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View Full Version : [Tutorial] Dragon's Dogma Modding - Full Save Editing



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Hollowfied
06-22-2012, 10:10 AM
Hey guys I've been thoroughly enjoying this game (Got nearly 200 hours already) I've wanted to start using the editor to make different playthroughs to make the game challenging again (Level 166 and nothing can touch me)

My question I wanted to ask is if I change my level back to 1 will that also revert my Pawns level too?

chaos915
06-22-2012, 06:33 PM
This tutorial should be helpful for making a new game+ with just the equipment. I wish new game+ gave you a choice

Would just copying and pasting the entire contents of one character's storage over a new one work?

Also, Is there any way to unlock all the newgame+ features(UR dragon portal,upgraded shops,etc...) on a brand new character?

The Bookie
06-23-2012, 09:11 AM
Seriously. How do you add new items into your storage?

This is what I've typed in to receive 99 'Gold Idols' and it does not show up when I load my game. I'd be grateful for some help.


<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="99"/>
<s16 name="data.mItemNo" value="170"/>
<u32 name="data.mFlag" value="1"/>
<u16 name="data.mChgNum" value="0"/>
<u16 name="data.mDay1" value="1"/>
<u16 name="data.mDay2" value="0"/>
<u16 name="data.mDay3" value="0"/>
<s8 name="data.mMutationPool" value="0"/>
<s8 name="data.mOwnerId" value="4"/>
<u32 name="data.mKey" value="61"/>

John Henry Eden
06-23-2012, 09:53 AM
Seriously. How do you add new items into your storage?

This is what I've typed in to receive 99 'Gold Idols' and it does not show up when I load my game. I'd be grateful for some help.


<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="99"/>
<s16 name="data.mItemNo" value="170"/>
<u32 name="data.mFlag" value="1"/>
<u16 name="data.mChgNum" value="0"/>
<u16 name="data.mDay1" value="1"/> ---> change to 99
<u16 name="data.mDay2" value="0"/>
<u16 name="data.mDay3" value="0"/>
<s8 name="data.mMutationPool" value="0"/>
<s8 name="data.mOwnerId" value="4"/>
<u32 name="data.mKey" value="61"/>

You have to change the day one value also to 99.

The Bookie
06-23-2012, 01:29 PM
Thank you very much :)

bakercrew
06-23-2012, 02:56 PM
hi at all,

if i add a item in my storage like

<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="4"/>
<s16 name="data.mItemNo" value="781"/>
<u32 name="data.mFlag" value="67"/>
<u16 name="data.mChgNum" value="0"/>
<u16 name="data.mDay1" value="4"/>
<u16 name="data.mDay2" value="0"/>
<u16 name="data.mDay3" value="0"/>
<s8 name="data.mMutationPool" value="0"/>
<s8 name="data.mOwnerId" value="4"/>
<u32 name="data.mKey" value="119"/>
</class>

how i have to change this line? <u32 name="mStorageItemCount" value="569"/> +4 cause i want this items 4 times oder +1 cause its one item?

thanks alot

edit:
hrhr ok got it i have to add +1 cause its one item xD

andydvd
06-23-2012, 05:13 PM
So hopefully someone can help I have tried several times unsuccessfully to add or replace my silver/bronze idols with a gold idol or just add a gold idol in general?

I am assuming <u32 name="data.mKey" value="?"/> should be the end value of what im trying to add correct? so like my last number is 109 the next one should be 110?

Also since this is item storage <u32 name="mStorageItemCount" value="#"/> is at 428 should I change it to 429?

So far my game has corrupted every attempt I try to load it anyone willing to help me out I would appreciate it. Also can upload my save if that helps? Thanks

Lord Chur
06-23-2012, 10:59 PM
yes - if your item storage total is at 428, then increasing it to 429 is correct if you have not already done so.

andydvd
06-23-2012, 11:29 PM
yes - if your item storage total is at 428, then increasing it to 429 is correct if you have not already done so.

Alright so do I insert a new line inbetween the items i already have or do I scroll to the end and modify one of the already empty item slots I have? Such as <u32 name="data.mKey" value="?"/> going to 110?

Or if someone was willing to hook me up with a gold idol I would just greatly appreciate that as well :)

GT:ShadowWolf984

aureliano17
06-24-2012, 05:47 AM
Seriously, guys, read Idlehands' tutorial. It's perfectly clear.

This is to add one item to your storage.

<u32 name="mItemCount" value="#"/> - Number of Items in Inventory
<array name="mItem" type="class" count="256">

You add 1 to the first line, NOT the second one. Then you look for a blank item (where <s16 name="data.mItemNo" value="#"/> is -1). If your item is not time-sensitive, these lines describe the amount and must match:

<s16 name="data.mNum" value="1"/>
<u16 name="data.mDay1" value="1"/>

The rest is just filling in the blanks: item type and item quality. It's easy.

tonyluo
06-24-2012, 01:42 PM
thanks a lot

Lord Chur
06-24-2012, 02:07 PM
Seriously, guys, read Idlehands' tutorial. It's perfectly clear.

This is to add one item to your storage.

<u32 name="mItemCount" value="#"/> - Number of Items in Inventory
<array name="mItem" type="class" count="256">

You add 1 to the first line, NOT the second one. Then you look for a blank item (where <s16 name="data.mItemNo" value="#"/> is -1). If your item is not time-sensitive, these lines describe the amount and must match:

<s16 name="data.mNum" value="1"/>
<u16 name="data.mDay1" value="1"/>

The rest is just filling in the blanks: item type and item quality. It's easy.


Agree - but bro some people have a hard enough time trying to grasp tuts where a simple answer to a question is all that is needed - we are here to help!

The Bookie
06-24-2012, 05:37 PM
Do you guys know if it is possible to re-enable previously failed quests?

shadekor
06-24-2012, 06:47 PM
i have not heard of anyone doing this
or that anyone has figered out how
i did some quests i missed in NG+

gameage
06-24-2012, 07:05 PM
hi, was the item list download moved? it said it was missing. either way, does anyone know decimal for conqueror's mantle?

edit: never mind, found list hopefully it has the mantle. but tell me if you can anyways. just in case. :)

jeharris91
06-25-2012, 03:17 AM
Nice Tutorial Idle, the only problem I've had is that the tier IDs you've used don't match up with the tier IDs shown in my save, but I can work around that and add the items to my storage, again, nice job, keep up the great work.

Azhstar
06-25-2012, 07:37 PM
So I looked through these pages and I think I'm missing one thing. How did you edit the pawn's level? It seems from the tutorial it's only for the Arisen's level/vocation? I bumped up my level just a tad bit and now I'm like 5 levels higher than my pawn.

John Henry Eden
06-25-2012, 09:14 PM
So I looked through these pages and I think I'm missing one thing. How did you edit the pawn's level? It seems from the tutorial it's only for the Arisen's level/vocation? I bumped up my level just a tad bit and now I'm like 5 levels higher than my pawn.
You could try editing it, however I think your Pawn's Data will end up being Corrupt.
But if you just edit your level up to 200 and set current exp on 36,000,000 and exp required to next level to 0.

Your Pawn will level up each kill you make.

chaos915
06-26-2012, 12:10 AM
I don't know if anyone else posted this, but I found the status effects. If not feel free to add it to the tutorial

Active positive/negative Status effects
<array name="mCStatusType" type="s32" count="37"> Status Effects
<s32 value="35"/> Effect 1, 35 = Weal
<s32 value="36"/> Effect 2, 36 = Prosperity
<s32 value="34"/> Effect 3, 34 = Impervious
<s32 value="-1"/> Effect 4, -1 = nothing
<s32 value="-1"/> Effect 5
<s32 value="-1"/> Effect 6
<s32 value="-1"/> Effect 7
<s32 value="-1"/> Effect 8
<s32 value="-1"/> Effect 9
<s32 value="-1"/> Effect 10
<s32 value="-1"/> Effect 11
<s32 value="-1"/> Effect 12
<s32 value="-1"/> Effect 13
<s32 value="-1"/> Effect 14
<s32 value="-1"/> Effect 15
<s32 value="-1"/> Effect 16
<s32 value="-1"/> Effect 17
<s32 value="-1"/> Effect 18
<s32 value="-1"/> Effect 19
<s32 value="-1"/> Effect 20
<s32 value="-1"/> Effect 21
<s32 value="-1"/> Effect 22
<s32 value="-1"/> Effect 23
<s32 value="-1"/> Effect 24
<s32 value="-1"/> Effect 25
<s32 value="-1"/> Effect 26
<s32 value="-1"/> Effect 27
<s32 value="-1"/> Effect 28
<s32 value="-1"/> Effect 29
<s32 value="-1"/> Effect 30
<s32 value="-1"/> Effect 31
<s32 value="-1"/> Effect 32
<s32 value="-1"/> Effect 33
<s32 value="-1"/> Effect 34
<s32 value="-1"/> Effect 35
<s32 value="-1"/> Effect 36
<s32 value="-1"/> Effect 37
</array>
<array name="mCStatusTimer" type="f32" count="37"> Effect Timers
<f32 value="8844.293945"/> Time remaining for effect 1(I think it's in ms, uses in game time progression, so using the inn speeds it up)
<f32 value="8844.293945"/> Time remaining for effect 2
<f32 value="2544.293945"/> Time remaining for effect 3
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
<f32 value="0.000000"/>
</array>
If you set the timer high enough the effects will still be active after sleeping.
99999999.000000 works without corrupting your file, and lasts you for a long time. I tried -1 in hopes of an infinite time limit, but the save wouldn't load.

Note: These only work if you already have the effects active before saving. If you try to add them directly you won't see them on the condition screen, and they won't work.

hamako
06-26-2012, 05:43 PM
tried what you posted it works. but it tend to disappear when you do a quest that changes time automaticly. i decided to start over since i got sick of being a high level. when i talk to mercedes to rest the buff was gone. the same thing when i went back to cassadis to help the guy catch the theif the buff was gone. but it does last even if you sleep. but if you do a quest that changes day from night right away it will be gone.

Azhstar
06-26-2012, 08:27 PM
You could try editing it, however I think your Pawn's Data will end up being Corrupt.
But if you just edit your level up to 200 and set current exp on 36,000,000 and exp required to next level to 0.

Your Pawn will level up each kill you make.

How would I know if it's corrupt? I just editted mine 5 levels and I adjusted my pawn too to match. I dunno if its corrupted in which case I would need to backup my file with another.

John Henry Eden
06-27-2012, 06:55 PM
How would I know if it's corrupt? I just editted mine 5 levels and I adjusted my pawn too to match. I dunno if its corrupted in which case I would need to backup my file with another.
Just try hiring your Pawn by using a Dummy account.
Yesterday I made my Pawn corrupt on purpose, and if it is corrupt it gives you a message saying something like Corrupted Pawn Data detected.

Sorry I replied so late.

Azhstar
06-27-2012, 08:28 PM
Just try hiring your Pawn by using a Dummy account.
Yesterday I made my Pawn corrupt on purpose, and if it is corrupt it gives you a message saying something like Corrupted Pawn Data detected.

Sorry I replied so late.

So stupid question, I have to make another game/account and basically rent my own pawn to do such? Is there any other way to tell without that as I don't have a second gold account.

Klebo
06-27-2012, 11:57 PM
So stupid question, I have to make another game/account and basically rent my own pawn to do such? Is there any other way to tell without that as I don't have a second gold account.

