Steam Force Save (TWEAK)(NO HACKS/MODS)(FORCE SAVE FIX FOR STEAM USERS!!)
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
Probably try at the end of the code. If that doesn't work, go with at the end of that section.
Spore is creative, even the mods and hacks.
Or, should I say, especially the mods and hacks?
Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
Or, should I say, especially the mods and hacks?
Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
- Rogue_Jaeger
- Cell
- Posts: 9
- Joined: Sun Feb 23, 2014 12:08 am
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
Okay, I placed the edits on a new line at the very end of the code and it worked! I did a test save of a creature with DI parts and it worked!
However I now have another slight problem.
Prior to installing DI, I made sure to remove all the other mods I had that would conflict with DI. Everything installed properly, I have all the parts and everything!
But here is the problem. I know from reading previous posts on the topic that if you view a creation you made previously after installing DI the game will replace the corresponding parts with their DI counterparts [at least that's what I understand] I have not had THIS problem. Instead something else a little odd is happening.
Creatures I've used kurldowns on or any other piece to build up a face structure all of a sudden is shifted all out of whack when I view the creature in the editor. The pieces jump all over the face in the same fashion as sometimes when you go to reposition the head and any detailing you've put on it suddenly shifts position.
I thought maybe it was just a glitch so I brought up some of my buddy's creations that had similar face structures and when I viewed them in the editor it did the same thing! Weird.
I did NOT check to see if the display would be weird in actual game yet, just the editor.
Another thing I noticed is when I got to view a creature the background starts to glitch really bad. I tried changing my display settings but that did not help. Could one of the other mods I have installed be causing this problem?
Programs (x86) Steam SteamApps common Spore DataEP1
2013_DI_NC
46722-unlimitedSoL
67181-infinitepartsize
81217-unlimitedcolonypacks
82496-Galacticcodenobreak
Arenas_RDX9
Arenas_Textures
DavoFlightModMoon
Spore_EP1_Content_01
Spore_Ep1_Content_02
Spore_Ep1_Data
Spore_EP1_Locale_01
Spore_EP1_Locale_02
However I now have another slight problem.
Prior to installing DI, I made sure to remove all the other mods I had that would conflict with DI. Everything installed properly, I have all the parts and everything!
But here is the problem. I know from reading previous posts on the topic that if you view a creation you made previously after installing DI the game will replace the corresponding parts with their DI counterparts [at least that's what I understand] I have not had THIS problem. Instead something else a little odd is happening.
Creatures I've used kurldowns on or any other piece to build up a face structure all of a sudden is shifted all out of whack when I view the creature in the editor. The pieces jump all over the face in the same fashion as sometimes when you go to reposition the head and any detailing you've put on it suddenly shifts position.
I thought maybe it was just a glitch so I brought up some of my buddy's creations that had similar face structures and when I viewed them in the editor it did the same thing! Weird.
I did NOT check to see if the display would be weird in actual game yet, just the editor.
Another thing I noticed is when I got to view a creature the background starts to glitch really bad. I tried changing my display settings but that did not help. Could one of the other mods I have installed be causing this problem?
Programs (x86) Steam SteamApps common Spore DataEP1
2013_DI_NC
46722-unlimitedSoL
67181-infinitepartsize
81217-unlimitedcolonypacks
82496-Galacticcodenobreak
Arenas_RDX9
Arenas_Textures
DavoFlightModMoon
Spore_EP1_Content_01
Spore_Ep1_Content_02
Spore_Ep1_Data
Spore_EP1_Locale_01
Spore_EP1_Locale_02
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
The knurldown misplacement is just because darkspore has different models with stretching handles on the knurl downs than core spore.
Spore is creative, even the mods and hacks.
Or, should I say, especially the mods and hacks?
Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
Or, should I say, especially the mods and hacks?
Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
- Rogue_Jaeger
- Cell
- Posts: 9
- Joined: Sun Feb 23, 2014 12:08 am
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
Alright so its going to do that then. Okay I just wanted to make sure it wasn't something I had done wrong by mistake. It makes sense, one version of the game isn't going to be an exact copy of the other. Spore was released in 2008 and DarkSpore was released in what...2010? 2011? I'm going to sit back and assume that even though the models look odd to me when I view them they still look as they did before to everyone else who sees them. They wouldn't have changed unless say that person viewing them also has DI. The creatures wouldn't change in the normal version and wouldn't have changed how they look in any adventures they are placed in.
This is probably a really stupid question, please forgive me as I'm no modder or techie for that matter. Does DI act like an extension pack such as Creepy and Cute for example? So if I stick creatures that I used DI on and put them in an adventure and published that adventure, those creatures with DI will not show up unless that person playing it has DI correct? I just wanted to make absolutely sure as I had several projects I wanted to start working on concerning adventures and creatures that were made with DI. If anything I'll just make two versions of each creature so I will have a DI version of the adventure and the normal version. I already have CC and non CC versions of the same adventure.
I know certain mods like the latest unlimited complexity mod or the infinite parts size mod, those creatures will not share but they will show up in a published adventure. Now I heard somewhere that Davo mentioned to someone if you take a modded creature and lock it as an adventure's captain it will download and that's how you can get around the 'share' block on modded creatures. I haven't tried it yet myself but I am planning on giving it a go just to see. I'm just curious as to if there is any truth to this claim at all.
So back to my creations real quick, sorry for jumping topics. My previous creations are only going to look odd to me because of the mod but otherwise they were not changed and will remain the same. So if I go in and attempt to fix what looks out of place to me....it will be like a mirror effect and be backwards. As in it will look perfect to me but someone viewing the creation without DI [again assuming DI doesn't function like CC] it would look weird because of the difference you spoke of in the parameters.
I had one other quick question. Again I do apologize for taking up so much of your time with this. The background when I'm viewing the creations...this doesn't happen when I'm in test drive mode or in the actual editing mode just when I'm viewing the creation from the main screen. The background starts to glitch. I tried adjusting my display settings and that didn't fix it. I'm curious as to if this is just Spore being Spore [all its wonderful glitches] or if its something to do with my own computer. I thought it might have been my security system causing a conflict so I turned it off and it didn't help. So I'm starting to think it might either be my computer itself or Spore.
I bought my laptop a little over a year ago. Its a Gateway Quad Core Processor. 4GB DDR3 Memory. AMD Radeon HD 6520G with 512 MD Graphics System. 750 GB HDD. 15.6" 16:9 HD LED LCD.
