This is a simple command line utility to extract and modify player information from a Borderlands 2 or Borderlands: The Pre-Sequel save file. It offers a simple way to perform common actions on a character, such as setting money, unlocking Black Market SDUs, and can also generate a hand-editable JSON file which can then be converted back into a savegame.
Note: As of July 2023, Github user loot-midget
has forked this project and done a lot of really nice cleanup on it, which
you can see at https://github.com/loot-midget/borderlands2
.
I'm planning on trying to keep this repository up-to-date with that repo,
but you may want to just head over there and use that repo instead, since
it's likely to end up ahead of this repo.
Note the following before trying to use it:
- It has no graphical interface and is not easy to use
- It does not provide any mechanisms for creating items or weapons, or even editing items/weapons in a useful fashion.
- While I'm not aware of any cases of it happening, this could certainly corrupt your savegame if something goes weird. (Take backups of your saves!)
- It requires a working Python 3 interpreter (if you need the old Python 2
version, change to the
python2
branch). As of March 5, 2022, the minimum Python version is 3.9.
This repository is a fork of the original at https://github.com/pclifford/borderlands2
There are several difference between this fork and the original. The most
obvious difference is in the method of specifying modification arguments.
Also, the original version defaulted to writing savegames usable on consoles,
whereas this fork defaults to writing savegames usable on PC. The -b
or
--bigendian
argument can be specified to have this fork generate
Console-appropriate files, though note that many of the changes since the fork
have not been tested on consoles. If there are problems with console
integration, contact me and I'd be happy to try and fix it.
Note too that the JSON generated by this fork isn't going to be compatible with the JSON generated by the main branch, so don't try to mix between the two.
- Running the program
- Input and Output
- Modifying Savegames (JSON Method)
- Modifying Savegames (Using Commandline Arguments)
- Character Name
- Save Game ID
- Character Level
- Money
- Eridium (Borderlands 2 Only)
- Moonstone (Borderlands: The Pre-Sequel Only)
- Seraph Crystals (Borderlands 2 Only)
- Torgue Tokens (Borderlands 2 Only)
- Item Levels
- Backpack Size
- Bank Size
- Gun Slots
- Unlocks
- Overpower Levels (Borderlands 2 Only)
- Ammo
- Challenge Levels
- Fixing Negative-Number Challenges
- Copying mission data from NVHM to TVHM+UVHM
- Resetting features
- Getting Savegame Information
- Combining Commandline Options
- Working with Savegames to/from Consoles
- Exporting character items
- Importing character items
- Other commandline options
- Credits/Thanks
- TODO
There are two executables: bl2_save_edit.py
and tps_save_edit.py
, for
Borderlands 2 and Borderlands: The Pre-Sequel, respectively. The functionality
of both is virtually identical, only differing in a few of the modification
options (--moonstone
instead of --eridium
, for instance).
The basic form of the utility is to specify and input and output file. If no other options are given, the utility effectively just copies the savegame without making any changes, like so:
python bl2_save_edit.py save0001.sav save0002.sav
As of July 2023, there's an option which just prints out some savegame info to the console, so having an output file in that case would be kind of pointless. In those situations, you can leave out the output filename to have the editor just print out the info and exit. For instance:
python bl2_save_edit.py --print-unexplored-levels save0001.sav
By default, the utility saves in a format usable by Borderlands, but you can
specify alternate outputs to use, using the -o
or --output
option. The
most useful outputs are:
savegame
- This is the default, and the only output usable by Borderlands itself.json
- This is the most human-editable format, saved in a text-based heirarchy in JSON format, which should be fairly reasonable to work with.items
- This will save the character's inventory and bank into a text file which can then be imported into other tools like Gibbed, or imported into other characters using this tool.
