3.80 star(s) 25 Votes

Lambanomai

Member
Oct 9, 2019
121
18
Ok, maybe I got something wrong, but evry time I go to sortie my moral drops to 4, how do I prevent this? Is it normal?
 

hewhodares1

New Member
Nov 18, 2021
9
0
Do any experts know how to run this on Mac? It says i don't have permission yet i have made sure I do have permission multiple times yet i still can't run it. Any help appreciated.
 

Siiri

Newbie
Jun 12, 2020
61
29
Do any experts know how to run this on Mac? It says i don't have permission yet i have made sure I do have permission multiple times yet i still can't run it. Any help appreciated.
I managed to get it working by following the directions earlier in this thread. It took me a while, it's a little tricky.
 

Dinotech

Active Member
Nov 28, 2019
757
1,268
Just like Throwaway7777, I can't get every scene in game…

But I can decode the gallery data file, so, here is the modified gallery data file with every scene unlocked.

Gallery data location is the same with your save:
Code:
%APPDATA%\..\LocalLow\Pyorgara\SL
  • You should at least have original galleryData.dat and SLSave1.dat within this directory, maybe more SLSaveX.dat for more saves
  • Delete, rename or move away the original galleryData.dat, put this one there instead
If you would like to do it by yourselves, then:

Both galleryData.dat and SLSave1.dat shares the same C# Assembly binary format, uses ANSI ASCII encoding for the text inside. Use a to modify them.

For the description below, when referring both files, the former one is always to galleryData.dat, and the latter one is always to SLSave1.dat;
If you are new to binary file editing, just remember everything the hex editor shows is hexadecimal, especially numbers larger than 9, or 09. You need convert them between hex and decimal if you can't think & count in hexadecimal. The rest is just like editing the blocks in game maps, except for there is no grass, water or houses, just numbers, strings, and everything else, shown as hexadecimal.
If you do it wrong, or very wrong, the game may fail to read the dat file and something bad may happen. backup if you would like to edit those dat files.
  • Starts with:
    • 23 bytes: 0001000000FFFFFFFF01000000000000000C020000000F
    • 15 bytes: 417373656D626C792D435368617270 or Assembly-CSharp
    • 5 bytes: 0501000000
    • 1 byte: 12 or 11 for me, I don't know what does it mean
    • Data name, length & content is variable, but 18 bytes for both of the file:
      • 534C6D61696E2B47616C6C65727944617461 or SLmain+GalleryData
      • 534C6D61696E2B506C617965724461746141 or SLmain+PlayerDataA
    • 4 or 3 bytes: 18000000 or 000000, don't know why they differs
  • Then the names, all text, enable string preview in ANSI ASCII encoding in your hex editor to see them.
    For each name:
    • Starts with the length of this name in bytes, a 1 byte hex number;
      (For example, if a name starts with 12 or 18 in decimal, then the length of this name is 18 bytes.)
    • Then the name in ANSI ASCII encoding, with the exact same length.
  • Then the values, mostly binary or numeric, with some text:
    • For galleryData.dat, it's about arrays (or lists) of binaries.
      For each entry in the gallery, there is a list of scenes;
      and so for each name in galleryData.dat, there is an array of binaries indicating whether this scene is unlocked or not.
      • It starts with 52 bytes, still, I don't know what it is: 07070707070707070707070707070707070707070707070708080808080808080808080808080808080808080808080802000000
      • Then, for each value, there is:
        • 1 byte: 09
        • 1 byte: hex number for the index of the array
        • 3 bytes: 000000
      • (For example, if the 8th name is galleryVeils and the 8th value got 090A000000, then the index of the value of galleryVeils is 0A, or 10 in decimal.)
      • After the 09XX000000 indexes, we finally reach the value, or the array, itself.
        For each array, there is:
        • 1 byte: 0F
        • 1 byte: hex number for the index of the array
        • 3 byte: 000000
        • 1 byte: hex number for the length of the array
        • 4 byte: 00000008
      • (For example, for galleryVeils, the array with the index of 10, we got 0F0A0000000400000008, the index is again 0A, or 10 in decimal, and it has a length of 04 or 4 in decimal.)
      • Then, for the content of each array, there is some 4 bytes 00000000 (false) or 01000000 (true) with their amount matching the length of the array, with false for this scene is locked, and true for this scene is unlocked.
      • (For example, for galleryVeils, the array with the index of 10, we may got 00000000010000000100000001000000, then there is 1 scene locked and 3 scene unlocked.)
    • For SLSave1.dat, it's much more difficult. You had better edit your save with signed 16 bit / signed 32 bit number preview support and preview randomly between the value part of your save file, to see if there is a matching number at the right place, and edit it accordingly; or just use the buildin cheat feature with that heartwarming password already.
  • End with 1 byte 0B
Lol, the difficult way to unlock the sex scenes.:ROFLMAO:
I'm using this to change all of them from 0 to 1.
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Damien Stark

