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
887 stars 68 forks source link

Losing non-host player data in Coop to Steam Libr Dedicated move #87

Closed Fuklz closed 5 months ago

Fuklz commented 5 months ago

I have an odd problem. Going from coop to Steam Library dedicated server.

I can transfer myself, the host, perfectly via this method, but all other player saves are no longer acknowledged and they are prompted to make new characters.

Before I move the save & run the script, everyone can use their old characters fine on the server. After I run the script, the host is fine and everyone else is treated as new.

Has anyone experienced this? I see this issue reflected for Windows > Linux, but I am not attempting that.

HamAndRock commented 5 months ago

Experiencing same issue

ththiem commented 5 months ago

Same issue, the steps on the readme just don’t work. Verifying other players at step 4 fails, they all are asked to create a new character and lose their progress. Something does not work anymore. And this is just windows co-op to windows dedicated.

Plus, the final step for the host doesn’t work either without a few extra steps. Copying over the modified files after the script runs still forces the host to create a new character. What “worked” was, after copying the modified files over, host joins and creates a new character, shut down the server, delete their .sav file and copy it again a 2nd time from the modified files, and then the host’ save works. But without the other players being able to transfer over there’s no way to re-invite the host to the guild so they can regain ownership of their base/pals.

cyrezisbad commented 5 months ago

+1

xNul commented 5 months ago

This is a duplicate of https://github.com/xNul/palworld-host-save-fix/issues/26 so I'm going to close it. I think the problem was introduced with the fix to the guild bug so if you revert the changes from that PR and follow the guild bug workaround, it should work for you. I'll be updating the script in the next few days to fix this though.