Fractal Softworks Forum

Starsector => Mods => Topic started by: Dark.Revenant on January 12, 2015, 03:15:51 AM

Title: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Dark.Revenant on January 12, 2015, 03:15:51 AM
Download Save Transfer 1.11.8 (https://bitbucket.org/DarkRevenant/save-transfer/downloads/Save%20Transfer%201.11.8.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.11.8.7z)
(Requires Console Commands 3.0 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Spoiler
(http://i.imgur.com/f9mP1UN.png)
[close]


What is this?
Save Transfer is a mod that lets you transfer your levels, reputation, credits, storage, cargo, ships, and weapons to another save file.  This allows you to continue characters that would be broken by an update.  For example, if a Starsector+ update breaks save compatibility, you can use Save Transfer to keep your progress instead of starting anew.  Save Transfer is even mod-safe; incompatible ships/weapons will be removed from your fleet upon load.

Mission/event progress (aside from specific exceptions, like bounty progress), and other campaign-specific items will not be transferred.  Everything that was in storage submarkets will be thrown into your fleet or dumped out into a special storage area.

Quote
This is pretty life-changing.

Quote
It works like a charm.

Quote
Resupplying my weaponry has proven to be quite the adventure!

Quote
So uh, what's up with the giant middle finger?

Quote
Before Save Transfer™ every update I was in the dog house, my monument of destruction the Onslaught "Seeker of Dat Atlass" ran away from home. Now with Save Transfer™ me and my Onslaught can Conquest to Victory, Thanks Dark Revenant!


How to Use
Step 1: Load up your old save (make sure you do this before updating!)

Step 2: Open up the console (default: control-backspace) and enter "copysave"

Step 3: Paste your save data from the clipboard into Notepad or a similar program to keep it safe (control-v)

Step 4: Create or load a new save (after updating!)

Step 5: Make sure your save data is in the clipboard (copy it with control-c)

Step 6: Open up the console again and enter "loadsave"

Step 7: (Nexerelin) Enter "SyncFactionRelationships" into the console


Change Log
Version 1.11.8 (August 5, 2018):
- Nexerelin 0.8.3f compatibility

Version 1.11.7 (April 23, 2018):
- Fixed bounty-related bugs

Version 1.11.6 (January 10, 2018):
- Nexerelin compatibility

Version 1.11.5 (October 1, 2017):
- An attempt to fix a hullmod-related crash

Version 1.11.4 (June 19, 2017):
- Clamp XP after loading a save to the XP necessary for the maximum level

Version 1.11.3 (June 11, 2017):
- Support for new IBB staging system

Version 1.11.2 (June 10, 2017):
- Fixed typo that broke the mod

Version 1.11.1 (June 10, 2017):
- Fixed a variety of minor bugs

Version 1.11.0 (June 4, 2017):
- Compatible with Starsector 0.8.1a

Version 1.10.0 (September 17, 2016):
- Started change tracking
- Crash fix

Version 1.9.1 (April 22, 2016):
- Support for Ship/Weapon Pack
- Saves player fleet location

Version 1.9.0 (March 26, 2016):
- Saves Nexerelin market capture states (for all factions)
- Saves Nexerelin inter-faction relationship levels
- Saves Nexerelin alliances (except names)

Version 1.8.0 (March 3, 2016):
- Support for Starsector 0.7.2a
- Attempt to save player-faction Nexerelin markets

Version 1.7.3 (January 30, 2016):
- Added options flags to the LoadSave command, allowing customization of what is saved

Version 1.7.2 (January 1, 2016):
- Fixed officer portrait saving when switching mods

Version 1.7.1 (December 31, 2015):
- Bug fixes

Version 1.7.0 (December 18, 2015):
- Ship variants are now transferred
- Officers are now assigned to the ship they were originally placed in
- Bug fixes

Version 1.6.0 (December 5, 2015):
- Now saves player and officer skills
- Bug fixes

Version 1.5.0 (November 24, 2015):
- Now saves officers (does not save skill choices though, just the XP/name/portrait/etc)
- Miscellaneous improvements
- Bounty and Famous Bounty states saved (SS+ compatible)

Version 1.4.4 (April 23, 2015):
- CR is now saved
- Ship health is now saved

Version 1.4.3 (April 1, 2015):
- Fixed various major bugs

Version 1.4.2 (March 28, 2015):
- Fixed missing cargo

Version 1.4.1 (March 27, 2015):
- Storage now gets erased when you transfer in, to avoid duplicates piling up

Version 1.4 (February 14, 2015):
- Nonessential cargo (anything but ships, supplies, crew, and fuel) gets dumped into the console storage instead of the player's fleet on load
- Some miscellaneous improvements you probably won't notice

Version 1.3.3 (February 7, 2015):
- Bounty levels now transfer (works for vanilla and SS+; does nothing otherwise)
- Hopefully fixed rare error that caused some items to not transfer

Version 1.3.2 (January 27, 2015):
- Omnifactory is now saved (hackish approach, but works in most cases)

Version 1.3.1 (January 24, 2015):
- Fixed a bug where repeated use of "copysave" would duplicate storage items

Version 1.3 (January 14, 2015):
- Player-owned storage is now saved

Version 1.2 (January 13, 2015):
- Save output is now compressed

Version 1.1 (January 12, 2015):
- Fixed saving fighter wings

Version 1.0 (January 12, 2015):
- Initial release
Title: Re: [0.65.1a] Save Transfer Mod (Salvage obsolete save files!)
Post by: Lcu on January 12, 2015, 04:44:12 AM
Nice, this will be very, very useful!
I would recommend you to hide that ASCII art in a spoiler though :P.
Title: [0.65.1a] Save Transfer Mod 1.1 (Salvage obsolete save files!)
Post by: Dark.Revenant on January 12, 2015, 03:22:03 PM
Made a quick update because saving fighter wings was broken.
Title: Re: [0.65.1a] Save Transfer Mod 1.1 (Salvage obsolete save files!)
Post by: kazi on January 12, 2015, 08:16:26 PM
So uh, whats up with the giant middle finger?
Title: Re: [0.65.1a] Save Transfer Mod 1.1 (Salvage obsolete save files!)
Post by: Dark.Revenant on January 12, 2015, 08:17:49 PM
I thought it was a bit boring to just have a screenshot of "Save data successfully loaded."
Title: [0.65.1a] Save Transfer Mod 1.2 (Salvage obsolete save files!)
Post by: Dark.Revenant on January 13, 2015, 04:58:36 AM
Download Save Transfer v1.2 (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.2.zip)
Download Mirror (https://www.mediafire.com/?5l0uq7r8wkuk2bk)
(Requires Console Commands 2.3 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker 1.3 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.2 (January 13, 2015):
- Save output is now compressed
Title: Re: [0.65.1a] Save Transfer Mod 1.2 (Salvage obsolete save files!)
Post by: Deathfly on January 13, 2015, 09:49:31 PM
Nice and...er
Wait...What will happen to my stroage(s)?
Title: Re: [0.65.1a] Save Transfer Mod 1.2 (Salvage obsolete save files!)
Post by: Dark.Revenant on January 13, 2015, 11:38:42 PM
Nice and...er
Wait...What will happen to my stroage(s)?
They'll vanish, of course.  I might as well include player-owned free-transfer submarkets (namely, Storage) in the scan for the next version.
Title: [0.65.1a] Save Transfer Mod 1.3 (Salvage obsolete save files!)
Post by: Dark.Revenant on January 14, 2015, 12:02:34 AM
Download Save Transfer v1.3 (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.3.zip)
Download Mirror (https://www.mediafire.com/?pdi75e9n29fgiq8)
(Requires Console Commands 2.3 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker 1.3 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.3 (January 14, 2015):
- Player-owned storage is now saved
Title: Re: [0.65.1a] Save Transfer Mod 1.3 (Salvage obsolete save files!)
Post by: Deathfly on January 14, 2015, 12:54:27 AM
Good! I usually store things all over the sector.
it's realy nice.
Title: Re: [0.65.1a] Save Transfer Mod 1.3 (Salvage obsolete save files!)
Post by: Wyvern on January 17, 2015, 08:27:30 AM
Hm... Not sure how easy this would be, but it'd be quite nice if this could copy over the autofactory's blueprint list if you're using it in combination with the autofactory.

Is very useful even without that, of course.
Title: Re: [0.65.1a] Save Transfer Mod 1.3 (Salvage obsolete save files!)
Post by: Dark.Revenant on January 17, 2015, 09:00:58 PM
Hm... Not sure how easy this would be, but it'd be quite nice if this could copy over the autofactory's blueprint list if you're using it in combination with the autofactory.

Is very useful even without that, of course.

That's not possible, unfortunately.
Title: Re: [0.65.1a] Save Transfer Mod 1.3 (Salvage obsolete save files!)
Post by: Midnight Kitsune on January 18, 2015, 10:12:27 AM
Will this work for SS version updates?
Title: Re: [0.65.1a] Save Transfer Mod 1.3 (Salvage obsolete save files!)
Post by: Dark.Revenant on January 18, 2015, 02:04:53 PM
Yes; however, I may need to upload an update to this mod to support new versions.  I'll keep an archive (along with the then-latest Console Commands version) to make this easier, when the time comes.