New Member
Jan 26, 2018
12
24
Alright, after seeing the resolution fixes that BupoTiling03 created for News Desk, I did the same for Soldier's Life here.

To use: select the one with the resolution you want, rename it back to just "Assembly-CSharp.dll" and replace the Assembly-CSharp.dll from the game folder Data/Managed with this file.

I am absolutely NOT an experienced modder, I will share the process I followed here so folks can recreate it (in case you want a resolution option I didn't include, or additional versions are released, etc.) or so that better modders than I can tell me how I dumbly missed an important step or something.

Using the freely available I opened this Assembly-CSharp.dll file.
Edit, Search Assemblies. In the searchbox type "Resolution" then double click the splashScreenResolution class listed. Up top you should see a line (#11 I beleive) with:
Screen.SetResolution(X, Y, false);

right-click on that line, select Edit Method
replace the X and Y values with your desired resolution (make sure the result is 2:1, as that's the aspect the game was built in) Click Compile, then File, Save Module, OK.
You're done. I made no other changes, and did not come across any bugs or problems with the UI as a result.
 

bo9911

New Member
Sep 14, 2018
2
1
Guys where do you put the full game save to unlock the entire gallery? I tried finding the file path "Appdata/LocalLow/Pyorgara/SL" but it doesn't exist. I downloaded the game on an external hard drive, I am using a mac, and I even tried a windows version via parallels to see if this folder would come up.

Haven't had any luck.
 

Temujin Senpai

New Member
Mar 21, 2021
5
3
Alt+Enter for fullscreen.
100% complete save game attached.
Extract (on Windows) to: C:\Users\[userprofile]\AppData\LocalLow\Pyorgara\SL\
Glue event is unlocked by spending 5 shards on the crystal obelisk in area 1. (credit: wahnsinn)
 

Temujin Senpai

New Member
Mar 21, 2021
5
3
Guys where do you put the full game save to unlock the entire gallery? I tried finding the file path "Appdata/LocalLow/Pyorgara/SL" but it doesn't exist. I downloaded the game on an external hard drive, I am using a mac, and I even tried a windows version via parallels to see if this folder would come up.

Haven't had any luck.
Instead of AppData, try ~/Library/Application Support or ~/Library/Preferences. ( )
 

Loro

Member
Jun 29, 2017
106
147
Does having a skill at more than lvl 10 benefit? I noticed after I got Reputation lvl 11, the multiplier didnt work anymore, so, I couldnt add any more soldiers. Lvl 10 was the cap. What about the other skills (war, fight, persuade, army weapon, army armor)? What are the real counting caps for these ones? Also lvl 10?
 

Bask-0a

Member
Nov 19, 2020
322
311
This game is a classic, but can you guys imaging if someone mods it with AI to have voice acting? I just want to hear her moan.
 
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3.80 star(s) 25 Votes