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just raid the biggest red spot you can see and grab all of the warehouse things, dont forget to escape and then research it
Wondering why it would get stats and level though. I will add your information to the guide.
Giving blueprints without prototypes means you wont have info displayed in your research screen. If you are an OCD nutjob like me, you might want to give the prototype and complete research (or just edit the research start/complete flags).
uz1 (m_ID 71), p97 (64), and silencer (50) are all starting items, and you should not give prototypes for these, nor remove blueprints.
item ID 111 is the holo decoy, and does not work. Item 110 is an illegal torso mod, does not work.
57-61 are all non-implemented ammo types. I think they are mostly redundant or non-working.
115, 116, 117, 118, and 120 are unknown and unimplemented items. Dont seem to show up.
There are FOUR <SaveStateUID> sections which have all the current data, inventory, reputation, etc. for your four agents. This seems proper, but keep in mind it does not have their experience, level, or skill points.
Under <m_SkillManager> and <m_Agents>, there are FIVE <AgentData> sections. The first four correspond to your actual agents, and I have no idea what the Fifth is for. In an old and completely un-edited save near the final mission, I have the first four of those enteries between level 41-45, with no unspent skill points. Then the fifth is some sort of mystery shadow agent on level 28 with 28 unspent points.
This is the section you would edit to give yourself more skill points to spend, but there is also a mysterious fifth dude there.
http://satellitereign.gamepedia.com/Weapons
Here is a list of the weapons in the game.
The five agents you see stats for, I think that might be the 5 special 5Lives characters that you get an achievement for either hijacking all of them or killing all of them. I am not sure if I put it into the guide, but it is at least possible to search and replace all, to make everything researched. As for the health bonuses and such, I think the best way would be to just give all the agents either high amounts of XP, or high amounts of skill points, then when in game you just have to upgrade all the abilities and you should get the health bonuses and such.
I am making a "COOPER TEAM" type save, that will start the game with everything unlocked but nothing done, so that multiplayer games can launch right up with all the toys. I have a few questions:
1 - I have given blueprints for all items, but I'd like to remove the non-working items that were not intended to be in the game. Just in case they cause problems. Does anyone know the ITEM ID's for those? I'm not sure how to tell them apart, except maybe running a Diff on a standard endgame save?
2 - It looks like there are actually stats for FIVE agents in the save file. anyone have info on this?
3 - Agents normally get increased health (and maybe other things?) as they level up. Is there a reliable way to start them at max level? By raising the level, it seems to bypass the stat-gain steps. When I raise the health, it seems to recalculate and revert on game load. Ideas?
1 = Soldier
2 = Support
3 = Infiltrator
4 = Hacker
* = 1 point starting skill
ID 18 - Health (1)
ID 19 - Health (2)
ID 20 - Health (3)
ID 21 - Health (4)
ID 23 - Weapon Specialist (1)
ID 24 - Weapon Specialist (2)
ID 25 - Weapon Specialist (3)
ID 26 - Weapon Specialist (4)
ID 49 - Pack Mule (1)
ID 50 - Pack Mule (2)
ID 51 - Pack Mule (3)
ID 52 - Pack Mule (4)
ID 37 - Hardwiring (1)
ID 27 - Rage (1)
ID 46 - Draw Fire (1)
ID 39 - Harden (1)
ID 45 - Explosive Specialist (1)
ID 15 - World Scan (2) *
ID 16 - Field Medic (2)
ID 32 - Mark Target (2)
ID 33 - Team Stims (2) *"Realtime with pause" 4 point starting skill*
ID 31 - Leadership (2)
ID 17 - Melee Attack (3)
ID 11 - Cloak (3)
ID 22 - Master Assassin (3)
ID 35 - Master Thief (3)
ID 34 - Hacking (4) *
ID 36 - Hijacking (4) *
ID 43 - Drone Puppeteer (4)
ID 44 - Master Technician (4)
But the list is from a few patches ago.