And no, this won't work in 0.6.2a.
Title: Re: [0.65.1a] Save Transfer Mod 1.3 (Salvage obsolete save files!)
Post by: Cyan Leader on January 23, 2015, 03:47:05 PM
Any chance of adding support for the Omnifactory? Maybe not its inventory but at least the stuff it is producing.
Title: Re: [0.65.1a] Save Transfer Mod 1.3 (Salvage obsolete save files!)
Post by: Dark.Revenant on January 23, 2015, 04:30:19 PM
Any chance of adding support for the Omnifactory? Maybe not its inventory but at least the stuff it is producing.

That's not possible, unfortunately.
Title: [0.65.1a] Save Transfer Mod 1.3.1 (Salvage obsolete save files!)
Post by: Dark.Revenant on January 24, 2015, 04:58:50 PM
Download Save Transfer v1.3.1 (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.3.1.zip)
Download Mirror (https://www.mediafire.com/?g8glcwiwwl2mlws)
(Requires Console Commands 2.3 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker 1.3 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.3.1 (January 24, 2015):
- Fixed a bug where repeated use of "copysave" would duplicate storage items
Title: [0.65.1a] Save Transfer Mod 1.3.2 (Salvage obsolete save files!)
Post by: Dark.Revenant on January 27, 2015, 12:06:45 AM
Download Save Transfer v1.3.2 (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.3.2.zip)
Download Mirror (https://www.mediafire.com/?5xxx07t33u778uh)
(Requires Console Commands 2.3 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker 1.3 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.3.2 (January 27, 2015):
- Omnifactory is now saved (hackish approach, but works in most cases)
Title: Re: [0.65.1a] Save Transfer Mod 1.3.2 (Salvage obsolete save files!)
Post by: Histidine on January 28, 2015, 03:56:17 AM
Would it be feasible to put stuff gathered from storage in the Abandoned Terraforming Station instead of the fleet? My compulsive weapon hoarding came back to bite me when I ended up with over 6000 units of items in cargo upon save transfer.
Title: Re: [0.65.1a] Save Transfer Mod 1.3.2 (Salvage obsolete save files!)
Post by: Blaze on January 28, 2015, 04:19:20 AM
You can dock with the abandoned station at any time by typing in "storage" in the console.
Title: Re: [0.65.1a] Save Transfer Mod 1.3.2 (Salvage obsolete save files!)
Post by: Agalyon on January 31, 2015, 09:29:04 PM
Is this supposed to dump your entire storage across all containers into your fleet/inventory when you transfer? I don't think it actually had any negative side effects, but it was... interesting to see. Good thing I like to buy small transports for no reason.

EDIT: It also doesn't seem to save your bounty progression, which also doesn't really matter, but I figured I'd say it in case you didn't know.
Title: Re: [0.65.1a] Save Transfer Mod 1.3.2 (Salvage obsolete save files!)
Post by: Dark.Revenant on February 07, 2015, 01:52:03 PM
It only saves things I specifically make it save.  Bounty progression I skipped because it's really implementation-dependent.  It would have to work differently in SS+, Vanilla, Ironclads, etc.
Title: [0.65.1a] Save Transfer Mod 1.3.3
Post by: Dark.Revenant on February 07, 2015, 09:58:46 PM
Download Save Transfer v1.3.3 (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.3.3.zip)
Download Mirror (https://www.mediafire.com/?0bnmjp97meog1ra)
(Requires Console Commands 2.3 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker 1.3 (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.3.3 (February 7, 2015):
- Bounty levels now transfer (works for vanilla and SS+; does nothing otherwise)
- Hopefully fixed rare error that caused some items to not transfer
Title: Re: [0.65.1a] Save Transfer Mod 1.3.3
Post by: Agalyon on February 08, 2015, 05:50:56 AM
Just moved from a non SS+ save to one with, and my omnifactory wasn't saved at all. Anything I can do to fix that?
Title: Re: [0.65.1a] Save Transfer Mod 1.3.3
Post by: Dark.Revenant on February 08, 2015, 12:42:28 PM
Just moved from a non SS+ save to one with, and my omnifactory wasn't saved at all. Anything I can do to fix that?

Works for me.  Are you sure it had stuff in production?  All this mod does is save the Omnifactory's cargo; if it had no cargo, it won't have any weapons/ships when you come back.
Title: Re: [0.65.1a] Save Transfer Mod 1.3.3
Post by: Agalyon on February 08, 2015, 03:43:41 PM
Just moved from a non SS+ save to one with, and my omnifactory wasn't saved at all. Anything I can do to fix that?

Works for me.  Are you sure it had stuff in production?  All this mod does is save the Omnifactory's cargo; if it had no cargo, it won't have any weapons/ships when you come back.
Well, It had stuff both in the separate storage and already made, if that's what you're asking. Didn't save any of it. I could try it again on a fresh save and see if it works real quick.
EDIT: Nevermind, updated to 1.3.3 and it worked just fine. I'm an idiot. Thanks for anyway for your time.
Title: [0.65.2a] Save Transfer Mod 1.4
Post by: Dark.Revenant on February 14, 2015, 12:52:10 AM
Download Save Transfer v1.4 (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.4.zip)
Download Mirror (https://www.mediafire.com/?0vr7g7p6ug6dgd9)
(Requires Console Commands 2.3 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.4 (February 14, 2015):
- Nonessential cargo (anything but ships, supplies, crew, and fuel) gets dumped into the console storage instead of the player's fleet on load
- Some miscellaneous improvements you probably won't notice
Title: Re: [0.65.2a] Save Transfer Mod 1.4
Post by: orost on February 22, 2015, 06:18:17 AM
Is it supposed to preserve the location of the Omnifactory? Because it didn't in my case, it moved from Corsica Beta to Tartessus.
Title: Re: [0.65.2a] Save Transfer Mod 1.4
Post by: Drone_Fragger on February 22, 2015, 10:14:27 AM
How do I find out what key my console is set to? I tried ctrl-backspace as suggested by rhe defaults but it doesn't seem to open the console and I am unsure what key it is otherwise.
Title: Re: [0.65.2a] Save Transfer Mod 1.4
Post by: Dark.Revenant on February 22, 2015, 12:02:17 PM
Ctrl-backspace is the default key.  If that doesn't work, it's probably not installed correctly or there's something wrong with your keyboard.

Is it supposed to preserve the location of the Omnifactory? Because it didn't in my case, it moved from Corsica Beta to Tartessus.

No.
Title: Re: [0.65.2a] Save Transfer Mod 1.4
Post by: Drone_Fragger on February 22, 2015, 01:49:34 PM
Turns out I installed Console and then forgot to enable it somehow, disregarded my question :v
Title: Re: [0.65.2a] Save Transfer Mod 1.4
Post by: EvilWaffleThing on March 04, 2015, 10:09:36 PM
So I ended up getting a bunch of weapons and a few ships i didn't have. Most notably an Unsung (Neutrino mod capital) and a Phased cannon array (Neutrino mod large energy)
I just gave them to the omnifactory but it was still quite a surprise.
Title: Re: [0.65.2a] Save Transfer Mod 1.4
Post by: Dark.Revenant on March 04, 2015, 10:12:21 PM
Neutrino puts a bunch of free stuff in an abandoned station.
Title: Re: [0.65.2a] Save Transfer Mod 1.4
Post by: Nanao-kun on March 04, 2015, 10:15:45 PM
Neutrino puts a bunch of free stuff in an abandoned station.
Oh, so that's why I always get that extra Prototype Lamia from Scy and that smaller shuttle ship I forgot the name of.
Title: [0.65.2a] Save Transfer Mod 1.4.1
Post by: Dark.Revenant on March 26, 2015, 11:40:58 PM
Download Save Transfer v1.4.1 (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.4.1.zip)
Download Mirror (https://www.mediafire.com/?l2ztoulclcc9d18)
(Requires Console Commands 2.4b (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.4.1:
- Storage now gets erased when you transfer in, to avoid duplicates piling up
Title: Re: [0.65.2a] Save Transfer Mod 1.4.1
Post by: Midnight Kitsune on March 27, 2015, 04:48:46 PM
Download Save Transfer v1.4.1 (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.4.1.zip)
Download Mirror (https://www.mediafire.com/?l2ztoulclcc9d18)
(Requires Console Commands 2.4b (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.4.1:
- Storage now gets erased when you transfer in, to avoid duplicates piling up
Welp, not gonna update now...
Title: Re: [0.65.2a] Save Transfer Mod 1.4.1
Post by: Dark.Revenant on March 27, 2015, 07:12:30 PM
Why? All this affects is predefined storage, like the Unsung in the random Neutrino empty system.
Title: Re: [0.65.2a] Save Transfer Mod 1.4.1
Post by: Midnight Kitsune on March 27, 2015, 08:00:09 PM
Why? All this affects is predefined storage, like the Unsung in the random Neutrino empty system.
Sooo all of my stuff in the abandoned terraforming facility will still be there?
Title: Re: [0.65.2a] Save Transfer Mod 1.4.1
Post by: Dark.Revenant on March 27, 2015, 08:25:23 PM
It will get transferred into your cargo, like normal.
Title: Re: [0.65.2a] Save Transfer Mod 1.4.1
Post by: TheHengeProphet on March 28, 2015, 12:27:41 PM
All of my fleet cargo was gone when I transferred in, which was rather unfortunate as it left me with a large, stripped fleet and not a weapon to my name by which to defend myself.  I tried using the storage command, but the place was empty.

Resupplying my weaponry has proven to be quite the adventure, though!
Title: [0.65.2a] Save Transfer Mod 1.4.2
Post by: Dark.Revenant on March 28, 2015, 12:57:14 PM
Can't believe I missed that.