Ask a friend to look for you, thats the only way it'd work

shadekor
06-28-2012, 12:07 AM
So stupid question, I have to make another game/account and basically rent my own pawn to do such? Is there any other way to tell without that as I don't have a second gold account.

if you post your GT and pawn name i am sure someone will look and tell you

darklex
06-28-2012, 04:18 AM
Abyssinal Bracers ID 958

chaos915
06-28-2012, 05:48 PM
tried what you posted it works. but it tend to disappear when you do a quest that changes time automaticly. i decided to start over since i got sick of being a high level. when i talk to mercedes to rest the buff was gone. the same thing when i went back to cassadis to help the guy catch the theif the buff was gone. but it does last even if you sleep. but if you do a quest that changes day from night right away it will be gone.

It's still better than the effect only lasting a few minutes, especially for grinding. Certain events that force you to sleep will always reset your status. It's somewhat annoying, but there's nothing you can do about it, at least it won't happen that often. Just carry a spare of the status buff item(s) you used before.

Azhstar
06-28-2012, 06:57 PM
if you post your GT and pawn name i am sure someone will look and tell you

Xbox GT: Korres
Pawn name: Angelari (safe name is Angel I think)

hamako
06-28-2012, 07:27 PM
chaos i always carry a spare. at least it makes the buff you put infinite haha.

chaos915
06-29-2012, 12:08 AM
chaos i always carry a spare. at least it makes the buff you put infinite haha.

Not quite infinite, but 999999999.000000 lasts a long enough time that you can pretty much ignore it for most of the game. I set that a few days ago and it's only down to 906521984.000000 now. I've been using the liquid vim buff, and it makes combat less tedious when you can just carry around an extra vim and some healing items, instead of a bunch of stamina items that just weigh you down. Throw in impervious and you don't need to lug around status healing items either.

It also works with elemental enchantments as long as you don't equip a new weapon. I'm not sure if effects like gale harness and abyssal anguish can be made nearly infinite, since they don't have icons while active.

I haven't tried yet, but it might be possible to keep the regen effect from anodyne or the healing springs.

After testing, I found you can't swap out one effect for another or add new effects.

iKing
06-29-2012, 01:47 AM
can i change the item's weight to 0,01? it would be great to use items like portcrystal, wakestone so i can carry 50 or 99 of them easily

Azhstar
06-29-2012, 02:35 AM
Xbox GT: Korres
Pawn name: Angelari (safe name is Angel I think)

Bump for help :D

shadekor
06-29-2012, 06:06 AM
your pawn is there i summoned and rented works just fine


on a side note it is in the rules that you should not bump any post ever

Azhstar
06-29-2012, 06:53 PM
your pawn is there i summoned and rented works just fine


on a side note it is in the rules that you should not bump any post ever

Thank you. Sorry, didn't know about the bumping.

aureliano17
06-30-2012, 07:09 AM
I believe that, when verifying the integrity of your pawn, the game ONLY checks that the main stats add up, and there is no other hidden stat or sum anywhere else. It does not appear that the game keeps track of how you leveled. I say this because I did the following:

Started a save. Reached level 200 with a fighter/warrior pawn. Stored it away.

Started a second save. Reached level 200 with a mage/sorcerer pawn. Stored it too.

Took second save and copied the first pawn's stats. Pawn now has fighter/warrior stats. Not corrupted.

Recovered second pawn's stats from original second save. Pawn has mage/sorcerer stats once again. Not corrupted.

So, if your own pawn is corrupted, only check the stat growth charts that have appeared everywhere lately and do the math.

jimshooter
07-02-2012, 09:25 PM
So stupid question, I have to make another game/account and basically rent my own pawn to do such? Is there any other way to tell without that as I don't have a second gold account.

Dragon Dogma does not required Gold Xbox Live to play. You can still have online fuction via silver(free)

Azhstar
07-03-2012, 03:08 AM
I believe that, when verifying the integrity of your pawn, the game ONLY checks that the main stats add up, and there is no other hidden stat or sum anywhere else. It does not appear that the game keeps track of how you leveled. I say this because I did the following:

Started a save. Reached level 200 with a fighter/warrior pawn. Stored it away.

Started a second save. Reached level 200 with a mage/sorcerer pawn. Stored it too.

Took second save and copied the first pawn's stats. Pawn now has fighter/warrior stats. Not corrupted.

Recovered second pawn's stats from original second save. Pawn has mage/sorcerer stats once again. Not corrupted.

So, if your own pawn is corrupted, only check the stat growth charts that have appeared everywhere lately and do the math.

But even if the levels don't match up, would it work? Like for example, editting a level 50 to say level 60 for both Arisen and Pawn, would that work or do you need to adjust the stats accordingly?

aureliano17
07-03-2012, 04:30 AM
Azhstar, I can't be bothered to try, but I believe it would not work, you would need to adjust stats accordingly. And if you want to do that, there's a problem with Stamina. Of the three lines in the save related to stamina, the first amount is made up of the sum of the second and third, but as far as I know, no one is sure if the second line is always a fixed percentage or if the amount varies. It's kinda messy.

Azhstar
07-03-2012, 11:20 PM
So basically, don't touch the pawn's stuff? :)

cowboy713
07-04-2012, 01:20 AM
Idle, does it matter which offset I'm inserting items into? Been trying to drop a whole load of goodies in my storage so I adjusted the mStorageItemCount value appropriately and then replaced all the empty item code with the new stuff I have written up but it doesn't seem to be putting the items into the game. Tried twice now, both times I didn't have anything but oddly enough the save is somehow working. Here's an example item I'm punching in, only thing I can think is changing the owner ID to 4 to signify that the "Storage" is technically the owner. Wasn't sure if the offset might be my issue since I'm getting 3 possible offsets for <array name="mStorageItem" type="class" count="4278">

Edit: Turns out I did need the owner value to be set to 4 to have items added directly into storage.


<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="1"/>
<s16 name="data.mItemNo" value="1119"/>
<u32 name="data.mFlag" value="3"/>
<u16 name="data.mChgNum" value="0"/>
<u16 name="data.mDay1" value="1"/>
<u16 name=“data.mDay2” value=“0”/>
<u16 name=“data.mDay3” value=“0”/>
<s8 name="data.mMutationPool" value="0"/>
<s8 name="data.mOwnerId" value="1"/>
<u32 name="data.mKey" value="0"/>
</class>

aureliano17
07-04-2012, 04:30 AM
So basically, don't touch the pawn's stuff? :)

Well, don't touch pawn STATS. The tutorial is pretty clear about that. However, if you couldn't help yourself and your pawn is already corrupted, try these sets. These are my own legitimate stats for two pawn builds AT LEVEL 200.


FIGHTER/WARRIOR PAWN

<f32 name="mHp" value="4580.000000"/>
<f32 name="mHpMax" value="4580.000000"/>
<f32 name="mHpMaxWhite" value="4580.000000"/>
<f32 name="mStamina" value="3520.000000"/>
<f32 name="mStaminaBase" value="540.000000"/>
<f32 name="mStaminaLv" value="2980.000000"/>
<f32 name="mBasicAttack" value="686.000000"/>
<f32 name="mBasicDefend" value="619.000000"/>
<f32 name="mBasicMgcAttack" value="258.000000"/>
<f32 name="mBasicMgcDefend" value="206.000000"/>


MAGE/SORCERER PAWN

<f32 name="mHp" value="3398.000000"/>
<f32 name="mHpMax" value="3398.000000"/>
<f32 name="mHpMaxWhite" value="3398.000000"/>
<f32 name="mStamina" value="2720.000000"/>
<f32 name="mStaminaBase" value="540.000000"/>
<f32 name="mStaminaLv" value="2180.000000"/>
<f32 name="mBasicAttack" value="258.000000"/>
<f32 name="mBasicDefend" value="177.000000"/>
<f32 name="mBasicMgcAttack" value="696.000000"/>
<f32 name="mBasicMgcDefend" value="687.000000"/>

They work for me when I switch them, so they may work for other people.

aureliano17
07-04-2012, 04:37 AM
I'm also posting this so you guys don't copy/paste some 300 times or so. Take this and overwrite the appropriate values in your own save to give your pawn all foe, area and quest knowledge. It's the same thing Idlehands88 posted, except this one is a large block that you can take and copy as-is. CHECK EXACTLY WHAT YOU'RE TRYING TO OVERWRITE!

EDIT: Oh, yeah, thanks for the tip!

<array name="mStudyFlag" type="u32" count="322">
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
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cowboy713
07-04-2012, 04:49 AM
aureliano, you should use code brackets for long lists like that. It'll help so you don't have to scroll infinitely through a wall of text :-p

jimshooter
07-05-2012, 01:13 AM
Gamefaq board users seem to cry over the littlest thing read this for your entertainment.

http://www.gamefaqs.com/boards/626514-dragons-dogma/63308310

Beautiful
07-05-2012, 04:20 PM
I'm new to this and i need a little help. I'm following the instructions exactly as he says to do but when i load my game it freezes and crashes while trying to read my save. I've only been able to add 2 items to my character's inventory. I've had no luck with adding anything to my storage. This is what im doing, the first thing i always do is increase the storage item count value just like he says for every item i would like to add
Basically heres what im putting in and its not working

<u32 name="mStorageItemCount" value="735"/> I increase this to 736 because i want to add an item

and this is what i put in ass the code

<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="2"/>
<s16 name="data.mItemNo" value="765"/>
<u32 name="data.mFlag" value="65"/>
<u16 name="data.mChgNum" value="0"/>
<u16 name="data.mDay1" value="2"/>
<u16 name="data.mDay2" value="0"/>
<u16 name="data.mDay3" value="0"/>
<s8 name="data.mMutationPool" value="0"/>
<s8 name="data.mOwnerId" value="4"/>
<u32 name="data.mKey" value="0"/>
</class>

I want to add items not replace something already in my inventory so please tell me what am i doing wrong

Billy Bob Bean
07-05-2012, 08:09 PM
<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="2"/>
<s16 name="data.mItemNo" value="765"/>
<u32 name="data.mFlag" value="67"/>
<u16 name="data.mChgNum" value="0"/>
<u16 name="data.mDay1" value="2"/>
<u16 name="data.mDay2" value="0"/>
<u16 name="data.mDay3" value="0"/>
<s8 name="data.mMutationPool" value="0"/>
<s8 name="data.mOwnerId" value="4"/>
<u32 name="data.mKey" value="Copy the value listed for the item above +1"/>
</class>

Enjoy your Dragonroar mask.

shadekor
07-05-2012, 08:24 PM
i never had trouble i would use the one by JizzaBeez
i find the storage and change <u32 name="mStorageItemCount" value="342"/>
then find the end of the items
<class type="sItemManager::cITEM_PARAM_DATA">
<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"/>

i change all the same things as you but i never change
<s8 name="data.mOwnerId" value="0"/>

try both of the Editors the one by PUR3 RAF3X and the one by JizzaBeez
i could not use the one by PUR3 the game would freeze

John Henry Eden
07-05-2012, 08:52 PM
i never had trouble i would use the one by JizzaBeez
i find the storage and change <u32 name="mStorageItemCount" value="342"/>
then find the end of the items
<class type="sItemManager::cITEM_PARAM_DATA">
<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"/>

i change all the same things as you but i never change
<s8 name="data.mOwnerId" value="0"/>

try both of the Editors the one by PUR3 RAF3X and the one by JizzaBeez
i could not use the one by PUR3 the game would freeze
If you want 342 items (not sure if you're trying to get that), you have to change the Day1 value to 342 aswell.

cowboy713
07-06-2012, 02:14 AM
If you want 342 items (not sure if you're trying to get that), you have to change the Day1 value to 342 aswell.

