Mephales wrote...
I'm not sure why it shows up as blank while other binary data has a preview, but it there.
I mean, there are two lines related to player character's headmorph in the savegame. There is 16328 (Savegame_Appearance_Morph) with an
empty ECString (which is normally used to reference the headmorph for other characters), and 16950 (Savegame_Player_Morph), a UINT8 with the big chunk of data.
Not that that's useful to you, given your current issues. Given the way it throws up a random string for the DLC name, and can't find the DLC (which indicates the id in the savegame is the wrong string...) there's got to be something wrong with my code to serialize the string table.
It worked for
Apolyon6K - BUT he didn't have any DLC installed, and I have the Black Emporium, which is what the error message references (in French for some reason) when it's not simply empty. So it's not random, but rather related to the DLC, which messes up the operation of the editor.
This is further supported by the fact that
Oghier posted the same exact problem in your project's Discussion. Only his error message names the Black Emporium in Spanish, while mine does in French (probably because I'm located in France, even though both DA2 and the OS are English).
If you don't edit any ECStrings or TlkStrings while using the latest version in Fast Save mode, do you have that issue? If not, does it happen in both modes when you edit strings, just one mode, or even one mode when you don't edit anything at all?
Before I start listing experimental results, just wanted to ask - seeing how pyGFF doesn't come with a readme or help file

- how does one properly use the Fast Save mode? What I've been doing is turn on the mode in the menu, and then Save As, replacing the original save file. Am I doing it right?
Modifié par Malcroix, 11 mars 2011 - 07:20 .