEX editor plugin, Converter Plugin is also handy for ASCII>DEC>HEX>BIN>OCT conversions on the spot. (Plugins > Converter > Conversion Panel).
That should help anyone else interested.
SUBJECT: Baby Shark
TARGET: Immortality via eternal youth and transformation into eldritch elderly/MEGA at-will.
I noticed some comments on the savefile talking about XP levels and such messing with the age system. So, let's work on that. I'll just break down the basics.
PROGRESS:
EDIT:
Forgot some stuff. Feeling lazy, so I'll just link to sauce: (Progression Guide by Pink Spider)
https://steamcommunity.com/sharedfiles/filedetails/?id=2530719059
*PGS_MAMA Level 20 Adult Shark (I'll edit this after verifying actual string.)
PGS_PUP Level 1 to 3 = Pup Shark
PGS_TEEN Level 4 to 9 = Teen Shark
PGS_ADULT Level 10 to 19 = Adult Shark
PGS_ELDER Level 20 to 30 = Elder Shark
PGS_MEGA Level 30 (to 40) = Mega Shark
PGS_MEGA Level 40 = (Apex/DLC) Mega Shark
REMINDER: Edit the string, then HEX edit, and replace spaces with 00 (not 20 = space). Furthermore, if you missed it last time; edit the cumulative XP values as-needed (or just wipe them out, 0's (or 00 HEX, rather) in all relevant slots. Otherwise, you'll just Miracle-Grow back into your previous EVO-state. Ever watch a baby shark grow into a Megaladon in a few seconds?
Fawtick Bayou, Pup to Teen (Levels 1~6)
Dead Horse Lake, Teen to Adult (Levels 6~10)
Golden Shore, Adult (Levels 10~16)
Water Sapphire Bay, Adult to Elder (Levels 16~20)
Prosperity Sands, Elder (Levels 20~24)
Caviar Key, Elder (Levels 24~28)
The Gulf, Elder to Mega (Levels 28~30)
Variable Notes on Variables: (Values provided courtesy of the (Converter Plugin > Conversion Panel))
CumulativeXPGainedFromCollectables IntProperty ˆ|
Target variable of relevance
00 0C 00 00 00 (Set Property Type code? 0C = Up-Arrow (FF in ASCII, apparently))
Type of Variable (Bool/Int/Float/etc. (Type)Property. Integer, in this case.)
00 04 00 00 (262144 DEC, or 1000000000000000000 BIN, 1000000 OCT; basically command ends, Variable begins)
00 00 00 00 (8-BYTE value range?)
00 00 88 7C (34940 DEC, Actual Value to edit (Looks pretty consistent (compare/contrast other XP-based variables, despite only seeing a progress bar in-game), 4-BYTE value) ((CORRECTION: 31880 DEC given later notes (Actually reads 7C88 HEX)))
00 00 20 00 (4-BYTE Variable ends? 20 = Space " " in ASCII)
00 00 00 47 (blank, blank, blank, G. This begins the next line of code. Similar to this.)
When editing some String-based variables (like going from MEGA to PUP, don't forget to remove the rest of the characters with 00 HEX per-character.
EPlayerGrowthStage PGS_PUP CurrentGrowthStage
ByteProperty
EPlayerGrowthStage PGS_PUP DesiredRespawnLocation StructProperty Vector U¦©F!'/GÆ DesiredRespawnRotation StructProperty Rotator ë7aA½´ŠB §À CurrentRegionIndex IntProperty PlayerStats StructProperty SpeciesStatBinding None EvolutionInventoryData MapProperty T; ObjectProperty StructProperty _ /Game/Evolutions/Organ_Evolutions/Advanced_Sonar_Evolution/EVO_AdvancedSonar.EVO_AdvancedSonar EvolutionRarity
I'll assume everyone understood what was explained above. This is just 4 lines of code (2 are ByteProperties; the other 2 should be obvious enough).
I already changed it from PGS_MEGA to PGS_PUP. Must be ALL-CAPS, and any voids must read 00 in HEX in the deleted/backspaced cell. I recommend a direct edit from HEX mode for string variables. Edit the text, then input 00 in HEX over remaining spaces/characters. Looks like a 5-Character limit (fits ADULT variable).
DesiredSpawnLocation and DesiredRespawnRotation StructProps are where we can have some more fun, and literally drop-in anywhere on the map (Assuming Global coordinates (The ENTIRE MAP), and not Local Coordinates (Per-Region). DLC may F--- things up a bit. Take caution. My notes lack DLC BS. That'll be left for those with; I'll carry on at this point without.
So, Vector, and that glorious mess of code. Given it's density, and just how big the game world is, I believe those are the Floating Point coordinate values XYZ (U R Here). Rotator is just as obvious (Rotation, azimuth, (W?)XYZ Rotations). I guess you can always screw around with 3D modeling (Blender?) to get a better idea of what these variables are asking for. Then, of course, convert the float into HEX, and input back into it. But hey, once figured out, we can start anywhere we want. Ever watch a shark skydive?