Actually this is incorrect, you would only increase the mStorageItemCount by the amount of items you're adding. If you'd adding 5 new items that are all different, mStorageItemCount goes up by 5. If you're adding 5 items but they're all the save, mStorageItemCount would only increase by 1. data.mNum and data.mDay1 on the other hand are set to = the amount of the particular item that you want.

Beautiful
07-06-2012, 02:24 AM
<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="2"/>
<s16 name="data.mItemNo" value="765"/>
<u32 name="data.mFlag" value="67"/>
<u16 name="data.mChgNum" value="0"/>
<u16 name="data.mDay1" value="2"/>
<u16 name="data.mDay2" value="0"/>
<u16 name="data.mDay3" value="0"/>
<s8 name="data.mMutationPool" value="0"/>
<s8 name="data.mOwnerId" value="4"/>
<u32 name="data.mKey" value="Copy the value listed for the item above +1"/>
</class>

Enjoy your Dragonroar mask.

thank you so much!

dzone69
07-06-2012, 02:49 PM
U should't have to mess with the owner id at all for the items to be in the storage i never had to change it to make the items appear in the storage.

iTofu
07-06-2012, 06:47 PM
Has anyone been able to figure out what the four lines at the end of the pawn inclinations are for?



<u32 name="mInfoEx[ INFO_TYPE_EX_TALK ].mInfoType" value="0"/>
<f32 name="mInfoEx[ INFO_TYPE_EX_TALK ].mValue" value="500.000000"/>
<u32 name="mInfoEx[ INFO_TYPE_EX_SKILL_USE ].mInfoType" value="1"/>
<f32 name="mInfoEx[ INFO_TYPE_EX_SKILL_USE ].mValue" value="500.000000"/>


Seems logical that INFO_TYPE_EX_TALK would be how much the Pawn talks since in the knowledge chair the pawn will ask about how much to talk. Not sure what INFO_TYPE_EX_SKILL_USE is, perhaps how much the Pawn talks about the proper skills in battle or perhaps how often the Pawn uses the skills. The latter seems redundant since INFO_TYPE_TACTICS / Utilitarian covers that.

woodenman
07-07-2012, 06:49 AM
Hello, thanks to the maker of the save editor!


I've managed to mod my gold, RC and a few other things too but I just cannot get the armor codes to work at all? could someone take my save and add a couple of things for me?

Angel's Fist
Chaos Set
Abyssinal Set

That's all. Sorry to beg in my first post. :(

Idlehands88
07-07-2012, 07:28 AM
Hello, thanks to the maker of the save editor!


I've managed to mod my gold, RC and a few other things too but I just cannot get the armor codes to work at all? could someone take my save and add a couple of things for me?

Angel's Fist
Chaos Set
Abyssinal Set

That's all. Sorry to beg in my first post. :(

This isn't a request topic...

woodenman
07-07-2012, 08:27 AM
It is now!

cowboy713
07-08-2012, 01:00 AM
It is now!

You're right, now I'm requesting that you gtfo of thread with editing requests. :-)

cowboy713
07-08-2012, 02:41 AM
Has anyone else tried to do a full pawn rebuild (minus the stats) through the editor? Got bored of my playing my current character and bored of the pawn I had so my plan was to take all the aesthetic attributes of my character, skills, and gear, and apply all of them to my pawn and then re-do my character's look and whatnot through the in-game editing options. So I modified those 3 previously mentioned areas on my pawn while changing the specific values for gear ownership and upon trying to load the game, it's trying to start a new game all together from the "Load Previous Save" option. Not sure if it's because I haven't edited my current character at all and the games confused since my pawn is nearly identical to my character so if anyone's tried something similar to this I'd like to hear about their results. I'm going to try and do the aesthetic edits through the game first and then edit stats through the save editor and see how that turns out now.

AidonoYu
07-09-2012, 05:22 AM
HI guys, has anyone been able to UN-corrupt a modded stat pawn? I was just wondering and no my pawn is fine

AidonoYu
07-09-2012, 09:25 AM
So, if your pawn data is corrupted, your GT gets a ban or is there a way to undo that? By starting a new game for example.

Edit: Just tried it on my other GT. If you corrupt your pawn data you can just load a previous save and it'll fix it. Backing up your save is a very good idea.

Ok I just verified this and it seems true with the exception that you MUST Rest at an Inn for your pawn stats to update. I made a silver account and made it to the "Encampment" for my dummy pawn. Made a back up of this dummy save then corrupted it on purpose modding the pawn's HP and Stamina. I checked with my Gold Account and sure enough my dummy pawn had "Corrupted Pawn Data Deleted." I reloaded the backup and but server kept saying pawn data corrupted.
Going crazy I just figured just to save after I rested at at Inn. The "Accessing Server" box popped up and and dummy pawn could be rented again.

I tried it 2 more times with different factors.

1st one modded exp leveled up dummy pawn to 27 so it looked fine, was still able to rent

2nd time Made Backup save then modded the Level instead of the Exp and it was corrupted, reloaded back up save still at 27 rested at an Inn and once again pawn could be rented again.

So now Exp modded so pawn is level 38 and is currently able for rent. Just got a Xbox Live card for the dummy account so I can mess with other games so now it's Gold. If want to verify look for Lvl.38 Fighter named HULK

Hope this helps

John Henry Eden
07-09-2012, 10:31 AM
Actually this is incorrect, you would only increase the mStorageItemCount by the amount of items you're adding. If you'd adding 5 new items that are all different, mStorageItemCount goes up by 5. If you're adding 5 items but they're all the save, mStorageItemCount would only increase by 1. data.mNum and data.mDay1 on the other hand are set to = the amount of the particular item that you want.
I didn't know that, it still works for me though.

cowboy713
07-10-2012, 02:47 PM
HI guys, has anyone been able to UN-corrupt a modded stat pawn? I was just wondering and no my pawn is fine

Yes although it's a bit of a pain. Go to the dragon's dogma wiki and look at the stat growths by vocation. When you're modifying your pawns stats, as long as you mod it based on the calculation of stat growth you could un-corrupt it. As long as the pawn has stats that are appropriate values that would have been obtained though leveling, it should load up fine.

JSlomo19
07-20-2012, 10:01 PM
Great guide!

iUseJuGGZz
07-22-2012, 10:13 PM
helped me alot thanks dude

I_Bang_Fat_Chicks
07-24-2012, 10:54 PM
How come you cant mod your pawns strength? And does anyone know the ID number of the Golden Idol?

Idlehands88
07-24-2012, 10:56 PM
How come you cant mod your pawns strength? And does anyone know the ID number of the Golden Idol?

You can mod your Pawn's strength, but then your Pawn can't be rented out. Also the Golden Idol ID is in the Item List.

I_Bang_Fat_Chicks
07-24-2012, 11:05 PM
Oh ok do you know why that happens? And im using JizzaBeez's editor instead of Pure Fadez's because i cant get his to work and i dont think JizzaBeez's editor has an item list
You can mod your Pawn's strength, but then your Pawn can't be rented out. Also the Golden Idol ID is in the Item List.

Idlehands88
07-24-2012, 11:06 PM
Oh ok do you know why that happens? And im using JizzaBeez's editor instead of Pure Fadez's because i cant get his to work and i dont think JizzaBeez's editor has an item list

That happens because the game has security on it to where if your stats are higher then the Pawn's level then the Pawn becomes unrentable.

I_Bang_Fat_Chicks
07-24-2012, 11:23 PM
Oh ok thanks a lot bro you've been a huge help.. Do you have any other ideas on why im having trouble with Rafex's editor?
That happens because the game has security on it to where if your stats are higher then the Pawn's level then the Pawn becomes unrentable.

halo344
07-25-2012, 09:54 PM
I am too dumb to edit my save lol, little help please.

Trying to add them war bugles to my storage (not in the mood to spend hours farming chests).

Is that the code? and should i just paste another code to add items in my storage?

<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="50"/>
<s16 name="data.mItemNo" value="1206"/>
<u32 name="data.mFlag" value="1"/>
<u16 name="data.mChgNum" value="0"/>
<u16 name="data.mDay1" value="50"/>
<u16 name="data.mDay2" value="50"/>
<u16 name="data.mDay3" value="50"/>
<s8 name="data.mMutationPool" value="0"/>
<s8 name="data.mOwnerId" value="0"/>
<u32 name="data.mKey" value="1"/>
</class>

thanks, Nice tut man

Im using R4f3x editor btw

Idlehands88
07-25-2012, 09:58 PM
I am too dumb to edit my save lol, little help please.

Trying to add them war bugles to my storage (not in the mood to spend hours farming chests).

Is that the code? and should i just paste another code to add items in my storage?

<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="50"/>
<s16 name="data.mItemNo" value="1206"/>
<u32 name="data.mFlag" value="1"/>
<u16 name="data.mChgNum" value="0"/>
<u16 name="data.mDay1" value="50"/>
<u16 name="data.mDay2" value="50"/>
<u16 name="data.mDay3" value="50"/>
<s8 name="data.mMutationPool" value="0"/>
<s8 name="data.mOwnerId" value="0"/>
<u32 name="data.mKey" value="1"/>
</class>

thanks, Nice tut man

Im using R4f3x editor btw

You only change 1 of the mDay values to 50:

<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="50"/>
<s16 name="data.mItemNo" value="1206"/>
<u32 name="data.mFlag" value="65"/>
<u16 name="data.mChgNum" value="0"/>
<u16 name="data.mDay1" value="50"/>
<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="1"/>
</class>

aureliano17
07-26-2012, 04:46 AM
Idlehands88, I've seen a pawn with unrealistic stats: 750 strength, 500 magic and 500 on both defenses. It's not a special pawn and I can rent it just fine. I wonder how that came to be. HP and Stamina are untouched, though. Think that's it?

Idlehands88
07-26-2012, 05:24 AM
Idlehands88, I've seen a pawn with unrealistic stats: 750 strength, 500 magic and 500 on both defenses. It's not a special pawn and I can rent it just fine. I wonder how that came to be. HP and Stamina are untouched, though. Think that's it?

He was probably level 200...

aureliano17
07-26-2012, 07:38 AM
Yes, level 200, but it's impossible to have those stats with a Sorcerer growth (as suggested by the HP and Stamina amounts, which fit exactly) and the augments that pawn has.

Jefejoobes
07-26-2012, 02:05 PM
From reading the previous posts, if I did not mod my pawn's stats, only my character, then it wont get corrupted? I dont trust myself to mod the pawn's stats correctly so I'm staying away from that lol.

havenmat
07-26-2012, 03:53 PM
Thank you so much for this, Idlehand!! Very, very, very useful!

dremandbc
07-26-2012, 05:31 PM
Does <u32 name="mStorageItemCount" value="#"> mean Number of different items or total number of items (Quantity Included)?

nocturnaL_
07-27-2012, 12:16 AM
Very Nice! Thanks for this. It helped me a ton! :D

Idlehands88
07-27-2012, 12:37 AM
Does <u32 name="mStorageItemCount" value="#"> mean Number of different items or total number of items (Quantity Included)?

It's different Items, Item Quantity has nothing about it. It means how many different items are in the storage.

Jefejoobes
07-30-2012, 03:13 AM
Does the editor also able to change weight capacity? Im finding myself bogged down by all the crap I pick up often lol.

Serious_M
08-02-2012, 08:07 AM
very nice tut shared Idle

cyan
08-02-2012, 10:42 AM
so no way to mod pawn stats ? should be no problem for offline player?
btw thx for the tutorial

JobVanDam
08-05-2012, 06:42 AM
Hey Idlehands I found a nice little nugget you should put in your main post.

