About this mod
A full save editor for Warhammer 40k: Chaos Gate - Daemonhunters.
Enables the editing of most things that cannot be controlled in game.
Comes as a stand-alone, portable application - no install required!
- Permissions and credits
- Changelogs
When using this editor, it is recommended to save your game, edit it, and load it immediately to check that it works correctly. As such, it can be advantageous to leave the game running while editing.
Combat saves are different from ship saves, and as this editor does not edit combat data, it does not parse them.
This editor automatically makes backups of any save file on load in a sub-folder of that save's directory. Even then, it is always strongly recommended to make frequent, manual backups!
The author takes no responsibility for data corrupted or lost.
If you discover a bug or issue, comment it here.
When commenting about an issue, please be clear about how to reproduce it, and be prepared to share a save file if necessary.
Examples of what you can do with this editor:
- You can have a low-stakes, ten thousand day campaign without having to save scum the missions to appear in convenient ways.
- You can have full control of the talents and augmetics of your knights, instead of having to save scum to get something useful.
- You can turn your knights into absolute one-man armies, if that's your thing.
- You can not add or access content (pre-order, Twitch Drop, DLC, or otherwise) that you do not own.
- You can not edit in detail the state of your campaign, such as for instance back out of the endgame. If the events are triggered, you're stuck with them.
- You can not respec your units, as making interactive skill trees for each class would be time consuming. Use the retrain mechanic in game.
- Currencies: Edit campaign currencies such as Requisitions, Prognosticars, Grimoires, Servitors, Bloom Seeds, and Archeotech (if Duty Eternal is owned and active).
- Star Map: Settings include:
- Status Effects: Edit ongoing status effects for the campaign, such as the Grandmaster giving low support or the Inquisitor being unproductive. New effects cannot be added, but current effects can be changed or ended.
- Bloom Level: Edit the bloom level of each planet, or add or remove a prognosticar.
- Warp Storms: Edit the length ofany ongoing storms. Identifying specific storms requires trial and error, as storms are just a list of coordinates.
- Enemy Ships: Remove individual enemy ships. Identifying specific ships requires trial and error, as ships are just a set of coordinates.
- Ship Status: Repair, upgrade, or downgrade individual ship systems.
- Research: Upgrade, or downgrade individual researches (certain researches will result in a pop-up informing the user that they might be wise to do in game in order to trigger campaign progression correctly. Endgame researches (any that unlock after the Codex Toxicus) are for this reason absent from the editor).
- Armoury: Edit armoury requisition levels and equipment owned, including equipment from Duty Eternal and Execution Force.
- Knights: Select a knight and edit them in the following ways (knight’s cannot be added with this menu, but must be added in game and then edited here):
- Progression: Edit a knight’s class, number of abilities, rank and XP (due to the way abilities are stored in a save, they cannot be given in the form of points, only abilities learned, which means that the game’s retrain mechanic must be used for redistribution. Making individual, interactive skill trees for each class would be a lot of work).
- Wounds: Edit a knight’s wound state, recovery time, and resilience.
- Talents: Add, remove, or reorganize a knight’s talents.
- Augmetics: Add, remove, or reorganize a knight’s augmetics (you can even break the augmetics cap and give a knight more than five).
- Special Units:
- Garran Crowe: Can be edited like any knight, except for his class, abilities, rank and XP.
- [Duty Eternal] Dreadnought: Can have his pilot class, abilities, rank, XP, and Repair state edited. The dreadnought can not gain talents or
augmetics. - [Execution Force] Assasssins: Can have their XP and wound state edited. All abilities and talents are earned through rank, so there is no reason
to edit these. Editing rank directly causes problems, so edit XP instead and rank up in game.
- Knight Names: Anywhere you can leave custom input, so mainly as names for your knights, but theoretically also as the name of the save itself, if you use letters or signs outside the english alphabet these might not be parsable as JSON when the save is decrypted. If the editor crashes after import, try renaming all knights (including the dreadnought and assassins) using only 'regular' letters. (Issue brought to light by Deciver)
This whole project was inspired by Perl scripts shared by user dataabort on fearlessrevolution.com.
Throughout the project help was sourced from the ChaosGateGame subreddit (the only remaining semi-active Chaos Gate community).
Reddit user HookedOnTidePods was especially helpful, sharing a save to test the application on before release.