(Update: I was right. WXYZ Quaternion coordinates. Measurements in Trigonometric values, which explains the Float values (though they can also be input in HEX).)
Progress:
Success, I'm a cute lil pup again... and-- Maybe we shouldn't have eaten all those mutagen boxes all over the game. I'm a LVL 30 Mega again. Time to edit some variables! Plus, I only had one of them as PUP, not both. Oops!
Probably wouldn't hurt to mess with this line, either:
BoolProperty None None BP_PlayerSharkState_C_0 a /Game/Characters/Animals/Sharks/PlayerShark/Blueprints/BP_PlayerSharkState.BP_PlayerSharkState_C …D CurrentProteinReserve IntProperty ¯— CurrentFatReserve IntProperty q/ CurrentMineralReserve IntProperty Åæ CurrentMutagenReserve IntProperty Ÿ CurrentExpAmount IntProperty gÉ ! CumulativeXPGainedFromObjectives IntProperty ]Z CumulativeXPGainedFromBounties IntProperty ÿá CumulativeXPGainedFromEating IntProperty –ó CumulativeXPGainedFromLandmarks IntProperty ½ CumulativeXPGainedFromCaches IntProperty 8u # CumulativeXPGainedFromCollectables IntProperty ˆ| GrowthStageBehindTheScenesLevel
I forgot how chunky my MEGA got. To translate some values on-the-spot here. Game in play for reference. Meat = 169903 (297AF HEX, or AF 97 02 00 (4-BYTE) as it's written here. Numbers line up; just facing the OTHER way. Good to know!). Well, that just made the rest of this task all kinds of easier, now.
So, if I understand correctly, we grab our numbers, and flip them around. 8-digits for HEX at all times 4-BYTE, so even if it reads 297AF, read it more like 000297AF.
So, CurrentProteinReserve = 169903 == 000297AF -> 00 02 97 AF => AF 97 02 00 -> ¯— that you see above. I believe we can just 00 00 00 00 the whole thing, and we're emptied. Apply that to all the variables above, and you should be set, wherever the need. All numbers verified while playing the savegame, and reading stats. As for Player Coordinates, I may need to figure out how many bytes are involved in Float values. It's probably the same deal with HEX (4-8 BYTEs per Float). Notable, Floats, like Signed-Variables, can go into the negative numbers. So, I'm guessing the 0-point HEX code will be something silly-stupid, like the halfway mark of 4 or 8 BYTEs to find 0. So, 1/2 of FFFF = 7FFF or 7F FF, which would then need to convert to FF 7F => ÿ (There's another character there (DEL in ASCII; Delete?).
So, for example: ÿ or ÿÿÿ is what we're going to need. or rather: ÿÿÿÿÿÿÿÿÿ to place us at 0,0,0 XYZ coordinates in the Global Coordinates (Absolute center of the Maneater worldmap.). May result in a skydive opening to our savegame; or we're deep underground. I'm uncertain if 0-Z-coords is Sea Level or not. We could just wake up on the surface of the ocean, or underground in an island. Depends on the savepoint. (UPDATE: There are 12 bytes relevant to our coordinates, Divide by 4-BYTE variables = 3 Floating point vectors (XYZ, or is it ZYX, or XZY? I dunno. Rotation? 16 bytes are relevant (4*4-Bytes, and looking in Blender, I was right: WXYZ Quaternion coordinates. They're trigonometric values, I would assume (makes sense with floats). Not familiar enough with the W-coordinate to make sense of it.)
EDIT:
Disregard the above paragraph. Corrections are in the next post (In far greater detail, plus conversion tables). it's NOT 7FFFFFFF, like I previously thought, but just straight up 00000000 to 0-point a FLOAT variable which is THE 50/50 marker (Think SIGNED variables (1/2 maximum value of BYTE-depth, but allows for negative values to fill in the other half. (EX: Input -1 in 1-BYTE, and it'll turn into -1 (7E (7F - 1), not FF (00 - 1))), versus standard integers; All numbers in range (EX: input -1 in 1-BYTE, and it'll turn into FF (255)), but no negatives). 40000000 (+positive FLOAT prefix) or 00 00 00 40 and C0000000 (-negative FLOAT prefix) or 00 00 00 C0.
Not only that, but it stuck, no upgrades to more mature types, still a wee fry, no XP (I wiped out all my current and cumulative values). On top of that, I did the 0-Point Sharknado drop; only for the game to give me a brief loading screen, and just plop me back into the starting game cavern (no narration, however... Hmm...)... As a ♪Baby Shark, Doot-doot-da-doot!♫, not a ♪Mama Shark, Doot-doot-da-doot!♫, not a ♪Papa Shark, Doot-doot-da-doot!♫. What-A-Shark!
♪Apex Hunt, BWUA-Ha-Ha-HA!!♫, ♪Apex Hunt, BWUA-Ha-Ha-HA!!♫, ♪Apex Hunt, BWUA-Ha-Ha-HA!!♫ AS A PUP!!