Whole issue and fix explained here:
http://www.360haven.com/forums/showthread.php?t=16324

I don't care about credit or anything, you can take it. Besides I owe you for the Youtube tutorial you put up showing how to edit the savefile, helped me out large.

madpencil
08-05-2012, 03:46 PM
Thanks for this useful post, great work!

LESBIANLEOPARD
08-08-2012, 09:21 PM
how do i put the buffs like, double xp and all those on my pawn though? i heard something about a timer but cannot find it and i dont want to ruin anythin so please help!

jessismith
08-11-2012, 05:19 PM
First of all, I want to thank you idlehands88 for your amazing tutorial. I always go back to it for reference! I have been modding DD since day probably the second week of playing the game(a few months, probably)
I've even figured out really amazing stuff on my own due to this tutorial, like equipping my pawn with daggers and swords to make him an assassin. Also, I taught myself to make unlimited health and stamina items by dragon-forging them. I even change some of my friends pawns into my arisen from time to time or switch my pawn and arisen's places, so thank you so much!!! I love all of you guys! xD

But now, for the real reason I am here...I have a really weird question.
I know it might sound a bit odd, but I was wondering if anyone here has figured out where on the save file is the info from my previous save file that has my old arisen and pawn's appearance. The reason why, is I'm an avid game recorder, and all of my pawns and arisens have had the same name throughout the series...plus, my other pawns that I have hired also have the same names, so it is very hard to find which one is the exact one I should change. I want to change their appearances and possibly equipment to that of a couple of my best friend's pawns....for filming purposes. I'll live if it can't be done, but I can only hope. And in the meantime, I'll continue to try and figure it out...making a lot of back-ups in the process. Thanks in advance,

~Jessismith

Soldier117
08-22-2012, 12:09 PM
Wonderful. So somehow I have made it to where everything in my inventory is "equipped" to my Arisen, including healing items, ferrystones, etc. For a rough example, I did it like this. I have done it twice before with no problems, so I'm guessing I changed something simple on accident and messed it up. Help?

<array name="mItem" type="class" count="4">
<class type="cSAVE_DATA_ITEM">
<u32 name="mItemCount" value="1"/>
<array name="mItem" type="class" count="256">
<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="1"/>
<s16 name="data.mItemNo" value="150"/>
<u32 name="data.mFlag" value="3"/>
<u16 name="data.mChgNum" value="0"/>
<u16 name="data.mDay1" value="1"/>
<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"/>

Edit: I ended up having to empty out my inventory to get the items to unequip. If anyone has a solution, I would greatly appreciate it. Thanks.

Wasperine
08-27-2012, 08:37 AM
My first post here.

Thanks to everyone who worked on the editors.

Is there a current link to the equipment .xls file anywhere?

Triniprince
09-06-2012, 06:21 AM
Can someone please list the elemental id enchants? So far I only have the Holy enchant ID.

cklalfred
09-26-2012, 07:36 AM
Thanks for the tutorial dude. Appreciate it and finally managed to edit my stats :D

LeGenD_ReBorN
10-04-2012, 06:33 PM
Has anyone been able to figure out what the four lines at the end of the pawn inclinations are for?



<u32 name="mInfoEx[ INFO_TYPE_EX_TALK ].mInfoType" value="0"/>
<f32 name="mInfoEx[ INFO_TYPE_EX_TALK ].mValue" value="500.000000"/>
<u32 name="mInfoEx[ INFO_TYPE_EX_SKILL_USE ].mInfoType" value="1"/>
<f32 name="mInfoEx[ INFO_TYPE_EX_SKILL_USE ].mValue" value="500.000000"/>


Seems logical that INFO_TYPE_EX_TALK would be how much the Pawn talks since in the knowledge chair the pawn will ask about how much to talk. Not sure what INFO_TYPE_EX_SKILL_USE is, perhaps how much the Pawn talks about the proper skills in battle or perhaps how often the Pawn uses the skills. The latter seems redundant since INFO_TYPE_TACTICS / Utilitarian covers that.

I believe you are right, as one time as I edited my pawn's inclination, I saw that the number had dropped since the last time I had edited it, and the only thing I had really done with my pawn had been to set in the chair and I had told my pawn 'No' when she asked me about continuing to 'speak or remain silent as the situation demands'. I believe both numbers go up and down at the same rate and stay the same unless you either edit them or speak with your pawn in one of the chairs and they ask the yes/no question: "I try to speak or remain silent as the situation demands. Would you have me continue this way, master?" If you answer 'yes' the numbers raise and they speak more... "A Hobgoblin Arisen! 'Tis a formidable foe!" :081: about every three seconds instead of five. and if you answer 'no' the numbers go down and your pawn only says "It's screams chill the blood to ice!" every seven seconds instead of five. :053:

Vulnavia
10-10-2012, 06:24 PM
I intensively modded Stuff in the last Weeks and what i noticed is - don't add too much inclinations - because they don't know what to do then. I also rented 360H Pawns which are all modded concerning Bestiary and Local Knowledge Stats, but they don't act correctly. The problem is modding only these Parts but not the Kill counts and Unique Enc is a bad Idea, the upper Parts are only for Info, the lower parts are more important it seems, so i modded my own Pawns in a way that the upper part get modded by the game automatically based on the lower mods i made, and now the act like they should.

Also does someone know what EncountFrame does exactly? If i mod it i get Bestiarystars but it maxes out at 9000-18000...

Ohh and for those modded 360H Pawns, Jewelry can't get Dragonforged, but all of them have them Dragonforged, but they don't get any better Stats because of that, instead anyone will 100% see instantly that the owner has moded his Savegame... lol

JobVanDam
10-11-2012, 01:14 PM
First of all, I want to thank you idlehands88 for your amazing tutorial. I always go back to it for reference! I have been modding DD since day probably the second week of playing the game(a few months, probably)
I've even figured out really amazing stuff on my own due to this tutorial, like equipping my pawn with daggers and swords to make him an assassin. Also, I taught myself to make unlimited health and stamina items by dragon-forging them. I even change some of my friends pawns into my arisen from time to time or switch my pawn and arisen's places, so thank you so much!!! I love all of you guys! xD

But now, for the real reason I am here...I have a really weird question.
I know it might sound a bit odd, but I was wondering if anyone here has figured out where on the save file is the info from my previous save file that has my old arisen and pawn's appearance. The reason why, is I'm an avid game recorder, and all of my pawns and arisens have had the same name throughout the series...plus, my other pawns that I have hired also have the same names, so it is very hard to find which one is the exact one I should change. I want to change their appearances and possibly equipment to that of a couple of my best friend's pawns....for filming purposes. I'll live if it can't be done, but I can only hope. And in the meantime, I'll continue to try and figure it out...making a lot of back-ups in the process. Thanks in advance,

~JessismithHey Jess were you able to make your Arisen an Assassin class but give them a Longbow? Or even make them a Ranger but give them the Masterful Kill skill (an Assassin exclusive skill)?

UPDATE: Also guys, forgot to mention this. Found an amazing site where a guy has recorded EVERY single item in the game!!
http://www13.atwiki.jp/xbox360analysis/m/pages/67.html?guid=on
As for the "Unknown Item" section I tried most of the items there and they flat out don't just work properly, they don't freeze your game they just don't work. There just unifinished items in the game. The Illusory items do work though they just have different stats than the original item.

iAmDedication
10-20-2012, 08:59 PM
Is my game the only game that freezes after editing my save, every single time it will freeze on the in game loading screen?

intre
10-27-2012, 06:02 AM
Hey guys! I was going for "the hero" achievement and I've somehow managed to fuck up the quest "Supply and Demands". Is there any way to flag the quest as completed so I can still get the achievement without doing all that crap again?

olddavid
01-12-2013, 07:07 PM
-_______- seems that game could be patched, I've edit just the gold amount and suddently game re-save on the savedata and reset the savegame forcing me to begin a new game. Lucky me that I always edit save game moving them in to an usb key and keeping backup on the HD! anyone solved issue? could be that the older version of modio is not able anymore to rehash and resign the edited savegame? or it's the editor fault? or whatelse?

Roflmonster
01-13-2013, 05:43 AM
Appreciate the info bro, nice work !.!

hater34
01-13-2013, 11:05 PM
Thanks for the tut i've got so many arisen bonds now.

psychonecro
01-20-2013, 12:49 AM
love this editor used it for gold and rc point

Idlehands88
01-20-2013, 01:41 AM
love this editor used it for gold and rc point

Ummm.... This isn't an Editor, it's a tutorial...??????

galanvaurek
01-22-2013, 02:38 AM
Would just like to throw in my thanks for all the info in the thread.. from the original tut, to all the follow-up info. You guys are completely awesome!

Thanks!

TheContender
01-22-2013, 01:18 PM
Nice! I will try this out later.

DarkZ
01-22-2013, 05:25 PM
thank you very much for this fantastic tut^^it helped me a lot.

galanvaurek
01-23-2013, 06:15 AM
I'm sure it's a serious stretch... and in all likelihood not possible... but...

Is it listed anywhere the fog-of-war status? Is there a way to remove the fog to open up the map?

Keeping my fingers crossed, but definitely not holding my breath.

Thanks, in advance to any reply.

Stingerv
01-23-2013, 06:34 PM
I have a question? Can you get the DLC hairstyles using this method? I want the slicked back hair from the DLC. :|

Also, can anybody point me to a list of item IDs? I can't seem to find one.
Anyways, thanks for the awesome tut!

The Medic Bob
02-04-2013, 08:19 AM
This is awesome!

RikiBulletz
02-06-2013, 12:46 AM
Thank u MR Iddle <3

minhtuan
02-21-2013, 04:35 PM
Thanks mate, it's very helpful.

happyhacker
02-21-2013, 04:40 PM
wow thanks a lot dude great stuff thx.

jeokeo
03-05-2013, 04:56 AM
thanks for the awesome

tachicoman
03-16-2013, 03:18 PM
Super helpful, thanks!

TheLastDude
03-22-2013, 07:09 PM
this is very useful and helpful information. works like a charm and had no problems following the tutorial/guide. you would be hard pressed to be lost or confused while using this tutorial.

kokk
04-04-2013, 08:31 AM
thank you for the tutorial it really helped me a lot :076:

mikeonfire
04-04-2013, 04:01 PM
Thanks bro idk if it matters or not but when switching equipped gear in the slots for mday2 and 3 i jus left 0. Also jus letting kno if you upgrade your equipment and you try loading the game and it freezes dont worry jus pull up your dd save already on your comp and make sure you didnt upgrade a ring or enter a wrong id or put an id in the wrong place. If you did jus fix it and save rehash it and your save will work. However idk if it works for fixing a corrupt save havent tried dont kno if i want to =/.

Jaxon
04-08-2013, 08:45 AM
Good time is not one big question about the added items. I throw myself through Editor mask but for some reason is the usual flow endurance strikes not to mention running even in the city even though I have an exact copy I found myself on it all in order and that added strong consumption endurance do not tell me what to do?

justonty
04-09-2013, 06:51 AM
absolutely stunning thx mate

MrTuts
04-22-2013, 05:10 PM
Thanks for the tutorial, very useful indeed :D

TheLastDude
04-23-2013, 08:38 PM
i hope this tutorial will be updated for dragon's dogma: dark arisen with the new ids and such.

madat360
04-26-2013, 12:20 PM
the new tier IDs are

silver 515
gold 1027

Everything works perfectly with the 'old' editor. Full update on items would be appreciated especially for moonbeam gems.
The collectable idols have ID 1721.