Download Save Transfer v1.4.2 (https://www.mediafire.com/?z129t2emo4iqvtq)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.4.2.zip)
(Requires Console Commands 2.4b (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.4.2:
- Fixed missing cargo
Title: Re: [0.65.2a] Save Transfer Mod 1.4.2
Post by: Nanao-kun on March 29, 2015, 10:36:24 AM
I've been wondering, does this work between different Nexerelin saves?
Title: Re: [0.65.2a] Save Transfer Mod 1.4.2
Post by: Dark.Revenant on March 29, 2015, 10:56:54 AM
Yes
Title: Re: [0.65.2a] Save Transfer Mod 1.4.2
Post by: OOZ662 on April 01, 2015, 12:15:28 AM
SS+*, II*, BRDY, Common Radar, the Libs. Freshly downloaded Console Commands and Save Transfer. Asterisked mods needed updating, so used Save Transfer. Started with an all-BRDY fleet, ended with everything proper except three copies of the same Cetonia (freighter), possibly around 200 extra elite crew (I had some in Blackrock's storage, I don't think that many, but entirely possible I'm wrong), and all weapons are missing; the terraforming station is empty.

I have backup copies of the pre-update mod folders, save, and Save Transfer output if you want me to debug or send you something.

EDIT: Went back in time to check. 109 elite crew in cargo, 81 in Blackrock storage became 352 (109+81*3). 954 food in Blackrock storage was also deleted. The triplicated ship was in Blackrock storage as well; this leads me to think that and the crew inflation is caused by Blackrock (planet), Lodestone (moon) and Port Augustmoon (station orbiting Lodestone) all being one "entity," i.e. they share a market no matter which is docked at like the Imperium capital. Can't explain the complete wipe of weapons and food stockpile.
Title: Re: [0.65.2a] Save Transfer Mod 1.4.2
Post by: Midnight Kitsune on April 01, 2015, 03:09:26 AM
SS+*, II*, BRDY, Common Radar, the Libs. Freshly downloaded Console Commands and Save Transfer. Asterisked mods needed updating, so used Save Transfer. Started with an all-BRDY fleet, ended with everything proper except three copies of the same Cetonia (freighter), possibly around 200 extra elite crew (I had some in Blackrock's storage, I don't think that many, but entirely possible I'm wrong), and all weapons are missing; the terraforming station is empty.

I have backup copies of the pre-update mod folders, save, and Save Transfer output if you want me to debug or send you something.

EDIT: Went back in time to check. 109 elite crew in cargo, 81 in Blackrock storage became 352 (109+81*3). 954 food in Blackrock storage was also deleted. The triplicated ship was in Blackrock storage as well; this leads me to think that and the crew inflation is caused by Blackrock (planet), Lodestone (moon) and Port Augustmoon (station orbiting Lodestone) all being one "entity," i.e. they share a market no matter which is docked at like the Imperium capital. Can't explain the complete wipe of weapons and food stockpile.
You sure you have the latest version of Save transfer?
Title: Re: [0.65.2a] Save Transfer Mod 1.4.2
Post by: OOZ662 on April 01, 2015, 04:17:35 AM
Freshly downloaded Console Commands and Save Transfer.
You sure you have the latest version of Save transfer?
Unless he uploaded a new version less than ~15minutes before my post, yes.
Title: [0.65.2a] Save Transfer Mod 1.4.3
Post by: Dark.Revenant on April 01, 2015, 08:20:33 AM
Fixed various bugs

Download Save Transfer v1.4.3 (https://www.mediafire.com/?f8al6b1s3s5cobu)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.4.3.zip)
(Requires Console Commands 2.4b (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.4.3:
- Fixed various major bugs
Title: [0.65.2a] Save Transfer Mod 1.4.4
Post by: Dark.Revenant on April 23, 2015, 07:45:38 PM
CR and ship health is now saved!  Hooray!

Download Save Transfer v1.4.4 (https://www.mediafire.com/?tr6746ahgrv4tv2)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.4.4.zip)
(Requires Console Commands 2.4b (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.0b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker 1.4b (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.4.4:
- CR is now saved
- Ship health is now saved
Title: Re: [0.65.2a] Save Transfer Mod 1.4.4
Post by: Tonny on April 24, 2015, 09:43:38 AM
could be something on my side, but when using your latest version, after the copy and load command my fleet is shattered, lost maybe everything, and errors in console like loadsave couldn't not be executed at campaign, or something. I stick with 1.4.3 :-)

use it together with SS+, Nex and other mods
Title: Re: [0.65.2a] Save Transfer Mod 1.4.4
Post by: Dark.Revenant on April 24, 2015, 02:47:14 PM
Are you sure you used 1.4.4 for both save and load?  A 1.4.3 save will not work in 1.4.4.

Also, your stuff gets deposited into storage on load.
Title: [0.7a] Save Transfer 1.5.0
Post by: Dark.Revenant on November 24, 2015, 06:27:04 PM
Download Save Transfer v1.5.0 (https://www.mediafire.com/?lujc2420d7vwesy)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.5.0.zip)
(Requires Console Commands 2.5 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.5.0:
- Now saves officers (does not save skill choices though, just the XP/name/portrait/etc)
- Miscellaneous improvements
- Bounty and Famous Bounty states saved (SS+ compatible)
Title: [0.7.1a] Save Transfer 1.6.0
Post by: Dark.Revenant on December 05, 2015, 02:48:10 AM
Now you can save your skills and also your officers' skills!  In other words: no more free respecs.

Download Save Transfer v1.6.0 (https://www.mediafire.com/?42k3mev0k3lr60h)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.6.0.zip)
(Requires Console Commands 2.6b (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.6.0:
- Now saves player and officer skills
- Bug fixes
Title: Re: [0.7.1a] Save Transfer 1.6.0
Post by: Sabaton on December 05, 2015, 10:30:24 AM
I used this to port my save from 0.7 to 0.7.1 and it works like a charm.

I guess I'm good to go right? All the changes will appear in my new transfered save?

Thou I have yet to encounter a random faction hostility event, is my refusal to accept a commission the cause?

^Nevermind that last part...
Title: Re: [0.7.1a] Save Transfer 1.6.0
Post by: Gezzaman on December 14, 2015, 12:24:11 AM
dunno if this is a  bug or not,

I updated the neutrino mod and transfered the save, i suddenly got an unsung ( friggin OP ship ) and a random fighter wing in my fleet... but i lost everything in my Cargo and everything in my storage...

ive tried redoing it a few times and still does the same thing
Title: Re: [0.7.1a] Save Transfer 1.6.0
Post by: Dark.Revenant on December 14, 2015, 01:25:45 AM
The message that appears when you transfer a save explains that you have to use the 'storage' console command to access the rest of your stuff.
Title: [0.7.1a] Save Transfer 1.7.0
Post by: Dark.Revenant on December 18, 2015, 04:52:30 PM
Finally, it's here: Save Transfer now saves/loads all of your ship variants!

Download Save Transfer v1.7.0 (https://www.mediafire.com/?xkj72qp0d98phjf)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.7.0.7z)
(Requires Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)) (Updated!)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.7.0:
- Ship variants are now transferred
- Officers are now assigned to the ship they were originally placed in
- Bug fixes
Title: Re: [0.7.1a] Save Transfer 1.7.0
Post by: Marcus Garvey on December 18, 2015, 07:18:43 PM
Whoa.
Title: Re: [0.7.1a] Save Transfer 1.7.0
Post by: valefore on December 18, 2015, 07:27:46 PM
omg. This is pretty life changing.
Title: Re: [0.7.1a] Save Transfer 1.7.0
Post by: Weltall on December 19, 2015, 12:55:17 PM
Is this what people call "magic"?
Title: [0.7.1a] Save Transfer 1.7.1
Post by: Dark.Revenant on December 31, 2015, 06:20:48 PM
Several bugs fixed, especially with regards to IBB and skill loading.

Download Save Transfer v1.7.1 (https://www.mediafire.com/?dlf2yodpc4liq5e)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.7.1.7z)
(Requires Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.7.1:
- Bug fixes
Title: Re: [0.7.1a] Save Transfer 1.7.1
Post by: Blaze on January 01, 2016, 06:18:26 PM
Think I found something. Attempting to transfer an officer with a portrait in a mod that is no longer in use causes a crash when viewing the officer list.
Title: Re: [0.7.1a] Save Transfer 1.7.1
Post by: Dark.Revenant on January 01, 2016, 07:29:40 PM
Think I found something. Attempting to transfer an officer with a portrait in a mod that is no longer in use causes a crash when viewing the officer list.

That seems impossible.  There are multiple fail-safe procedures for portraits, to the point where I couldn't possibly make it any safer.
Title: [0.7.1a] Save Transfer 1.7.2
Post by: Dark.Revenant on January 01, 2016, 07:55:13 PM
Sigh.  This fix is a hack that shouldn't need to be necessary (but is), and could possibly break again with future Starsector versions.

Download Save Transfer v1.7.2 (https://www.mediafire.com/?us9jy4xjqasqcsi)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.7.2.7z)
(Requires Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.7.2:
- Fixed officer portrait saving when switching mods
Title: [0.7.1a] Save Transfer 1.7.3
Post by: Dark.Revenant on January 30, 2016, 05:55:36 PM
New options available!

Download Save Transfer v1.7.3 (https://www.mediafire.com/?u8ju7jdbt69ba6j)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.7.3.7z)
(Requires Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.7.3:
- Added options flags to the LoadSave command, allowing customization of what is saved
Title: Re: [0.7.1a] Save Transfer 1.7.3
Post by: Very Good on February 10, 2016, 04:32:46 PM
New options available!