Unsuprisingly, we're level-locked with various abilities. And I am unaware of any ways to force an over-ride of the game, and make our PUP hit like a MEGA.
https://steamcommunity.com/sharedfiles/filedetails/?id=3311173053
https://steamcommunity.com/sharedfiles/filedetails/?id=3311178567
https://steamcommunity.com/sharedfiles/filedetails/?id=3311178536
https://steamcommunity.com/sharedfiles/filedetails/?id=3311178519
https://steamcommunity.com/sharedfiles/filedetails/?id=3311178494
https://steamcommunity.com/sharedfiles/filedetails/?id=3311178462
https://steamcommunity.com/sharedfiles/filedetails/?id=3311178587
https://youtu.be/_asNhzXq72w?si=9d40i36Gb7MNyQ6w
Feel free to use these notes to 'New Game+' Maneater, and do the "Baby Huey Challenge": Begin the game as a LVL 30-40 MEGA. That's a B-I-I-I-G Pup.
SUBJECT: HUGE SHARK
TARGET: WHEREVER THE HELL WE FEEL LIKE
PROGRESS:
USEFUL ASSETS:
An actually useful Floating Point Converter. Converts HEX and DEC alike, and inversely functional, too! (input Float value, and input HEX or DEC, as necessary (Good enough for Cheat Engine, too! Save the hassle!). Float Numbers represented will be in their unabridged all decimals displayed numbers. I'll embolden the relevant numbers. Excess will remain unformatted.
https://www.h-schmidt.net/FloatConverter/IEEE754.html
ABSTRACT:
We're just going to take an idea or few, chuck it at the wall, and see what sticks. We're beginning with the coordinates of 3 savegames (Our 0,0,0-Point (I think?) drop, one we're screwing with currently (ENDGAME++), and our New Game(+). Don't worry, all games are backed up since before the first screw-arounds. Mainly trying to figure out how the coordinates read, so we can write in new ones, and start anywhere. Expected Side-Effect(s): loading screen(s) for a moment; IF FAIL= Respawn at Mama-Shark's (Doot-doot-da-doot) STARTGAME spot. IF SUCCESS= Not past game bounds, drop where you plop. Use world map, and noted coordinates/notes collected (cumulative, if anyone's up to collecting Grotto Spawn points, for easier references to go off of. I'll mainly have 0-Point, Fawtick-Grotto, and The Gulf Grotto coordinates to work off of, here.).
NOTES:
DesiredRespawnLocation StructProperty Vector ÿÿÿÿÿÿÿÿÿ DesiredRespawnRotation StructProperty Rotator ë7aA½´ŠB §À
RESULT: FAILURE -- RESPAWN AT BASELINE-MAMA-SHARK START-GAME CAVERN
RESULT: FAWTICK BAYOU GROTTO (Duh!)
RESULT: THE GULF GROTTO (Duh!)
0-POINT COORDS: FF FF FF 7F FF FF FF 7F FF FF FF 7F
ROTATION: EB 37 61 41 BD B4 8A 42 09 8F A7 C0
Translations:
XYZ - 7FFFFFFF, 7FFFFFFF, 7FFFFFFF
ROT - 416437EB, 428AB4BD, C0A78F09
HEX2DEC:
XYZ - 2147483647, 2147483647, 2147483647
ROT - 1097086955, 1116386493, -1062760695
Float:
XYZ - not represented, not represented, not represented
ROT - 14.26365184783935546875, 69.35300445556640625, -5.236210346221923828125
NOTABLE: Who TF knows where we ended up? Loading screen later, Respawned at BASELINE-MAMA-SHARK-START Location.
UPDATE: Seeing as NaN, and not represented came up. Well, ain't my face red. No wonder why we ended up in Purgatory. We literally ended up in the middle of nowhere.
FAWTICK GROTTO: CA 7F A4 47 4A 46 A0 C7 A4 3D 26 C5
ROTATION: 00 00 00 00 FE FF 1F C3 00 00 00 00
Translations:
XYZ - 47A47FCA, C7A0464A, C5263DA4
ROT - 00000000, C31FFFFE, 00000000
HEX2DEC:
XYZ - 1201962954, -945797558, -987349596
ROT - 0, -1021313026, 0
Float:
XYZ - 84223.578125, -82060.578125, -2659.8525390625
ROT - 0.0000000000000000, -159.999969482421875, 0.0000000000000000
NOTABLE: We're laying flat, facing West-North-West (Approx. 160 Degrees Heading, Flat and Flat (No pitch, no roll). Safe to assume a positive number would face West-South-West, instead.), I believe. Courtesy of the Cutscene, we have our first real savegame primed for us in a nice and neat form. Furthermore, we verify that Z is the 2nd coordinate, X and Y are adjacent. Which is which is the next fun thing to learn.
WHAT WE (ALSO) LEARNED: Float ROT values = -CounterClockwise +Clockwise,
(-360) 0-degrees = EAST
(-270) 90-degrees = SOUTH
(-180) 180-degrees = WEST
(-90) 270-degrees = NORTH.
LEGEND: (VALUE IN FLOAT, CONVERTS TO HEX, INPUT SEMI-MIRRORS HEX.)
VAL(UE) = HEX (STANDARD) = HEX (ENCODED/MIRROR)
-360 = C3B40000 = 00 00 B4 C3 (Full Loop Counter-Clockwise)
-270 = C3870000 = 00 00 87 C3
-180 = C3340000 = 00 00 34 C3
-90 = C2B40000 = 00 00 B4 C2
0 = 00000000 = 00 00 00 00 (Well, duh! 0 = 0 = 0 = 0) (0 = EAST DEFAULT)
90 = 42B40000 = 00 00 B4 42
180 = 43340000 = 00 00 34 43
270 = 43870000 = 00 00 87 43
360 = 43B40000 = 00 00 B4 43 (Full Loop Clockwise)
UPDATE:
Fawtick Grotto Heading -- West-North-West (Update in Bold)
Further notes, based on current:
ROT-XZY?
XYZ also = XZY Coordinates?
(X = Pitch, Y = Roll, Z = Yaw, for reference.)
00000000 = 0? So, flat-flat? 0-degrees flat?
THE GULF GROTTO: 55 A6 A9 46 21 27 2F 47 03 01 1D C6
ROTATION: EB 37 61 41 BD B4 8A 42 09 8F A7 C0
Translations:
XYZ - 46A9A655, 472F2721, C61D0103
ROT - 416137EB, 428AB4BD, C0A78F09
HEX2DEC:
XYZ - 1185523285, 1194272545, -971177725
ROT - 1096890347, 1116386493, -1062760695
Float:
XYZ - 21715.166015625, 44839.12890625, -10048.2529296875
ROT - 14.07615184783935546875, 69.35300445556640625, -5.236210346221923828125
NOTABLE: Facing the exit, like any other Grotto; but I'll need to reload the game to verify my initial heading. Based on cumulative notes collected, thus far, it looks like we're facing South-East-South. Slightly rolling to the right, and pitching downwards a tad; I think.
I'll need some time to analyze things (And translate them). I stand corrected; it's XYZ coordinates for rotation, too. Not WXYZ, like I thought before. Good. Should make things a little more tolerable. Time to do some math!
UPDATE:
The Float Converter link works like a charm, and got us the numbers we seek. These Float numbers make way more sense than what I was working/dealing with initially.
ROT - 0,0,0
HYPOTHESIS:
Center-point of the map is our ACTUAL destination, this time; not NaN ("Not a Number", BTW.). Coordinates verified stable by Float-Converter site. I hope this works as intended. On top of that, I'll try not to move, and see where we're looking at baseline values.
RESULT:
FAILURE -- RESPAWN AT BASELINE-MAMA-SHARK START-GAME CAVERN HEADING-EAST
Oh well. It was worth a shot. Purgatory'd again, and back to the beginning of the game. Unaffected like last time (no narration and such; still a pup since last edits). Flopped about a bit. BASELINE HEADING: EAST, near-flat.
UPDATE:
Fawtick Grotto Heading -- West-North-West
RE-ADJUSTMENT RESULT:
(Take-2: with proper numbers, now. +offset-Z +150 FLOAT)
SUCCESS -- RESPAWNED BENEATH BLEACHERS AT CAVIAR KEY
PICTURES FOR PROOF:
MAP
https://steamcommunity.com/sharedfiles/filedetails/?id=3311885126
VISUAL:
https://steamcommunity.com/sharedfiles/filedetails/?id=3311885171
FURTHER NOTES:
Fawtick, compared to Gulf is the shallower(est) Grotto; so theoretically, the Z coordinate on the XYZ-level (Not ROT) should start us at sea level when set at 0.000000 (or just plain 0 or 00 00 00 00). We can also give it a little more lift (unsure if measured in feet or meters). Maybe the game map's global ceiling is 256 (512? 1024?) feet(/meters?); so it won't be a spectacular skydive, but we can at least fall from a good height; and remain in-bounds of the game. Well, vertically, at least. X/Y Coordinates may require some more direct effort of mapping. Cheat Engine may need to get involved. Fortunately, we have (all?) our variables to look up and get our bearings, and then some. DIRECT EDITING!!! Now we can re-warp to MAMA-CAVE everytime we screw up, live. Instead of every reload post-edit. Of course, mind the pointermapping and having to put in effort looking for an EntityTree for a more seamless experience direct-editing. (pointer-pointer-pointer-VARs we seek).