For example, saving to a JSON file for later hand-editing:
python bl2_save_edit.py -o json save0001.sav testing.json
After hand-editing a JSON file, you can convert it back by specifying the -j
or --json
option, to tell the utility that you're loading from a JSON file,
like so:
python bl2_save_edit.py -j testing.json save0002.sav
python bl2_save_edit.py --json testing.json save0002.sav
To save the character's inventory to a text file:
python bl2_save_edit.py --output items save0001.save items.txt
To later import the items in items.txt
to a savegame, use the -i
or
--import-items
argument:
python bl2_save_edit.py -i items.txt save0002.sav new.sav
python bl2_save_edit.py --import-items items.txt save0002.sav new.sav
(note that the savefile with the imported items is new.sav
- You'd have
to copy that back over to save0002.sav
afterwards)
There are also a couple other output formats you can specify with -o
, though
they are primarily only useful to programmers looking to work with the raw data
a little more closely:
decoded
- The raw protocol buffer data, after decompression.decodedjson
- A midway point betweendecoded
andjson
, this will generate a JSON file, so it'll be technically editable by hand, but most of the internal data structures will be present as raw protobuf strings.none
- This output won't write a file at all. There's generally no need to specify this manually. If you run the utility without an output file, it'll switch to this mode automatically (though it will error out if you were also specifying an option which would change the savefile in some way).
As mentioned above, one way to edit your characters is to save them out as a parsed JSON file, edit the JSON by hand (in a text editor), and then re-export the JSON into a savefile. As always, make sure to take backups of your savefiles before overwriting them.
python bl2_save_edit.py -o json save0001.sav to_edit.json
- Edit
to_edit.json
in a text editor, to suit python bl2_save_edit.py -j to_edit.json save0001.sav
Alternatively, you can alter many attributes of your character by just using
commandline options. You can specify as few or as many of these as you want.
Note that if you specify -o items
to save a character's items to a text
file, the majority of these options will have no effect.
This can be done with the --name
option:
python bl2_save_edit.py --name "Gregor Samsa" old.sav new.sav
This is probably not actually useful; Borderlands seems to automatically set
this to a value it thinks is appropriate. The ID tends to match the filename,
though, and I personally end up setting it just because it seems to make sense
to. You'll probably be fine if you never touch this option. It can be
changed with --save-game-id
like so:
python bl2_save_edit.py --save-game-id 2 save0001.sav save0002.sav
This will also update your character's XP if needed, and is available with the
--level
option:
python bl2_save_edit.py --level 72 old.sav new.sav
Set money with the --money
option:
python bl2_save_edit.py --money 3000000 old.sav new.sav
Set available Eridium with the --eridium
option. Note that the game will
reduce this to a maxmimum of 500 if you attempt to add more:
python bl2_save_edit.py --eridium 500 old.sav new.sav
Set available Moonstone with the --moonstone
option. Note that the game will
reduce this to a maxmimum of 500 if you attempt to add more:
python tps_save_edit.py --moonstone 500 old.sav new.sav
Set the available Seraph Crystals with the --seraph
option. The game will
enforce a maximum of 999:
python bl2_save_edit.py --seraph 999 old.sav new.sav
Set the available Torgue Tokens with the --torgue
option. The game will
enforce a maximum of 999:
python bl2_save_edit.py --torgue 999 old.sav new.sav
The --itemlevels
argument can be used to set all items in your inventory to
either your character's current level, or to the level you specify.
To set to the character's level:
python bl2_save_edit.py --itemlevels 0 old.sav new.sav
To set to a specific level:
python bl2_save_edit.py --itemlevels 50 old.sav new.sav
Note that items of level 1, however, are left alone unless you also specify
the --forceitemlevels
flag:
python bl2_save_edit.py --itemlevels 0 --forceitemlevels old.sav new.sav
The --backpack
option can be used to set the size of your backpack. To set
the maximum possible size of the backpack, either specify 39 or "max". Note
that the utility will also enforce that the backpack size is a multiple of 3,
and between the range of 12 and 39.
python bl2_save_edit.py --backpack max old.sav new.sav
python bl2_save_edit.py --backpack 31 old.sav new.sav
Similarly, the --bank
option can be used to set the size of your bank, and
will round up to multiples of 2, between 6 and 24. To specify the maximum
value, either use 24 or "max".
python bl2_save_edit.py --bank max old.sav new.sav
python bl2_save_edit.py --bank 16 old.sav new.sav
The --gunslots
option can be used to set the total number of open gun slots
(ordinarily unlocked via story missions). Valid values are 2, 3, and 4:
python bl2_save_edit.py --gunslots 2 old.sav new.sav
python bl2_save_edit.py --gunslots 3 old.sav new.sav
python bl2_save_edit.py --gunslots 4 old.sav new.sav
There are a few things which can be unlocked via this utility, with the --unlock
option. This option can be specified more than once to unlock more than one
thing.
