xNul / palworld-host-save-fix

Fixes the bug which forces a player to create a new character when they already have a save. Useful for migrating maps from co-op to dedicated servers and from one dedicated server to another.
MIT License
885 stars 69 forks source link

New process for moving co-op to windows server that works better #158

Open CharlesAFagan opened 7 months ago

CharlesAFagan commented 7 months ago

Hello and first off thank you for the efforts you have made toward allowing people to migrate their palworld saves across servers. In using your tool I came across issues as expected based on your known bugs. I was able to successfully transfer to and load up my coop game on a windows server but from there I was plagued by guild issues and the ability to interact with pals on my base. I spent some time going through my Level.sav file after converting to JSON, I found that it had been left with multiple instances of guilds and players on a server that should only have had a single guild and a single player. because of that, the following information may be somewhat limited in its usefulness. What I discovered while attempting to correct the issues in my Level.sav was a way to accomplish this entire process with no issues at all, at least for a coop game with only one sad player.

Starting from scratch with my coop sav I decided to try something different. With the knowledge of what my player UID would be on a windows server I converted both the coop Level.sav and my player's .sav files to JSON before ever attempting to load them on the windows server. After loading the JSON files up in MS Visual Studio I went through and simply replaced all occurrences of my coop UID, "00000000000000000000000000000001" and "00000000-0000-0000-0000-00000000001", with the matching format of my new UID for a windows dedicated server, saved them and converted back to .sav. I then renamed my players .sav with the new UID and returned the files to their respective folders and moved the game's save folder to my windows based dedicated server where I identified the correct save to use within the .ini. I ran the server and when I loaded in, everything was exactly as I had left it in the coop game. There were no issues with guild and I could fully interact with all of my pals at my bases. I have not thoroughly tested the new server yet but at first glance it appears to be a perfect migration. I will again point out that I am the only player that has played on both the coop and server so take this for what it is, but hopefully this is helpful in sorting out the migration issues that you have had.

wonjoonSeol-WS commented 7 months ago

Can confirm this works and eliminates all sorts of strange bugs that occur when using the original fix. Probably better to make your suggestion into a separate fix so that other people can use it too. I will look into it. Thanks.

Update: https://github.com/wonjoonSeol-WS/Palworld-fix-uuid