Dominus Dolor
04-27-2013, 01:05 AM
This game is awesome, what go changed? have not played since the release of the first bundle pack for skyward something or another.

Daimashin
04-27-2013, 03:43 AM
If anyone wants to know, the new values for dragonforging are 515 for silver and 1027 for gold.

madat360
04-27-2013, 12:57 PM
some more IDs

hellfire cloak 1146
moonbeam gem 1720

cursed items

weapon lev. 3 1709
novelty lev. 3 1703
equipment lev. 3 1706

13Dannyboy13
04-27-2013, 04:34 PM
1712 is for the cursed armor lv3, took a guess based off the previous post with the other cursed stuff and it worked.

aygul
04-27-2013, 04:55 PM
Thanks so much for this,

But are the new id's in the new gamesave editor inc.?

Godsend 8
04-27-2013, 06:08 PM
you sir, are my hero!

TheLastDude
04-27-2013, 10:00 PM
nice to see that people have found some new IDs already!

my question is... has ANYONE found the ID for the Eternal Ferrystone? it's the ferrystone that has INFINITE/UNLIMITED use and is a bonus for having an original dragon's dogma save. this was not in the priginal game, only in dark arisen. this would save us all money on ferrystones and less weight to carry.

SushiSushi
04-27-2013, 11:49 PM
I could of gotten the ID for you but no editor works on my PC.. they seem to always stuck and crash on my PC so I can't go inside my save and see the eternal ferrystone ID.
I'll try later on different PC to see if it's only this PC.

madat360
04-27-2013, 11:56 PM
nice to see that people have found some new IDs already!

my question is... has ANYONE found the ID for the Eternal Ferrystone? it's the ferrystone that has INFINITE/UNLIMITED use and is a bonus for having an original dragon's dogma save. this was not in the priginal game, only in dark arisen. this would save us all money on ferrystones and less weight to carry.

Try 1724 but this could also be the lift stone.

TheLastDude
04-28-2013, 12:52 AM
Try 1724 but this could also be the lift stone.

confirmed! it works. thank you very much!

spread the knowledge.

wind5116
04-28-2013, 01:34 AM
I must have used over 3 dozen of those cursed weapon items and I still can't get the cursed light weapon. Just repeats of other weapons. Does any one have the I.D. for cursed light

13Dannyboy13
04-28-2013, 03:12 AM
I must have used over 3 dozen of those cursed weapon items and I still can't get the cursed light weapon. Just repeats of other weapons. Does any one have the I.D. for cursed light
All I did for my weapons and armor was give myself 99 of each lv3 cursed weapons and armor and a ton of rift crystals, I ended up with full sets for most of the armors, and most of the weapons. The grave/carrion set looks nice on female mages and the hellfire and sinner/traitor set looks good on large characters. Which cursed light weapon are you looking for? Is that the sword? If so it's a lv2 weapon, I remember seeing it earlier when I was playing around looking at the different weapons. Hopefully there will be a list soon, I can start doing a modded playthrough now that I finished my second run, I'll see if I can start a list tomorrow when I do a modded run.

swizzzy
04-28-2013, 06:03 AM
i know modding my pawn's stats (attack points, stamina, etc) is off limits, but what about my pawn's discipline points and xp? will that corrupt my pawn for online rentals?

TheLastDude
04-28-2013, 08:01 AM
i know modding my pawn's stats (attack points, stamina, etc) is off limits, but what about my pawn's discipline points and xp? will that corrupt my pawn for online rentals?

no. you can freely edit your exp and discipline points and even your vocation ranks and vocation exp. as you said, just don't touch your stats.

swizzzy
04-28-2013, 08:52 AM
i have another question and if anyone can answer it, i would be most grateful (as it's been awhile since i've edited dragons dogma saves)..

i deleted all my dd saves, and decided to use idlehands88 ultimate save for a new game in dark arisen. i'm trying to mod the dark arisen save (after reaching the first camp) to add dd outfits/weapons that are missing from idlehands' save (some abyssinal gear, boots, bows, among other things). it locks up everytime i load it. never had that problem modding the original one.

anyone have any suggestions? any help? someone willing to let me use their save? i'm up for anything at this point

Xenoith
04-28-2013, 06:22 PM
You CAN NOT mod your Pawn's stats, no matter how little of a mod you do to them.....


Just an update to this you CAN modify your pawns data. But there is a very good chance you can corrupt your game save. My pawn is modded and ALSO please note, If you mod your pawn NOBODY CAN TOUCH IT! If someone goes to take out your pawn they won't be able to and will get an error for it. You won't (from what I've seen) get banned or anything but you won't be able to collect stuff from other players if they want to hire your pawn. I've modded my own Pawn and she's invincible against everything BUT the Online Ur-Dragon.


Here are the stats of my pawn.

Name: Saber
Vocation: Warrior
Rank: 7/9
Level: 138
Experience: 221351/249504
HP: 9496
ST: 1990
Strength: 2797
Magic: 1129
Defenses: 10043
Magick Defenses: 2554

Keep in mind I knew what I was doing and always BACK UP YOUR SAVES! Don't come to the forum complaining that someone's editor corrupted your save data, when the first rule to modding anything is to back up your work. Have fun modding!

13Dannyboy13
04-28-2013, 08:57 PM
I must have used over 3 dozen of those cursed weapon items and I still can't get the cursed light weapon. Just repeats of other weapons. Does any one have the I.D. for cursed light
531 is the ID for Cursed Light

Okay, I've gotten a bunch of IDs together, a few from earlier posts like the eternal ferrystone and cursed items and added a bunch of weapons and armor from my saves that I found. It doesn't have any of the lv3 weapons yet though, so if someone wants to get those IDs it would be good.
DA IDs

Weapons & Armor
788 - Dragon's Roost (Shield)
890 - Immortal's Armor
904 - Immortal's Bracers
1037 - Immortal's Sabatons
1140 - Sovereign's Mantle
871 - Delta Guard
893 - Adept's Robe
968 - Carrion Claws
1046 - Carrion Greaves
1146 - Hellfire Cloak
531 - Cursed Light (1h Sword)
881 - Nether Helm
896 - Traitor's Armor
965 - Sinner's Gauntlets
1043 - Betrayer's Greaves
1880 - Blasphemer's Cloak
711 - Melting Focus (Mage Staff)
886 - Carrion Veil
901 - Carrion Mantle
530 - Cursed Bite (1h Sword)
882 - Hellfire Helm
897 - Hellfire Armor
966 - Hellfire Gauntlets
1044 - Hellfire Greaves
710 - Chilled Focus (Mage Staff)
885 - Grave Veil
900 - Grave Mantle
967 - Grave Claws
1045 - Grave Greaves

515 Silver Dragonforged
1027 Gold Dragonforged

Xenoith
04-28-2013, 10:01 PM
Now are these for the 2nd Release of DD or can they be used with the 1st Edition release?

13Dannyboy13
04-29-2013, 12:13 AM
Now are these for the 2nd Release of DD or can they be used with the 1st Edition release?
They are from the new area, so I doubt they'd work with the old game since that entire area and all the new gear isn't in the original.

swizzzy
04-29-2013, 01:11 AM
can someone please check if my pawn can be rented? gt is mike haverman

just post here to let me know, thanks a lot!

innerdecay
04-29-2013, 03:56 PM
thanks for the info. its really helpful

jinana
04-30-2013, 01:12 AM
@13dannyboy13
Would you be so kind as to mod my save file for me? I can't make this work no matter what I do. :( I'm after the new stuff that you posted ID's for a few posts up and any other bonuses you feel like passing on. :) A cool dagger and bow for my magic archer would be extremely appreciated. Thanks for your time. And anyone else who wants to help.
http://www.mediafire.com/?t1zjdydmdedb9ng

jnado
04-30-2013, 03:26 AM
Could someone please tell me what's in Olra's online store. I don't have xbox live but, I might buy it depending on whats in the store. Cloud someone be kind enough to post a picture or a list of what is in it.

biteme
04-30-2013, 03:33 PM
anyone knows the eternal ferrystone id??

sproksha
04-30-2013, 09:01 PM
Could someone please tell me what's in Olra's online store. I don't have xbox live but, I might buy it depending on whats in the store. Cloud someone be kind enough to post a picture or a list of what is in it.

All that's in the online store is 3 different rift crystal packs and a character customization pack with new hairstyles and hair colors.

MASTAxSNIPA
04-30-2013, 09:17 PM
I found these two
707 - Halmbarte Daggers
794 - Dragon's Glaze

MASTAxSNIPA
04-30-2013, 10:19 PM
alright, i might have found my problem, am i suppose to extract DD_SAVEDATA_01 or DD_Savedata?

jnado
04-30-2013, 11:39 PM
is one of the new hairstyles pigtails? Hopefully they are since that would mean I already have them.

blindman
04-30-2013, 11:45 PM
Thanks for the new Ids and great tutorial :)

Asaliah
05-01-2013, 01:09 PM
I upload my savegame com dark arisen many items
http://www.mediafire.com/?69300ip1fnvj9o3
can anyone add you the items that I am missing?

MASTAxSNIPA
05-01-2013, 10:55 PM
does anyone have the item ID for the ranger ring for Tenfold flurry?

MASTAxSNIPA
05-02-2013, 03:49 AM
The ID's of the Oblivion Set would be nice too

herpderpdurr
05-02-2013, 09:59 PM
How does one actually ADD the items?

I've made sure everything matches the first item quantity.. I check the item IDs and confirm the correctness.. I set the tier I want.. then I also edit the amount of items in storage to compensate..

And the game acts like I didn't do anything.

What the **** do I do?

EDIT1: I've found two big groups of code for Storage. There's one near the top of the scrollbar, and one on the bottom half. Which bit do I edit?
Can I edit any empty item slot in storage to put an item in?
For weapons/armor, all the mDays have to match the item quantity, right?
If I put new items into storage, do I need to update the storage item count in the first line of the array?
For the item's ownership, the value 4 is obviously for storage, right?

