A variation of the Palworld Host Save Fix from xNul with additional bug fixes. This script can be used in a similar way to convert co-op games to dedicated server and vice versa.
Checking a save after it has been updated I can see there is really only one thing left with the old character ID and that is the below which I believe just indicates who built something. It is relatively small and largely irrelevant but I feel like it is worth adding as it closes the loop and ensures there is no more reference to the previous player UID after the conversion.
Checking a save after it has been updated I can see there is really only one thing left with the old character ID and that is the below which I believe just indicates who built something. It is relatively small and largely irrelevant but I feel like it is worth adding as it closes the loop and ensures there is no more reference to the previous player UID after the conversion.
properties.worldSaveData.value.CharacterSaveParameterMap.MapObjectSaveData.value.values[*].Model.value.RawData.build_player_uid
I could be wrong on the exact parents, I was doing this on a 1.3G save file so couldn't use collapsing easily :/
The value assigned to this key would just be old player UID -> new player UID