Spore came out in 2008 and since my laptop is newer than 2008...I'm just curious as to if my graphics card is iffy or if its just Spore.
I just wanted to let you know I really do honestly appreciate your patience and willingness to help me. I know this type of thing can be a rather thankless job/responsibility. Some people can be impatient and want what they want when they want it and they think you should be able to fix anything instantly when its certainly not that easy. People don't always think about everything that goes into this sort of thing. [I get that with my job day in and day out as well.] So I just wanted to let you know how much I appreciate your time and effort. It really does mean a lot to me. Thank you so much.^^
This is probably a really stupid question, please forgive me as I'm no modder or techie for that matter. Does DI act like an extension pack such as Creepy and Cute for example? So if I stick creatures that I used DI on and put them in an adventure and published that adventure, those creatures with DI will not show up unless that person playing it has DI correct? I just wanted to make absolutely sure as I had several projects I wanted to start working on concerning adventures and creatures that were made with DI. If anything I'll just make two versions of each creature so I will have a DI version of the adventure and the normal version. I already have CC and non CC versions of the same adventure.
I know certain mods like the latest unlimited complexity mod or the infinite parts size mod, those creatures will not share but they will show up in a published adventure. Now I heard somewhere that Davo mentioned to someone if you take a modded creature and lock it as an adventure's captain it will download and that's how you can get around the 'share' block on modded creatures. I haven't tried it yet myself but I am planning on giving it a go just to see. I'm just curious as to if there is any truth to this claim at all.
So back to my creations real quick, sorry for jumping topics. My previous creations are only going to look odd to me because of the mod but otherwise they were not changed and will remain the same. So if I go in and attempt to fix what looks out of place to me....it will be like a mirror effect and be backwards. As in it will look perfect to me but someone viewing the creation without DI [again assuming DI doesn't function like CC] it would look weird because of the difference you spoke of in the parameters.
I had one other quick question. Again I do apologize for taking up so much of your time with this. The background when I'm viewing the creations...this doesn't happen when I'm in test drive mode or in the actual editing mode just when I'm viewing the creation from the main screen. The background starts to glitch. I tried adjusting my display settings and that didn't fix it. I'm curious as to if this is just Spore being Spore [all its wonderful glitches] or if its something to do with my own computer. I thought it might have been my security system causing a conflict so I turned it off and it didn't help. So I'm starting to think it might either be my computer itself or Spore.
I bought my laptop a little over a year ago. Its a Gateway Quad Core Processor. 4GB DDR3 Memory. AMD Radeon HD 6520G with 512 MD Graphics System. 750 GB HDD. 15.6" 16:9 HD LED LCD.
Spore came out in 2008 and since my laptop is newer than 2008...I'm just curious as to if my graphics card is iffy or if its just Spore.
I just wanted to let you know I really do honestly appreciate your patience and willingness to help me. I know this type of thing can be a rather thankless job/responsibility. Some people can be impatient and want what they want when they want it and they think you should be able to fix anything instantly when its certainly not that easy. People don't always think about everything that goes into this sort of thing. [I get that with my job day in and day out as well.] So I just wanted to let you know how much I appreciate your time and effort. It really does mean a lot to me. Thank you so much.^^
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
I think the only way to test the adventures is to try it. I can't say for sure, because I never have and never will be able to log onto the spore forums, but making a version with and a version without is a good idea.
It is possible to share creatures using the lock as a captain function. That I know for sure.
Also, how does the background glitch? Does it look like there are multiple models rendering through eachother, a weird distorted plane of texture, etc.... Because different graphical glitches can mean different issues.
About the creations, what I would do is leave them alone for now until you need to use them, then just use the square handle to push out all their sunk in parts. I also highly recommend my color pack mod if you like doing face sculpting or adding little details.
It is possible to share creatures using the lock as a captain function. That I know for sure.
Also, how does the background glitch? Does it look like there are multiple models rendering through eachother, a weird distorted plane of texture, etc.... Because different graphical glitches can mean different issues.
About the creations, what I would do is leave them alone for now until you need to use them, then just use the square handle to push out all their sunk in parts. I also highly recommend my color pack mod if you like doing face sculpting or adding little details.
Spore is creative, even the mods and hacks.
Or, should I say, especially the mods and hacks?
Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
Or, should I say, especially the mods and hacks?
Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
- Rogue_Jaeger
- Cell
- Posts: 9
- Joined: Sun Feb 23, 2014 12:08 am
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
I have been trying to log into the official Spore Forums for awhile now and it won't work. Everything just freezes up. Now I can back out of the page and browse the forums/sporepedia without being logged in but of course without being logged in I cannot download anything. I thought this might have been something to do with all the rumors floating around [and as far as I know they may or may not be true] that EA/Maxis abandoned Spore. As such the forums don't work anymore. I didn't believe it at first but ever since I've found myself unable to log it...its looking to me like its proving true. Its really weird and kinda frustrating to say the least.
Anyway, I will take your advice and run an adventure to see what happens.
Now as far as the graphics are concerned, the background when I'm viewing the creature [again not in test drive or actual build mode] becomes pixelated when I rotate the camera to view the creature. It just looks like its not rendering properly, like it can't keep up with the movement speed of the camera. The creature itself remains unaltered but the background pixelates and starts to overlap on itself. Occasionally it will correct itself but not usually.
I've also come to encounter another problem it seems. Several of the DI parts are invisible when I place them on a creature, but when I save it they show up when I go to view the creature. If I open the creature up in the editor mode the parts become invisible again. So far this only happened with one specific part. A set of wings that came with DI. The ones that look like a more detailed version of the dragon like/bat like wings from core spore. I haven't gone through and tested out every single part to see if I get the same reaction on others but I'm going to guess the likely hood of finding more parts that does this is decent enough.
A color pack mod? Ooo that sounds really neat! Where might I find that one?
Anyway, I will take your advice and run an adventure to see what happens.
Now as far as the graphics are concerned, the background when I'm viewing the creature [again not in test drive or actual build mode] becomes pixelated when I rotate the camera to view the creature. It just looks like its not rendering properly, like it can't keep up with the movement speed of the camera. The creature itself remains unaltered but the background pixelates and starts to overlap on itself. Occasionally it will correct itself but not usually.