This option will unlock all ammo SDU upgrades (ordinarily available in the black market). This will also automatically refill all ammo pools:
python bl2_save_edit.py --unlock ammo old.sav new.sav
Some challenges do not actually appear in the challenge list until certain prerequisites are met. For instance, the challenge for long-range shotgun kills doesn't actually appear until the challenge for short-range shotgun kills has reached level 5. This will unlock all those challenges regardless of the prerequisites. (Note: this only applies to non-level-specific challenges)
python bl2_save_edit.py --unlock challenges old.sav new.sav
To unlock TVHM:
python bl2_save_edit.py --unlock tvhm old.sav new.sav
To unlock UVHM (and also TVHM):
python bl2_save_edit.py --unlock uvhm old.sav new.sav
NOTE: I'm unsure whether or not this would actually work on a system without the Creature Slaughterdome explicitly enabled, but it's possible maybe it does?
The Creature Slaughterdome might be unlockable with:
python bl2_save_edit.py --unlock slaughterdome old.sav new.sav
To set OP Levels:
python bl2_save_edit.py --oplevel 8 old.sav new.sav
This will also trigger an unlock of TVHM/UVHM if the save does not already have UVHM unlocked.
The --maxammo
option can be used to refill all ammo to its current maximum
level (based on what you've already purchased at the black market). This
is obviously a bit silly ordinarily, given how easy ammo is to come by.
python bl2_save_edit.py --maxammo old.sav new.sav
To actually increase your total available ammo pool, as you'd do through the
black market, use --unlock ammo
(see above). Doing so will then also refill
ammo as if --maxammo
had been specified.
This option is admittedly rather silly, but the --challenges
argument will
let you set your character's challenge levels to the specified values. The
valid options are:
- zero
- max
- bonus
If set to zero
, the level of all your non-level-specific challenges will be
reset to zero, so you can start accumulating again. (Possibly useful if you
want to start from scratch but haven't completed enough to use the in-game
reset.)
python bl2_save_edit.py --challenges zero old.sav new.sav
If set to max
, the level of all non-level-specific challenges will be set to
one under than their maximum level, possibly making it easier to accrue a
good deal of Badass Rank very quickly.
python bl2_save_edit.py --challenges max old.sav new.sav
If set to bonus
, the level of all non-level-specific challenges will be set
to one under the levels at which they provide bonus skins/heads, for the
challenges which do so. It will leave all other challenges alone.
python bl2_save_edit.py --challenges bonus old.sav new.sav
It's also possible to specify both max
and bonus
, in which case all
challenges will be set just under their completion level, except for the ones
which provide bonuses, which will then be set to be primed to receive those
bonuses:
python bl2_save_edit.py --challenges max --challenges bonus old.sav new.sav
Some people find that their game starts showing huge negative numbers for their
challenge variables, caused by the savegame values overflowing the in-game
datatypes. Some threads on the issue:
one,
two.
The --fix-challenge-overflow
option can fix those up for you, setting them
instead to the max value:
python bl2_save_edit.py --fix-challenge-overflow old.sav new.sav
Thanks to Loot Midget for this PR!
This is a very specific thing which I can't imagine anyone but me would ever be looking for, but it's in here anyway because I needed it once. Basically, whatever the mission state is from NVHM will be copied to the other two playthroughs, so they'll appear to be at the exact same state. This will also unlock TVHM/UVHM if need be.
python bl2_save_edit.py --copy-nvhm-missions old.sav new.sav
Option --reset
helps to reset some game features.
Bad Touch is Moxxi's SMG given to player one per character. There is some workaround for obtaining Bad Touch many times but it could be spoiled by teammate who takes it right from the Moxxi's hands.
Use --reset bad-touch
option to restore Bad Touch availability.
Player or teammates could suddenly get one of four items for this mission and it will influence the midgets farming.
Use --reset doctors-orders
option to reset Doctor's Orders mission.
Mission will be reset for first active playthrough in this order: UVHM -> TVHM -> Normal mode.
