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[Tutorial] Dragon's Dogma Modding - Full Save Editing - Page 55
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  1. #433
    thianx

    re: Dragon's Dogma Modding - Full Save Editing

    hi im trying to change some ring stat, bellow is Master Ring with 81 str and 27 dark resist :

    <s16 name="data.mItemNo" value="1155"/>
    <u32 name="data.mFlag" value="1"/>
    <u16 name="data.mChgNum" value="524"/>
    <u16 name="data.mDay1" value="81"/> <------ STR
    <u16 name="data.mDay2" value="29"/> <------ Dark Resist
    <u16 name="data.mDay3" value="65535"/>
    <s8 name="data.mMutationPool" value="0"/>
    <s8 name="data.mOwnerId" value="0"/>
    <u32 name="data.mKey" value="1"/>

    Those stat you can change whatever you want to 100,200-900 etc..
    my question is how can i change item attribute? i want to change STR to Mag and Resist to Stam/Hp..
    i think we need to change value on <u16 name="data.mChgNum" value="???"/>
    please let me know if any of you know how to change it :D
    __________________________________________________ _______________________________

    EDIT : FINALLY FOUND IT


    <u16 name="data.mChgNum" value="Effect Combination"/>
    <u16 name="data.mDay1" value="1st stat"/>
    <u16 name="data.mDay2" value="2nd stat"/>

    Effect Combination :
    1. 5XX = 1st stat is STR
    2. 7YY = 1st stat is MAG

    There is so many combination i haven't test all :

    Change XX to
    ..
    19. stagger power
    20. fire
    21. ice
    22. thunder
    23. holy
    24. dark
    25. poison
    26. torpor
    27. blindness
    28. sleep
    29.
    30.
    31. possession
    32.
    33.
    34. petrification
    35.
    36.
    37.
    38.
    39.
    41.
    42.
    43. blink strike/burst strike (buggy)
    ..

    Change YY to :
    ..
    76. fire
    77. ice
    78. thunder
    79. holy
    80. dark
    81. poison
    82. torpor
    83. blindness
    84. sleep
    85.
    86.
    87. possession
    88.
    89.
    90. petrification
    ..

    SO if you want to make Master Ring with 1000 Mag and 100 Petrification Resist :

    <s16 name="data.mItemNo" value="1155"/> (Master Ring)
    <u32 name="data.mFlag" value="1"/>
    <u16 name="data.mChgNum" value="790"/> (Effect Combination)
    <u16 name="data.mDay1" value="1000"/> (Magic)
    <u16 name="data.mDay2" value="100"/> (Resist)
    <u16 name="data.mDay3" value="65535"/>
    <s8 name="data.mMutationPool" value="0"/>
    <s8 name="data.mOwnerId" value="0"/>
    <u32 name="data.mKey" value="1"/>

    Thats all, feel free to try and CMIIW

    Last edited by thianx; 05-19-2013 at 11:46 PM.

  2. #434
    Spartas Maximus

    re: Dragon's Dogma Modding - Full Save Editing

    Hello guys I just bought DD:DA and my pawn is corrupted. When I rented DD around when it came out, I modded my money added items etc, and ot be honest I do not remember modding anything else.

    my pawn Got rented... usually got bad stuff given I didn't know what inclinations were good :P. But regardless honestly I don't think I would have modded something that was not
    recommended to but I do not remember, SO.... I'm starting a new game, lv 93, corrupted pawn is staying on my PC as backup and gather dust.

    My question so I do not misunderstand, is what exactly is that if I wish my pawn to be available to other players, SHOULD NOT TOUCH.
    Now I read past few pages... forgive me but i can't go through 50+. ANd notice at the first page, pawn stats, hp, stamina, etc etc it has big bolded letters so I didn't miss them.

    however in other pages I found individuals modding their Level, and given your pawn and you are basically same level, wouldn't that modify the hp and stamina of the pawn indirectly?

    So I'm starting a new game, and of course I'm modding in a giant list of items. Which I will inevitably upload as a starter save for others to use. But to be sure it works online, I want to know if I mod my vocations and level...will it screw up the online feature?

    So what I want to do to this new game:

    Add a crap load of inventory, and I do mean a crap load, 98 of each item etc
    Money!!!
    RC currency!!!

    Discipline

    Now the starter save will be level 3-4 or whatever it is right after you create your pawn

    NOW, LAST STEPS:

    I want for my own save, increase the level to 30,
    vocations to 9 for pawn and myself all of them... because i dont want to get them all rank 9 again.

    -MAYBE, this is a maybe increase MY own stamina or hp... prolly just stamina. Not touching the pawns hp or stamina.

    Given that level and hp and stamina are related, if I change any of the last two will it do any harm to my pawn online ability?

    Will the last steps, OR ANY of the others screw up the pawn's online feature?