UPDATE:
HYPOTHESIS: CONFIRMED
XYZ = VAL1 VAL2 VAL3
VAL1 == X
VAL2 == Y
VAL3 == Z
X == 00000000 == Verified X-coordinate manipulation (Caviar Key -Left/Right+)
Y == 00000000 == Verified Y-coordinate manipulation (Caviar Key +Up/Down-)
Z == 00000000 == Verified Z-coordinate manipulation (Sea Level +Air/Sea-)
REMINDER: All input values MUST BE IN FLOAT (Floating Point numbers)
Think of it this way: 0 = NULL, 4 = 4; but C = 0 - 4 (F->E->D->C)
0 = 00000000 = 00 00 00 00 = Sea Level / 0-Point (Caviar Key) (OFFSET Z, by a little)
As you can see, FLOAT numbers can get rather large, and larger still.
LEGEND: (VALUE IN FLOAT, CONVERTS TO HEX, INPUT SEMI-MIRRORS HEX.)
VAL(UE) = HEX (STANDARD) = HEX (ENCODED/MIRROR)
POSITIVES: (PREFIX-4)
1 = 3F800000 = 00 00 80 3F (Between here and 0 are fractions)
2 = 40000000 = 00 00 00 40 (BASELINE POSITIVE MARKER)
3 = 40400000 = 00 00 40 40 (ADD 00 00 40 00 or 00400000 PER +1)
5 = 40A00000 = 00 00 A0 40
10 = 41200000 = 00 00 20 41
25 = 41C80000 = 00 00 C8 41
50 = 42480000 = 00 00 48 42
75 = 42960000 = 00 00 96 42
100 = 42C80000 = 00 00 C8 42
1000 = 447A0000 = 00 00 7A 44
10000 = 461C4000 = 00 40 1C 46
100000 = 47C35000 = 00 50 C3 47
1000000 = 49742400 = 00 24 74 49
7.96875 = 40FF0000 = 00 00 FF 40 (In case you're wondering...)
7.9999995 = 40FFFFFF = FF FF FF 40 (Moreso, Now you know.)
8.589934 e9 = 4FFFFFFF = FF FF FF 4F (REALLY big number. YUGE!)
1e-45 = 00000001 = 01 00 00 00 (REALLY tiny number. sub-atomically tiny.)
NEGATIVES: (PREFIX-C)
-1 = BF800000 = 00 00 80 BF (Between here and 0 are fractions)
-2 = C0000000 = 00 00 00 C0 (BASELINE NEGATIVE MARKER)
-3 = C0400000 = 00 00 40 C0 (ADD 00 00 40 00 or 00400000 PER -1)
-5 = C0A00000 = 00 00 A0 C0
-10 = C1200000 = 00 00 20 C1
-25 = C1C80000 = 00 00 C8 C1
-50 = C2480000 = 00 00 48 C2
-75 = C2960000 = 00 00 96 C2
-100 = C2C80000 = 00 00 C8 C2
-1000 = C47A0000 = 00 00 7A C4
-10000 = C61C4000 = 00 40 1C C6
-100000 = C7C35000 = 00 50 C3 C7
-1000000 = C9742400 = 00 24 74 C9
-7.96875 = C0FF0000 = 00 00 FF C0 (In case you're wondering...)
-7.9999995 = C0FFFFFF = FF FF FF C0 (Moreso, Now you know.)
-8.589934 e9 = CFFFFFFF = FF FF FF CF (REALLY negative number. YUGE!)
-1e-45 = 80000001 = 01 00 00 80 (REALLY tiny number. sub-atomically tiny.)
DIRECTIONAL CODES: (For rotations, and Trigonometry-based calculations.)
-360 = C3B40000 = 00 00 B4 C3 (Full Loop Counter-Clockwise) (EAST, AGAIN)
-270 = C3870000 = 00 00 87 C3 (SOUTH)
-180 = C3340000 = 00 00 34 C3 (WEST)
-90 = C2B40000 = 00 00 B4 C2 (NORTH)
0 = 00000000 = 00 00 00 00 (Well, duh! 0 = 0 = 0 = 0) (0 = EAST DEFAULT)
90 = 42B40000 = 00 00 B4 42 (SOUTH
180 = 43340000 = 00 00 34 43 (WEST)
270 = 43870000 = 00 00 87 43 (NORTH)
360 = 43B40000 = 00 00 B4 43 (Full Loop Clockwise) (EAST, YET AGAIN)
FUN INPUT CODES:
-7.9978027 = C0FFEE00 = 00 EE FF C0 (Mmm... Coffee...)
-5.061098e-10 = B00B1E50 = 50 1E 0B B0 (Because we're all mature adults here.)
-0.46834558 = BEEFCAFE = FE CA EF BE (A cafe that serves beef?)
-0.44872203 = BEE5BEE5 = E5 BE E5 BE (BEES!!! BEES!!! BEEEEEEEEEEEEES!!!!)
-6148978.5 = CABBA6E5 = E5 A6 BB CA (Cabbages. This gets tough.)
8.1358973e18 = 5EE1D107 = 07 D1 E1 5E (See Idiot. See Idiot run. Run, Idiot, Run!)
-9.174948e18 = DEFEA7ED = ED A7 FE DE (Defeated? I believe not! I got many.)