If you want reset both spoiled TVHM and UVHM missions then run script twice with same option.
There's a single option which just shows information about the savegame, instead of changing anything. If you only specify options in this category, you can omit specifying an output filename, and the utility just print out the requested info and exit.
The utility also includes an option to print out levels which the user has not fully explored. Since this option doesn't actually change the save in any way, you can omit the output filename when running it:
bl2_save_edit.py --print-unexplored-levels old.sav
That will result something like the following output printed on the console as the editor processes the save:
World Traveler - Partially (32/36)
More details: https://www.playstationtrophies.org/forum/topic/161466-complete-world-map-world-traveler-trophy/
Incomplete maps (4):
Natural Selection Annex
Southern Shelf - Bay
The Highlands
Thousand Cuts
Arctic Explorer - Complete
Urban Explorer - Complete
Highlands Explorer - Partially (2/4)
More details: https://www.trueachievements.com/a167559/highlands-explorer-achievement
Incomplete maps (2):
The Highlands
Thousand Cuts
Blight Explorer - Complete
Gadabout - Complete
Been There - Complete
To avoid scrolling challenges in game user could use dedicated option for printing data:
bl2_save_edit.py --diagnose-challenge-accepted old.sav
That will result something like the following output printed on the console as the program processes the save:
Challenge Accepted achievement progress:
- Miscellaneous: JEEEEENKINSSSSSS!!!: first level is incomplete, progress 0/1
- Shields: Ammo Eater: first level is incomplete, progress 19/20
- Vehicle: Blue Sparks: first level is incomplete, progress 2/5
Challenge Accepted: 3 problems found
In general, the various options can be combined. To make a few changes to a savegame but save as parsed JSON:
python bl2_save_edit.py --name "Laura Palmer" --save-game-id 2 --money 3000000 --output json save0001.sav laura.json
To take that JSON, unlock TVHM and Challenges, and set challenges to their primed "bonus" levels, and save as a real savefile:
python bl2_save_edit.py --json --unlock tvhm --unlock challenges --challenges bonus laura.json save0002.sav
NOTE: As mentioned above, this fork has not actually been tested on Consoles, so it's possible that the generated savegames might not work. Use at your own risk!
The safest way to convert a PC savegame to Console, or vice-versa, would be to
use JSON as an intermediate step. For the commands which deal with the
console savegames, be sure to specify the -b
or --bigendian
options. For
instance, to convert from a Console savegame to a PC savegame:
python savegame.py -b -o json xbox.sav pc.json
python savegame.py -j pc.json pc.sav
Or to convert from a PC savegame to a Console savegame:
python savegame.py --output json pc.sav xbox.json
python savegame.py --json --bigendian xbox.json xbox.sav
All items stored and held in the character's bank or inventory can be exported
to a text file as a list of codes, in a format compatible with Gibbed's save
editor. This is accomplished with -o items
or --output items
like so:
python bl2_save_edit.py -o items savegame.sav items.txt
A text file of codes generated as above, or assembled by hand, can be imported
into a character using the -i
or --import-items
arguments, like so:
python bl2_save_edit.py -i items.txt old.sav new.sav
python bl2_save_edit.py --import-items items.txt old.sav new.sav
By default all items will be inserted into the inventory, but this can be changed with a line containing "; Bank" to indicate that all following items should go into the bank, or one of either "; Weapons" or "; Items" to indicate that all following items should go into the inventory. For example, importing a file containing the following will put a Vault Hunter's Relic into the inventory and a Righteous Infinity pistol into the bank:
; Bank
BL2(h0Hd1Z+jY/s2Qy++Zu8Ba9qXoOmjwJ6NhrlsOmhNMX+oJo5CfQns)
; Items
BL2(B2vuv4tz1zSQCf2pqLJCS5XD/tKN4FXpjRJLnn1v85U=)
There are a few other commandline options available when running the utilities.
By default, the utility is rather chatty and will tell you what it's doing
at all times. To disable output except for errors, use the -q
or --quiet
option:
python bl2_save_edit.py -q old.sav new.sav
python bl2_save_edit.py --quiet old.sav new.sav
By default, the utility will refuse to overwrite a file without getting
confirmation from the user first. To disable that yes/no prompt and force
the app to overwrite the file automatically, use -f
or --force
like so:
python bl2_save_edit.py -f old.sav new.sav
python bl2_save_edit.py --force old.sav new.sav
The utility will also show you what all of its commandline options are
at the commandline, using the -h
or --help
options:
python bl2_save_edit.py -h
python bl2_save_edit.py --help
Sample output from that option is shown below, though might get out-of-date if I forget to update this README after updating the program:
usage: tps_save_edit.py [-h] [-o {savegame,decoded,decodedjson,json,items}]
[-i IMPORT_ITEMS] [-j] [-b] [-q] [-f] [--name NAME]
[--save-game-id SAVE_GAME_ID] [--level LEVEL]
[--money MONEY] [--moonstone MOONSTONE]
[--itemlevels ITEMLEVELS] [--forceitemlevels]
[--backpack BACKPACK] [--bank BANK]
[--gunslots {2,3,4}]
[--unlock {tvhm,uvhm,challenges,ammo}]
[--challenges {zero,max,bonus}] [--maxammo]
input_filename output_filename
Modify Borderlands: The Pre-Sequel Save Files
positional arguments:
input_filename Input filename, can be "-" to specify STDIN
output_filename Output filename, can be "-" to specify STDOUT
optional arguments:
-h, --help show this help message and exit
-o {savegame,decoded,decodedjson,json,items}, --output {savegame,decoded,decodedjson,json,items}
Output file format. The most useful to humans are:
savegame, json, and items (default: savegame)
-i IMPORT_ITEMS, --import-items IMPORT_ITEMS
read in codes for items and add them to the bank and
inventory (default: None)
-j, --json read savegame data from JSON format, rather than
savegame (default: False)
-b, --bigendian change the output format to big-endian, to write
PS/xbox save files (default: False)
-q, --quiet quiet output (should generate no output unless there
are errors) (default: True)
-f, --force force output file overwrite, if the destination file
exists (default: False)
--name NAME Set the name of the character (default: None)
--save-game-id SAVE_GAME_ID
Set the save game slot ID of the character (probably
not actually needed ever) (default: None)
--level LEVEL Set the character to this level (from 1 to 72)
(default: None)
--money MONEY Money to set for character (default: None)
--moonstone MOONSTONE
Moonstone to set for character (default: None)
--itemlevels ITEMLEVELS
Set item levels (to set to current player level,
specify 0).Skips level 1 items unless
--forceitemlevels is specified too (default: None)
--forceitemlevels Set item levels even if the item is at level 1
(default: False)
--backpack BACKPACK Set size of backpack (maximum is 39, "max" may be
specified) (default: None)
--bank BANK Set size of bank(maximum is 24, "max" may be
specified) (default: None)
--gunslots {2,3,4} Set number of gun slots open (default: None)
--unlock {tvhm,uvhm,challenges,ammo}
Game features to unlock (default: {})
--challenges {zero,max,bonus}
Levels to set on challenge data (default: {})
--maxammo Fill all ammo pools to their maximum (default: False)
Thanks to everyone who's worked on this, helped out, submitted bugs, or otherwise had anything to do with the creation of this utility. In particular:
- Paul Clifford was the original author of the utility, and did the actual hard work of building this all up from scratch.
- Thanks to Xcier for occasionally poking at this, and for being patient while I drag my feet on console-related features.
- "Loot Midget" has contributed some handy new options to the utility. Thanks!
Apologies to anyone who was missed, which I fear is probably a nonzero number of people!
-
Borderlands:TPS has a bunch more data stored in the file that we don't currently parse, so the JSON generated with
-o json
includes a pretty large_raw
section up at the top, for all the data we don't know about. The Gibbed editor seems to know about some of these, and I'd sort of like to go through and see if anything's worth decoding for this utility. -
The internal
modify_save
function starts off with the raw, decoded protobuf, and each little snippet in there decodes further as-needed, and then re-encodes once it's done. I wonder if it'd make more sense to just unwrap the whole thing to JSON at the beginning and then re-wrap at the end, rather than doing it piecemeal like that. The current method is sort of nice in that only the bits of the file that actually need to get touched are processed, but on the other hand, it adds a bunch of unnecessary cruft in there.