So many questions, and I'm really just lost. Editing stats and things is EASY, but this inventory shit is annoying..

madat360
05-02-2013, 11:42 PM
The tutorial is a little unspecific here. The number is the amount of total different items. The easiest way to add items is to just fill your main character's item slots with useless stuff and change ids and amounts. This way you don't have to fiddle around with total items and risk breaking your save.

swizzzy
05-03-2013, 03:21 AM
i use jizzabeez's editor. search for this <array name="mItem" type="class" count="4"> and the first result you come up with is the one you want to change. 2 lines down denote the number of items in your arisen's inventory ONLY. the lines of code below is where your item actually start:

<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="1"/> -----------------change the quantity of the item to whatever you want. if you're changing it to an absurd number, make sure you're near your storage
<s16 name="data.mItemNo" value="1724"/> ----------------this is your item number, change to whatever you want
<u32 name="data.mFlag" value="1"/> ------------only applies to armor and weapons. if not armor and weapons, it should be at 3
<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"/> ---------------------- all these stays the same
<s8 name="data.mOwnerId" value="0"/>
<u32 name="data.mKey" value="0"/>
</class>

that's about 4 lines down from your search result. change these to your liking. my personal experience is, don't add lines of code and change the item quantity, since that never worked for me. like another user said, just buy things you don't care about and change them....

when you get to the line of code below, DO NOT CHANGE IT. leave it alone. it's time to put your items in storage and get crap items to change again


<class type="sItemManager::cITEM_PARAM_DATA">
<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"/> ---------------------do not change any of this
<s8 name="data.mMutationPool" value="0"/>
<s8 name="data.mOwnerId" value="0"/>
<u32 name="data.mKey" value="0"/>
</class>

swizzzy
05-03-2013, 03:38 AM
Dark Arisen ID's
707 / Halmbarte Daggers
794 / Dragon's Glaze
1712 / Cursed Armor 3
1720 / Moonbeam gems
1709 / Cursed Weapon 3
1703 / Nov 3
1706 / Cursed Gear 3
1146 / Hellfire Cloak
1724 / Eternal Ferrystone
531 / Cursed Light
788 / Dragon's Roost (Shield)
890 / Immortal's Armor
904 / Immortal's Bracers
1037 / Immortal's Sabatons
1140 / Sovereign's Mantle
871 / Delta Guard
893 / Adept's Robe
968 / Carrion Claws
1046 / Carrion Greaves
1146 / Hellfire Cloak
531 / Cursed Light (1h Sword)
881 / Nether Helm
896 / Traitor's Armor
965 / Sinner's Gauntlets
1043 / Betrayer's Greaves
1880 / Blasphemer's Cloak
711 / Melting Focus (Mage Staff)
886 / Carrion Veil
901 / Carrion Mantle
530 / Cursed Bite (1h Sword)
882 / Hellfire Helm
897 / Hellfire Armor
966 / Hellfire Gauntlets
1044 / Hellfire Greaves
710 / Chilled Focus (Mage Staff)
885 / Grave Veil
900 / Grave Mantle
967 / Grave Claws
1045 / Grave Greaves

oblivion set Helm 884
chest 899
gaunt 1050
greaves 1052

copied from gamefaqs

MASTAxSNIPA
05-03-2013, 03:50 AM
Dark Arisen ID's
707 / Halmbarte Daggers
794 / Dragon's Glaze
1712 / Cursed Armor 3
1720 / Moonbeam gems
1709 / Cursed Weapon 3
1703 / Nov 3
1706 / Cursed Gear 3
1146 / Hellfire Cloak
1724 / Eternal Ferrystone
531 / Cursed Light
788 / Dragon's Roost (Shield)
890 / Immortal's Armor
904 / Immortal's Bracers
1037 / Immortal's Sabatons
1140 / Sovereign's Mantle
871 / Delta Guard
893 / Adept's Robe
968 / Carrion Claws
1046 / Carrion Greaves
1146 / Hellfire Cloak
531 / Cursed Light (1h Sword)
881 / Nether Helm
896 / Traitor's Armor
965 / Sinner's Gauntlets
1043 / Betrayer's Greaves
1880 / Blasphemer's Cloak
711 / Melting Focus (Mage Staff)
886 / Carrion Veil
901 / Carrion Mantle
530 / Cursed Bite (1h Sword)
882 / Hellfire Helm
897 / Hellfire Armor
966 / Hellfire Gauntlets
1044 / Hellfire Greaves
710 / Chilled Focus (Mage Staff)
885 / Grave Veil
900 / Grave Mantle
967 / Grave Claws
1045 / Grave Greaves

oblivion set Helm 884
chest 899
gaunt 1050
greaves 1052

copied from gamefaqs

That's funny I was reading this then i realized it was from my post on Gamefaqs

swizzzy
05-03-2013, 04:40 AM
^ well, thanks for the list, just thought i'd share with this community

TheLastDude
05-03-2013, 02:16 PM
has anyone found the ID for liquid effluvium? (the item that lowers your affinity with an NPC so you don't get the wrong love interest and such.)

swizzzy
05-04-2013, 02:24 AM
anyone have the id for sapfire daggers?

XDEVILX
05-04-2013, 03:22 AM
awesome .... thanks a lot :117:

Reider
05-05-2013, 06:48 AM
You guys manage to figure out how to tweak which special ability gets equipped to each piece of level 3 armor?

There's a few different effects for those and it looks like they get their own slots in the menu due to this.

swizzzy
05-05-2013, 07:03 AM
You guys manage to figure out how to tweak which special ability gets equipped to each piece of level 3 armor?

There's a few different effects for those and it looks like they get their own slots in the menu due to this.

there's some pieces of armor which have 65535 instead of the normal 0 as part of the code. i'm assuming it has to do with that. also, those lines stay constant, save for

<u16 name="data.mDay2" value="6"/>

to which i've seen go from 1-13. i don't have the patience to test out each number, but there's a starting point for those interested

xMrxFredx
05-06-2013, 12:25 AM
Here is my list of BBI cursed items with codes for weapons (not level 1's) and armor with some other items and a list for the armor special abilities.

Thanks to everyone who posted codes it really saved me some time.

http://www.mediafire.com/view/?3c1b3cuu3h96syj

madat360
05-06-2013, 06:02 AM
IDs for 'Blood red Crystal' and 'Wyvern/Dragon/Wyrm - Tears' anybody?

swizzzy
05-06-2013, 08:59 AM
IDs for 'Blood red Crystal' and 'Wyvern/Dragon/Wyrm - Tears' anybody?

check here

http://www13.atwiki.jp/xbox360analysis/m/pages/67.html?guid=on

madat360
05-06-2013, 11:38 AM
awesome list, no blood red crystal though.

generalprep
05-06-2013, 11:58 AM
This is awesome work thanks a million

cptcastration
05-07-2013, 10:42 PM
So I've searched a bit to find out what the mStaminaBase value does. It keeps reseting to 560 when I open the save up with the editor after playing for a bit. Will this alter the speed in which I regenerate stamina? It's been awhile since I last played, but stamina regen seems a bit slow.

xMrxFredx
05-08-2013, 08:49 AM
So I've searched a bit to find out what the mStaminaBase value does. It keeps reseting to 560 when I open the save up with the editor after playing for a bit. Will this alter the speed in which I regenerate stamina? It's been awhile since I last played, but stamina regen seems a bit slow.

That is base stamina you start the game with at lv.1 and for whatever class you are, it is different for some classes iirc, don't change that. The line under that is what you change that is the total of what you earned as you leveled up and the line above it is the sum of the 2. I don't think you can change the regen rate so just give yourself like 50,000 or what ever you want.

badzmaru
05-09-2013, 06:55 AM
As you know, I converted Idlehands88's item pictures into a .xls file with decimal numbers. This is the third iteration. All the leg armor pieces are working now and those coveted items are correctly identified. I also threw in some new consumables which you might find useful.

All credit goes to Idlehands88:

http://www.mediafire.com/?0kdqi3l1r43jpl6

Hi! I was wondering if anyone has an updated download link of this file, the above link doesn't contain this file anymore. Starting to mod my saves and I would love to have this list. Thanks in advance :)

edit - found a webpage that contained a list of items with the corresponding dec values. Not sure if it's the same list as above. Hope this helps:

http://www13.atwiki.jp/xbox360analysis/m/pages/67.html?guid=on

badzmaru
05-10-2013, 06:20 AM
Hi

I have a few questions regarding storage item mods. If i'm adding (not replacing) items in storage do I need to adjust the total item count and also, do i need to keep the ownership value to "4" (similar to other coded entries) or do iI need to adjust it to "0"? The last time I modded my save, I didn't add items but rather replaced the existing item value to a new one.

For example:

Question 1:
<u32 name="mStorageItemCount" value="223"/> <-- do i change this value if i added new items to the storage?

Question 2:
<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="1"/>
<s16 name="data.mItemNo" value="xx"/>
<u32 name="data.mFlag" value="1"/>
<u16 name="data.mChgNum" value="0"/>
<u16 name="data.mDay1" value="1"/>
<u16 name="data.mDay2" value="0"/>
<u16 name="data.mDay3" value="0"/>
<s8 name="data.mMutationPool" value="0"/>
<s8 name="data.mOwnerId" value="4"/> <---- this was the orig. value in the code sets. Do I change this to "0" or leave as is?
<u32 name="data.mKey" value="0"/>
</class>

Thanks in advance for your help

blakefrz
05-10-2013, 03:59 PM
Nevermind, I found them, but here they are for those interested! Not verified. by Drakenfar in repost of idlehands tuts for save modding dragons dogma ignore comment XD

785 Bane Archistaff - S
702 Boltbringer - W
710 Chilling Focus - M/MA/MK
530 Cursed Bite - F/As/MK
531 Cursed Light - F/As/MK
794 Dragon's Glaze - R
792 Dragon's Ire - St/As
788 Dragon's Roost - F/As
796 Dragon's Tempest - MK
701 Gransys Flamberge - W
786 Hallowed Dragon - S
707 Helmbarte Daggers - St/As/MA/R
534 Magebreaker - MK
711 Melting Focus - M/MA/MK
790 Purged Buckler - MK
708 Sapfire Daggers - St/As/MA/R
533 Shooting Star - MK
704 Twinpaler - W
705 Twinterfang - W

703 Bitter End - W
797 Blackwing Bow - MA
793 Darkening Storm - St/As
706 Devil's Nail - W
532 Devilsbane - F/As/MK
791 Diabolic Shield - MK
712 Dominion Claw - M/MA/MK
789 Dread Aspis - F/As
709 Framea Blades - St/As/MA/R
795 Revenant Wail - R
787 Sanguine Stalk - S
535 Virge of Madness - MK

893 Adept's Robe - M/MA/S
1042 Apostate's Anklet - ALL
964 Bonds of the Dragon - ALL
891 Cursed King's Belt - ALL
871 Delta Guard - ALL female only
1137 Divine Embrace - ALL
1040 Dragonwing Boots - ALL
1048 Dragonwing Circlet - ALL
906 Dragonwing Gloves - ALL
904 Immortal's Bracers - F/MK/W
890 Immortal's Coat - F/MK/W
1037 Immortal's Sabatons - F/MK/W
1140 Sovereign's Mantle - ALL
1047 Tormenters Mask - F/MK/W
1038 Trophy Boots - St/As/MA/R
905 Trophy Bracers - St/As/MA/R
892 Trophy Jacket - St/As/MA/R

1043 Betrayer's Greaves - F/MK/W
1880 Blasphemer's Cloak - ALL
1052 Boots of Oblivion - St/As/MA/R
1051 Boots of Shadow - St/As/MA/R
968 Carrion Claws - M/MA/S
1046 Carrion Greaves - M/MA/S
901 Carrion Mantle - M/MA/S
886 Carrion Veil - M/MA/S
899 Coat of Oblivion - St/As/MA/R
898 Coat of Shadow - St/As/MA/R
1050 Gauntlets of Oblivion St/As/MA/R
1049 Gauntlets of Shadow - St/As/MA/R
967 Grave Claws - M/MA/S
1045 Grave Greaves - M/MA/S
900 Grave Mantle - M/MA/S
885 Grave Veil - M/MA/S
897 Hellfire Armor - F/MK/W
1146 Hellfire Cloak - ALL
966 Hellfire Gauntlets - F/MK/W
1044 Hellfire Greaves - F/MK/W
882 Hellfire Helm - F/MK/W
884 Hood of Oblivion - St/As/MA/R
883 Hood of Shadow - St/As/MA/R 8
881 Nether Helm - F/MK/W
965 Sinner's Gauntlets - F/MK/W
896 Traitor's Armor - F/MK/W

1710 BBI Armor Lv.1
1711 BBI Armor Lv.2
1712 BBI Armor Lv.3
1704 BBI Gear Lv.1
1705 BBI Gear Lv.2
1706 BBI Gear Lv.3
1701 BBI Novelty Lv.1
1702 BBI Novelty Lv.2
1703 BBI Novelty Lv.3
1707 BBI Weapon Lv.1
1708 BBI Weapon Lv.2
1709 BBI Weapon Lv.3
1841 Expediting Papers
1720 Moonbeam Gem
1837 Ring of Thrift

3 No Stars
13 1 Star
19 2 Stars
35 3 Stars
67 Dragonforged(DF)
515 Silver DF
1027 Gold DF

1835 Elite Lantern
1724 Eternal Ferrystone
1866 Liftstone
1855 Liquid Effluvium

1864 Auspicious Incense
1863 Godly Tonic 4
1735 Kingwarish
1862 Lordly Tonic 3
1865 Vivifying Incense

1721 Macabre Sculpture

thornphlesh
05-10-2013, 10:48 PM
Great work

TheLastDude
05-10-2013, 11:53 PM
found some other stuff to edit that i believe wasn't posted here before. it's from the game genie forums via ps3 users.

