Drafting a "paper" for a Warhammer: Vermintide 2 save editor requires a clear understanding of the game's architecture. Unlike many single-player games where data is stored locally in accessible files, Vermintide 2 utilizes a backend-driven system to maintain the integrity of its progression loop.
Below is a draft structure for such a project, detailing the technical hurdles, current mod-based workarounds, and data structures.
Project Title: Vermintide 2 Save State Analysis and Inventory Manipulation 1. Abstract
This paper explores the methodology of modifying player data in Warhammer: Vermintide 2. It highlights the shift from local save files in Vermintide 1 to the server-side architecture of the sequel. The project focuses on "Save Editors" not as standalone .exe tools, but as runtime memory injectors and Steam Workshop mods designed to interface with the game's local cache and transient session data. 2. Technical Overview: The "Server-Side" Barrier
Data Hosting: Most progression data (Hero Power, Level, Loot, Shillings) is stored on Fatshark’s dedicated backend servers.
The user_settings.config: While local files exist at AppData\Roaming\Fatshark\Vermintide 2\user_settings.config, these primarily store graphical settings, keybinds, and local mod configurations rather than actual progression. The "Realm" System:
Official Realm: Strict Anti-Cheat (EAC) prevents the use of save editors or memory manipulation.
Modded Realm: Allows for "Giving" items via mods like Give Weapon, which effectively act as a save editor by populating the local inventory list during that session. 3. Proposed Editor Architecture
A functional "editor" for this game must operate as a hook within the Modded Realm. Description Hook Interface
A Lua-based script that intercepts the game's inventory_manager or backend_manager. Data Parser vermintide 2 save editor
Logic to read and write to the saved_items entry within the local config file. Inventory Injector
A GUI allowing users to select item templates (e.g., "Red" Veteran gear) and inject them into the active session. 4. Data Structures & Values
If editing the local cache or utilizing tools like Save Weapon, the following keys are essential: Template ID: The base item (e.g., bw_1h_sword). Property ID: Modifiers like Attack Speed or Crit Chance. Rarity: Value ranging from 1 (White) to 5 (Red/Veteran).
Experience (XP): Local session XP used to test level-specific breakpoints. 5. Methodology: The Modded Realm Workaround
Environment Setup: Launch the game in "Modded Realm" to bypass EAC.
Mod Integration: Use the Vermintide Mod Framework to load custom Lua scripts.
Command Execution: Utilize chat commands (e.g., /sw_save_last) to commit temporary memory items to the local user_settings.config file.
Verification: Reload the game to ensure the "fake" items persist in the Modded Realm inventory. 6. Conclusion
A true "save editor" for Vermintide 2's Official Realm is technically unfeasible due to server-side validation. However, as a research tool for testing builds and breakpoints, runtime modding provides a robust substitute. Future development should focus on automating the generation of saved_items strings to allow users to share specific equipment "save strings" without manual entry. Drafting a "paper" for a Warhammer: Vermintide 2
Follow-up: Are you looking for specific Lua code snippets to include in the implementation section of this paper? Save Game Backup Help :: Warhammer: End Times
Let’s assume you ignore the warnings. You download a "Vermintide 2 Save Editor 2025" from a file-sharing site. What happens next?
Scenario A (Most common): You run the EXE. Nothing appears to happen. Six hours later, your Steam account sends a "Trade Offer" gift to a stranger for your CS:GO inventory. You have been infostealed.
Scenario B (Game-related): You inject the tool. EAC triggers a ban. You receive the dreaded red text: "You have been banned from Vermintide 2 by Easy Anti-Cheat." Fatshark does not unban. Ever. You must buy the game again on a new Steam account with new hardware.
Scenario C (Cosmetic): The tool actually works (extremely rare). You give yourself 1,000,000 shillings and buy every hat. The next patch day, Fatshark runs a "Rollback script" that resets your account to Level 1. All your legitimate progress (100+ hours) is wiped because their server flagged your anomalous currency growth.
If you proceed, follow this protocol to minimize risk.
Step 1: Locate your save file.
Navigate to C:\Users\[YourUsername]\AppData\Roaming\Fatshark\Vermintide 2.
You will see a file named something like [SteamID64]_player.json.
Step 2: Back it up.
Copy that file to your Desktop. Rename it Backup_safe.json.
Step 3: Close Vermintide 2 and Steam (Optional but safe). Ensure the game is not running. EAC is most sensitive when launching. Often mislabeled – this is actually a mod
Step 4: Download the Editor from a reputable source. Look for GitHub repositories with high stars and active comments. Avoid "EXE download" websites with pop-up ads.
Step 5: Load your save.
Open the editor, click "Load," and navigate to your _player.json file.
Step 6: Modify incrementally.
Step 7: The "Red Item" trick. To generate a legitimate Red item:
4 (Veteran/Red).Step 8: Save over the original file.
Overwrite the _player.json file. Launch Vermintide 2.
You can:
Public evidence suggests that Fatshark bans for two things almost exclusively:
If you use a save editor responsibly—matching the natural game limits (i.e., not giving yourself level 1000 power when max is 650)—Fatshark has historically taken a "don't ask, don't tell" policy. Thousands of players on the official Fatshark forums have admitted to using editors to fix lost saves without repercussions.
EAC primarily scans for memory injection during gameplay (e.g., speed hacks, god mode, infinite ammo).
If the risks are too high, consider these legitimate shortcuts: