Tannar on 15/11/2015 at 03:12
First, welcome to the forum!
Second, I'm sorry I can't help you, but if there is any way to do it someone here will probably know how.
Yandros on 15/11/2015 at 03:22
Saves can be modified in Dromed, but the problem is you're already dead in the save game so it would be difficult for anyone to really do much to help with that. I would recommend just going back to a previous hard save if you have one, or starting over if you have to, and chalking it up as a learning experience.
Karnage2015 on 15/11/2015 at 03:26
Quote Posted by Yandros
it would be difficult for anyone to really do much to help with that
So this means it's pretty much impossible?
Unfortunately, this is the only save file I have and the level was far too big to just start over (and still maintain the enjoyment).
Yandros on 15/11/2015 at 04:47
Well, you saved it after dying, and the engine does some things to the player object when that happens that are hard to undo. That being said, I can look at the save in the editor and try to salvage it.
EDIT
I saw in the other thread that R Soul was unable to do anything, so I'm fairly certain I wouldn't be able to either. Sorry.
R Soul on 15/11/2015 at 17:23
Almost....
I found that deleting the player object caused me to return to the starting point. I was able to restore the inventory items with a bit of scripting, but the right click button (i.e. use or frob) doesn't seem to work with them.
Yandros on 15/11/2015 at 17:25
I don't imagine you could have just deleted the Deathstage and Current mode props from the player... probably the VictoryCheck script had already initiated the death/mission fail sequence.
R Soul on 15/11/2015 at 19:11
That was the first thing I tried.
Weapons aren't working either. I've had enough. Here's what I did to get the player out of immediate danger, but without being able to use most inventory items. Even though there are still problems, maybe someone else could take these steps and add something to get it working fully:
How to (almost) recover a bad savegame.
Problem: the player has accidentally quicksaved just after dying.
Solution:
In Dromed, load the quicksave
Note the Contains links from the Player object. If there are too many to manually copy, do this:
Create a new metaprop called M-Stimmed (the name doesn't matter). It's easier to understand its purpose of you fill in its properties later.
Make a new Stim, called ContainStim - this is guaranteed not to interfere with any other objects in the mission.
Create a marker very close to Player. Give it a Stim: ContainStim, a small radius (just enough to reach the player), and modify the period (e.g 1000 instead of 5000).
Edit the Garrett archetype. Add a ContainStim receptron. Effect: Permeate into container.
Edit the Physical archetype. Add a Receptron for ContainStim. Effect: Add metaprop, target: me, agent: M-Stimmed
In the console type set game_mode_backup 0 and go into game mode. After the period, ContainStim will affect Player, which will stim all the contents. They will all get the M-Stimmed metaprop, and so will Player.
Delete the Player object. The metaprops will be left on all the contained objects.
Go back to game mode, and the stim will be transmitted. Return to the editor (game_mode_backup is off so changes will persist)
Delete the Player object, and the marker, and go back in game (persistent_player_pos should be off). You'll return to the starting point, with a new player object created. Go back to the editor and you'll see it.
In the mission I tested this in, the player moved twice as fast as normal. In the console type scale_player_speed 0.5 to correct it.
Problem: When restoring the Contains links, many objects don't work.
Edit M-Stimmed
Add NVLinkBuilder
Design note: NVLinkBuilderOn="AddLink"; NVLinkBuilderLinkType="Contains"; NVLinkBuilderLinkSource="Player"; NVLinkBuilderLinkDest="[me]"
(Remember to load NVScript, but the FM may already be using it)
Create a button.
Add NVFrobToggle
Design note: NVFrobToggleTOn="AddLink"; NVFrobToggleTDest="@Physical"
Go in game and frob the button. The contained items will show up in your inventory. Make a quicksave, either in game or save it in Dromed.
john9818a on 16/11/2015 at 09:27
Maybe find someone who has a good game save from the same FM?