"Here is the way to change the stats on the history page.

Search: mAdventureLog
You will get lines like this:
<class name="mAdventureLog" type="sSave::saveAdventureLog">
<u32 name="mLogGamePlayTime" value="XXXXXX"/> ... Total play time (looks to be in

seconds)
<u32 name="mLogTotalMoney" value="XXXXXXXX"/> ... Total money collected in the game
<u32 name="mLogTotalRim" value="XXXXXXX"/> ... Total Rift crystals
<u32 name="mLogTotalInnRim" value="XXXXXXX"/> ... ?
<u32 name="mLogTotalInn" value="XXX"/> ... Time stayed at an inn
<u32 name="mLogHugebuleDeath" value="XX"/> ... Times taken by the Brine
<u32 name="mLogTotalClearNum" value="XX"/> ... Times completed the game
<u32 name="mLogPawnRentalMan" value="XX"/> ... Times rented male pawns
<u32 name="mLogPawnRentalWoman" value="XX"/> ... Times rented female pawns
<u32 name="mLogPawnRentalRom" value="0"/> ... ?
<u32 name="mLogMyPawnBeRented" value="XX"/> ... Times Main Pawn has been rented
<u32 name="mLogMyPawnChangeJob" value="XX"/> ... Times Main Pawn changed jobs
<u32 name="mLogMyPawnEducate" value="0"/> ... Times your pawn learned something while

hired
<u32 name="mLogPawnHelp" value="XXX"/> ... Times revived a pawn
<u32 name="mLogPawnStayMan" value="XXXXXXX"/> ... Total time with male pawns (seconds)
<u32 name="mLogPawnStayWoman" value="XXXXXXX"/> ... Total time with female pawns

(seconds)
<u32 name="mLogGivePresent" value="XX"/> ... Times given a present to npc
<u32 name="mLogSightSeeing" value="11"/> ... ?
<u32 name="mLogImpressionMAXMan" value="XX"/> ... Max affinity with males
<u32 name="mLogImpressionMAXWoman" value="XX"/> ... MAx affinity with females
<u32 name="mLogGiveLinkRing" value="X"/> ... Times given out Arisen's Bond
<f32 name="mLogMaxDamage" value="XXXXXX.XXXX"/> ... Max damage dealt
<f32 name="mLogTotalDamage" value="XXXXXXXXX.XXXX"/> ... Total Damage Done
<u32 name="mLogTotalExp" value="XXXXXXXX"/> ... Total exp gained
<u32 name="mLogChangeJob" value="XX"/> ... Total job changes
<u32 name="mLogDeath" value="XX"/> ... Total times died
<u32 name="mLogJailed" value="XX"/> ... Total times jailed
<u32 name="mLogNormalSkillNum" value="XX"/> ... Total core skills learned
<u32 name="mLogCustomSkillNum" value="XXX"/> ... Total weapons skills learned
<u32 name="mLogAbilityNum" value="XX"/> ... Total Augments learned
<u32 name="mLogGetWeaponNum" value="XXX"/> ... Number of weapons obtained
<u32 name="mLogGetArmorNum" value="XXX"/> ... Number of armor obtained
<u32 name="mLogWeaponUpgrade" value="XXX"/> ... Number of weapons upgraded
<u32 name="mLogArmorUpgrade" value="XXX"/> ... Number of armor upgraded
<u32 name="mLogAwakenWeaponNum" value="XXX"/> ... Number of weapons dragon forged
<u32 name="mLogAwakenArmorNum" value="XXX"/> ... Number of armor dragon forged
<u32 name="mLogUseReturnItem" value="XXX"/> ... Number of ferrystones used
<u32 name="mLogUseDragonHeart" value="XX"/> ... Number of wakestones used
<u32 name="mLogCompound" value="XX"/> ... Number of items combined
<u32 name="mLogLuckyFind" value="0"/> ... ?
<u32 name="mLogGather" value="XXXX"/> ... Number of times "gathered" items
<u32 name="mLogExcavation" value="XXX"/> ... Number of times mined itmes
<u32 name="mLogDip" value="XX"/> ... Total flasks filled
<u32 name="mLogStay" value="415"/> ... ?
<u32 name="mLogLandMarkNum" value="XXX"/> ... Land marks found
<u32 name="mLogGetTreasureBox" value="XXXX"/> ... Number of chests opened
<u32 name="mLogClearQuest" value="XX"/> ... Number of quests clear on current play through
<u32 name="mLogTotalClearQuest" value="XXX"/> ... Total quests cleared
<u32 name="mLogClearBoardQuest" value="XX"/> ... Number of board quests clear on current

play through
<u32 name="mLogTotalClearBoardQuest" value="XXX"/> ... Total board quests cleared
<u32 name="mLogRepulseUrDragon" value="XX"/> ... Repelled Ur-Dragon
<array name="mLogKillEnemy" type="u32" count="62"> ... After this there are 62 lines that are

for the 62 enemies.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------

These are your 10 port crystal locations.

To find your present location search: mPlPos

You will get lines like this:
<vector3 name="mPlPos" x="6232.000000" y="550.000000" z="-2594.000000"/>
<array name="mCmcPos" type="vector3" count="3">
<vector3 x="6057.000000" y="550.000000" z="-2574.000000"/>
<vector3 x="6265.000000" y="550.000000" z="-3583.000000"/>
<vector3 x="5850.000000" y="550.000000" z="-3523.000000"/>
</array>

The first one is the Arisen. The 3 below are your pawns.

So to add a portcrystal location, go on the world map to a place where you want to set a

portcrystal. Save it. Then load up the Game Genie and put your location numbers into one of

the portcrystal lines."

swizzzy
05-11-2013, 05:52 AM
^ does changing the play time work? if someone checks out my pawn in the rift and looks at the creator's play time, will it reflect what i edit it to?

EDIT

it works, just tested it and checked using an different gamertag

xMrxFredx
05-11-2013, 07:58 AM
Nevermind, I found them, but here they are for those interested! Not verified. by Drakenfar in repost of idlehands tuts for save modding dragons dogma ignore comment XD

785 Bane Archistaff - S
702 Boltbringer - W
710 Chilling Focus - M/MA/MK
530 Cursed Bite - F/As/MK
531 Cursed Light - F/As/MK
794 Dragon's Glaze - R
792 Dragon's Ire - St/As
788 Dragon's Roost - F/As
796 Dragon's Tempest - MK
701 Gransys Flamberge - W
786 Hallowed Dragon - S
707 Helmbarte Daggers - St/As/MA/R
534 Magebreaker - MK
711 Melting Focus - M/MA/MK
790 Purged Buckler - MK
708 Sapfire Daggers - St/As/MA/R
533 Shooting Star - MK
704 Twinpaler - W
705 Twinterfang - W

703 Bitter End - W
797 Blackwing Bow - MA
793 Darkening Storm - St/As
706 Devil's Nail - W
532 Devilsbane - F/As/MK
791 Diabolic Shield - MK
712 Dominion Claw - M/MA/MK
789 Dread Aspis - F/As
709 Framea Blades - St/As/MA/R
795 Revenant Wail - R
787 Sanguine Stalk - S
535 Virge of Madness - MK

893 Adept's Robe - M/MA/S
1042 Apostate's Anklet - ALL
964 Bonds of the Dragon - ALL
891 Cursed King's Belt - ALL
871 Delta Guard - ALL female only
1137 Divine Embrace - ALL
1040 Dragonwing Boots - ALL
1048 Dragonwing Circlet - ALL
906 Dragonwing Gloves - ALL
904 Immortal's Bracers - F/MK/W
890 Immortal's Coat - F/MK/W
1037 Immortal's Sabatons - F/MK/W
1140 Sovereign's Mantle - ALL
1047 Tormenters Mask - F/MK/W
1038 Trophy Boots - St/As/MA/R
905 Trophy Bracers - St/As/MA/R
892 Trophy Jacket - St/As/MA/R

1043 Betrayer's Greaves - F/MK/W
1880 Blasphemer's Cloak - ALL
1052 Boots of Oblivion - St/As/MA/R
1051 Boots of Shadow - St/As/MA/R
968 Carrion Claws - M/MA/S
1046 Carrion Greaves - M/MA/S
901 Carrion Mantle - M/MA/S
886 Carrion Veil - M/MA/S
899 Coat of Oblivion - St/As/MA/R
898 Coat of Shadow - St/As/MA/R
1050 Gauntlets of Oblivion St/As/MA/R
1049 Gauntlets of Shadow - St/As/MA/R
967 Grave Claws - M/MA/S
1045 Grave Greaves - M/MA/S
900 Grave Mantle - M/MA/S
885 Grave Veil - M/MA/S
897 Hellfire Armor - F/MK/W
1146 Hellfire Cloak - ALL
966 Hellfire Gauntlets - F/MK/W
1044 Hellfire Greaves - F/MK/W
882 Hellfire Helm - F/MK/W
884 Hood of Oblivion - St/As/MA/R
883 Hood of Shadow - St/As/MA/R 8
881 Nether Helm - F/MK/W
965 Sinner's Gauntlets - F/MK/W
896 Traitor's Armor - F/MK/W

1710 BBI Armor Lv.1
1711 BBI Armor Lv.2
1712 BBI Armor Lv.3
1704 BBI Gear Lv.1
1705 BBI Gear Lv.2
1706 BBI Gear Lv.3
1701 BBI Novelty Lv.1
1702 BBI Novelty Lv.2
1703 BBI Novelty Lv.3
1707 BBI Weapon Lv.1
1708 BBI Weapon Lv.2
1709 BBI Weapon Lv.3
1841 Expediting Papers
1720 Moonbeam Gem
1837 Ring of Thrift

3 No Stars
13 1 Star
19 2 Stars
35 3 Stars
67 Dragonforged(DF)
515 Silver DF
1027 Gold DF

1835 Elite Lantern
1724 Eternal Ferrystone
1866 Liftstone
1855 Liquid Effluvium

1864 Auspicious Incense
1863 Godly Tonic 4
1735 Kingwarish
1862 Lordly Tonic 3
1865 Vivifying Incense

1721 Macabre Sculpture

They are verified b/c that's my list I posted a link ( http://www.mediafire.com/view/?3c1b3cuu3h96syj )to it a week ago here and on gamefaqs. Anyways one of you (most likely him) left off the codes for the armor special abilities if anyone is interested they are on my list.

narusasu
05-11-2013, 09:56 AM
Very useful. Many thanks. :)

Sareion
05-11-2013, 02:10 PM
I was wondering If anyone could help me. I'm having some trouble with my save; I'm only editing my characters stats as follows:

HP 20k
Stamina 20K
Damage all 8k
Level 200
all vocations max
vocation points 999999
Money and rift to 99999999

and trying to add 9 items to my inventory, I've checked the Codes and they are all correct. Although the 3rd line may be wrong; as I have heard conflicting information on whether its 1 or 3 for non-weapons/armor. All Im trying to add is tier 3 cursed weapon and Armor, The elite Lantern, Moonbeam gems, Gold Tonic 4, Lordie Tonic 3, Ring of Thrift, Gold Idol (Item code 170) could be wrong, and the eternal ferrystone. Although i did Modify the amount of Macabre Sculpture's I had and changed my equipped items to Dragonforged Gold (1027).