I've also come to encounter another problem it seems. Several of the DI parts are invisible when I place them on a creature, but when I save it they show up when I go to view the creature. If I open the creature up in the editor mode the parts become invisible again. So far this only happened with one specific part. A set of wings that came with DI. The ones that look like a more detailed version of the dragon like/bat like wings from core spore. I haven't gone through and tested out every single part to see if I get the same reaction on others but I'm going to guess the likely hood of finding more parts that does this is decent enough.
A color pack mod? Ooo that sounds really neat! Where might I find that one?
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
The skeleton wings and green foot have know issues in the editor, just try and work around that.
Also: http://www.davoonline.com/phpBB3/viewto ... 118&t=5071
Also: http://www.davoonline.com/phpBB3/viewto ... 118&t=5071
Spore is creative, even the mods and hacks.
Or, should I say, especially the mods and hacks?
Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
Or, should I say, especially the mods and hacks?
Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
- Rogue_Jaeger
- Cell
- Posts: 9
- Joined: Sun Feb 23, 2014 12:08 am
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
Oh awesome thank you!^^ I will definitely give this mod a try!
Also, I just wanted to report back with a bit of news concerning the DI.
I tried playing an adventure and I was correct in my suspicions that because of the difference in the editor, having DI makes all the creatures in adventures have misplaced details, weapons, etc. So its not just effecting my own creations but other creations as well.
Its a little weird but meh. No biggie. I am going to keep DI but I decided that I'm just going to take the mod in and out when I feel like using it or not using it. I've pulled mods in and out a lot before and it didn't mess up my game so pulling out and putting DI back when I want to use it and don't want to use it shouldn't be that big of an ordeal.
Anyways thanks again for all your help!^^
Also, I just wanted to report back with a bit of news concerning the DI.
I tried playing an adventure and I was correct in my suspicions that because of the difference in the editor, having DI makes all the creatures in adventures have misplaced details, weapons, etc. So its not just effecting my own creations but other creations as well.
Its a little weird but meh. No biggie. I am going to keep DI but I decided that I'm just going to take the mod in and out when I feel like using it or not using it. I've pulled mods in and out a lot before and it didn't mess up my game so pulling out and putting DI back when I want to use it and don't want to use it shouldn't be that big of an ordeal.
Anyways thanks again for all your help!^^
- SilentAegis
- Hatchling
- Posts: 1
- Joined: Sun Mar 23, 2014 11:35 pm
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
Hold on. I have no damn idea what coding is. On a new line? What does that mean? At the bottom of file? The bottom of the notepad text itself? You say create a new line, but how do I do that? What do I type? Sorry if this seems absurd to ask, but I am not familiar with coding. Help! D:
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
Press enter at the bottom, and type what is written in the OP, then save it. Done.
Spore is creative, even the mods and hacks.
Or, should I say, especially the mods and hacks?
Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
Or, should I say, especially the mods and hacks?
Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
- ThisisCanada98
- Hatchling
- Posts: 1
- Joined: Tue Jun 10, 2014 4:36 pm
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
I also want to know where and how exactly I put the text into the file.
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
Copy/paste it at the end
Spore is creative, even the mods and hacks.
Or, should I say, especially the mods and hacks?
Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
Or, should I say, especially the mods and hacks?
Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
- omegaxeraimus
- Cell
- Posts: 7
- Joined: Sun Jun 30, 2013 2:40 am
- Age: 37
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
Oh my god this fixed the steam can't save crap for me! What I did before worked for a little while but then they updated it and blocked the mod saves. but now I can SAVE AAGAIN!!! Woo more mods. ^___^
Thanks Davo!
Thanks Davo!
God of monsters the next big thing to happen to the kaiju world!
- Necromorph790
- Hatchling
- Posts: 1
- Joined: Mon Jun 23, 2014 8:07 pm
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
ok I have read the posts but explain it a little better how do you or what do you do at the bottom of the page this is what I have
this is the bottom of my config page
# These are all of the alert dialogs localized if text is present (from AppConfig.txt)
if (varExists(showConfigAlerts) and ($showConfigAlerts))
trace "=== Test Alerts"
alert "not localized" 1000 -info -always # 3e8
alert "not localized" 1001 -info -always # 3e9
alert "not localized" 1002 -info -always # 3ea
alert "not localized" 1004 -info -always # 3ec
alert "not localized" 1005 -info -always # 3ed
alert "not localized" 1010 -info -always # 3f2
alert "not localized" 1011 -info -always # 3f3
alert "not localized" 1012 -info -always # 3f4
alert "not localized" 2000 -info -always # 7d0
alert "not localized" 2001 -info -always # 7d1
alert "not localized" 2002 -info -always # 7d2
alert "not localized" 2003 -info -always # 7d3
endif
boolProp disableValidation true
EDIT:
this is my properties file spot
#######################################################
# Names for props set directly by config manager script
#
property ShaderPath (hash(ShaderPath)) int
property EffectsInstancing (hash(effectsInstancing)) bool
property MRT 41 bool
property AlwaysFullscreen 0x05dd4647 bool
property RenderTargetCorrection 68 bool
property dropShadowQualityText (hash(dropShadowQualityText)) int
property dropShadowQualityImage (hash(dropShadowQualityImage)) int
property NumFramesToBuffer 0x05c97448 int
property terrainGenerateBrushesPerFrame (hash(terrainGenerateBrushesPerFrame)) int
property terrainGenerateSingleStep (hash(terrainGenerateSingleStep)) bool
property terrainGenerateTimeLimit (hash(terrainGenerateTimeLimit)) int
# Mac
property MacSpecificText 0x061b67b6 bool
property Support51Audio 0x063ab656 bool
# ColladaExport
property HasShownExportToolEULA 0x087c4363 bool
property disableValidation 0x055d7ca1 bool true <------ this is that file for the properties file thing
this is the bottom of my config page
# These are all of the alert dialogs localized if text is present (from AppConfig.txt)
if (varExists(showConfigAlerts) and ($showConfigAlerts))
trace "=== Test Alerts"
alert "not localized" 1000 -info -always # 3e8
alert "not localized" 1001 -info -always # 3e9
alert "not localized" 1002 -info -always # 3ea
alert "not localized" 1004 -info -always # 3ec
alert "not localized" 1005 -info -always # 3ed
alert "not localized" 1010 -info -always # 3f2
alert "not localized" 1011 -info -always # 3f3
alert "not localized" 1012 -info -always # 3f4
alert "not localized" 2000 -info -always # 7d0
alert "not localized" 2001 -info -always # 7d1
alert "not localized" 2002 -info -always # 7d2
alert "not localized" 2003 -info -always # 7d3
endif
boolProp disableValidation true
EDIT:
this is my properties file spot
#######################################################
# Names for props set directly by config manager script
#
property ShaderPath (hash(ShaderPath)) int
property EffectsInstancing (hash(effectsInstancing)) bool
property MRT 41 bool
property AlwaysFullscreen 0x05dd4647 bool
property RenderTargetCorrection 68 bool
property dropShadowQualityText (hash(dropShadowQualityText)) int
property dropShadowQualityImage (hash(dropShadowQualityImage)) int
property NumFramesToBuffer 0x05c97448 int
property terrainGenerateBrushesPerFrame (hash(terrainGenerateBrushesPerFrame)) int
property terrainGenerateSingleStep (hash(terrainGenerateSingleStep)) bool
property terrainGenerateTimeLimit (hash(terrainGenerateTimeLimit)) int
# Mac
property MacSpecificText 0x061b67b6 bool
property Support51Audio 0x063ab656 bool
# ColladaExport
property HasShownExportToolEULA 0x087c4363 bool
property disableValidation 0x055d7ca1 bool true <------ this is that file for the properties file thing
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
what is this garbled up mess of a sentence? or is it a question? i do apologize if you are not good at english, but even then you could have split it up to make more sense of it.Necromorph790 wrote:ok I have read the posts but explain it a little better how do you or what do you do at the bottom of the page this is what I have
do i update the op with this information?
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Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
Hi im probably going to get trolled realy bad now but im trying to make your mod work(Dark Injections), and it looks great btw thanks for all your hard work you did with it. Now i have never done any programing in my life and never moded spore before, and im trying to get the save to work. After a bit of looking around i got my hands on the files i needed and put them in the right folder and all that. I think i did the Properties.txt right, not getting any error msg. But im not sure but im guessing that i need to edit the ConfigManager.txt before the endif or should i put boolProp disableValidation true after the endif? Puting it after gives me a error message so im guessing that i should put it before the endif. The problem is that even when i put it before the endif i still cant save, i do have a strong feeling that the error is sitting behind my keyboard ^^. I sure hope that you still read posts on this tread or i may try to harass you by sending you a pm =)
The ending of my Properties.txt looks like this:
# Mac
property MacSpecificText 0x061b67b6 bool
property Support51Audio 0x063ab656 bool
# ColladaExport
property HasShownExportToolEULA 0x087c4363 bool
property disableValidation 0x055d7ca1 bool true
----------------------------------------------------------------------------------------------------------------------------
And my ConfigManager.txt looks like this:
alert "not localized" 1010 -info -always # 3f2
alert "not localized" 1011 -info -always # 3f3
alert "not localized" 1012 -info -always # 3f4
alert "not localized" 2000 -info -always # 7d0
alert "not localized" 2001 -info -always # 7d1
alert "not localized" 2002 -info -always # 7d2
alert "not localized" 2003 -info -always # 7d3
boolProp disableValidation true
endif
----------------------------------------------------------------------------------------------------
Probably easyer for you to see what im doing wrong by just posting it
Sorry for making a insanly long post
The ending of my Properties.txt looks like this:
# Mac
property MacSpecificText 0x061b67b6 bool
property Support51Audio 0x063ab656 bool
# ColladaExport
property HasShownExportToolEULA 0x087c4363 bool
property disableValidation 0x055d7ca1 bool true
----------------------------------------------------------------------------------------------------------------------------
And my ConfigManager.txt looks like this:
alert "not localized" 1010 -info -always # 3f2
alert "not localized" 1011 -info -always # 3f3
alert "not localized" 1012 -info -always # 3f4
alert "not localized" 2000 -info -always # 7d0
alert "not localized" 2001 -info -always # 7d1
alert "not localized" 2002 -info -always # 7d2
alert "not localized" 2003 -info -always # 7d3
boolProp disableValidation true
endif
----------------------------------------------------------------------------------------------------
Probably easyer for you to see what im doing wrong by just posting it
Sorry for making a insanly long post
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
honestly you can add everything on the first lines of both text files.
if you are going to do it put it under the endif
if you are going to do it put it under the endif
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Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
Im sorry for my ignorance but im not entirely sure if what you are saying is that its right or wrong to edit the files in the way i did. If its not to much truble would you mind showing what it should look like? Or upload working copies of the files that are correctly edited. Thank you for taking the time to answer my questions especially considering my lacking understanding of programing.
Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
Code: Select all
#############################################################################
# Configuration rules and options for Spore
#
# Andrew Willmott
#
# This script both defines what the various game options
# do, and sets defaults for them based on the video
# card, sound card, CPU, and other factors.
#
# It also sets some properties determining what the
# hardware will support.
#
# the following are equivalent, the error code is used as the guid if no id is supplied
# alert "You are running with new preferences" 1010 -info
# alert "You are running with new preferences" 1010 -info -id 0x000003f2
# alert "You are running with new preferences" 1010 -info -id AppConfig!0x000003f2
#############################################################################
# Constants
#
boolProp recordMovieLength 9999
boolProp disableValidation true
boolProp playOpeningMovie false
set Off 0
set On 1
set Low 1
set Medium 2
set High 3
# Shader paths -- must match with Material/config.mtl
seti shaderPath2_m 0
seti shaderPath2_0 1
seti shaderPath2_x 2
seti shaderPath3_0 3
#############################################################################
# Set up
#
setVariables
setb isVista false
if (match("${OSName}", "*vista*"))
setb isVista true
endif
if ($isVista and $VistaKB940105Required)
alert "The game may run out of address space with some configurations\nand video cards, resulting in stability problems.\n\nIt is recommended that you install the latest Windows Vista Service Pack\nand check for updated video drivers.\n\nFor details see the Microsoft Knowledge Base article\n\n http://support.microsoft.com/default.aspx/kb/940105\n\n" 2003 -warning
endif
if ($cider)
# Running under Mac wrapper. Set mac-specific options here
boolProp AlwaysFullscreen true
boolProp RenderTargetCorrection false
boolProp MacSpecificText true
boolProp Support51Audio false
endif
#############################################################################
# Initial defaults.
#
# These may be overridden below according to CPU or card.
setOption OptionShadows $High
setOption OptionTextureDetail $Medium
setOption OptionEffects $High
setOption OptionBakeQuality $High
setOption OptionLighting $High
setOption OptionPlanetQuality $High
setOption OptionDOF $Low
setOption OptionHighResTextures $Low
setOption OptionPhotoRes $Medium
setOption OptionVideoRes $Medium
setOption OptionAudioPerformance $Medium
setOption OptionGameQuality $High
setOption OptionDiskCacheSize 4 # 1 GB
setOption OptionTutorialsEnabled $On
setOption OptionShowHints $On
setOption OptionEdgeScroll $On
setOption OptionBuddiesOnly $Off
setOption OptionFitToScreen $Off
setOption OptionExplainSporepedia $On
setOption OptionExplainPaintLikeThis $On
setOption OptionExpireOld $Off
setOption OptionArchiveExpired $Off
setOption OptionExpireDays 30
setOption OptionDownloadSize 8
setOption OptionUpdateLimit $Off
setOption OptionUpdateLimitDays 7
setOption OptionCaptureUI $Off
setOption OptionCellControls $Off
setOption OptionCreatureControls $Off
setOption OptionTribeControls $Off
setOption OptionCivControls $Off
setOption OptionSpaceControls $Off
#############################################################################
# Identify graphics adapter
#
# Set some config variables based on a card table and vendor specific rules.
# Note that Remote launch on Vista returns no vendor.
set cardName "Unknown"
set cardVendor "Unknown"
setb isCardFound false
include "VideoCards.txt"
# Fallback on the card name text supplied by the card itself.
# Assumes that at least the cardVendor has been matched, since
# vendor name is not contained in some vendor card names.
# Note that specific vendors are overridden to a default card.
# For AMD -> Radeon 9800 Pro
# For NVIDIA -> NVIDIA GeForceFX 5200 SE
if (not $isCardFound)
set cardName $graphicsCard
endif
#############################################################################
#
# Testing Code
#
# For testing
setb doTestCPU false
setb doTestGPU false
if ($doTestCPU)
seti pentium4 0
seti cpuCount 1
seti cpuSpeed 2000
set cpuBrand "AMD Athlon64"
endif
if ($doTestGPU)
# test some 2.0/3.0 cards
set cardVendor "AMD"
set cardName "Radeon 9600"
set cardVendor "Intel"
set cardName "915"
set cardVendor "NVIDIA"
set cardName "GeForce 5900"
# card strings confuse 6800 SE comparisons
#set cardName "NVIDIA GeForce 6800 Series GPU"
seti testShaderModel 2
seti maxVertexProgramVersionHW ($testShaderModel*256)
seti maxPixelProgramVersion ($testShaderModel*256)
# have to set this, since some overrides fallback on graphicsCard string
set graphicsCard $cardName
endif
#############################################################################
#
# Option Levels
#
seti cpuLevelHigh 3
seti cpuLevelMedium 2
seti cpuLevelLow 1
seti gpuLevelHigh 3
seti gpuLevelMedium 2
seti gpuLevelLow 1
# Shader paths -- must match with Material/config.mtl
seti shaderPath2_m 0 #2 minimal
seti shaderPath2_0 1
seti shaderPath2_x 2
seti shaderPath3_0 3
#############################################################################
#
# CPU Assessment
#
seti adjustedCPU $cpuSpeed
setb cpuAMD false
if (match("${cpuBrand}", "*AMD*"))
setb cpuAMD true
endif
seti cpuCutoffLow 2000
seti cpuCutoffMed 2400
if ($pentium4 > 0)
# intel p4 hyperthread or multiprocessor
if ($hyperthreading > 0)
# only count real cpus
seti cpuCount (floor(${cpuCount} / 2))
endif
if ($cpuCount > 1)
seti adjustedCPU (round($adjustedCPU * 1.3334))
endif
seti cpuCutoffLow 2400
seti cpuCutoffMed 2800
elseif ($cpuCount == 1)
if ($cpuAMD)
# amd single core (xp, 64)
seti cpuCutoffLow 1800
seti cpuCutoffMed 2000
else
# pentium m, celeron, etc
seti cpuCutoffLow 2000
seti cpuCutoffMed 2200
endif
else
if ($cpuAMD)
# amd multicore (athlon 64x2)
seti cpuCutoffLow 1600
seti cpuCutoffMed 1900
else
# intel multicore (core duo, core2 duo)
seti cpuCutoffLow 1800
seti cpuCutoffMed 2100
endif
endif
# rate the cpu
if ($adjustedCPU < $cpuCutoffLow)
seti cpuLevel $cpuLevelLow
elseif ($adjustedCPU < $cpuCutoffMed)
seti cpuLevel $cpuLevelMedium
else
seti cpuLevel $cpuLevelHigh
endif
#############################################################################
#
# GPU Assessment
#
# track specific vendors
setb isNvidia false
#setb isNvidiaIntegrated false
setb isAMD false
#setb isAMDIntegrated false
setb isIntel false
setb isIntelIntegrated false
setb isS3 false
setb isVendorUnknown false
setb isLimitedVideoMemory false
# convert to major version
seti vsVersion (floor($maxVertexProgramVersionHW / 256))
seti psVersion (floor($maxPixelProgramVersion / 256))
# if not in database, assume any new card is "medium"
seti gpuLevel $gpuLevelMedium
if (match("${cardVendor}", "AMD") or match("${cardVendor}", "ATI"))
setb isAMD true
elseif (match("${cardVendor}", "NVIDIA"))
setb isNvidia true
elseif (match("${cardVendor}", "INTEL"))
setb isIntel true
elseif (match("${cardVendor}", "S3"))
setb isS3 true
else
setb isVendorUnknown true
endif
# old driver build detection/warning
setb oldDriver false
seti oldDriverBuild 0
# force a driver build off mutigpu detection
# or else multigpu must be disabled
setb isMultiGpu false
setb isOldDriverBuildExit false
setb sporeProfile false
if ($gpuCount > 1)
setb isMultiGpu true
endif
if ((not $cider) and (not $doTestGPU))
# test each vendor against specific known driver builds
if ($isNvidia)
# identify the build range that has a Spore profile
if (($driverBuild >= 117600) and ($driverBuild <= 117699)) # notebook
setb sporeProfile true
elseif ($driverBuild >= 117741) # desktop
setb sporeProfile true
endif
seti oldDriverBuild 116375 # 10/4/2007
if ($driverBuild < $oldDriverBuild)
setb oldDriver true
endif
if ($isMultiGpu)
#seti oldDriverBuild 117600
setb isOldDriverBuildExit true
# require a profile
if (not $sporeProfile)
setb oldDriver true
endif
endif
elseif ($isIntel)
seti oldDriverBuild 104906 # 12/19/2007
#setb isOldDriverBuildExit true
if ($driverBuild < $oldDriverBuild)
setb oldDriver true
endif
elseif ($isAMD)
if ($isVista)
seti oldDriverBuild 100096 # Cat 8.3, 3/2008
if ($isMultiGpu)
seti oldDriverBuild 100127 # Cat 8.7, 7/2008
endif
else
seti oldDriverBuild 106764 # Cat 7.12, 12/2007
if ($isMultiGpu)
seti oldDriverBuild 106833 # Cat 8.7, 7/2008
setb isOldDriverBuildExit true
endif
endif
if ($driverBuild < $oldDriverBuild)
setb oldDriver true
endif
endif
# this alert is only displayed the first time the game is launched, or when the preferences are deleted
if ($oldDriver)
if ($isOldDriverBuildExit)
if ($isMultiGpu)
alert "An older video driver is detected.\n\nTo ensure correct visuals and gameplay with multiple gpus,\ninstalling the latest video driver is required,\nor multiple gpu mode must be disabled.\nThe game will not run.\nPlease see the README for details.\n\n" 1012
else
alert "An older video driver is detected.\n\nTo ensure correct visuals and gameplay,\ninstalling the latest video driver is required.\nThe game will not run. Please see the README for details.\n\n" 1011
endif
else
alert "An older video driver is detected.\n\nTo ensure correct visuals and gameplay,\ninstalling the latest video driver is recommended.\n\n" 1010 -info
endif
endif
endif
if ($isNvidia)
# gtx reverses standard naming convention
if (match("${cardName}", "*GeForce GTX*"))
# classify high
seti gpuLevel $gpuLevelHigh
# rules don't apply to Quadro numbering, if not renamed in db assume medium
elseif (not match("${cardName}", "*Quadro*"))
# classify low
if (match("${cardName}", "*5??0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*61?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*62?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*65?0*"))
seti gpuLevel $gpuLevelLow
# catlab ep1 run classifies 6600/6800XT as low
elseif (match("${cardName}", "*66?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*6800 XT*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*72?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*73?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*74?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*75?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*83?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*84?0*"))
seti gpuLevel $gpuLevelLow
endif
if ($gpuLevel == $gpuLevelLow)
setb isLimitedVideoMemory true
else
# classify high
if (match("${cardName}", "*98?0*"))
seti gpuLevel $gpuLevelHigh
elseif (match("${cardName}", "*96?0*"))
seti gpuLevel $gpuLevelHigh
elseif (match("${cardName}", "*88?0*"))
seti gpuLevel $gpuLevelHigh
elseif (match("${cardName}", "*79?0*"))
seti gpuLevel $gpuLevelHigh
elseif (match("${cardName}", "*78?0*"))
seti gpuLevel $gpuLevelHigh
endif
endif
endif
endif
if ($isAMD)
# rules don't apply to FireGL/FireMV numbering, if not renamed in db assume medium
if (not match("${cardName}", "*Fire*")) # FireGL/MV
# classify low
if (match("${cardName}", "*32?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*34?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*23?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*24?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*95?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*96?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*X12?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*X13?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*X14?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*X15?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*X2?0*")) # X200/300/600, won't match HD 2400
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*X3?0*"))
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*X6?0*"))
seti gpuLevel $gpuLevelLow
endif
if ($gpuLevel == $gpuLevelLow)
setb isLimitedVideoMemory true
else
# classify high
if (match("${cardName}", "*48?0*"))
seti gpuLevel $gpuLevelHigh
elseif (match("${cardName}", "*38?0*"))
seti gpuLevel $gpuLevelHigh
elseif (match("${cardName}", "*36?0*"))
seti gpuLevel $gpuLevelHigh
elseif (match("${cardName}", "*29?0*"))
seti gpuLevel $gpuLevelHigh
elseif (match("${cardName}", "*19?0*"))
seti gpuLevel $gpuLevelHigh
elseif (match("${cardName}", "*18?0*"))
seti gpuLevel $gpuLevelHigh
endif
endif
endif
endif
if ($isIntel)
if ($cider)
# x3100
seti gpuLevel $gpuLevelLow
elseif (match("${cardName}", "*915*") or match("${cardName}", "*945*"))
seti gpuLevel $gpuLevelLow
setb isIntelIntegrated true
else
seti gpuLevel $gpuLevelLow
endif
setb isLimitedVideoMemory true
endif
if ($isS3)
seti gpuLevel $gpuLevelLow
setb isLimitedVideoMemory true
endif
# unknown vendors dropped if below shader model
if ($isVendorUnknown)
seti gpuLevel $gpuLevelLow
setb isLimitedVideoMemory true
endif
# drop gpu level if less than 128MB of video memory, below minspec
if ($textureMemory < 125)
seti gpuLevel $gpuLevelLow
endif
# determine whether card is mobile and drop gpu by one level
setb isMobile false
if ($cider)
if (match("${cardName}", "*Mobility*"))
setb isMobile true
elseif (match("${cardName}", "GeForce*Go*"))
setb isMobile true
endif
if ($isMobile)
if ($gpuLevel >= $gpuLevelHigh)
seti gpuLevel $gpuLevelMedium
elseif (($isCardFound) and ($gpuLevel >= $gpuLevelMedium)) # only drop identified medium cards to low
seti gpuLevel $gpuLevelLow
endif
endif
endif
############################################################################
# Set base shader path
#
seti shaderPathToSet 0
if ($psVersion >= 3)
seti shaderPathToSet $shaderPath3_0
if ($isIntel)
seti shaderPathToSet $shaderPath2_m
endif
elseif ($psVersion >= 2)
# use temp register count to distinguish 2 from 2a/2b
if ($cider)
seti shaderPathToSet $shaderPath2_0
if ($maxPSRegisters >= 26)
seti shaderPathToSet $shaderPath2_x
endif
if ($isIntel)
seti shaderPathToSet $shaderPath2_m
endif
else
seti shaderPathToSet $shaderPath2_0
if ($maxPSRegisters >= 32)
seti shaderPathToSet $shaderPath2_x
endif
if ($isIntel)
seti shaderPathToSet $shaderPath2_m
endif
endif
else
# this message should be generated/localized code side
alert "Sorry, your graphics card is below our min spec.\nThe game will not run.\nPlease see the README for details." 2001
endif
# NOTE: do not override this for special cases, unless the card will
# actually crash or has bugs. Instead setOption OptionLighting to
# reduce the path by default to what we recommend.
intProp shaderPath $shaderPathToSet
#############################################################################
# Instancing support
if ($cider)
# no support for instancing
setb instancing false
endif
if ($instancing)
trace "=== Instancing can be enabled"
boolProp effectsInstancing true
# rendering artifacts using instancing on hw tnl based intel cards
# dropping to swvp does not help
if ($isIntel)
# swvp cards benefit from instancing, check that drivers work correctly
if (match("${cardName}", "*915*") or match("${cardName}", "*945*") or match("${cardName}", "*Q35*"))
boolProp effectsInstancing true
else
boolProp effectsInstancing false
endif
endif
endif
# Report classification
trace "==="
trace "=== GPU level ${gpuLevel}"
trace "=== Card ${cardName}, Vendor ${cardVendor}, Driver ${driverBuild}, ${instancing}"
trace "==="
trace "=== CPU level ${cpuLevel}"
trace "=== CPU ${cpuCount}, Speed ${adjustedCPU}, HT ${hyperthreading}, P4 ${pentium4}"
#############################################################################
# Set options based on cpu
#
setOption OptionEffects $cpuLevel
setOption OptionBakeQuality $cpuLevel
setOption OptionPlanetQuality $cpuLevel
setOption OptionAudioPerformance $cpuLevel
setOption OptionGameQuality $cpuLevel
#############################################################################
# Set terrain generation brush throttle based on cpu
#
if ($cpuLevel > $cpuLevelMedium)
intProp terrainGenerateBrushesPerFrame 200
intProp terrainGenerateTimeLimit 20
elseif ($cpuLevel > $cpuLevelLow)
intProp terrainGenerateBrushesPerFrame 100
intProp terrainGenerateTimeLimit 10
else
intProp terrainGenerateBrushesPerFrame 30
intProp terrainGenerateTimeLimit 5
endif
#############################################################################
# MRT
#
boolProp MRT 0
if ( $numSimultaneousRTs > 1 )
boolProp MRT 1
endif
############################################################################
# Resolution
#
if (($gpuLevel >= $gpuLevelMedium) and (not $isLimitedVideoMemory))
seti resolutionTarget (1024 * 768)
else
seti resolutionTarget (800 * 600)
endif
setResolution $resolutionTarget
############################################################################
# Texture Detail
#
if (($gpuLevel == $gpuLevelLow) or ($isLimitedVideoMemory))
setOption OptionTextureDetail $Low
endif
############################################################################
# DOF
#
if (($gpuLevel >= $gpuLevelHigh) and ($cpuLevel >= $cpuLevelHigh))
setOption OptionDOF $High
endif
############################################################################
# Shadow settings
#
seti shadowOption $cpuLevel
if ($gpuLevel < $cpuLevel)
seti shadowOption $gpuLevel
endif
trace "=== Shadow setting ${shadowOption}"
setOption OptionShadows $shadowOption
############################################################################
# Event Query
#
# Vista exhibits hangs when using D3DQUERYTYPE_EVENT.
#trace "OS = ${OSName}"
if ($isVista or $cider)
trace "=== Vista/Mac: avoiding GPU flush"
intProp NumFramesToBuffer 3 # avoid GPU lock to reduce buffering -- leave it to the driver
endif
############################################################################
# Lighting level controls shaders that run. Can be set higher.
setOption OptionLighting $gpuLevel
if ($cpuLevel == $cpuLevelLow)
# this sets the 2_m shader path
setOption OptionLighting $Low
endif
############################################################################
# UI Drop shadows
if (($gpuLevel == $gpuLevelLow) or $isLimitedVideoMemory)
intProp dropShadowQualityImage 1
intProp dropShadowQualityText 1
endif
############################################################################
# Drop CPU Settings By GPU
#
if ($gpuLevel == $gpuLevelMedium)
# prevent high cpu level from pushing too many batches to medium gpu
# this helps medium gpu classification apply to more cards
if ($cpuLevel == $cpuLevelHigh)
setOption OptionPlanetQuality $Medium
setOption OptionEffects $Medium
endif
if ($cpuLevel == $cpuLevelHigh)
setOption OptionGameQuality $Medium
endif
elseif ($gpuLevel == $gpuLevelLow)
setOption OptionEffects $Low
setOption OptionBakeQuality $Low
setOption OptionPlanetQuality $Low
setOption OptionGameQuality $Low
# swvp needs more cpu processing
if ($isIntelIntegrated)
setOption OptionAudioPerformance $Low
endif
endif
#######################################
# Safe mode
#
# Set options to safe values. In safe mode, all options will
# be reset to their defaults, but the prefs won't be saved.
# Basically setting anything that might trigger bad hardware behaviour to low.
if ($safeMode)
trace "=== SAFE MODE"
alert "Running in safe mode" 8888 -info
setOption OptionLighting $Low
setOption OptionShadows $Low
setOption OptionEffects $Low
setOption OptionTextureDetail $Medium
setOption OptionPlanetQuality $Low
setOption OptionAudioPerformance $Low
setOption OptionPhotoRes $Low
setOption OptionVideoRes $Low
setOption OptionFitToScreen $Off
endif
# These are all of the alert dialogs localized if text is present (from AppConfig.txt)
if (varExists(showConfigAlerts) and ($showConfigAlerts))
trace "=== Test Alerts"