Download Save Transfer v1.7.3 (https://www.mediafire.com/?u8ju7jdbt69ba6j)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.7.3.7z)
(Requires Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.7.3:
- Added options flags to the LoadSave command, allowing customization of what is saved

How i use this option?
Title: [0.7.2a] Save Transfer 1.8.0
Post by: Dark.Revenant on March 03, 2016, 08:04:31 PM
Notice: This version of Save Transfer should allow saving in 0.7.1a, but loading will probably crash it.  It, of course, should work for both saving and loading in 0.7.2a.

Download Save Transfer v1.8.0 (https://www.mediafire.com/?b3i7kda33w4bbzb)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.8.0.7z)
(Requires Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.8.0:
- Support for Starsector 0.7.2a
- Attempt to save player-faction Nexerelin markets
Title: [0.7.2a] Save Transfer 1.9.0
Post by: Dark.Revenant on March 26, 2016, 07:50:07 PM
Added Nexerelin support: saves player-captured markets, faction-captured markets, inter-faction relationships, and alliances.  Alliance names are not saved due to Nexerelin limitations.

Download Save Transfer v1.9.0 (https://www.mediafire.com/?pyvlmvn21bp7x5n)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.9.0.7z)
(Requires Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.9.0:
- Saves Nexerelin market capture states (for all factions)
- Saves Nexerelin inter-faction relationship levels
- Saves Nexerelin alliances (except names)
Title: Re: [0.7.2a] Save Transfer 1.9.0
Post by: Marcus Garvey on March 26, 2016, 11:09:21 PM
Is there any way to make this all configurable? I haven't looked at the files in awhile and can't right now but the biggest thing I like about the save transfer mod is the ability to take a character and their fleet, officers, etc and transplant them to a completely fresh slate.
Title: Re: [0.7.2a] Save Transfer 1.9.0
Post by: Dark.Revenant on March 26, 2016, 11:16:49 PM
Yes, there's a bunch of option flags for the LoadSave command that let you choose what gets loaded in.  Type "LoadSave -help" to see them.
Title: Re: [0.7.2a] Save Transfer 1.9.0
Post by: Taverius on March 27, 2016, 02:34:52 AM
Nex support, cool. Thanks D.R!
Title: Re: [0.7.2a] Save Transfer 1.9.0
Post by: Ahne on March 27, 2016, 02:37:07 AM
Quote
Changes
Version 1.9.0:
- Saves Nexerelin market capture states (for all factions)
- Saves Nexerelin inter-faction relationship levels
- Saves Nexerelin alliances (except names)


great!
Title: Re: [0.7.2a] Save Transfer 1.9.0
Post by: Schwartz on April 03, 2016, 05:10:26 PM
Is there a way to join saves? It appears as though loading one save, depositing all your stuff, then loading another will preserve the ships from both saves, but not the items.
Title: Re: [0.7.2a] Save Transfer 1.9.0
Post by: Dark.Revenant on April 03, 2016, 07:15:29 PM
Nope, it only supports transfers.
Title: [0.7.2a] Save Transfer 1.9.1
Post by: Dark.Revenant on April 22, 2016, 08:06:41 PM
Download Save Transfer v1.9.1 (https://www.mediafire.com/?3rntksvdrcwukba)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.9.1.7z)
(Requires Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.9.1:
- Support for Ship/Weapon Pack
- Saves player fleet location
Title: [0.7.2a] Save Transfer 1.10.0
Post by: Dark.Revenant on September 17, 2016, 07:39:28 PM
Download Save Transfer v1.10.0 (https://bitbucket.org/DarkRevenant/save-transfer/downloads/Save%20Transfer%201.10.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.10.0.7z)
(Requires Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Changes
Version 1.10.0:
- Started change tracking
- Crash fix
Title: Re: [0.7.2a] Save Transfer 1.10.0
Post by: XpanD on September 18, 2016, 02:52:53 AM
Absolutely adore this mod, thanks for keeping it updated! Managed to salvage a 10+-hour save game that had a guaranteed crash by using this. :)

EDIT: Oops, pushed the new release off to an old page. CLICK ME (http://fractalsoftworks.com/forum/index.php?topic=8950.msg193096#msg193096).
Title: Re: [0.7.2a] Save Transfer 1.10.0
Post by: jRivers on February 09, 2017, 03:05:26 AM
Officer advancement paths dont work after transferring. Not entirely sure is it this or another mod causing it but considering it only happens after a transfer.. Not sure.

IE officer does transfer and has his skills but cant get new skills into the levelup popup.
Title: Re: [0.7.2a] Save Transfer 1.10.0
Post by: Dark.Revenant on February 09, 2017, 04:36:48 PM
Those come back after they gain some XP.
Title: Re: [0.7.2a] Save Transfer 1.10.0
Post by: WulfofSilver on April 23, 2017, 07:07:26 AM
So I tried making a save, and found my copy of Starsector (0.7.2a) kept crashing, so I uninstalled and reinstalled it, now my save files won't work, have I done goofed?
Title: Re: [0.7.2a] Save Transfer 1.10.0
Post by: Midnight Kitsune on April 23, 2017, 12:14:05 PM
So I tried making a save, and found my copy of Starsector (0.7.2a) kept crashing, so I uninstalled and reinstalled it, now my save files won't work, have I done goofed?
You might have grabbed .8 accidentally
Title: Re: [0.7.2a] Save Transfer 1.10.0
Post by: Takion Kasukedo on April 30, 2017, 02:33:31 PM
Any idea when the update for this wonderful mod will be out?
Title: Re: [0.7.2a] Save Transfer 1.10.0
Post by: Dark.Revenant on April 30, 2017, 10:09:25 PM
You know Console Commands isn't updated yet, right?
Title: Re: [0.7.2a] Save Transfer 1.10.0
Post by: valefore on May 14, 2017, 08:21:32 AM
for anybody who wants to use the save transfer functionalities of this mod immediately, it is still possible with the latest 0.7.2a version of save transfer, although you cannot move skills/officers (probably) and fighter LPCs.
Edit: obtained skills also do not transfer
Edit2: officers transfer completely well with skills for some reason

Just grab the working version (beta) of console commands for 0.8.0a and use save transfer but when you load your save, add the commands -no-skills -no-officers. I've confirmed that ships and weapons all transfer well.


Thanks for this great mod. Real life saver.
Title: Re: [0.7.2a] Save Transfer 1.10.0
Post by: isaacssv552 on May 19, 2017, 09:32:14 PM
I made a quick fix to make the command work with crew, skills, and LPCs. I couldn't find a way to tell which hullmods the player has unlocked, but everything else seems to work. Nexerlin support is entirely removed because it isn't going to have a 0.8a version anyway.

[attachment deleted by admin]
Title: Re: [0.7.2a] Save Transfer 1.10.0
Post by: Dark.Revenant on May 19, 2017, 10:17:02 PM
Please do not use that; it won't be compatible with the actual 0.8.1 update of Save Transfer.  The code for it is all done but it won't work on 0.8a.
Title: Re: [0.7.2a] Save Transfer 1.10.0
Post by: isaacssv552 on May 19, 2017, 10:49:39 PM
Please do not use that; it won't be compatible with the actual 0.8.1 update of Save Transfer.  The code for it is all done but it won't work on 0.8a.
I'm just using it to tide myself over till 0.8.1, the only purpose was to provide me with a way to use save transfer in 0.8a.
Title: Re: [0.7.2a] Save Transfer 1.10.0
Post by: Orikson on May 20, 2017, 04:07:02 AM
Please do not use that; it won't be compatible with the actual 0.8.1 update of Save Transfer.  The code for it is all done but it won't work on 0.8a.
I'm just using it to tide myself over till 0.8.1, the only purpose was to provide me with a way to use save transfer in 0.8a.

Well, it's advisable to always ask the modder before publication of any of your modifications.
Title: [0.8.1a] Save Transfer 1.11.0
Post by: Dark.Revenant on June 04, 2017, 03:52:16 AM
A surprising amount of work goes into making it "Compatible with Starsector 0.8.1a".

Download Save Transfer v1.11.0 (https://bitbucket.org/DarkRevenant/save-transfer/downloads/Save%20Transfer%201.11.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.11.0.7z)
(Requires Console Commands 3.0 (http://fractalsoftworks.com/forum/index.php?topic=4106.0) (Not yet updated!))
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated!))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Changes
Version 1.11.0:
- Compatible with Starsector 0.8.1a
Title: Re: [0.8.1a] Save Transfer 1.11.0
Post by: dk1332 on June 04, 2017, 04:12:08 AM
-wipes tears-

Finally....it's here. No need to redo everything over and over again.
Title: Re: [0.8.1a] Save Transfer 1.11.0
Post by: valefore on June 07, 2017, 05:44:24 PM
When I load a save to a new game, my max level officers are all short of 1 skill: a normal lv20 officer can max out 7 skills, but after load, they have 6 maxed out skills + 1 lv2 skill.
Using console commands to add a lv20 officer gives a normal officer with 2 skill points at level 1 (Edit: which leads to 7 maxed out skills at lv20 as normal) so I'm guessing this has something to do with save transfer.