    Note: Is there a way to change in the modding tool the normal mode to Hardmode? is there a value for it, or nobody knows?
    Last edited by Spartas Maximus; 05-20-2013 at 05:01 AM.

  3. #435
    Haven Donator
    CrookedGamer is offline
    Join Date : Apr 2012
    Posts : 52
    Array

    re: Dragon's Dogma Modding - Full Save Editing

    Vocations and skills on a pawn will corrupt it. If you are level 200 the game will level your pawn fast enough so modding it is beyond pointless to begin with.

  4. #436
    Spartas Maximus

    re: Dragon's Dogma Modding - Full Save Editing

    Quote Originally Posted by CrookedGamer View Post
    Vocations and skills on a pawn will corrupt it. If you are level 200 the game will level your pawn fast enough so modding it is beyond pointless to begin with.
    Okay... now I am confused. I made two tests. One where I made the vocations of the pawn be as it was 1, and the other were I made me and the pawn vocations be 9.

    Both work. Everyone except one guy in my friend list can enlist my pawn. She is still level 2. I've changed her clothes went to sleep so made sure to access servers a couple of times, and they still can. So when it comes to your claim of vocations you are mistaken, skills I do not understand exactly. I dont touch those because they actually corrupt my save. I can't load it
    Instead simply having the vocations high, I can just purchase said skills at camp and make it somewhat legit.


    The reason for this isn't just for me. The editor has alot of items, most i dare say but in no other, is hard to keep track of what I added or I didnt add. Not sure why the tab up top doesn't order them alphabetically, so I decided to err on the side of caution. And I am 1 by one, adding each and every item on the lists to the storage. To be safer, I instead buy armor pieces at the store in Cassardis and simply change the ID of those armors. Added all Cloaks and some clothing armor.

    I made two tests with the last, one with 1 star upgrades, and the other with dragon forge upgrades. Again this pawn is fine, I am driving my friends crazy asking them every 30 mins to go to sleep, go to the rift summon my pawn and enlist her, then release her so make sure she works.

    Both I am glad to say are working fine for now, and I got one to many backups. But is not that bad.

    I have not touched hp or stamina or either player, pawn or arisen out of fear to be honest.

    I am however thinking of a quick leveling plan, not sure if it will work, but I need time. I am asking some friends who just got the game to right down the level of experience needed for 9, 19-29 etc etc.
    <u32 name="mExp" value="#"/> - Experience for character's level
    <u32 name="mNextExp" value="#"/> - Experience needed til next level
    To see if by changing the first one to the 10 exp before the next level, like 20, but without changing the lower one would it make 10 levels go quickly. So as to make the pawn level with each
    vocation a set number of levels. This is just a short idea, to see if I could extend that, instead of simply changin the level to a set amount, I want the arisen to level up with different vocations, without grinding again. I passed this game twice already and I enjoy simply passing the story again... don't ask me why. Just not a fan of the grinding again so... the save is coming along fine, for now. And I am making backups at every hour.

    Lastly, I want to ask, is it possible, or even recommended:
    My last idea is to be able to restrain my pawn's and arisen's level. TO keep them at lv 50? Reason because after that everything is so easy.. since there are no enemies that scale up to you, only BBI actually pose a threat.

    Now do not misunderstand, I am not saying death, or damien, etc are just easy, now I meant griffins, chimeras, trolls, everything "average" after 50 just dies in 1 or two hits. For the bigger animals, 10 seconds on their backs and they die. Wish enemies scaled up with you on level, but not on armor, at least then it would be nicer.

    -if I am a level 70 lets say and I lower my level is that bad, or has it even been tried?
    - Do stats revert to something like lv 50? Or is this a loosing proposition if the stats dont revert back. For reverting a number while having strgh and def of a level 200 doesn't really matter much.

  5. #437
    shezon

    re: Dragon's Dogma Modding - Full Save Editing

    Very useful info idle great share

  6. #438
    Senior Member
    TheLastDude is offline
    Join Date : Mar 2012
    Posts : 124
    Array

    re: Dragon's Dogma Modding - Full Save Editing

    just in case the dark arisen ids weren't complete:

