Halcyon 6: Lightspeed Edition

Halcyon 6: Lightspeed Edition

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Save File edditing and Modding Guide
由 �[Dire_Venom]� 制作
My experiance so far mucking around with save files and the various things you can do with them (without melting the game ^_^).
   
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Introduction
After completing the base game a few times I've decided to play around with various abilities/difficulties to get a better understanding of the game.
Doing so, there is an amazing guide up which provides you with this:



You can edit your saved games and then load them after mucking around with various parts.
(Bear in mind it's your fault if the game stops working, not mine :P). I would recomend making a backup of any important save files.

The simple process:

=>Create a game, get your first two officers.

=>Save your game with a identifiable title.

=>Go to your equivilant of: C:\Users\(*yourname*)\AppData\LocalLow\MASSDMG\Halcyon6LSE

=>Open the save file up (worpad works fine) (you can have your game open, youll just need to reload the save to see changes). It should look like this:
Changing Resources
How to change the basic resources values was already covered in the video, but I'll post it here anyway for quick refernce.

Simply go to the "Find" option, then search "Resources" and press find next untill you get something like this:


Simply just change these values:
resources = {crew = 295, materials = 5500, fuel = 18.0001, dark_matter = 1150},
morale = {terran_morale = 75, station_health = 500},
To the desired ones.
Changing Missions
This one I'm still tinkering with, so the results can be variable.

Please note that marking mission completed=true marks it completed, but does not give you the reward or remove it.
Right bellow the resources code you can find missions as well.
For example,


missions = {
id = "Faction(terran).TechManager",
elements = {
["Hunt Down Pirate Fleets"] = {
id = "Hunt Down Pirate Fleets",
active = true,
label = "Hunt Down Pirate Fleets",
description = "Admirax Zeb has pirate raiders all over the area. If we hunt some down, we may find a clue to his location.",
priority = 1,
creation_date = "11/3/3147 8:00:00 AM",
last_modified = "11/3/3147 8:00:00 AM",
has_expiration = false,
expiry = "1/1/0001 12:00:00 AM",
expired = false,
objectives = {
elements = {
["Destroy One Pirate Fleet"] = {
id = "Destroy One Pirate Fleet",
label = "Destroy one fleet loyal to Admirax Zeb. (Reward: 75 Materials)",
completed = false,
priority = 0,


As you can see we have a bit to play with here : )
Here I have changed the reward for one of the missions and the priority of one of the other sub-missions. The priority determines in what order they are displayed. E.g in the sub heading of the mission priority 1 will be put at the top.

(Changes marked in yellow, results showen on the left)

If you have a sick sense of humour you can change their descriptions as well :P
For example:


As you can see, our officer has a very important task that needs to be attended to at Ghost Head : )
Changing Ship Construction
You can also change a number of values regarding ship consturction.

For example:


By changing

simultaneous_construction_limit = 1,
To
simultaneous_construction_limit = 2,

We can now build 2 ships at once.
Changing Discovered/Unlocked techs
You are also able to unlock and change techs to discovered (e.g you cant get to Hanger lvl 5 without completing a decent chunck of the story line).


I am unsure of all the tech IDs, but if you know what it is called you can change it to discoverable but adding it to list under:


discovered = {
ids = {

I just copied and pasted

"station_terran_ship_hangar_tier2",
and changed it to
"station_terran_ship_hangar_tier5",

To "discover" the lvl 5 shipyard tech on day 1 :P

To unlock new ships, go to:
"TechManager.Investigations", elements = {}},

Each ship has a unique ID, adding the ID to the list will unlock it.
The base unlocked ships are:
"terran_tiny1",
"terran_eng1",
"terran_tac1",
"terran_sci1",
"terran_eng1b",
"terran_tac1b",
"terran_sci1b",

To unlock simply copy the code line (not the shuttle which is tiny1), and change the number (1) to 2,3,4 or 5


As you can see we have unlocked lvl 2 of science ship B.
Changing Crew Combat Responses
You can also edit what your crew say in-combat.
Keep in mind what your crew say is specific to each crew member, thus you would need to edit all your crew if you want them all to say the same thing when hit (e.g add in star trek references).

To find each crews combat dialouge, you want to search their name in the save file.
E.g for my engineering crew Tim:

["eng_tim_simmons_b6f0f015-031b-4693-a2f9-4067fb061e47"] = {
id = "eng_tim_simmons_b6f0f015-031b-4693-a2f9-4067fb061e47",
script_data = {
combat_dialogue = {

Changing Crew stats/abilities
You can also change crew stats as well.
This one can be a bit more trickey as there are a couple of similar bits of code. Only one of them actualy seems to affect stats however. You want the stats located after the morale code lines


You can also add abilities, epics, allow them to command different ship types, add Cruel weapons and abilities, change your officers class etc. As you can see we can add abilities/epics from other classes. You could even create an officer that is a combination of all the classes, or even one which only uses Cruel weaponry :P

E.g: (Totally not overpowered)


Ultimates can easily be added to any officer. The code goes inside the
skill_tree_spec = { },
line. You can just need to insert the required infomation into the brackets. Its easily done by copying and pasting from another officers stats.
Here are some examples.

You can add skills from other racse and ships as well, and allow them to command all ship types:

Under the aquired skills list you can add whatever you want. The skills are arranged in a grid like pattern, with each skill having a position on it's corrosponding tree. You can change your officers class and avalible skill points if you want to easily add other officer abilities.


acquired_skills = {
"operative/ope1_9",
"operative/ope1_5",
"inventor/inv1_6",
"inventor/inv3_6",
"inventor/inv6_6",
"inventor/inv1_9",
"inventor/inv1_4",
"inventor/inv2_3",
"inventor/inv5_4",
"inventor/inv7_5",
"inventor/inv3_2",
"mechanic/mec1_9",
"mechanic/mec1_6",
"mechanic/mec1_5",
"mechanic/mec4_4",
"mechanic/mec3_3",
"mechanic/mec5_5",
"mechanic/mec6_6",
"mechanic/mec5_3",
"mechanic/mec6_4",
"mechanic/mec7_5",
"biologist/bio1_3",
"biologist/bio1_5",
"biologist/bio5_3",
"biologist/bio4_4",
"biologist/bio1_9",
"physicist/phy1_7",
"physicist/phy1_5",
"physicist/phy2_6",
"physicist/phy3_7",
"physicist/phy1_9",
"physicist/phy3_9",
"physicist/phy4_8",
"physicist/phy6_8",
"physicist/phy5_7",
"physicist/phy7_7",
"physicist/phy8_8",
"physicist/phy3_5",
"physicist/phy1_3",
"physicist/phy3_3",
"physicist/phy5_3",
"physicist/phy5_5",
"physicist/phy7_5",
"physicist/phy8_4",
"physicist/phy8_6",
"physicist/phy9_5",
"physicist/phy9_7",
"physicist/phy3_2",
"physicist/phy5_2",
"strategist/str1_3",
"strategist/str1_9",
"strategist/str2_4",
"strategist/str1_5",
"strategist/str3_5",
"strategist/str3_3",
"strategist/str4_4",
"strategist/str2_10",
"strategist/str1_7",
"strategist/str3_7",
"strategist/str4_8",
"strategist/str6_4",
"strategist/str4_6",
"strategist/str6_8",
"strategist/str6_6",
"strategist/str8_4",
"strategist/str9_5",
"strategist/str10_4",
"strategist/str7_9",
"strategist/str8_8",
"strategist/str10_8",
"strategist/str9_7",
"strategist/str3_2",
"strategist/str5_2",
"biologist/bio3_2",
"operative/ope2_8",
"operative/ope1_3",
"operative/ope2_4",
},
respec_count = 0,
power_use_counts = {
gc_eng_grey_goo2 = 1,
gc_tac_arc_laser3 = 1,
gc_eng_ghost_pepper_bomb1 = 1,
gc_eng_kirkish_haymaker2 = 2,
gc_sci_emergency_meds3 = 1,
gc_sci_emergency_meds2 = 1,
},
profile_id = "bo4_gneerox",
class_id = "operative",
pending_level_up_triggers = {},
},

[Work in Progress]
I am still fiddling round with the save files, and they are pretty huge so it'll take me a while to learn how to change some of the more complex mechanics.
I will add more sections as I try edditing different parts on the save files.

Hope this guide was useful!
13 条留言
Füchsingeist 2024 年 3 月 9 日 上午 9:26 
Just in case, is there a way to "mod" a fix? In officer traits tab no traits are visible except ranks
Prolbo 2019 年 11 月 27 日 上午 6:50 
Lol. In save edit guide I found much more userfull info for modding than in modding guide.
�[Dire_Venom]�  [作者] 2018 年 10 月 3 日 下午 4:23 
Glad it's been useful :)
💖 Officer Hotpants 💖 2018 年 10 月 3 日 上午 6:09 
Interesting stuff. As useful as stat & ability modding is, I think the ability to change their individual dialogue is actually my favorite part. Now my crew will be able to respond as I do. Which is to say with copious obscenities in between bouts of growing garbled angrish.
Lurch456 2018 年 4 月 13 日 上午 2:14 
BTW i edited from the steam game file
Lurch456 2018 年 4 月 13 日 上午 2:13 
ok game broke when i used word doc i edited the didiculty dec names and text fore isidell *combat diologe officer dec can you give me a eg on how to close open brackets? and what the right space is?
�[Dire_Venom]�  [作者] 2018 年 4 月 12 日 下午 7:42 
Personaly I just used Wordpad or the such. Notepad ++ should work as well, pretty much any text editor.

You just want to be mindfull of always closing brackets and putting text in the right space.

I havn't tried it with the new updates, but everything should all work just fine.
Generaly if somethings mucked up it will still run just fine but not include that part.
Lurch456 2018 年 4 月 12 日 下午 6:54 
what progarm do i need to edit save files work keeps sqrewing up on me! }:/
�[Dire_Venom]�  [作者] 2017 年 12 月 26 日 下午 7:11 
You will find a list like this for your officers:


name = "Jacinta Kaiser",
sets = {
traits = {
{
id = "personality_anomic_aphasia_trait",
type_id = "personality_anomic_aphasia_trait",
seconds_until_next_tick = 3,
disrupted_power_id = nil,
},
{
id = "officer_ship_trait_can_command_terran_tier1_tac",
type_id = "officer_ship_trait_can_command_terran_tier1_tac",
seconds_until_next_tick = 3,
disrupted_power_id = nil,
},
{

Just add the ppropiate lines to it.
�[Dire_Venom]�  [作者] 2017 年 12 月 26 日 下午 7:09 
@caqv2011 you want to find the flowing section for the appropiate officer:

"officer_ship_trait_can_command_yabbling",
type_id = "officer_ship_trait_can_command_yabbling",
seconds_until_next_tick = 3,
disrupted_power_id = nil,
},

There is also can command pirate, Curel etc traits as well. You can just copy and past them and the officer can command that type of ship!
In the save file it should be about 66% of the way down the list.
Try searching for officer_ship_trait_can_command until you find it on one of your officers.