ROM Hack Tharsis Forge: an Etrian Odyssey IV Save Data Editor

licalica13

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What error message do you get exactly? Same as yyjukjun, "No compatible 'mori4*.sav' save files found!", or something else?

Are you sure you're selecting the folder that actually contains the mori4*.sav files (like "\UserSaveData\<date/time>\00000ea6"), and not just ex. the UserSaveData folder? How many files are there and what are they named?

Those issues aside, I did finally start overhauling the incomplete character editor I had, although it's still rough around the edges and I still have to figure out how the multiple sets of stats work:

Yeah I opened the file "\UserSaveData\<date/time>\00000ea6", it had 4 files like map save and etc. I'm using gateway and on emunand 9.9.

Damn, I'd love to use this.
 

xdaniel

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Yeah I opened the file "\UserSaveData\<date/time>\00000ea6", it had 4 files like map save and etc. I'm using gateway and on emunand 9.9.

Damn, I'd love to use this.
Four files? That explains it, the editor expects five, because I've only ever seen the game have five save files: mori4game.sav, mori4gamebk.sav, mori4gdcard.sav, mori4map.sav and mori4option.sav. Which one's missing for you? mori4gamebk.sav?

Also, the error message is a bit vague, saying that "no" files were found. I need to change that...
 

licalica13

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Four files? That explains it, the editor expects five, because I've only ever seen the game have five save files: mori4game.sav, mori4gamebk.sav, mori4gdcard.sav, mori4map.sav and mori4option.sav. Which one's missing for you? mori4gamebk.sav?

Also, the error message is a bit vague, saying that "no" files were found. I need to change that...

I have mori4game.sav, mori4gamebk.sav, mori4map.sav, mori4option.sav. Which means I'm missing mori4gdcard.sav.

Is it because my game is US version??
 

xdaniel

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I have mori4game.sav, mori4gamebk.sav, mori4map.sav, mori4option.sav. Which means I'm missing mori4gdcard.sav.

Is it because my game is US version??
Ahh, that was my second thought. Do you have the game's StreetPass features enabled? Guild Cards you collect via StreetPass are stored in mori4gdcard.sav, and it would sense for that file to be missing if you've never enabled StreetPass for the game.

I guess I'll change the program to selectively enable or disable specific editors depending on what kinds of files it found, so in your case, it would load the data just fine, and everything would be enabled but the Guild Card editor.
 

licalica13

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Ahh, that was my second thought. Do you have the game's StreetPass features enabled? Guild Cards you collect via StreetPass are stored in mori4gdcard.sav, and it would sense for that file to be missing if you've never enabled StreetPass for the game.

I guess I'll change the program to selectively enable or disable specific editors depending on what kinds of files it found, so in your case, it would load the data just fine, and everything would be enabled but the Guild Card editor.

Streetpass for EO4 is enabled but I've never recieved any streetpass for that game before, that must be the reason.

If it isn't too much work it would be awesome if you could change the program a bit.
 

xdaniel

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Streetpass for EO4 is enabled but I've never recieved any streetpass for that game before, that must be the reason.

If it isn't too much work it would be awesome if you could change the program a bit.
That's probably it. I expected the game to create a dummy/empty Guild Card data file, either when you start a new game, or when you enable StreetPass, but apparently that isn't the case.

But yeah, no problem, shouldn't be too hard to change the program to account for this. I'll change this, clean up the character editor's UI a bit more, then release a new build with both in it. Might be out of town over the weekend, so it'll be a couple of days until then, tho.

Also got the same error "No compatible 'mori4*.sav' save files found!", but v1.0.1 loads just fine though.
I think I had changed the way the editor detects the loaded save files between v1.0.1 and v1.1, but as it turns out, not for the better. The next build should fix things for you as well, I'd imagine.
 
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licalica13

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But yeah, no problem, shouldn't be too hard to change the program to account for this. I'll change this, clean up the character editor's UI a bit more, then release a new build with both in it. Might be out of town over the weekend, so it'll be a couple of days until then, tho.

Thanks:)
 

RewChamploo

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I'm also having issues loading any saves here as well.
I have the mori4game.sav, mori4gamebk.sav, mori4map.sav and mori4option.sav with StreetPass enabled too. But still no mori4gdcard.sav found.
It could be because I live in an area where people don't play EOIV:LotT and haven't actually passed by anyone who does.
I used the SaveDataManager, as suggested, and it only extracted the mentioned 4 mori4*.sav files. I also used SVDT and it found the same files.
 
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xdaniel

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I'm also having issues loading any saves here as well.
I have the mori4game.sav, mori4gamebk.sav, mori4map.sav and mori4option.sav with StreetPass enabled too. But still no mori4gdcard.sav found.
It could be because I live in an area where people don't play EOIV:LotT and haven't actually passed by anyone who does.
I used the SaveDataManager, as suggested, and it only extracted the mentioned 4 mori4*.sav files. I also used SVDT and it found the same files.
Yeah, I guess that pretty much confirms it: Even if StreetPass is enabled, mori4gdcard.sav will only be created once the first StreetPass occurs. The next version of the editor will fix this problem, although it'll likely be a few days before that gets released, as I'll be out of town. In the meantime, I'll make a note of this in the first post.
 

onepiecefreak

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Yeah, it was the at me. Sry for not being exact with the error message (It can be that I slightly forgot that this is very important ^^).
 

JK_

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Those issues aside, I did finally start overhauling the incomplete character editor I had, although it's still rough around the edges and I still have to figure out how the multiple sets of stats work:
Just a heads up. If it's anything like SMTIV, you might wanna update all of the stats at once. I had issues with SMTIV using the lowest set it found for the hero and demons at level up.
 

xdaniel

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Tharsis Forge v1.2 is out, now including the character editor; see the release notes on GitHub for details!

Just a heads up. If it's anything like SMTIV, you might wanna update all of the stats at once. I had issues with SMTIV using the lowest set it found for the hero and demons at level up.
I've got the meanings of three of the six sets of stats in EO4 figured out, the first and lowest being the base stats, from which the others derive - probably equivalent to the set in SMT4 you're mentioning? The second set are the stats after modifications from Passive Skills are applied (Runemaster's TP Boost, etc.), while the third set holds the stats after any equipment-based modifications are applied (effects from forging, mainly). The other three appear as copies of the third set in my saved data; they might be used in battles for temporary buffs and debuffs? Still need to check that.

What I ended up doing in the editor is to only modify the base stats, then have the user force the game to recalculate all the other stats automatically, by re-equipping any one piece of equipment the changed character has in-game. This should always work, but I haven't tested it extensively yet, mostly just through memory editing via NTR.
 
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xdaniel

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@xdaniel would it be possible to have an export function under maps?
Would be cool if you could export your maps to png/jpg/bmp.
That is a good idea, I totally overlooked that. I'll add an export function in the next release. That'll also give the map editor some more purpose, considering how the in-game mapping functions are much better for actually editing the map anyway.

Edit: added, will be in the next release for sure:

jCeDYBI.png
 
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onepiecefreak

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If I edit the max HP under Edit Base Stats, it seems it doesn't recognise that. For example, you have a max HP of 147 and set current HP on 9999 and max HP on 9999. Then save and reimport and start a fight in the game. If you got hit your current HP suck down to the ingame max HP, in this case 147. Is this a limitation of the game or just a bug that doesn't save the max HP?

Or do I have to reequip my things if I only change the max HP?
 
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xdaniel

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Hrmmm, I might've messed up during my earlier research, so stats editing might still be broken -.- If only testing modified save data on a 3DS was faster, or if NTR was more reliable...

What I can say already, however, is that the game caps the HP and TP to 999, and the other stats (STR, etc.) to 99, so ex. 9999 HP won't be possible. I'll add these limits to the editor in the next version (if I can get stats editing to work right in the first place), so that people won't get confused that their characters won't go over 9000.

Edit: Permanent character stats editing is impossible. Each class has a fixed growth table, inside LevelUp\GrowthTable.tbl in the RomFS. The Landsknecht class appears first in that file, each table entry is 0x14 bytes long (same as one of the six stats entries in the save data).

My Landsknecht has 458 base HP and is at level 74. Leveling up once, to 75, gives her 463 HP. So: (level * 0x14) = offset of Landsknecht stats at level in GrowthTable, thus (74 * 0x14) = 0x5C8. And what's at offset 0x5C8 in the GrowthTable file? 0xCA010000. Or, endian-swapped, 0x000001CA. Or, 458 HP. And what's 0x14 bytes after? 0xCF010000, or 0x000001CF, or 463 HP. Meh.

So, yeah... Permanent character stats editing requires changing each classes' growth table in the RomFS, thus... we're out of luck. I'll be removing the base stats editor again from the next release, as it's kinda pointless when the changed stats will get overridden by the game at some point, on level up at the very latest.
 
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neofranky

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Hmm, what about the permanent bonuses from the books? Is that lost when you alter a Edit a character's level or can you add the boosts? You can always just give yourself a lot of books, though, so it's not like it really matters.

So I edit a character's level to level 99, however when I apply the changes and import the save my character still appear as it's original level (77 in this case). I try rearranging the party and that doesn't seem to help either. So I extract save file again and when I pop it open on Tharsis Forge it shows as if my character was level 99. Perhaps the game recognizes not the level, but the amount of Experience your character has. I've yet to try that, though.

EDIT: Whoops, my bad it seems absolutely no changes are being saved. Could it be because you're probably working on European saves and I am working with North American saves?

Edit 2: Got it to work! The problem was in the Save Manager, as it couldn't load the 5 EOIV saves if it had other save files in the folder. This is odd because I've been able to do that just fine with other games.

Leaving the chronicle in case it happens to someone else.
 
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xdaniel

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Hmm, what about the permanent bonuses from the books? Is that lost when you alter a Edit a character's level or can you add the boosts? You can always just give yourself a lot of books, though, so it's not like it really matters.
I had a look and found where the stat boosts from books are stored in the character data; it's a few bytes beyond the subclass skill levels. These are editable and taken into account on level up, so while you can't directly edit the stats, you can edit the boosts and thus influence most of the stats (STR/TEC/VIT/AGI/LUC) that way. This even appears to work with boosts set to a value higher than 10, which would be the maximum the game allows per book, per character: I set my Landsknecht's to all 255, leveled her up once, and the game happily accepted the values, with all five stats now being 99 (can't override this cap). They even stayed at 255 internally afterwards (i.e. weren't forced down to 10 by the game) according to a RAM dump after level up.

I'll experiment with this a bit more, and if I can't find any negative side-effects, I'll add stat boost editing to the editor for the next version. I'll also add a note that changing these values (as well as probably the level, all things considered) will require the character to level up once for the changes to actually take effect.

Edit, another test: forced Landsknecht's level back down by one to 74, forced EXP to require 1 more EXP to level up back to 75, set the stat boosts to 20 each. Result after level up? STR 87, TEC 62, VIT 82, AGI 73, LUC 53, while the base stats on level 75 are STR 67, TEC 42, VIT 62, AGI 53, LUC 33. In short: it appears to work fine.

Edit 2: New build v1.2.1 released! This removes the non-working direct stats editing and adds stat boost editing instead; it also adds map image exporting. Hopefully this'll work correctly now.
 
Last edited by xdaniel,

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