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  1. #33
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    Overlord

    reapermech is offline
    Join Date : Jun 2011
    Location : tx
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    Alien attack Champion

    re: [Help]Darksiders 2 Hex Editing and Modding

    i believe these are the codes for the different buffs
    02 = xp
    03 = Gilt found
    40 = resistance
    1E = health
    3c = strength
    3E = arcane
    46 = crit chance
    47 = crit damage

    this is what i have found so far will be testing further to find the rest ... special thanks to Vulnavia for his help

    will be updating soon
    Last edited by reapermech; 09-03-2012 at 05:57 AM.

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  3. #34
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    Vulnavia

    Vulnavia is offline
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    re: [Help]Darksiders 2 Hex Editing and Modding

    I can also additionally provide these ones:
    [] = Visible String (what is displayed in Game) for Buff located right after FF FF FF FF above

    [9F 01] - 02 = Experience
    [91 01] - 03 = Gilt found
    [BA 01] - 07 = Damage
    [00 00] - 12 = Knockback Bonus
    [B7 01] - 13 = Damage Range
    [74 01] - 1E = Health
    [F5 02] - 1F = Wrath
    [FC 02] - 2A = Wrath Cost
    [00 00] - 2B = Strength Bonus
    [00 00] - 2C = Scythe Damage Bonus (Keen Talisman)
    [00 00] - 34 = Ranged Damage
    [7C 01] - 3C = Strength
    [D7 01] - 3E = Arcane
    [70 01] - 3F = Defense
    [D9 01] - 40 = Resistance
    [F2 01] - 46 = Critical Chance
    [CE 01] - 47 = Critical Damage
    [55 02] - 48 = Arcane Critical Chance
    [89 01] - 49 = Arcane Critical Damage
    [D9 01] - 4A = Execution Chance
    [0E 02] - 50 = Fire Damage
    [DD 01] - 51 = Frost Damage
    [C1 01] - 52 = Shock Damage
    [DF 01] - 53 = Piercing Damage
    [1E 02] - 54 = Inferno Damage
    [07 01] - 55 = Ice Damage
    [C5 01] - 56 = Lightning Damage
    [00 00] - 5A = Healing Bonus (Black Demise)
    [62 01] - 5C = Healthregen
    [D0 01] - 5D = Healthsteal
    [74 01] - 5F = Health Per Hit
    [BE 01] - 60 = Health Per Kill
    [8F 01] - 63 = Wrathregen
    [E4 01] - 64 = Wrathsteal
    [00 00] - 66 = Wrath per hit
    [D7 01] - 67 = Wrath Per Kill
    [C3 01] - 6D = Reaper Energy Per Hit
    [00 00] - 6E = Reaper Energy Per Kill
    [C0 01] - 77 = Health On Critical Hit
    [D2 01] - 78 = Wrath On Critical Hit
    [00 00] - 79 = Reaper Energy on Critical Hit
    [00 00] - 7B = Health on Execution
    [C7 02] - 7C = Wrath On Execution
    [5A 02] - 7D = Reaper Energy on Execution
    [6B 01] - FE = Thorns

    I will perhaps fill in the corresponding Codes for the visible String too, so you can not only add the buff but also change the visible String so that it displays correctly. I moded a Talisman now that provides my 208% Healthsteal and Wrathsteal, it works and then every Weapon gives you Health and Wrath, so you never again need to mod possessed Weapons to add this.

    Btw. The Talismans have a String like XX 01 00 00 00 00 only but same Structure. I tried to add more than 4 Attributes, worked but then Game crashed. I know now how to add 5 to a Talisman but it only works if you find one with Thorns and Executionchance in one and if there are long Strings in there for both, its then exactly 183 Bytes which allows you to add 3 * 61 bytes, one Block has 61 Bytes, so if there are two Attributes and the one i mentioned, you can overwrite the two other with 3 * 61 Bytes Blocks and add 3 Attributes more which makes then 5 on One... I try to find other Combinations but its not easy and the game does not seem to like if you simply insert the Blocks, so you need to find a perfect one with the perfect Space for the 61 Byte Blocks you want add, but well, the one i have now is just perfect.