-0.0016657679 = BADA55E5 = E5 55 DA BA (At this rate, I'm convinced we are.)
-5.349684e35 = FACE0FF5 = F5 0F CE FA (Speaking of which. Too bad no multiplayer.)
I already linked the DEC/HEX/FLOAT converter at the top of this post (SEE: USEFUL ASSETS). So don't bother me, use that instead (especially for more precise numbers; explore at your own peril).
EDIT:
Nevermind, I know not everyone reads instructions, especially when tied to a huge wall of text like these posts. So, here you go.
FLOATING POINT CONVERTER:
https://www.h-schmidt.net/FloatConverter/IEEE754.html
Z=0 Sea Level. I began my savegame at sea level, above The Gulf Grotto. Verifying the Z-coordinate manipulator. I adjusted one of the others to verify the other 2. So, it's actually XYZ, not XZY or any other bonkers combo.
It's safe to assume that ROT values are the same: X-ROT, Y-ROT, and Z-ROT.
EDIT:
Actually, I just remembered, it's ROT-XZY, not ROT-XYZ. (Roll, Yaw, Pitch; Z = Yaw. Compass direction, begins (0-degrees) EAST. -Counter +Clockwise.)
0,0,0 glitches, but offset the Z-coordinate a bit (I went 150), and you end up in Caviar Key, under the bleachers, and likely impaled by a post (no harm).
FURTHER NOTES:
Upon further analysis, the upper-portion of code in the savegame file, you can ignore. The values reset after editing and loading the savegame. However, if you edit around the same lines of code involving your age and XP amounts and such, those values actually affect where you'll spawn. So maybe it was a registration issue, because I edited the wrong lines of code. I'll try 0-Pointing again. And maybe this time, ACTUALLY find myself in the center of the Maneater World Map.
UPDATE UPDATE:
Don't mind me. Just took a bunch of screenshots of my sightseeing tour beyond the containment nets at The Gulf. We're now out in the Open Ocean. Just water everywhere... Oh yeah, and it looks like all the distant scenery objects are actually real objects, and not isolated behind invisible walls or skyboxes. They're just enormous. No rogue DLC content triggered during my sightseeing in that sector past the DLC gateway. I guess it's a separate map, or the content doesn't exist in my copy (no DLC). It may trigger for anyone that has it, though. Not sure.
Enjoy the pictures I took:
https://steamcommunity.com/sharedfiles/filedetails/?id=3311893266
https://steamcommunity.com/sharedfiles/filedetails/?id=3311895105
https://steamcommunity.com/sharedfiles/filedetails/?id=3311897498
https://steamcommunity.com/sharedfiles/filedetails/?id=3311899877
https://steamcommunity.com/sharedfiles/filedetails/?id=3311903162
https://steamcommunity.com/sharedfiles/filedetails/?id=3311903118
https://steamcommunity.com/sharedfiles/filedetails/?id=3311903057
https://steamcommunity.com/sharedfiles/filedetails/?id=3311910851
And a cleaned up screenshot (No HUD) for use as a desktop background:
https://steamcommunity.com/sharedfiles/filedetails/?id=3312120413
EDIT EDIT:
I tried fumbling about with the numbers, and I keep on getting brought back to that same Caviar Key underground area. I wonder if there are other pointers, or some error-checkers to look into? Like using Game Genie, I think we need a MASTER-CODE to serve as an over-ride. In the meantime, I guess I can still try to locate the floating points of our current position via Cheat Engine, and take some notes for later when we conquer this limiter. At least we can breach past the border net, and even sightsee from underground (terrain is backface culled, so it makes finding destinations easier/more straightforward, and even see the rest of buried models).
SUBJECT: BOUNTY HUNTING
TARGET: YOU, YOU BIG FOOL
PROGRESS:
ABSTRACT:
Saw another comment talking about infamy, and mucking about with them. I can spend a moment here. Can't guarantee anything, though... yet.
BoolProperty None BountyManager_BP_C_0 < /Game/Blueprints/Bounty/BountyManager_BP.BountyManager_BP_C « PlayerInfamyLevel IntProperty
InfamyPointsEarned IntProperty ¼ LastBossLevelDefeated IntProperty None 0 ME_PlayerObjectiveCutsceneDead Horse Lake_Obj19 , /Script/Maneater.ME_PlayerObjectiveCutscene d State
MAIN FOCUS:
PlayerInfamyLevel IntProperty
InfamyPointsEarned IntProperty ¼
PlayerInfamyLevel
00 00 00 00 00 00 00 00 0A 00 00 00 -> 00000000, 00000000, 0000000A
0A 00 00 00 -> 0000000A == 10 Infamy Level (Found it! Edited it, verified TRUE)
NOTABLE:
0A HEX = 10 DEC, I was ranked 10 at time of looking for it. Saved myself some work.
03 = Candyman Curtis, 04 = Ens. Tyler Dixon, 05 = Butcher Boy Brady,
06 = Lt. Shannon Sims, 07 = Mama Maybelle, 08 = Cdr. Percy Metcalf,
09 = Capt. Robert Brunlett, 0A and beyond = DLC Hunters or No Hunters
(Reminder: I lacked the DLC, so this was previously uncharted for me).
(Addendum: BASE and DLC are separate values. This one (BASE) is limited to 10 (0A HEX).)
Wouldn't hurt to adjust your Infamy Points, to ensure it sticks. But who knows? You might be able to go through all 10 ranks in one pass (Challenge accepted?). Can you marathon Boss-Rush the entire 10-ranks of bounty hunters?
InfamyPointsEarned
BC 02 00 00 -> 000002BC == 700 Infamy points earned
09 00 00 00 05 00 00 00 -> 00000009, 00000005 Last Boss Level Defeated
That's all I can really find out about Infamy. I'll look into the START savegame, and maybe make an IN-PROGRESS savegame to get some sway in our measurements to get a better idea of how it's recorded. We found the variables, but... I need more data. I need to take out at least a hunter or 2 to gain ranks to go off of. "Baby Huey Mode" it is. LVL-30(40) ♫MEGA-Baby Shark Doom Doom Da Doot!♪ New Game+ time!
Disregard above. I got it.
In the meantime, enjoy this musical interlude. Speaking of infamous.
https://youtu.be/Zh7eAG2jJkA?feature=shared
UPDATE:
Need more details? Here you go: (Chapter 4.0 Bounty Hunters)
MINIMUM RECOMMENDED FIGHTING AGE: Level 8-9 Teen Shark (PGS_TEEN)
https://steamcommunity.com/sharedfiles/filedetails/?id=2530719059&searchtext=mega
UPDATE UPDATE:
I just did a little re-formatting of my posts for readability, and highlighting the most relevant notes/discoveries. I also added my screenshots of results.
Seek out this line (being the DLC, best assumed it's the last thing(s) on anyone's list Keep your eyes on the bottom of the file).
EnumProperty EObjectiveState EObjectiveState::COMPLETED None DLC_BountyManager_BP_C_0 L /Game/DLC/Blueprints/Objectives/DLC_BountyManager_BP.DLC_BountyManager_BP_C « PlayerInfamyLevel IntProperty InfamyPointsEarned IntProperty ô LastBossLevelDefeated IntProperty None
It's essentially the same BS as above:
(Make sure it's under /Game/DLC/Blueprints/Objectives/DLC_BountyManager_BP.DLC_BountyManager_BP_C)
PlayerInfamyLevel IntProperty InfamyPointsEarned IntProperty ô
PlayerInfamyLevel
00 00 00 00 00 00 00 00 03 00 00 00 13 00 00 00
00000000 00000000 00000003 00000013
(0, 0, 3, 19) == 3 is the Number/Level I currently am at, can go up to 5, according to DLC contents). I'll update with the values like above, in time.
InfamyPointsEarned
00 00 00 00 00 00 00 00 F4 01 00 00 16 00 00 00
00000000 00000000 000001F4 00000016
(0, 0, 500, 22) == I'm curious how this affects reaching the boss fights of these hunters (Start with the Boss, instead of waves of minions?)? I'm getting pretty tired of evading torpedoes before facing off against the boss. Granted, I'm still a tank, but c'mon!
03 = CAPT. Vic Mandrake, 04 = ADM. Barbara Terranova,
05 and beyond = No More Hunters/Secret Society Members (just like Base Game/Vanilla's)
(Reminder: I Now have the DLC. No longer uncharted territory.).
(Addendum: BASE and DLC are separate values. This one (DLC) is limited to 5 (05 HEX).)
Enjoy the new info. I recall seeing that this info for ((Non-)DLC) Maneater Bounty Hunter Re-Fighting was in pretty high demand in the download comments.
Nice to know they're 2 separate lines, and not share the same code. I'm sure other games that use DLC will have a similar structure(ing) on their savegames. Too bad many are well-encrypted (unlike this; just read it in HEX, and you're set (provided you can understand HEX(adecimal) LtR and RtL reading directions (as I show in my posts).) or are written in another language (Have fun with editing EDF's savegames, it's in Japanese! I hope you know your Hirigana!).
Next fun task, figuring out the tabled/arrayed items. Maybe some of these are as simple to clean off as just deleting the entry/line(s). As a caution before undoing those missions (if you are a fan of population control, either human (if you can call the NWO "Human") or otherwise), your screen may get peppered with tons of red dots indicating all the chum(s) you can gnaw on.
Only other item of concern left now, to my awareness, is Evolution Item Level (for those that don't want to spend all their PFMB (Protein/Fat/Mineral/Bio(-Mutagen)) points upgrading (...Or you can just give yourself an absurd PFMB stock (-1 or 99,999 values on all 4 variables), and just upgrade away straight to LVL-5). Alternatively, you can give yourself the good ol' Level-1 Challenge, and just restart your evolutions. All the new DLC Evolutions cost me my Fat Shark. Now it's a Fit Shark. Gotta grind a little more before the Final Boss (Currently being Torpedoed by CAPT. Vic Mandrake's goons. Not much left until the finale.).
