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[Tutorial] Dragon's Dogma Modding - Full Save Editing
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  1. #1
    ★ The Exiled One ★
    Exiledone

    Idlehands88 is offline
    Join Date : Dec 2010
    Location : Whitby, Ontario
    Age : 27
    Posts : 4,703
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    Dragon's Dogma Modding - Full Save Editing

    Hey guys I'm making a new topic so that I can display all known modding knowledge for this game in 1 post and not have it on a random page in the other threads.

    dmca Do not post this on any other website without my permission!!!


    Level, Vocation and Vocation Rank:
    Code:
    <u8 name="mLevel" value="#"/> - Max value = 200
    <u8 name="mJob" value="#"/> - Vocation Selected - Max value = 10
    <array name="mJobLevel" type="u8" count="10">
    <u8 value="#"/> - Vocation Rank Fighter - Max value = 9
    <u8 value="#"/> - Vocation Rank Strider - Max value = 9
    <u8 value="#"/> - Vocation Rank Mage - Max value = 9
    <u8 value="#"/> - Vocation Rank Mystic Knight - Max value = 9
    <u8 value="#"/> - Vocation Rank Assassin - Max value = 9
    <u8 value="#"/> - Vocation Rank Magick Archer - Max value = 9
    <u8 value="#"/> - Vocation Rank Warrior - Max value = 9
    <u8 value="#"/> - Vocation Rank Ranger - Max value = 9
    <u8 value="#"/> - Vocation Rank Sorcerer - Max value = 9
    <u8 value="#"/> - Vocation Rank UNKNOWN - Max value = 9
    </array>

    Skill and Augments:
    Code:
    <array name="mSkillLv1" type="u32" count="14"> - Skills for Primary Weapons
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    </array>
    <array name="mSkillLv2" type="u32" count="14"> - Skills for Secondary Weapons
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    <u32 value="#"/> - Set to 4294967295 to unlock all skills
    </array>
    <array name="mAbility" type="s8" count="6"> - Augments
    <s8 value="#"/> Look at Spoiler below for Augment ID's
    <s8 value="#"/> Look at Spoiler below for Augment ID's
    <s8 value="#"/> Look at Spoiler below for Augment ID's
    <s8 value="#"/> Look at Spoiler below for Augment ID's
    <s8 value="#"/> Look at Spoiler below for Augment ID's
    <s8 value="#"/> Look at Spoiler below for Augment ID's
    </array>
    AUGMENT ID LIST:
    Code:
    0 - Fitness
    1 - Sinew
    2 - Egression
    3 - Prescience
    4 - Exhilaration
    5 - Vehemence
    6 - Vigilance
    10 - Leg-Strength
    11 - Arm-Strength
    12 - Grit
    13 - Damping
    14 - Dexterity
    15 - Eminence
    16 - Endurance
    20 - Infection
    21 - Equanimity
    22 - Beatitude
    23 - Perpetuation
    24 - Intervention
    25 - Attunement
    26 - Apotropaism
    30 - Adamance
    31 - Periphery
    32 - Sanctuary
    33 - Restoration
    34 - Retribution
    35 - Reinforcement
    36 - Fortitude
    40 - Watchfulness
    41 - Preemption
    42 - Autonomy
    43 - Bloodlust
    44 - Entrancement
    45 - Sanguinity
    46 - Toxicity
    50 - Resilience
    51 - Resistance
    52 - Detection
    53 - Regeneration
    54 - Allure
    55 - Potential
    56 - Magnitude
    60 - Temerity
    61 - Audacity
    62 - Proficiency
    63 - Ferocity
    64 - Impact
    65 - Bastion
    66 - Clout
    70 - Trajectory
    71 - Morbidity
    72 - Precision
    73 - Stability
    74 - Efficacy
    75 - Radiance
    76 - Longevity
    80 - Gravitas
    81 - Articulacy
    82 - Conservation
    83 - Emphasis
    84 - Suasion
    85 - Acuity
    86 - Awareness
    91 - Suasion
    92 - Thrift
    93 - Weal
    94 - Renown


    Equipped Items:
    Code:
    <array name="mEquipItem" type="class" count="11">
    <class type="sItemManager::cITEM_PARAM_DATA"> - Primary Weapon
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Secondary Weapon
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Clothing (Shirt)
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Clothing (Pants)
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Helmet
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Chestplate
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Gauntlets
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Greaves
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Cape
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - Ring
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - UNKNOWN
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    </array>
    <class name="mPresentItem" type="sItemManager::cITEM_PARAM_DATA"> - UNKNOWN
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    TIER ID's:
    Code:
    3 - No Stars, Tier 0
    13 - 1 Star, Tier 1
    19 - 2 Stars, Tier 2
    35 - 3 Stars, Tier 3
    67 - Wyrmfire, Tier 4 (MAX)


    Stats: DO NOT MOD THESE ON YOUR PAWN
    Code:
    <f32 name="mHp" value="#.000000"/> - Current Health
    <f32 name="mHpMax" value="#.000000"/> - Max Health
    <f32 name="mHpMaxWhite" value="#.000000"/> - Max Health you can heal with magick
    <f32 name="mStamina" value="#.000000"/> - Current Stamina
    <f32 name="mStaminaBase" value="#.000000"/> - UNKNOWN
    <f32 name="mStaminaLv" value="#.000000"/> - UNKNOWN
    <f32 name="mBasicAttack" value="#.000000"/> - Strength
    <f32 name="mBasicDefend" value="#.000000"/> - Defense
    <f32 name="mBasicMgcAttack" value="#.000000"/> - Magick Strength
    <f32 name="mBasicMgcDefend" value="#.000000"/> - Magick Defense


    Experience and Discipline Points:
    Code:
    <u32 name="mExp" value="#"/> - Experience for character's level
    <u32 name="mNextExp" value="#"/> - Experience needed til next level
    <array name="mJobExp" type="u32" count="10">
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    <u32 value="#"/> - Total Vocation Experience Earned
    </array>
    <array name="mJobNextExp" type="u32" count="10">
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    <u32 value="#"/> - Experience needed to next Vocation Level/Rank
    </array>
    <array name="mJobPoint" type="s32" count="10">
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    <s32 value="#"/> - Discipline Points - Max = 999999
    </array>
    <s32 name="mGold" value="#"/> - Gold - Max = 99999999
    <s32 name="OnlinePoint" value="99999999"/> - Rift Crystals - Max = 99999999


    PAWN DATA INFO ONLY
    Study Flag/Knowledge:
    Code:
    <array name="mStudyFlag" type="u32" count="322"> - Bestiary, Quest and Travel Knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
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    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge


    Pawn Rating:
    Code:
    <u8 name="mTotalValApp" value="#"/> - Appearance Rating - Max= 5
    <u8 name="mTotalValBtl" value="#"/> - Battle Rating - Max= 5
    <u8 name="mTotalValCont" value="#"/> - Helpfulness Rating - Max= 5




    Pawn Leaderboard Ranking: (NEW)
    Code:
    <class name="mNetGameData" type="sSave::networkGameData"> - SEARCH FOR THIS
    <s32 name="mTotalValApp" value="#"/> - Total Appearance Rating Stars Obtained
    <s32 name="mTotalValBtl" value="#"/> - Total Battle Rating Stars Obtained
    <s32 name="mTotalValCont" value="#"/> - Total Helpfulness Rating Stars Obtained
    <s32 name="mTotalValNum" value="#"/> - Total number times your Pawn has been rated
    <s32 name="mLentPawnTotalNum" value="#"/> - Total number of times your Pawn has been rented


    INVENTORY INFO

    Inventory (Item ID swapping/Item Adding):
    Code:
    <array name="mItem" type="class" count="4">
    <class type="cSAVE_DATA_ITEM">
    <u32 name="mItemCount" value="#"/> - Number of Items in Inventory
    <array name="mItem" type="class" count="256">
    <class type="sItemManager::cITEM_PARAM_DATA">
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - BLANK ITEM/NO ITEM
    <s16 name="data.mNum" value="0"/>
    <s16 name="data.mItemNo" value="-1"/>
    <u32 name="data.mFlag" value="0"/>
    <u16 name="data.mChgNum" value="0"/>
    <u16 name="data.mDay1" value="0"/>
    <u16 name="data.mDay2" value="0"/>
    <u16 name="data.mDay3" value="0"/>
    <s8 name="data.mMutationPool" value="0"/>
    <s8 name="data.mOwnerId" value="0"/>
    <u32 name="data.mKey" value="0"/>
    </class>
    ...
    More Item Area
    ...


    Storage Items:
    Code:
    <u32 name="mStorageItemCount" value="#"/> - Number of Items in Storage
    <array name="mStorageItem" type="class" count="4278">
    <class type="sItemManager::cITEM_PARAM_DATA">
    <s16 name="data.mNum" value="#"/> - Item Quantity 1
    <s16 name="data.mItemNo" value="#"/> - Item ID
    <u32 name="data.mFlag" value="#"/> - Item Level/Tier - Tier ID list below
    <u16 name="data.mChgNum" value="0"/> - UNKNOWN
    <u16 name="data.mDay1" value="#"/> - Item Quantity 2 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay2" value="#"/> - Item Quantity 3 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <u16 name="data.mDay3" value="#"/> - Item Quantity 4 - 2, 3 and 4 HAVE to equal Item Quantity 1
    <s8 name="data.mMutationPool" value="0"/> - UNKNOWN
    <s8 name="data.mOwnerId" value="#"/> - Who the Item belongs to, 0= Main Character, 1= Main Pawn, etc.
    <u32 name="data.mKey" value="0"/> - UNKNOWN
    </class>
    <class type="sItemManager::cITEM_PARAM_DATA"> - BLANK ITEM/NO ITEM
    <s16 name="data.mNum" value="0"/>
    <s16 name="data.mItemNo" value="-1"/>
    <u32 name="data.mFlag" value="0"/>
    <u16 name="data.mChgNum" value="0"/>
    <u16 name="data.mDay1" value="0"/>
    <u16 name="data.mDay2" value="0"/>
    <u16 name="data.mDay3" value="0"/>
    <s8 name="data.mMutationPool" value="0"/>
    <s8 name="data.mOwnerId" value="0"/>
    <u32 name="data.mKey" value="0"/>
    </class>


    CHARACTER AND PAWN APPEARANCE

    Character Appearance:
    Code:
    <class name="mEditPl" type="cSAVE_DATA_EDIT"> - SEARCH FOR THIS
    <array name="(u8*)mNameStr" type="u8" count="25"> - Character Name
    <u8 value="73"/> - Decimal value for Hex Letter Value (Name is currently set to Idlehands88)
    <u8 value="100"/>
    <u8 value="108"/>
    <u8 value="101"/>
    <u8 value="104"/>
    <u8 value="97"/>
    <u8 value="110"/>
    <u8 value="100"/>
    <u8 value="115"/>
    <u8 value="56"/>
    <u8 value="56"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    </array>
    <u8 name="mGender" value="#"/> - Male=0, Female =1
    <u32 name="mNickname" value="#"/>
    <u8 name="mVoice" value="#"/>
    <u8 name="mPersonality" value="#"/>
    <u8 name="mFaceBase" value="#"/>
    <u8 name="mFaceEye" value="#"/>
    <u8 name="mFaceEyebrow" value="#"/>
    <u8 name="mFaceNose" value="#"/>
    <u8 name="mFaceMouth" value="#"/>
    <u8 name="mFaceEar" value="#"/>
    <u8 name="mOfsXFaceEye" value="#"/>
    <u8 name="mOfsYFaceEye" value="#"/>
    <u8 name="mOfsXFaceEyebrow" value="#"/>
    <u8 name="mOfsYFaceEyebrow" value="#"/>
    <u8 name="mOfsYFaceNose" value="#"/>
    <u8 name="mOfsYFaceMouth" value="#"/>
    <u8 name="mOfsYFaceEar" value="#"/>
    <u8 name="mOfsZFaceEar" value="#"/>
    <u8 name="mSclFaceEye" value="#"/>
    <u8 name="mSclFaceNose" value="#"/>
    <u8 name="mBodySlender" value="#"/>
    <u8 name="mBodyMuscle" value="#"/>
    <u8 name="mBustScale" value="#"/> - Booby Size
    <u8 name="mHumanBodyAll" value="#"/>
    <u8 name="mHumanHead" value="#"/>
    <u8 name="mHumanBody" value="#"/>
    <u8 name="mHumanArm" value="#"/>
    <u8 name="mHumanLeg" value="#"/>
    <u8 name="mMovement" value="#"/>
    <u8 name="mPosture" value="#"/>
    <u8 name="mWrinkleFace" value="#"/>
    <u8 name="mMakeupFace" value="#"/>
    <u8 name="mScarNo" value="#"/>
    <u8 name="mColorHair" value="#"/>
    <u8 name="mColorEyeR" value="#"/>
    <u8 name="mColorEyeL" value="#"/>
    <u8 name="mColorBody" value="#"/>
    <u8 name="mColorBeard" value="#"/>
    <u8 name="mColorEyebrow" value="#"/>
    <u8 name="mColorMakeup" value="#"/>
    <u8 name="mHairNo" value="#"/>
    <u8 name="mBeardNo" value="#"/>
    </class>


    Pawn Appearance:
    Code:
    <class name="mEditPawn" type="cSAVE_DATA_EDIT"> - SEARCH FOR THIS
    <array name="(u8*)mNameStr" type="u8" count="25">
    <u8 value="73"/> - Decimal value for Hex Letter Value (Name is currently set to Idlehands88)
    <u8 value="100"/>
    <u8 value="108"/>
    <u8 value="101"/>
    <u8 value="104"/>
    <u8 value="97"/>
    <u8 value="110"/>
    <u8 value="100"/>
    <u8 value="115"/>
    <u8 value="56"/>
    <u8 value="56"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    <u8 value="0"/>
    </array>
    <u8 name="mGender" value="#"/> - Male=0, Female =1
    <u32 name="mNickname" value="#"/>
    <u8 name="mVoice" value="#"/>
    <u8 name="mPersonality" value="#"/>
    <u8 name="mFaceBase" value="#"/>
    <u8 name="mFaceEye" value="#"/>
    <u8 name="mFaceEyebrow" value="#"/>
    <u8 name="mFaceNose" value="#"/>
    <u8 name="mFaceMouth" value="#"/>
    <u8 name="mFaceEar" value="#"/>
    <u8 name="mOfsXFaceEye" value="#"/>
    <u8 name="mOfsYFaceEye" value="#"/>
    <u8 name="mOfsXFaceEyebrow" value="#"/>
    <u8 name="mOfsYFaceEyebrow" value="#"/>
    <u8 name="mOfsYFaceNose" value="#"/>
    <u8 name="mOfsYFaceMouth" value="#"/>
    <u8 name="mOfsYFaceEar" value="#"/>
    <u8 name="mOfsZFaceEar" value="#"/>
    <u8 name="mSclFaceEye" value="#"/>
    <u8 name="mSclFaceNose" value="#"/>
    <u8 name="mBodySlender" value="#"/>
    <u8 name="mBodyMuscle" value="#"/>
    <u8 name="mBustScale" value="#"/> - Booby Size
    <u8 name="mHumanBodyAll" value="#"/>
    <u8 name="mHumanHead" value="#"/>
    <u8 name="mHumanBody" value="#"/>
    <u8 name="mHumanArm" value="#"/>
    <u8 name="mHumanLeg" value="#"/>
    <u8 name="mMovement" value="#"/>
    <u8 name="mPosture" value="#"/>
    <u8 name="mWrinkleFace" value="#"/>
    <u8 name="mMakeupFace" value="#"/>
    <u8 name="mScarNo" value="#"/>
    <u8 name="mColorHair" value="#"/>
    <u8 name="mColorEyeR" value="#"/>
    <u8 name="mColorEyeL" value="#"/>
    <u8 name="mColorBody" value="#"/>
    <u8 name="mColorBeard" value="#"/>
    <u8 name="mColorEyebrow" value="#"/>
    <u8 name="mColorMakeup" value="#"/>
    <u8 name="mHairNo" value="#"/>
    <u8 name="mBeardNo" value="#"/>
    </class>


    Extra Appearance Options:
    Code:
    <s32 name="mSurgeryTicket" value="#"/> - Number of times you can access the "Edit Character" Screen from Main Menu
    <array name="mHariColor" type="bool" count="7"> - Extra Hair Colors Unlocked
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    </array>
    <array name="mSkinColor" type="bool" count="7"> - Extra Skin Colors Unlocked
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    </array>
    <array name="mMakeupColor" type="bool" count="7"> - Extra Makeup Colors Unlocked
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    <bool value="true"/>
    </array>


    dmca Do not post this on any other website without my permission!!!
    Last edited by Idlehands88; 06-17-2012 at 10:35 AM.
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  3. #2
    Haven Donator
    blacksnight is offline
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    re: Dragon's Dogma Modding - Full Save Editing

    thanks Idle this will be useful keep up the great work.!!!
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    Fallen Souls

  4. #3
    The Immortal God
    Rpg_Fan

    CloudStrife7x is offline
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    re: Dragon's Dogma Modding - Full Save Editing

    very nicely done on this Idle, will be handy indeed :D
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  5. #4
    Retired Staff

    thegutta is offline
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    Very useful info idle great share bro
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  6. #5
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    qnu7days is offline
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    re: Dragon's Dogma Modding - Full Save Editing

    thanks alot great job really helpful

  7. #6
    ★ The Exiled One ★
    Exiledone

    Idlehands88 is offline
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    re: Dragon's Dogma Modding - Full Save Editing

    Updated the Tutorial :P
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  8. #7
    Haven Donator
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    re: Dragon's Dogma Modding - Full Save Editing

    All I have to say is BAD ASS Idle. This is very nice info indeed, can not wait to see what other tidbits may be coming.
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  9. #8
    Member
    Rpg_Fan
    xyrex is offline
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    re: Dragon's Dogma Modding - Full Save Editing

    Great work! I'm sure it will help a lot of people!
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