    Edit: Its also possible that the VisibleStringBytes get reassigned, so i suppose they are not really static, a pity, but well i let them stay as reference.
    The only really static Value is the Buff Code, so if you can't find the VisibleStringCode, simply search it in your Save, like you search another Item
    with the same buff and look at where the VisibleStringCode is, then simply copy it, its always static within the same Save.

    I suppose its dependent which Items you have, because if you have only one Item with a specific buff then long Strings are used within the save, all
    other items you then pick up with the same buff will get a VisibleStringCode instead of the Longstring and i suppose they simply reassign them on
    the fly if you throw away or sell Items and you don't have any one with a specific buff.

    This is also probably the Reason Saves are changing so often, but it does not make Things more difficult if you simply learn the Structure i posted some
    posts below, you only need to locate one (Offset in Block stays the same!) and then you can use the Bytes before because they are always static within
    the Save and i'm quite sure it will till you throw away, sell, buy or pick up something.
    Last edited by Vulnavia; 09-04-2012 at 02:40 PM. Reason: Added more Visible Strings and some Conclusions... Added more Buffs

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  5. #35
    Junior Member
    athanh8807 is offline
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    re: [Help]Darksiders 2 Hex Editing and Modding

    I'm PC player, can you do it ? :(
    ^ (miss "Shock Damage")

  6. #36
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    Daimashin is offline
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    Posts : 134
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    Re: [Help]Darksiders 2 Hex Editing and Modding

    How does visible string work exactly? I mean I don't see them anywhere.


  7. #37
    Reverse engineer
    Vulnavia

    Vulnavia is offline
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    Re: [Help]Darksiders 2 Hex Editing and Modding

    Ok, here a full 65 Byte Block of a Weapon-Buff-Section:

    D0 01 = Code for visible String of Buff displayed in Game
    CF = Random Byte that can change but is static per Save
    5D = Code for Buff
    75 01 = Value of Buff


    6F 01 28 01 00 FF FF FF FF D0 01 0F 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01
    00 00 00 CF 01 01 00 00 00 5D 00 00 00 FF FF FF
    FF 75 01 CE 01 75 01 04 01 01 00 00 00 00 00 00
    00

    The visible String is simply what you see in Game eg. if you change a Arcane buff into Healthsteal then in Game
    you still see Arcane but the new buff is active, but if you edit the Visible StringCode too then you will see the
    String Healthsteal correctly, its only cosmetic but also helps to locate the Section too somehow.



    And here a little Picture with Infos to mod a Talisman:

    Click image for larger version. 

Name:	TalismanModDS2.jpg 
Views:	226 
Size:	84.1 KB 
ID:	9387

    And here a little Picture with Infos to mod a Weapon:

    Click image for larger version. 

Name:	WeaponModDS2.jpg 
Views:	288 
Size:	87.2 KB 
ID:	9390

    Last edited by Vulnavia; 09-04-2012 at 01:53 PM. Reason: Added Talisman and Weapon Mod Pic

  8. #38
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    athanh8807 is offline
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    Re: [Help]Darksiders 2 Hex Editing and Modding

    Now I really don't understand how to mod items :|
    Can you specific step-by-step instructions (or edit post #1) ?
    (It's easy like Kingdom of Amalur mod ? I'm PC player, before I based on Xbox360's KoA mod to make PC version) :(

    (sorry for my bad English)

  9. #39
    Senior Member
    bad_laugh_smiley
    pogi is offline
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    Re: [Help]Darksiders 2 Hex Editing and Modding

    Quote Originally Posted by Vulnavia View Post
    I can also additionally provide these ones:
    [] = Visible String (what is displayed in Game) for Buff located right after FF FF FF FF above

    [9F 01] - 02 = Experience
    [91 01] - 03 = Gilt found
    [BA 01] - 07 = Damage
    [00 00] - 12 = Knockback Bonus
    [B7 01] - 13 = Damage Range
    [74 01] - 1E = Health
    [F5 02] - 1F = Wrath
    [FC 02] - 2A = Wrath Cost
    [00 00] - 2B = Strength Bonus
    [00 00] - 2C = Scythe Damage Bonus (Keen Talisman)
    [00 00] - 34 = Ranged Damage
    [7C 01] - 3C = Strength
    [D7 01] - 3E = Arcane
    [70 01] - 3F = Defense
    [D9 01] - 40 = Resistance
    [F2 01] - 46 = Critical Chance
    [CE 01] - 47 = Critical Damage
    [55 02] - 48 = Arcane Critical Chance
    [89 01] - 49 = Arcane Critical Damage
    [D9 01] - 4A = Execution Chance
    [0E 02] - 50 = Fire Damage
    [DD 01] - 51 = Frost Damage
    [C1 01] - 52 = Shock Damage
    [DF 01] - 53 = Piercing Damage
    [1E 02] - 54 = Inferno Damage
    [07 01] - 55 = Ice Damage
    [C5 01] - 56 = Lightning Damage
    [00 00] - 5A = Healing Bonus (Black Demise)
    [62 01] - 5C = Healthregen
    [D0 01] - 5D = Healthsteal
    [74 01] - 5F = Health Per Hit
    [BE 01] - 60 = Health Per Kill
    [8F 01] - 63 = Wrathregen
    [E4 01] - 64 = Wrathsteal
    [00 00] - 66 = Wrath per hit
    [D7 01] - 67 = Wrath Per Kill
    [C3 01] - 6D = Reaper Energy Per Hit
    [00 00] - 6E = Reaper Energy Per Kill
    [C0 01] - 77 = Health On Critical Hit
    [D2 01] - 78 = Wrath On Critical Hit
    [00 00] - 79 = Reaper Energy on Critical Hit
    [00 00] - 7B = Health on Execution
    [C7 02] - 7C = Wrath On Execution
    [5A 02] - 7D = Reaper Energy on Execution
    [6B 01] - FE = Thorns

    I will perhaps fill in the corresponding Codes for the visible String too, so you can not only add the buff but also change the visible String so that it displays correctly. I moded a Talisman now that provides my 208% Healthsteal and Wrathsteal, it works and then every Weapon gives you Health and Wrath, so you never again need to mod possessed Weapons to add this.

    Btw. The Talismans have a String like XX 01 00 00 00 00 only but same Structure. I tried to add more than 4 Attributes, worked but then Game crashed. I know now how to add 5 to a Talisman but it only works if you find one with Thorns and Executionchance in one and if there are long Strings in there for both, its then exactly 183 Bytes which allows you to add 3 * 61 bytes, one Block has 61 Bytes, so if there are two Attributes and the one i mentioned, you can overwrite the two other with 3 * 61 Bytes Blocks and add 3 Attributes more which makes then 5 on One... I try to find other Combinations but its not easy and the game does not seem to like if you simply insert the Blocks, so you need to find a perfect one with the perfect Space for the 61 Byte Blocks you want add, but well, the one i have now is just perfect.

    Edit: Its also possible that the VisibleStringBytes get reassigned, so i suppose they are not really static, a pity, but well i let them stay as reference.
    The only really static Value is the Buff Code, so if you can't find the VisibleStringCode, simply search it in your Save, like you search another Item
    with the same buff and look at where the VisibleStringCode is, then simply copy it, its always static within the same Save.

    I suppose its dependent which Items you have, because if you have only one Item with a specific buff then long Strings are used within the save, all
    other items you then pick up with the same buff will get a VisibleStringCode instead of the Longstring and i suppose they simply reassign them on
    the fly if you throw away or sell Items and you don't have any one with a specific buff.

    This is also probably the Reason Saves are changing so often, but it does not make Things more difficult if you simply learn the Structure i posted some
    posts below, you only need to locate one (Offset in Block stays the same!) and then you can use the Bytes before because they are always static within
    the Save and i'm quite sure it will till you throw away, sell, buy or pick up something.
    Good work on finding things out thanks ! ... can you give a quick tut on how u moded ur talisman so it provides more buff stat like u make urs give 208% heal/wrath steal? , how do u increase the stats Attributes on talisman?...

  10. #40
    alawsin

    Re: [Help]Darksiders 2 Hex Editing and Modding

    Thanks for all the info Vulnavia! Such a big help.

    What is the maximum amount you can enter for the stats? I'm trying to mod damage on my scythes, but it crashes when I try anything but what other weapons have like F0 01. Is there any way to get really higher stats than that?

    And when the attributes have it separated with the $description then the actual code for the buff, I don't see where to change the value of the buff, since there's no repeating numbers. But the buffs that don't have the $description is easy to find the value. Can you please tell us how to mod the ones with the $description? It seems all my armor have their attributes separated that way and I don't know how to change their values.

 

 
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