alert "not localized" 1000 -info -always # 3e8
alert "not localized" 1001 -info -always # 3e9
alert "not localized" 1002 -info -always # 3ea
alert "not localized" 1004 -info -always # 3ec
alert "not localized" 1005 -info -always # 3ed
alert "not localized" 1010 -info -always # 3f2
alert "not localized" 1011 -info -always # 3f3
alert "not localized" 1012 -info -always # 3f4
alert "not localized" 2000 -info -always # 7d0
alert "not localized" 2001 -info -always # 7d1
alert "not localized" 2002 -info -always # 7d2
alert "not localized" 2003 -info -always # 7d3
endif
&
Code: Select all
#
# Player options, stored in prefs.
#
# Current version number of preferences file.
# If it doesn't match what the code expects, your preferences file is ignored & reset to default.
property OptionVersion 0x04754439 uint32
property OptionDefaultsSet 0x0461709d bool
#######################################################
# Config manager options
#
# NOTE: All options set through the config manager must be uint32s
# Each of these should have a corresponding entry in Options.txt,
# and potentially SPCommonOptionIDs.h.
# Low/Med/High
property OptionShadows 0x0461709e uint32
property OptionTextureDetail 0x0461709f uint32
property OptionEffects 0x046170a0 uint32
property OptionBakeQuality 0x046170a3 uint32
property OptionLighting 0x046170a6 uint32
property OptionPlanetQuality 0x046170a7 uint32
property OptionGameQuality 0x05c9482d uint32
property OptionDOF 0x4c0dd839 uint32
property OptionHighResTextures 0x08488f95 uint32 #note: this one is controlled by a cheat
property OptionPhotoRes 0x0473b8cb uint32
property OptionVideoRes 0x0473b8cc uint32
property OptionAudioPerformance 0x7d8ed666 uint32
# on/off
property OptionFullScreen 0x046170a2 uint32
property OptionFitToScreen 0x046170a5 uint32
property OptionDiskCacheSize 0x046170a4 uint32
# Populated in code; contains screen resolution & refresh rate
property OptionScreenSize 0x046170a1 uint32
# Game options
property OptionTutorialsEnabled 0x04ea96cb uint32
# Launching EP1 for the first time etc
property ScenarioStarEffectsEnabled 0x08069a6c bool
property ScenarioGAEditorEffectsEnabled 0x0806dbba bool
property ScenarioGAButtonClicked 0x080d7de1 bool
property ScenarioGAFirstLaunched 0x080d97fe bool
property ScenarioSpaceGameLaunched 0x080eaa93 bool
property ScenarioCaptainEditorLaunched 0x080d8460 bool
property ScenarioAdventureEditorLaunched 0x080d8470 bool
# Scenario Tutorial Completion
property NumScenarioTutorialCompletedBuild 0x07abf095 uint32
property NumScenarioTutorialCompletedTerrain 0x07abf09d uint32
# Scenario Play Mode Tutorial Completion
property ScenarioPlayModeTutorialComplete 0x07be69ad bool
# Captain Editor Tutorial Completion
property CaptainEditorTutorialCompleted 0x07be27a2 bool
# Captain Sporpedia Tutorial Completion
property CaptainSporepediaTutorialCompleted 0x07d1fe81 bool
# YouTubeLogin
property OptionLoggedInYouTube 0x05664a8b uint32
# Game Hints
property OptionShowHints 0x05b5bb5e uint32
# Login
property OptionBuddiesOnly 0x05de7b4a uint32
# Edge Scroll
property OptionEdgeScroll 0x0636ec26 uint32
# download expiry
property OptionExpireOld 0x0626f940 uint32
property OptionArchiveExpired 0x0626f9c0 uint32
property OptionExpireDays 0x0626f958 uint32
property OptionDownloadSize 0x0685a63c uint32
# feed update
property OptionUpdateLimit 0x0685a785 uint32
property OptionUpdateLimitDays 0x0685a821 uint32
# image capture
property OptionCaptureUI 0x0631621a bool false
# Dialog Box when entering Sporepedia
property OptionExplainSporepedia 0x0604a51a uint32
# Dialog Box when clicking on PaintLikeThis
property OptionExplainPaintLikeThis 0x0604a561 uint32
# game controls
property OptionCellControls 0x0679b833 uint32
property OptionCreatureControls 0x0679b85e uint32
property OptionTribeControls 0x0679b868 uint32
property OptionCivControls 0x0679b873 uint32
property OptionSpaceControls 0x0679b880 uint32
##############################################################
# Set by options screen when a change requires asset rebaking.
property PrefsClearGraphicsCache (hash(PrefsClearGraphicsCache)) bool false
#######################################################
# Audio
#
# These are manipulated directly rather than through the
# config manager.
property AudioMasterVolume (hash(mastervolume)) float
property AudioSFXVolume (hash(sfxvolume)) float
property AudioMusicVolume (hash(musicvolume)) float
property AudioVOXVolume (hash(voxvolume)) float
property AudioSpeakerMode (hash(speakermode)) uint32
property AudioMuteAll (hash(muteall)) bool
#######################################################
# Login
#
# Set directly by network
property UserName 0x040512ef string8
property Password 0x040512f4 string8
property PlayOffline 0x040e3d98 bool
property PromptOnStartup 0x0440a514 bool
###################################################
# YouTube credentials
#
property YTUserName 0x05664bf5 string8
property YTPassword 0x05664bf6 string8
#property YTPromptOnStartup 0x05664bf7 bool
#######################################################
# Names for props set directly by config manager script
#
property ShaderPath (hash(ShaderPath)) int
property EffectsInstancing (hash(effectsInstancing)) bool
property MRT 41 bool
property AlwaysFullscreen 0x05dd4647 bool
property RenderTargetCorrection 68 bool
property dropShadowQualityText (hash(dropShadowQualityText)) int
property dropShadowQualityImage (hash(dropShadowQualityImage)) int
property NumFramesToBuffer 0x05c97448 int
property terrainGenerateBrushesPerFrame (hash(terrainGenerateBrushesPerFrame)) int
property terrainGenerateSingleStep (hash(terrainGenerateSingleStep)) bool
property terrainGenerateTimeLimit (hash(terrainGenerateTimeLimit)) int
# Mac
property MacSpecificText 0x061b67b6 bool
property Support51Audio 0x063ab656 bool
# ColladaExport
property HasShownExportToolEULA 0x087c4363 bool
property playOpeningMovie (hash(playOpeningMovie)) bool
property disableValidation 0x055d7ca1 bool true
property recordMovieLength 0x0456f974 float 9999
https://discord.com/invite/WXk6dybtdF : Discord
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Re: Force Save NO HACKS/MODS. FORCE SAVE FIX FOR STEAM USERS
Thank you sir for your patience and help it worked perfectly
Now lets go create
Now lets go create