Mods:
Spoiler
dynasector 1.2.0
arsenal expansion 1.3.5
autosave 1.0f
blackrock drive yards 0.9.0
combat chatter 1.7.1
common radar 2.4c
console commands 3.0 WIP 3
dassault mikoyan engineering 0.9.5b
diable avionics 1.83c
disassemble reassemble 0.5
gksec 1.2
IBO mobile suits 1.7
interstellar imperium 1.17.0
lazylib 2.2
leading pip 1.8.1
neutrino corporation 1.84RC2.1
nexerelin 0.8b
omnifactory 2.1.4
outer rim alliance 0.71b
portrait pack 1.2.3
save transfer 1.11.0
scy nation 1.31b
shadowyards 0.6.1.2
ship/weapon pack 1.2.0
the knights templar 0.9.8b
the silent armada (demo) vD 0.13
underworld 1.1.0
unknown skies 0.21
useable [redacted] 1.0
version checher 1.7c
graphics lib 1.2.0
[close]

dunno if the other mods will affect this but just in case.
Title: Re: [0.8.1a] Save Transfer 1.11.0
Post by: isaacssv552 on June 07, 2017, 07:24:23 PM
When I load a save to a new game, my max level officers are all short of 1 skill: a normal lv20 officer can max out 7 skills, but after load, they have 6 maxed out skills + 1 lv2 skill.
Using console commands to add a lv20 officer gives a normal officer with 2 skill points at level 1 so I'm guessing this has something to do with save transfer.

Mods:
Spoiler
dynasector 1.2.0
arsenal expansion 1.3.5
autosave 1.0f
blackrock drive yards 0.9.0
combat chatter 1.7.1
common radar 2.4c
console commands 3.0 WIP 3
dassault mikoyan engineering 0.9.5b
diable avionics 1.83c
disassemble reassemble 0.5
gksec 1.2
IBO mobile suits 1.7
interstellar imperium 1.17.0
lazylib 2.2
leading pip 1.8.1
neutrino corporation 1.84RC2.1
nexerelin 0.8b
omnifactory 2.1.4
outer rim alliance 0.71b
portrait pack 1.2.3
save transfer 1.11.0
scy nation 1.31b
shadowyards 0.6.1.2
ship/weapon pack 1.2.0
the knights templar 0.9.8b
the silent armada (demo) vD 0.13
underworld 1.1.0
unknown skies 0.21
useable [redacted] 1.0
version checher 1.7c
graphics lib 1.2.0
[close]

dunno if the other mods will affect this but just in case.
IIRC officers now start with one extra skill at level 1. I can't speak to the current version of save transfer, as I use a custom version, but that may be the issue.

Source: I had the same issue when using the .7.2a version in .8a.
Title: Re: [0.8.1a] Save Transfer 1.11.0
Post by: valefore on June 08, 2017, 09:27:41 PM
Quote
IIRC officers now start with one extra skill at level 1.

This was true since 0.8.0 (maybe even before) so nothing changed in Starsector. It's just that when I use save transfer, all officers lose 1 skill point. I've noticed that lv1 officers become lv2 after they are loaded but with unchanged skills (resulting in losing 1 skill point also).
Edit:
Same thing happens with just console commands, save transfer, lazylib and ship/weapon pack. For some reason, save transfer doesn't load anything except character exp and skills if ship/weapon pack is disabled. So I left ship/weapon pack enabled.

I've also noticed that IBB bounties stopped appearing in mission boards after load. I've played for some hours but it may be that I just couldn't find any yet though.
Title: Re: [0.8.1a] Save Transfer 1.11.0
Post by: isaacssv552 on June 08, 2017, 10:16:35 PM
Quote
IIRC officers now start with one extra skill at level 1.

This was true since 0.8.0 (maybe even before) so nothing changed in Starsector. It's just that when I use save transfer, all officers lose 1 skill point. I've noticed that lv1 officers become lv2 after they are loaded but with unchanged skills (resulting in losing 1 skill point also).
Edit:
Same thing happens with just console commands, save transfer, lazylib and ship/weapon pack. For some reason, save transfer doesn't load anything except character exp and skills if ship/weapon pack is disabled. So I left ship/weapon pack enabled.

I've also noticed that IBB bounties stopped appearing in mission boards after load. I've played for some hours but it may be that I just couldn't find any yet though.
You misunderstand, the last release of Save Transfer was for 0.7.2a (when officers only started with one skill). There was no 0.8.0 version. As such, the number of skills allotted to officers by save transfer at level 1 needed to be increased from 1 to 2. This didn't happen when it was updated.

Just downloaded Save Transfer code:
Code
                if (!officerSkills.isEmpty()) {
                    officer = Global.getSector().getFaction(Factions.PLAYER).createRandomPerson();
                    officerData = Global.getFactory().createOfficerData(officer);
                    officer.getStats().increaseSkill(officerSkills.get(0).skillId);
                    officerSkills.get(0).level -= increasesPerLevel;
                    if (officerSkills.get(0).level <= 0) {
                        officerSkills.remove(0);
                    }
                } else {
                    officer =
                    OfficerManagerEvent.createOfficer(Global.getSector().getFaction(Factions.PLAYER), 1, false);
                    officerData = playerFleetData.getOfficerData(officer);
                }
Below is the code I use
Code
if (!officerSkills.isEmpty()) {
                    officer = Global.getSector().getFaction(Factions.PLAYER).createRandomPerson();
                    officerData = Global.getFactory().createOfficerData(officer);
                    for (int i = 0; i < 2; i++) {
                        officer.getStats().increaseSkill(officerSkills.get(0).skillId);
                        officerSkills.get(0).level -= increasesPerLevel;
                        if (officerSkills.get(0).level <= 0) {
                            officerSkills.remove(0);
                        }
                    }
                } else {
                    officer =
                    OfficerManagerEvent.createOfficer(Global.getSector().getFaction(Factions.PLAYER), 1, false);
                    officerData = playerFleetData.getOfficerData(officer);
                }

As for IBB, I think Save Transfer records your completed bounties. If you load a game in which all bounties have been defeated, then no more should appear. Try using -no-bounties to prevent this.
Title: Re: [0.8.1a] Save Transfer 1.11.0
Post by: valefore on June 09, 2017, 12:16:25 AM
@isaacssv552

Oops sorry. Come to think of it I didn't use 0.7.2a save transfer for officers that much.

I changed loadsave.java like you said but it doesn't work so I'm guessing other files need to be changed as well. I'll just wait until an official release comes out.

Thanks for the help.
Title: Re: [0.8.1a] Save Transfer 1.11.0
Post by: isaacssv552 on June 09, 2017, 03:14:30 AM
Save Transfer uses a compiled jar, you would need to recompile the changed files into a new jar. I believe there are tutorials on this in the modding section.
Title: [0.8.1a] Save Transfer 1.11.1
Post by: Dark.Revenant on June 10, 2017, 05:13:04 PM
Some odds and ends.

Download Save Transfer v1.11.1 (https://bitbucket.org/DarkRevenant/save-transfer/downloads/Save%20Transfer%201.11.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.11.1.7z)
(Requires Console Commands 3.0 (http://fractalsoftworks.com/forum/index.php?topic=4106.0) (Not yet updated!))
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Changes
Version 1.11.1:
- Fixed a variety of minor bugs
Title: [0.8.1a] Save Transfer 1.11.2
Post by: Dark.Revenant on June 10, 2017, 08:23:02 PM
Emergency update...

Download Save Transfer v1.11.2 (https://bitbucket.org/DarkRevenant/save-transfer/downloads/Save%20Transfer%201.11.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.11.2.7z)
(Requires Console Commands 3.0 (http://fractalsoftworks.com/forum/index.php?topic=4106.0) (Not yet updated!))
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Changes
Version 1.11.2:
- Fixed typo that broke the mod
Title: [0.8.1a] Save Transfer 1.11.3
Post by: Dark.Revenant on June 11, 2017, 03:53:11 AM
Sorry for the third update in 24 hours, but this one is necessary for SWP compatibility.

Download Save Transfer v1.11.3 (https://bitbucket.org/DarkRevenant/save-transfer/downloads/Save%20Transfer%201.11.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.11.2.7z)
(Requires Console Commands 3.0 (http://fractalsoftworks.com/forum/index.php?topic=4106.0) (Not yet updated!))
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Changes
Version 1.11.3:
- Support for new IBB staging system
Title: Re: [0.8.1a] Save Transfer 1.11.3
Post by: Wapno on June 15, 2017, 07:01:22 PM
I just used this mod and on a new save and for some odd reason, it advanced me to level 51 on the new save, with 30 points to spend (old save was at normal max - 40). Both saves come from the same version - the current one as of typing this post.
Title: Re: [0.8.1a] Save Transfer 1.11.3
Post by: Dark.Revenant on June 15, 2017, 07:06:32 PM
Did you have a mod that changes the XP curve?
Title: Re: [0.8.1a] Save Transfer 1.11.3
Post by: Wapno on June 16, 2017, 06:27:33 PM
No. I literally only have Console Commands, LazyLib and Save Transfer installed. Nothing else. I did not tamper with any commands or other settings.
Title: Re: [0.8.1a] Save Transfer 1.11.3
Post by: isaacssv552 on June 16, 2017, 07:59:05 PM
I've noticed a glitch with console commands' addxp command where a lump sum of xp can raise level past the max. (Albeit only if level is not already maxed.) Perhaps the exported save had enough xp for level 51 and save transfer added it all at once in the same manner as the addxp command?
Title: Re: [0.8.1a] Save Transfer 1.11.3
Post by: Wapno on June 17, 2017, 07:59:46 AM
I've noticed a glitch with console commands' addxp command where a lump sum of xp can raise level past the max. (Albeit only if level is not already maxed.) Perhaps the exported save had enough xp for level 51 and save transfer added it all at once in the same manner as the addxp command?
I think that's exactly it. I've made a test - this time, before running the "copysave" command, I used "addxp" with a negative number to reduce my XP to what's just needed for level 40 and well, what do you know, it gives me level 40 on the new save.
Title: [0.8.1a] Save Transfer 1.11.4
Post by: Dark.Revenant on June 19, 2017, 03:25:32 AM
Just some odds and ends...

Download Save Transfer 1.11.4 (https://bitbucket.org/DarkRevenant/save-transfer/downloads/Save%20Transfer%201.11.4.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.11.4.7z)
(Requires Console Commands 3.0 (http://fractalsoftworks.com/forum/index.php?topic=4106.0) (Not yet updated!))
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Changes
Version 1.11.4:
- Clamp XP after loading a save to the XP necessary for the maximum level
Title: Re: [0.8.1a] Save Transfer 1.11.4
Post by: intrinsic_parity on June 20, 2017, 10:28:58 PM
I noticed that weapons/cargo in cargo hold or storage are not transferred to new save except supplies, fuel and crew. I seem to remember  being able to transfer everything in storage and cargo hold before, is that a consequence of 0.8 or is that a bug?
Title: Re: [0.8.1a] Save Transfer 1.11.4
Post by: Dark.Revenant on June 21, 2017, 01:35:34 AM
Use the "storage" command to grab the rest
Title: Re: [0.8.1a] Save Transfer 1.11.4
Post by: intrinsic_parity on June 21, 2017, 07:50:20 AM
Oh thats how it works? Awesome, thanks.
Title: Re: [0.8.1a] Save Transfer 1.11.4
Post by: Mandabar on July 06, 2017, 01:53:55 PM
Hi, I had an issue with the save transfer. Tried transferring my 7.2 save to 8.1a and... It didn't go well. I got a large error message on the console screen. What did transfer thru were my levels, skills, ships, and it seems most of my stuff as far as I know. The ships were all striped down. I had no weapons in my cargo but it did all appear in the abandoned station so I assumed they combined with the storage that was already there and the equipment I had on the ships. Plus 7k or so supplies and fuel. Other issues is that my skills were selected and... well there is a level cap now. And skills only go up to 3 not 10 so that is a thing with me having a few skills (and aptitudes) at rank 10. My Rep transferred as well which... was dangerous in Corvos lol. I was able to 'fix' the last two options with modifiers to loadsave to ignore skill choices and not transfer the rep over though that does make it difficult being out of TT's favor.

Also another oddity is that instead of my current fighter ships I had being converted into LPC item equivalents or something I still had actual ships in my fleet.
Probablly the biggest one is not a single crew member transfered. That is a problem hah. It makes sense they were all elite crew but I thought the transfer might convert them to regular crew members.

Main thing too is my custom variants I worked out were gone as well those I miss. I guess the rest will be trying to fit new variants in since skills have changed so much, and it is much harder to get more OP. Still got one option in tech to increase it, but the other one that decreased weapon OP seems to be gone.

I didn't try downgrading back to 7.2 to make a proper accounting yet. Maybe I should make a seperate install, hmm.

I can give you save files, the compressed copy/paste data and/or screenshots if you like.
Title: Re: [0.8.1a] Save Transfer 1.11.4
Post by: Dark.Revenant on July 06, 2017, 10:23:05 PM
Save Transfer is meant to make mod updates work, not vanilla version changes work.  0.7.2a saves won't work in 0.8a, even with Save Transfer.
Title: Re: [0.8.1a] Save Transfer 1.11.4
Post by: Mandabar on July 07, 2017, 02:18:10 PM
Save Transfer is meant to make mod updates work, not vanilla version changes work.  0.7.2a saves won't work in 0.8a, even with Save Transfer.
Ah, I always thought it was intended to transfer your save between vanilla version updates and not JUST mod updates. Well, that is good to know I suppose.

I did manage to get it mostly working except for the whole having zero crew thing. And the large error message on the console command screen. Just had to make sure to tell it not to maintain my skill choices. Also had it ignore rep because I didn't want to explode. Too bad it couldn't pass over my variants. I guess I can go back and write down my killer combo's I enjoyed... though hmm they might not work anymore with the removal of the "lower op usage of weapons" skills perk.

The error message in log
Spoiler
(http://puu.sh/wCOeG/0fe4348642.png)
[close]

Ah well, thanks for your reply!
Title: [0.8.1a] Save Transfer 1.11.5
Post by: Dark.Revenant on October 01, 2017, 09:59:00 PM
Fixing a crash for all those save transfers you'll have to do this week.

Download Save Transfer 1.11.5 (https://bitbucket.org/DarkRevenant/save-transfer/downloads/Save%20Transfer%201.11.5.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.11.5.7z)
(Requires Console Commands 3.0 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Changes
Version 1.11.5:
- An attempt to fix a hullmod-related crash
Title: [0.8.1a] Save Transfer 1.11.6
Post by: Dark.Revenant on January 10, 2018, 01:07:14 AM
Compatible with the new Nexerelin version!

Download Save Transfer 1.11.6 (https://bitbucket.org/DarkRevenant/save-transfer/downloads/Save%20Transfer%201.11.6.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.11.6.7z)
(Requires Console Commands 3.0 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Changes
Version 1.11.6:
- Nexerelin compatibility
Title: Re: [0.8.1a] Save Transfer 1.11.6
Post by: Berkys32 on January 14, 2018, 01:40:15 AM
I got an error when tried to update DynaSector 1.3.2 game to newest (1.4.2). Not sure if it is DynaSector related, or not...
Code
>loadsave
Storage set to Tri-tachyon Lagash in Blast Donation Star System.
Failed to execute command "loadsave" in context CAMPAIGN_MAP
java.lang.NumberFormatException: For input string: "9.050001"

I have few other mods - Nexerelin and some factions, which could be updated without need for this mod...

EDIT: Forgot to tell my character sheet got loaded, but nothing else...
Title: Re: [0.8.1a] Save Transfer 1.11.6
Post by: Midnight Kitsune on January 14, 2018, 12:24:03 PM
I got an error when tried to update DynaSector 1.3.2 game to newest (1.4.2). Not sure if it is DynaSector related, or not...
Code
>loadsave
Storage set to Tri-tachyon Lagash in Blast Donation Star System.
Failed to execute command "loadsave" in context CAMPAIGN_MAP
java.lang.NumberFormatException: For input string: "9.050001"

I have few other mods - Nexerelin and some factions, which could be updated without need for this mod...

EDIT: Forgot to tell my character sheet got loaded, but nothing else...
Is your character's level set above 97 or your officers about 29?
Title: Re: [0.8.1a] Save Transfer 1.11.6
Post by: Berkys32 on January 15, 2018, 07:38:59 AM
Mine level is 38, some officer maybe reached 20, not sure. But Im sure noone is above 20...
Title: Re: [0.8.1a] Save Transfer 1.11.6
Post by: Dark.Revenant on January 15, 2018, 02:23:56 PM
I got an error when tried to update DynaSector 1.3.2 game to newest (1.4.2). Not sure if it is DynaSector related, or not...
Code
>loadsave
Storage set to Tri-tachyon Lagash in Blast Donation Star System.
Failed to execute command "loadsave" in context CAMPAIGN_MAP
java.lang.NumberFormatException: For input string: "9.050001"

I have few other mods - Nexerelin and some factions, which could be updated without need for this mod...

EDIT: Forgot to tell my character sheet got loaded, but nothing else...

Try to do the save transfer again and, when it returns an error, go into Starsector.log and paste the last part of the file showing the call-stack and line numbers.  Otherwise I have no idea which subroutine is failing.
Title: Re: [0.8.1a] Save Transfer 1.11.6
Post by: Schwartz on January 26, 2018, 11:04:01 PM
Noticed a bug: If you copysave a game where you have officers with an unspent levelup, after transferring that save you can't spend the levelup because the box is shown as blank.
Title: Re: [0.8.1a] Save Transfer 1.11.6
Post by: Dark.Revenant on January 27, 2018, 01:48:01 AM
Don’t know if that’s fixable without replacing the officer levelup system.  It should resolve itself when you earn XP.
Title: Re: [0.8.1a] Save Transfer 1.11.6
Post by: Schwartz on January 27, 2018, 06:40:31 AM
Ah okay. I hadn't tried to continue with the game. Cheers!
Title: Re: [0.8.1a] Save Transfer 1.11.6
Post by: NightfallGemini on March 23, 2018, 01:46:12 AM
A quick question about the storage function. Since the command pulls everything from what seems like all storages, even stuff like secret ships (i.e. DME's), is it making a duplicate or is it actively moving stuff?
Title: Re: [0.8.1a] Save Transfer 1.11.6
Post by: King Alfonzo on March 23, 2018, 05:51:51 PM
Actively moving stuff. In the past I've used the coonsole storage, then went and looked for things in the ORA systems. They weren't there, but after the fact realized that all the stuff that were in there, was now in the console storage.
Title: Re: [0.8.1a] Save Transfer 1.11.6
Post by: NightfallGemini on March 28, 2018, 06:21:43 AM
Welp. Guess I won't feel bad about using the Sparrowhawk this playthrough then. :V
Title: Re: [0.8.1a] Save Transfer 1.11.6
Post by: stormbringer951 on April 21, 2018, 04:36:44 PM
So ran into an error while upgrading my mod-testing playthrough save for the new version of Fringe Defense Syndicate, from 0.4.1 to 0.5. Upgraded mod, started a new Nexerelin game and ran into this error:

Code
57577 [Thread-4] INFO  org.lazywizard.console.Console  - > loadsave
57591 [Thread-4] INFO  org.lazywizard.console.Console  - Storage set to Abandoned Terraforming Platform in Corvus Star System.
57602 [Thread-4] ERROR org.lazywizard.console.Console  - Console ran into exception:
java.lang.NumberFormatException: For input string: "8.333333"
at java.lang.NumberFormatException.forInputString(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at org.dark.transfer.console.commands.LoadSave.deserializePlayerData(LoadSave.java:284)
at org.dark.transfer.console.commands.LoadSave.runCommand(LoadSave.java:2131)
at org.lazywizard.console.Console.runCommand(Console.java:255)
at org.lazywizard.console.Console.parseInput(Console.java:317)
at org.lazywizard.console.ConsoleOverlayInternal.checkInput(ConsoleOverlay.kt:290)
at org.lazywizard.console.ConsoleOverlayInternal.show(ConsoleOverlay.kt:97)
at org.lazywizard.console.ConsoleOverlay.show(ConsoleOverlay.kt:34)
at org.lazywizard.console.ConsoleCampaignListener.advance(ConsoleCampaignListener.java:36)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
57603 [Thread-4] ERROR org.lazywizard.console.Console  - Failed to execute command "loadsave" in context CAMPAIGN_MAP
java.lang.NumberFormatException: For input string: "8.333333"

Copysave data used (https://pastebin.com/raw/xu3ntJuM)
Savegame download (https://www.sendspace.com/file/cmslex)

Modlist:

Lightshow without SWP 1.3.2
Dynasector 1.4.3
Autonomous Ships 0.6.1
Autosave 1.0f
Combat Chatter 1.8
Common Radar 2.4c
Console Commands 3.0 WIP 6
Foundation of Borken 0.2.1-RC4
Fringe Defence Syndicate 0.4.1 -> 0.5.0
Grytpype and Moriarty;'s Defense Authority 0.7.0
Hazard Mining Incorporated 0.1.1
Hegemony Expeditionary Auxiliary v1.1
Lazylib 2.2
Mayasuran Navy 8.0.4
Metelson Industries 5.0.1
Neutrion Corporation 1.84RC3
Nexerelin 0.8.3e
Omnifactory 2.2.7
Portrait Pack v1.2.3
Practice Targets 1.2
Reclaimed Derelicts 0.2a
Save Transfer 1.11.6
Simulator Overhaul 1.4
Stop Gap Measures v0.6
The Mayorate 0.10.2
Unknown Skies 0.21
Upgraded Rotary Weapons 1.31
Version Checker 1.7c
Audio Plus 1.10
GraphicsLib 1.2.1
Title: Re: [0.8.1a] Save Transfer 1.11.6
Post by: Dark.Revenant on April 21, 2018, 06:08:30 PM
It'll be fixed in the next release.

For now, add the argument '-no-bounties'.
Title: [0.8.1a] Save Transfer 1.11.7
Post by: Dark.Revenant on April 23, 2018, 04:38:19 AM
We like to fix bugs around here.

Download Save Transfer 1.11.7 (https://bitbucket.org/DarkRevenant/save-transfer/downloads/Save%20Transfer%201.11.7.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.11.7.7z)
(Requires Console Commands 3.0 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Changes
Version 1.11.7:
- Fixed bounty-related bugs
Title: Re: [0.8.1a] Save Transfer 1.11.7
Post by: craftomega on August 05, 2018, 03:48:00 PM
New bug
54026 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinUtilsReputation
java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinUtilsReputation
   at org.dark.transfer.console.commands.LoadSave.deserializePlayerData(LoadSave.java:372)
   at org.dark.transfer.console.commands.LoadSave.runCommand(LoadSave.java:2140)
   at org.lazywizard.console.Console.runCommand(Console.java:255)
   at org.lazywizard.console.Console.parseInput(Console.java:317)
   at org.lazywizard.console.ConsoleOverlayInternal.checkInput(ConsoleOverlay.kt:290)
   at org.lazywizard.console.ConsoleOverlayInternal.show(ConsoleOverlay.kt:97)
   at org.lazywizard.console.ConsoleOverlay.show(ConsoleOverlay.kt:34)
   at org.lazywizard.console.ConsoleCampaignListener.advance(ConsoleCampaignListener.java:36)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.utilities.ExerelinUtilsReputation
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 15 more

Title: [0.8.1a] Save Transfer 1.11.8
Post by: Dark.Revenant on August 05, 2018, 05:40:07 PM
We still like to fix bugs around here, even if they're not my bugs.

Download Save Transfer 1.11.8 (https://bitbucket.org/DarkRevenant/save-transfer/downloads/Save%20Transfer%201.11.8.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.11.8.7z)
(Requires Console Commands 3.0 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Changes
Version 1.11.8:
- Nexerelin 0.8.3f compatibility
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: Histidine on August 05, 2018, 05:42:46 PM
Yeah, sorry about that one :( I need a better way to check dependencies for this sort of thing.

(or just do fewer unnecessary refactors, I guess)
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: craftomega on August 06, 2018, 01:56:10 PM
We still like to fix bugs around here, even if they're not my bugs.

Download Save Transfer 1.11.8 (https://bitbucket.org/DarkRevenant/save-transfer/downloads/Save%20Transfer%201.11.8.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.11.8.7z)
(Requires Console Commands 3.0 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Changes
Version 1.11.8:
- Nexerelin 0.8.3f compatibility

Thank you.
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: grinningsphinx on August 06, 2018, 03:16:16 PM
We still like to fix bugs around here, even if they're not my bugs.

Download Save Transfer 1.11.8 (https://bitbucket.org/DarkRevenant/save-transfer/downloads/Save%20Transfer%201.11.8.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Save%20Transfer%201.11.8.7z)
(Requires Console Commands 3.0 (http://fractalsoftworks.com/forum/index.php?topic=4106.0))
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Changes
Version 1.11.8:
- Nexerelin 0.8.3f compatibility

Thank you.

Indeed, thank you DR!

Still having the Sparrowhawk show up though lol...
Title: Just waiting...
Post by: Daquan_Baton on November 17, 2018, 05:08:47 AM
Gonna hold off on adding any more mods to my game until this gets updated for 9.0, I got a really good start and I don't wanna screw it up :D.
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: Dark.Revenant on November 17, 2018, 02:28:46 PM
Don't expect a ST update any time soon.  Maybe not even 2018.
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: Daquan_Baton on November 17, 2018, 03:30:06 PM
Don't expect a ST update any time soon.  Maybe not even 2018.

Dang, what's the problem?
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: Dark.Revenant on November 17, 2018, 03:36:40 PM
The problem is it's very complicated to implement ST with the huge increase of player scope, I'm busy, and I want to enjoy the game.
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: Daquan_Baton on November 17, 2018, 09:04:05 PM
The problem is it's very complicated to implement ST with the huge increase of player scope, I'm busy, and I want to enjoy the game.

Okay, don't get aggressive
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: Seifer on November 18, 2018, 02:36:03 PM
He's not being agressive :P I can perfectly live without the mod for a while, this game is so awesome and devs/modders do a titan work, I don't know how they do, they're very generous with us  8) Cheers !
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: Maelstrom on November 19, 2018, 11:52:09 AM
Honestly I think dark was a bit agressive for what looked like a genuin question. Even if it should be obvious to some that this mod will take alot of work to update I don't think it justified that reaction.

Anyways hope you're enjoying 0.9a Dark and take your time :3 Theres no rush so don't let that get to you :)
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: cjuicy on November 19, 2018, 11:52:12 PM
The problem is it's very complicated to implement ST with the huge increase of player scope, I'm busy, and I want to enjoy the game.
Then enjoy the darn game man! You've more than earned it, so take your time.
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: DF76 on January 01, 2019, 01:26:25 AM
Dang,could you post a simple version of ST,which can help transfer my fleet and cargo to a new save?
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: Worachot on January 03, 2019, 07:01:35 PM
hi,

i was trying to use this mod since another  mod i use had a save breaking update.

anyways! when i write "copysave" in the console the game crash and i get this window.

sc: https://i.imgur.com/15aWSYl.png

if its a bug, hope this helps
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: Alphascrub on January 03, 2019, 07:04:46 PM
The problem is it's very complicated to implement ST with the huge increase of player scope, I'm busy, and I want to enjoy the game.

Okay, don't get aggressive

Mmmm... He answered your question. It only seems aggressive to you because you didn't like the result. Tough. For reference my post is being aggressive.
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: Midnight Kitsune on January 03, 2019, 08:23:07 PM
hi,

i was trying to use this mod since another  mod i use had a save breaking update.

anyways! when i write "copysave" in the console the game crash and i get this window.

sc: https://i.imgur.com/15aWSYl.png

if its a bug, hope this helps
Save transfer is NOT updated for the current version of SS. So you need to either start from scratch or use the console to spawn your fleet. As for colonies? Yeah, you're SOL...
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: bamzooki2 on January 04, 2019, 05:13:32 AM
hi,

i was trying to use this mod since another  mod i use had a save breaking update.

anyways! when i write "copysave" in the console the game crash and i get this window.

sc: https://i.imgur.com/15aWSYl.png

if its a bug, hope this helps
Save transfer is NOT updated for the current version of SS. So you need to either start from scratch or use the console to spawn your fleet. As for colonies? Yeah, you're SOL...