I would like to express my deepest gratitude to Envy. Before I begin, I would like to provide some context and apologize for any errors in this English translation, as I am a native Spanish speaker using a language model.
I'm not typically a fan of open-world games, but when it was offered for free on the Epic Games Store and considering my son's passion for dinosaurs, sharks, and the like, I decided to download it to spend more time with him. My love for this game has grown as I've been able to witness the excitement, surprise, and immense joy of my son each time we achieved an evolution, defeated an 'alpha,' or another boss. Even the simple act of roaming the ocean and devouring everything in sight was thrilling for him, and being ambushed by a whale was an unforgettable experience.
After we completed the base game (which was also free on Epic), I didn't hesitate to purchase the DLC, which was the first and only game I've ever bought on that platform. It was well worth it to continue this journey with my son, as the DLC content was even more wild and fantastical, a true delight for both of us.
However, just as we were about to face the Leviathan—a moment I had been building up in my son's mind as the grand finale of our adventure—the game froze, forcing me to restart my PC. When I loaded the game back up, our save file was gone! My son was devastated, believing he was responsible for losing all our progress (we had over 50 hours of gameplay). After much research, I discovered that this was a common bug in the game that had not been fixed. I tried to find replacement save files, but none of them seemed to work.
That's when I found Envy's amazing save file on Nexusmods. Even though I had to purchase both the base game and the DLC on Steam, I was able to restore our beloved shark to its previous level and equipment, allowing us to finally face the Leviathan. I haven't told my son yet, but when he finds out that we're back to being a Mega Atomic Bite Shark, he's going to be ecstatic.
For all of this and more, I want to thank you for your hard work, Envy. You've allowed a father to maintain his son's excitement and imagination.
VERSIÓN DEL TEXTO ORIGINAL:
Quiero dar innumerables gracias a Envy. Antes de todo me gustaría poner en antecedentes mi historia y comenzar disculpándome, puesto que soy hispanohablante y este post está traducido con Gemini.
No soy de juegos de mundo abierto pero lo regalaron en la Epic y a mi hijo le apasionan los dinosaurios, tiburones y cosas por el estilo, así que para compartir mi afición y tiempo con él lo descargué e iniciamos una partida juntos.
Mi amor por este juego se ha ido desarrollando en tanto que me ha permitido presenciar la emoción, sorpresa y enorme disfrute de mi hijo cada vez que conseguíamos una evolución, derrotar un "alpha" o algún jefe, aunque para él vagar por el océano comiéndose todo lo que encontraba a su paso ya era tan emocionante como vernos emboscados por una ballena.
Tengo que decir que una vez nos pasamos el juego base que recuerdo fue regalado en la Epic, no lo dudé un momento y compré (primera y única compra hasta el momento en esta plataforma) el DLC. Continuar en conexión con mi hijo bien lo merecía sin duda, además que el contenido del DLC era todavía más salvaje y rocambolesco, todo un delirio tanto para mi hijo como para mí.
El caso, y aquí llega el motivo de mi comentario y agradecimiento hacia Envy, es porque cuando lo teníamos todo completado y a falta de llegar al Leviatán, (hago un inciso para decir que estaba preparando este momento en la mente e imaginación de mi hijo, puesto que era un colofón increíble al fin de esta aventura y le iba dosificando detalles y secretos de lo que nos estaba esperando…) en una de las luchas finales contra los tiburones eléctricos atómicos se congela el juego, me obliga a reiniciar el pc y al volver a iniciar el juego: NO HAY PARTIDA GUARDADA!
Quitando el enorme disgusto de mi pequeño, puesto que se creía responsable de haber perdido todo nuestro progreso (llevábamos más de 50 horas de juego) me ♥♥♥♥ a investigar y parece ser un grave fallo del juego que no se ha corregido. Internet está lleno de esta misma situación. Al final encontré distintos archivos de guardado para suplantarlo con los míos pero creo que al ser de la Epic no funcionan o por lo menos no he conseguido hacerlo funcionar.
El caso es que llegué al post de Nexusmods donde Envy tiene su maravilloso y mágico archivo de guardado, y si bien he tenido que comprar en Valve tanto el juego base como el DLC he podido comprobar que puedo dejar a nuestro amado tiburón en el mismo nivel y equipamiento que teníamos por lo que podremos batirnos en duelo final contra el Leviatán.
Todavía no se lo he dicho a mi hijo, acabo de ver que todo funciona correctamente, el pobre sigue apesadumbrado, pero cuando descubra que volvemos a ser un Gigante Tiburón Mega con aliento atómico va a dar saltos de alegría.
Por todo esto y mucho más, que no he querido contar para no aburriros en exceso, quiero reconocer tu laborioso trabajo y darte la mayor de la gratitud. Has permitido a un pobre padre mantener la ilusión de su hijo.
Gracias otra vez Envy.