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[Release] MGS V: The Phantom Pain - Save Editor v1.2.0.0 - Page 18
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  1. #137
    One Hit Wonder
    Philymaster
    ImPequod is offline
    Join Date : Mar 2017
    Location : 360haven
    Posts : 1
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    Re: MGS V: The Phantom Pain - Save Editor v1.2.0.0

    This is Pequod. Thanks for this boss.

  2. #138
    Junior Member
    ThePlayer is offline
    Join Date : Mar 2016
    Location : 360haven
    Posts : 6
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    Re: MGS V: The Phantom Pain - Save Editor v1.0.0.0

    I noticed a bit ago that the editor doesn't work well when I reach the 500 staff members per unit (I have 4 fully developed fobs, and wanted to make some adjustement to staff and resources).
    Basically the editor shows some staff members in the waiting room, the sickbay and the brig, even though I know they are not there in the save, also it alters their stats completely.
    The resulting new savefile freezes the game (before loading the konami logo). If I try to re-open that save file it shows an error (my system runs on italian language, it says "Impossibile leggere oltre la fine del flusso", I think it translates to "Can't read beyond the flow limit" or something like that)
    If I try to mod only the resources and save, it doesn't save the new amount.

    Maybe the editor isn't set to read that much data? Because when I had 300/400 members per unit it worked just fine...
    Is there a way to fix this, or do I just have to fire enough staff members to reach the previous quota?

  3. #139
    Junior Member
    ThePlayer is offline
    Join Date : Mar 2016
    Location : 360haven
    Posts : 6
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    Re: MGS V: The Phantom Pain - Save Editor v1.0.0.0

    Found a partial solution:
    move every surplus staff member to waiting room, leaving max 400 members per unit (and maybe move to the infirmary staff you want to modify).
    This way there won't be any errors with the editor and the save :)

  4. #140
    I Am super Cool
    Philymaster


    Philymaster is offline
    Join Date : Feb 2011
    Posts : 295
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    Re: MGS V: The Phantom Pain - Save Editor v1.0.0.0

    I'm just finished all my exams now and have some time to look into MGS V again. I try to fix all the staff problems, but it will take some time because the save structure of MGS V was never easy to figure out (especially regarding the staff).

  5. #141
    Junior Member
    rookie117 is offline
    Join Date : Sep 2014
    Location : 360haven
    Posts : 5
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    Re: MGS V: The Phantom Pain - Save Editor v1.0.0.0

    HOly Molly,
    Been Waiting for this. Thanks alot mate, keep up the good work

  6. #142
    One Hit Wonder
    wardoc is offline
    Join Date : May 2022
    Location : 360haven
    Posts : 1
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    Re: MGS V: The Phantom Pain - Save Editor v1.2.0.0

    I'm not sure if this thread is monitored any longer but since they are bringing servers offline on 5/31, I wanted to mod staff to S++ to finish my research and whatnot. Everything works great and I am able to get into the save game file and edit the TPP0 file. However, it seems that after I save it, it doesn't truly save. What I mean is that when I load it up again, the values are still the same un-edited values even though I changed and saved them.Any ideas on why this is?Thank you.

 

 
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About 360haven

    360haven is an Forum Devoted To Game modding Fans from all over the world.

    An Awesome Community of Xbox 360 Gamers, Modders and Developers who Create & Share Tutorials, Applications, Gfx, Trainers and Gamesaves.

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    A scarce paradise for modders.

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