    1323 - Crimson Dragon Scale
    1324 - Putrid Dragon Scale
    1325 - Great Drgon Horn
    1326 - Great Dragon Alula
    1327 - Great Dragon Claw
    1328 - Great Dragon Fang
    1730 - Lava Rock
    1731 - Hunk of Platinum
    1732 - Moonstone
    1733 - Diamond
    1734 - Rubicite
    1735 - Kingwarish
    1736 - Lunaise
    1737 - Corpse Nettle
    1738 - Nightfall Cresset
    1739 - Cragshadow Morel
    1740 - Crimplecap
    1741 - Pyrepipe
    1750 - Daimon's Claw
    1751 - Daimon's Horn
    1752 - Vile Wakestone
    1753 - Sorcerer's Quartz
    1754 - Violet Carapace
    1755 - Abyssal Eye
    1756 - Cursed Dragon Scale
    1757 - Cursed Dragon Horn
    1758 - Netherstone
    1759 - Corrupt Remains
    1760 - Ruinous Relic
    1761 - Sinister Hide
    1762 - Sinister Fang
    1763 - Beastial Eye
    1764 - Scythe Shard
    1765 - Bone Lantern
    1766 - Ox Horn
    1767 - Bloodied Chain
    1768 - Blue Iron Bucket
    1769 - Macabre Eye
    1770 - Cyclops Fang
    1771 - Rugged Femur
    1772 - Fae-Silver Plate
    1773 - Phantom Orb
    1774 - Elder Ogre Claw
    1775 - Elder Ogre Fang
    1776 - Poxy Flesh
    1777 - Bright Amber Scale
    1778 - Firedrake Fang
    1779 - Bright Azure Scale
    1780 - Frostwyrm Scute
    1781 - Bright Virid Scale
    1782 - Thunderwyvern Horn
    1783 - Supple Dragon Pelt
    1784 - Greatwyrm Stone
    1785 - Warmonger's Horn
    1786 - Shamanic Reagents
    1787 - Skull Pendant
    1788 - Gnarled Fingernails
    1789 - Befouled Gold Veneer
    1790 - Tainted Silver Veneer
    1791 - Bone Crest
    1792 - Great Bone Shard
    1793 - Gargantuan Skull
    1794 - Rotten Baneflesh
    1795 - Fetid Gallstone
    1796 - Banshee Locks
    1797 - Banshee Larynx
    1798 - Siren Patagium
    1799 - Siren Tailfin
    1800 - Strigoi Barb
    1801 - Bloodred Crystal
    1802 - Infernal Hide
    1803 - Crimson Stone
    1804 - Lizardscale Pelt
    1805 - Lizard Horn
    1806 - Venomous Cuspid
    1807 - Mottled Leather
    1808 - Septiscopie Crystal
    1809 - Leapworm Jelly
    1810 - Maleficent Heart Shard
    1811 - Maleficent Heart
    1812 - Sullied Rift Fragment
    1813 - Bloodstained Periapt
    1814 - Idol of the All-Mother
    1815 - Striped Pelt
    1816 - Ironblack Pelt
    1817 - Moonshimmer Pelt
    1818 - Large Fisheye Stone
    1850 - Rancid Bait Meat
    1851 - Fiendish Essence
    1852 - Fiendish Extract
    1853 - Month-Dried Harspud
    1857 - Dreamwing Nostrum
    1860 - Shattered Earth Tome
    1861 - Surging Light Tome
    1862 - Lordly Tonic
    1863 - Godly Analeptic
    1864 - Auspicious Incense
    1865 - Vivifying Incense

  7. #439
    Junior Member
    betterthanvegas is offline
    Join Date : May 2013
    Posts : 8
    Array

    re: Dragon's Dogma Modding - Full Save Editing

    Just wanted to say thanks for all the good stuff. Having a blast modding. I do have one question though. While looking through the lines I found this:
    <u32 name="mQCThink_TblBitCtrl" value="0"/>
    <u32 name="mQCThink_TargetLinkID" value="0"/>
    <u32 name="mQCThink_TargetLinkIDX" value="0"/>
    <f32 name="mQCAngleY" value="0.000000"/>
    <s32 name="mIsRequestDragonBallResetType" value="0"/>
    I just want to know what the last line means. I think this was a set which was why i posted the whole thing. Other than this I am having no problems. Thanks again.

  8. #440
    Member
    aureliano17 is offline
    Join Date : Mar 2012
    Posts : 48
    Array

    re: Dragon's Dogma Modding - Full Save Editing

    Hello. Haven't been around in a long time. Just posting to remind you that it IS possible to modify your pawn's stats without corrupting it for other players, but it's a complicated process and you shouldn't do it because you'll fuck it up and blame me.

    Essentially, what you have to do is copy LEGITIMATE stats. It's easiest at level 200, with your own pawn. For example:

    Start a new game. Acquire your pawn. Make it, say, a Strider. Now, mod your experience and reach level 200. w00t! Fire up the editor, locate the pawn's stats and copy them somewhere.

    Start another new game. Acquire your pawn and make it a Mage. Mod your exp or level legitimately to 200, though ain't nobody got that fo that. Next, remember that you hate mages. Fire up the editor, locate the pawn's stats and paste your Strider pawn's stats over them. Win.

    I still recommend you don't do this, but if you absolutely must, this is the way. But seriously, don't do it.

    I'm compiling another .xls file with ALL the IDs you guys have found over the last few months. It's heavily based around Idlehands' work, but adds stuff from other sources. I'll post it in a couple of days. I'm sorry I won't be able to give credit to all the original authors, but that's how it goes. You guys know who you are.

 

 

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