Hey Dark do you ever worry that starsector fans will kidnap you and Histidine, throw you into a sweatshop basement and make you mod under threat of torture? Because THAT is how good your mods are. kidnap worthy.
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: Worachot on January 05, 2019, 07:16:56 AM
hi,

i was trying to use this mod since another  mod i use had a save breaking update.

anyways! when i write "copysave" in the console the game crash and i get this window.

sc: https://i.imgur.com/15aWSYl.png

if its a bug, hope this helps
Save transfer is NOT updated for the current version of SS. So you need to either start from scratch or use the console to spawn your fleet. As for colonies? Yeah, you're SOL...

Oki! ill wait to update the mods then, Thanks!

This is probably obvious, but instead of me guessing, what does SS and SOL mean? ^_^
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: cybersol on January 05, 2019, 02:46:27 PM
SS = Starsector
SOL = *** out of luck
Title: Re: [0.8.1a] Save Transfer 1.11.8
Post by: starspacer on February 13, 2019, 07:57:26 PM
The problem is it's very complicated to implement ST with the huge increase of player scope, I'm busy, and I want to enjoy the game.

Bump  ;D
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Dark.Revenant on July 04, 2019, 02:01:33 PM
RIP
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Randy on August 15, 2019, 06:44:30 PM
is this mods permanently dead or will you be coming back to it?
and could someone else take over?
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: fatrat on August 15, 2019, 07:14:24 PM
is this mods permanently dead or will you be coming back to it?
and could someone else take over?


It's dead Jim.
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: shoi on August 15, 2019, 08:59:54 PM
F
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: MesoTroniK on August 15, 2019, 11:10:12 PM
Save Transfer truly is dead, there is no way to make it play nicely with colonies. Explained simply and in short think of it this way...

How can you transfer a colony to a planet that does not exist?
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Randy on August 16, 2019, 01:51:33 AM
how about having it ignore colonys and just have it carry over ships and stuff from the abandoned terra forming platform?
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Cyan Leader on August 16, 2019, 03:59:56 AM
How can you transfer a colony to a planet that does not exist?

By requiring the player to use the same seed? Just spitballing here, not sure if it'd work.
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Randy on August 16, 2019, 04:12:36 PM
just have it not save colonies and there you go problem solved
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: MesoTroniK on August 16, 2019, 09:49:59 PM
No having it not transfer colonies isn't workable at all for storage reasons mainly. Sure could have it stuff all of it into abandoned stations but that is half-baked at best.

Having it require the same seed won't work either. Since the seed is only deterministic if the mod list is the same. Well some mods will not alter the result but many will.


Really guys, Starsector's scope has increased beyond the point in which a mod like this is reasonably maintained.
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Randy on August 16, 2019, 10:49:59 PM
so your telling me its just not possible to ignore colonies and put a big warning on the mod saying only stuff in (insert stations/planets here) will be transferred
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Dark.Revenant on August 16, 2019, 11:51:38 PM
Frankly the mod was unmaintainable.
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Randy on August 17, 2019, 12:45:40 AM
"No having it not transfer colonies isn't workable at all for storage reasons mainly. Sure could have it stuff all of it into abandoned stations but that is half-baked at best."
so it is doable and even if we ignore colonies something is better then nothing
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Randy on August 18, 2019, 01:28:02 AM
Frankly the mod was unmaintainable.

In what way was it unmaintainable?
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Matthew_Collins on August 23, 2019, 05:54:03 PM
Yeah I can understand not being able to pull over colonies but that's a small price to pay for being able to transfer almost everything else.
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Midnight Kitsune on August 23, 2019, 08:59:05 PM
Frankly the mod was unmaintainable.
In what way was it unmaintainable?
Just the amount of stuff that SS keeps adding for starters. Plus the changes that happen every update. That and DR has a pretty high stress job as it is, IIRC
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Alphascrub on August 23, 2019, 11:56:36 PM
Yeah I can understand not being able to pull over colonies but that's a small price to pay for being able to transfer almost everything else.

Eh. Use console commands to import some stuff it bothers you to much. Personally I like coming up with settings, to play from. Honestly I kind of roleplay it. Last time I was a the last surviving combat ship of merchant caravan who decided being a pirate wouldn't be so bad so long as he could still kill pirates. The play through I'm on right now I'm literally role playing a person who broke from the ludic path, only to seek commission in the blackrock navy and create a free port empire that slaughters both pirates, heg and pathers a like while bringing back AI ran colonies for better or worse. Yea I'm roleplaying the *** out of this but console commands let you do it and its kind of interesting. I don't make decisions based on what I would do. I make decisions based on the character I'm playing do.

Either that or just start carbon coping your fleet over. Its kind of boring for me honestly. I would also mention that unless your crashing a lot or really need a new feature there is no need to update all the time (inb4 the hammer falls look people if your crashing a lot chances are its means you need and update or to check your versions). I've got 9 mods that need updating right now according to version checker with a multi colony empire stretching all over the map. Runs fine. I think I've crashed one whole time this campaign to an error I can't seem re create.
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Randy on November 03, 2019, 06:19:08 AM
If you think it's worth doing, then by all means, do it. But asking other people to continue doing it once they've assessed it as not worth their time is going to run into diminishing returns pretty fast.

Challenge accepted
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Randy on November 05, 2019, 09:35:58 PM
2 days and 28 lines of code later it works
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: I_is_nublet on November 06, 2019, 05:10:10 PM
2 days and 28 lines of code later it works
Nice! Mind posting it here?
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Randy on November 10, 2019, 06:50:25 PM
2 days and 28 lines of code later it works
Nice! Mind posting it here?

i dont think i can or would be allowed
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: SCC on November 10, 2019, 11:25:21 PM
Have you asked DR directly about that?
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: duendeinexistente on November 16, 2019, 12:08:28 PM
Please upload the updated version, maybe transferring all storage to some storage in the central section of the map... maybe let the player choose which faction has them so relationships don't *** you over.
A solution to the colonies not existing could be to simply giving the player a choice to pick which planets are given all the infrastructure of old ones, or are simply replaced by the colonies? A more immediate alternative would be to simply give the player their cost in cash, but that doesn't account for the time they take to be built again.
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: craftomega on December 08, 2019, 05:38:48 PM
2 days and 28 lines of code later it works
Nice! Mind posting it here?

i dont think i can or would be allowed

Why do you gotta blue ball us?
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Randy on April 01, 2020, 03:47:42 AM
2 days and 28 lines of code later it works
Nice! Mind posting it here?

i dont think i can or would be allowed

Why do you gotta blue ball us?

uploaded long ago here https://discord.gg/U4uTTrs since i could not get it in the unofficial discord and apologies for not answering sooner my graphics card died and apparently its replacement an amd wont run starsector at above 10 fps so i stopped playing
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Üstad on May 22, 2020, 05:24:49 AM
Can we save transfer without transfering the old existing sector, like only officers, characters and stuff?
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Shad on May 22, 2020, 05:51:36 AM
Can we save transfer without transfering the old existing sector, like only officers, characters and stuff?
Yes. In the mod folder, search for LoadSave.java and in the file it details the command extensions like "-no-exerelin-markets".
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Bind_Denn on June 12, 2021, 05:29:28 PM
I really wish there was something similar to this for 0.95 since manually editing the save file can take hours if I want to tranfer weapons/items etc over to a new save. UNGP would be great if if did that but it doesnt.

I'd even commission someone to update this for how frequently I used it back in 0.9.1  :(
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: DanRowan on June 12, 2021, 07:07:37 PM
I really wish there was something similar to this for 0.95 since manually editing the save file can take hours if I want to tranfer weapons/items etc over to a new save. UNGP would be great if if did that but it doesnt.

I'd even commission someone to update this for how frequently I used it back in 0.9.1  :(

https://fractalsoftworks.com/forum/index.php?topic=16680.0

That mod is what I have been using in place of this. It transfers all your credits and blueprints so it works very well.
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Bind_Denn on June 12, 2021, 07:53:12 PM
https://fractalsoftworks.com/forum/index.php?topic=16680.0

That mod is what I have been using in place of this. It transfers all your credits and blueprints so it works very well.

UNGP would be great if if did that but it doesnt.
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: DanRowan on June 12, 2021, 09:58:01 PM
https://fractalsoftworks.com/forum/index.php?topic=16680.0

That mod is what I have been using in place of this. It transfers all your credits and blueprints so it works very well.

UNGP would be great if if did that but it doesnt.

My apologies for offering a suggestion and missing that you referenced it in your post. I will make sure to not do that again for you.
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Bind_Denn on June 13, 2021, 05:19:57 AM
My apologies for offering a suggestion and missing that you referenced it in your post. I will make sure to not do that again for you.

It's alright bro I forgive you, don't beat yourself up about it  8)
Title: Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
Post by: Randy on February 06, 2022, 10:53:01 PM
just wanting to explain the situation since so many of you all are still sending me messages on discord both asking about the update and some pretty horrible things
i have given up on modding and starsector itself after the non stop cascade of hate from a certain modders fan club, apparently when the modder said it was unupdateable and me proving them wrong stirred up one hell of a storm
i would like to apologize for anyone still waiting on me as i had hoped if i just disappeared i would be left alone but since that was not the case i have come here to publicly state the situation
the mods dead so please leave me alone
sorry for getting your hopes up