Not sure were I went wrong, Save isn't corrupted but It freeze's my xbox well loading into game. Although my Backup save does not; any help would be very appreciated.

I've looked over the lines several times to be sure I didn't delete anything I wasn't supposed to. Also I'm sure I didn't edit anything I'm not supposed to.

All I can think is either I can't add items, or 99 of certain items is doing it.

Thanks in advanced, I'd appreciate any help.

Almost forgot to mention, I've also did the max all skills.

Also, Im using Jizzabeez DD editor, and 360 Revolution For Rehash/resign.

TheLastDude
05-12-2013, 05:27 PM
rancid bait meat ID is 1850

Alestra
05-13-2013, 04:33 PM
wow wow thanks for this another tutorial that has taught me allot. Idel is the man it would seem.

TheEvilKing
05-14-2013, 09:38 AM
thx keep up the good work

rui
05-14-2013, 02:40 PM
thanks!!!!!!!!!!!!!!

TheLastDude
05-16-2013, 07:14 AM
from another gamefaqs user:

"Quick tip on how to make your character weightless and give him/her a LOT of carrying space:

Find the most useless item in your inventory (Not in the storage) and set the quantity to -25000
Make sure it is NOT an item that wilts or rots over time, or when it does, it will reset.

WARNING: This will make it impossible to activate pressure plates/switches. BUT! There is a way around it... Buy 999 of the heaviest items you can possibly buy until you are full/over-encumbered and you'll be able to press/activate it again. Get rid of or store whatever you bought to become weightless again.

Special note: Make sure that you do NOT ever use the item that you modded to -25000 quantity or it will revert to 999 and you will no longer be weightless and will revert back to normal weight/carry weight. If you DO want to go back to normal, then use, discard or store whatever you modded to -25000 quantity.

You're welcome."

thianx
05-19-2013, 09:16 PM
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

Spartas Maximus
05-20-2013, 01:19 AM
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?

CrookedGamer
05-20-2013, 07:07 AM
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.

Spartas Maximus
05-20-2013, 11:31 AM
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.

shezon
05-21-2013, 12:08 AM
Very useful info idle great share

TheLastDude
05-24-2013, 09:45 PM
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

betterthanvegas
05-28-2013, 07:00 AM
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.

aureliano17
06-01-2013, 07:19 AM
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.

aureliano17
06-02-2013, 01:12 AM
Master ID list for items, weapons and armor, including Dark Arisen gear, BBI armor and BBI skill rings. You guys made this, I merely gathered the info and verified the numbers.

I wasn't able to find a couple of items. They are listed in their corresponding columns. If you find the ID, please let me know.

http://www.mediafire.com/?ob0mwb5w7d3nbm3

Edit: By comparing stats on items I actually obtained, I realized that you need to make some changes to all your BBI gear if you want the additional effects to work. The latest version has instructions on how to do that.

vitalsuit
06-02-2013, 05:11 AM
Can anyone help me? I've been trying for a while now to get multiple pieces of BBI gear into my inventory but it just never registers. The edits are in the file but they don't appear in-game and I have no clue as to what I'm doing wrong.

Makailord
06-04-2013, 02:09 AM
Edit: New, improved file.

Master ID list for items, weapons and armor, including Dark Arisen gear. You guys made this, I merely gathered the info and verified the numbers.

I wasn't able to find a couple of items. They are listed in their corresponding columns. If you find the ID, please let me know.

http://www.mediafire.com/?ob0mwb5w7d3nbm3

This really helped me out, thanks a bunch!

caryachee
06-05-2013, 12:05 PM
thank you so much for this. now those trolls and chimeras are gonna get it.lol:091:

davesmith
06-07-2013, 02:30 AM
Very useful, made editing a breeze. Thanks

doremon
06-11-2013, 03:17 PM
Hi,

Is there anyway to add/mod the element (ice, Fire, etc...) to a weapon?

Thanks

frostpaw
06-11-2013, 07:31 PM
I was completely frustrated with the save editor for Dragon's Dogma. Now I'm not thanks to this amazing guilde!

briY
06-16-2013, 06:40 AM
Thanks! These directions plus the Master list just recently posted made sense of the madness. Thanks for the hard work!

Dominus Dolor
06-18-2013, 04:41 AM
Still the best guide out there for modding DD =)

kingkoro
07-10-2013, 03:08 PM
Thanks for this tutorial! Great job! :076:

seraphimgod
07-10-2013, 07:07 PM
Great work!

mrjinglesusa
07-18-2013, 09:01 PM
Awesome guide! Thanks!

Thomasthecat
07-21-2013, 11:47 PM
this is amazingly helpfull. it still took me some time to figure it out. such as with the search option and things i found that when i searched for the primary equipment and equipt armor and such it would allways take me to the primary weapon. but once i figured out i could use the arrow keys to go down i used this as a guide to figure out what was what. so once again thank you. but if i may post a suggestion. maybe it would be best to make detailed instuctions? such as a video or the like. mainly for people new to this sort of moding such as myself.

Master1988
07-29-2013, 07:17 PM
Brilliant Guide!
It was taking me a while to figure out how to mod my saves. This saved me a lot of time a and corrupted saves.

debianz
08-03-2013, 10:59 AM
great tutor and easy to understand to newbie like me dont know the script, this tutor is very help me edit my save....

sucielo
08-03-2013, 12:45 PM
why is it that everytime i edit my data, and go to open my save, my character still has nothing?

player8410
08-03-2013, 01:40 PM
why is it that everytime i edit my data, and go to open my save, my character still has nothing?

Are you adding new items of changing the quantity of items that you have? Also , depending on what item you are trying to add the entries involve more than just the mItemNo value. BBI armor for instance.

mrjinglesusa
08-03-2013, 08:47 PM
why is it that everytime i edit my data, and go to open my save, my character still has nothing?

If you want help you are going to need to provide more information than that.

What are you adding to? Your personal inventory or your storage inventory?

What are you adding? Weapons, armor, items, etc.?

Are you trying to edit an existing item to something else or are you trying to add completely new items?

iSoraxz
08-03-2013, 11:12 PM
It's Perfect men !

BamaSteve
08-05-2013, 11:36 PM
I understand how to do all of this but im trying to find where the gold earned stat is (not how much i have now but total ). If anyone knows where it is let me know thanks

BamaSteve
08-06-2013, 12:08 AM
Still not sure how to do it but for those that are trying for the 10,000,000 achievement just sell off the exp rings and the just edit more back in to your save

The Gray Fox Lives
08-07-2013, 02:13 AM
Thank you! This helped tremendously.

fromscarface
08-07-2013, 06:14 PM
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.

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

Level, Vocation and Vocation Rank:

<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:

<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:

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:

<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:

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

<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:

<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:

<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
<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
<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
</array>
<array name="mLocalStudyFlag" type="u32" count="322">
<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
<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
<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:

<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)

<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):

<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:

<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:

<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:

<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:

<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>

Do not post this on any other website without my permission!!! found the dlc upgrades on another site
3 No Stars
13 1 Star
19 2 Stars
35 3 Stars
67 Dragonforged(DF)
515 Silver DF
1027 Gold DF

JohnBello
08-07-2013, 09:11 PM
Realy good list of all i can do whith the save :)

Danthemann
08-13-2013, 06:39 AM
Great tutorial, thx.

ReapaOfSouls
08-18-2013, 10:41 PM
Thank you for this

Zebzy
08-22-2013, 03:29 AM
Great tutorial !!!

Threadthin
08-24-2013, 04:40 AM
Hi! Does anyone know the item ID for ring of perseverance? Thanks!

Delconz
08-31-2013, 04:45 PM
Hi, I just joined this forum. :006:

I have found the item IDs of the bitterblack armor pack dlc.
They range from item IDs 1160-1165.
I'm left with the item ID for Ruminator's Monocle.

Can anyone kindly help me find this ID?
Thanks in advance!:065:

PS. I've downloaded the lite/free bitterblack armor pack from Olra,
the items seem to stick in my save with no issues. :029:

Delconz
08-31-2013, 04:53 PM
For the ring, I think its 1151.
See if that works.

Also check this link out:
http://www.mediafire.com/?xyhrrt67amkn159
By: -aureliano17
-briY

Which you should find most of the items there.

Apostle
09-01-2013, 07:01 AM
Seriously awesome. Can I please SYD?

untamedwolf
09-04-2013, 05:35 AM
Anyone know of a way to change a NPC's affinity? Or change who your 'beloved' is at the end?

Boso
09-13-2013, 06:38 PM
Hi, I just joined to this forum, and want to say thx for this tutorial :)

Delconz
09-18-2013, 09:31 AM
Hi, I just joined this forum. :006:

I have found the item IDs of the bitterblack armor pack dlc.
They range from item IDs 1160-1165.
I'm left with the item ID for Ruminator's Monocle.

Can anyone kindly help me find this ID?
Thanks in advance!:065:

PS. I've downloaded the lite/free bitterblack armor pack from Olra,
the items seem to stick in my save with no issues. :029:

UPDATE

Found the item ID for Ruminator's Monocle- 880

phoenixFive
09-26-2013, 02:35 AM
Is there any way we can edit and give a glow to the weapon? for example like Sapfire_Daggers?

Thanks!

Vicare
10-15-2013, 10:48 AM
Thanks! Very useful info :)

lostinevil
10-21-2013, 09:53 PM
amazing tutorial thanks for the help

ZeroDarkness89
10-28-2013, 08:21 AM
thank you for all your great service

nimra
11-11-2013, 10:12 PM
Is there any way we can edit and give a glow to the weapon? for example like Sapfire_Daggers?

Thanks!

I join the question, I was wondering the same thing, if it is possible to add permanent magic to a weapon, like fire, ice, etc..

I also have another question, is it possible to edit Quests?

regards

wkedklwnz
11-18-2013, 07:37 PM
Even after a year and a half, this info is still helpful and very much appreciated. Great job! Thanks.

Buliwyf
11-25-2013, 03:34 PM
Thanks for the tut. I've been away for a long while and coming back to DD after the hiatus I can finally get caught up.

MasterDonut
11-30-2013, 09:16 PM
Thanks you so much for this

Pinou
12-25-2013, 11:59 AM
thanks you

stormageddondark
12-28-2013, 08:57 AM
I began modding a few days ago and I have been loving my assassin. I like so many of the dagger skills and I was wondering if anyone knew a way I could mod the game to make a dagger work for the assassin like the staff works for the mage?

Thanks in advance for any assistance!

stormageddondark
12-28-2013, 09:04 AM
Just curious if I can edit my dagger to be my primary and secondary weapon so I can have six skills with it?

sunnybhatnagar
01-04-2014, 01:57 PM
thank you so much friend for sharing

AndreBarros
01-05-2014, 10:50 PM
You CAN NOT mod your Pawn's stats, no matter how little of a mod you do to them.....

Yes, you can. I did this on an alt account. And if you use the correct stats, your pawn can be hired normally.

AndreBarros
01-05-2014, 10:52 PM
Ya if you actually want your Pawn to be able to be rented by others DO NOT mod your Pawns stats. Obviously modding you Pawn's stats work, but it'll corrupt your Pawn...

If you use the correct stats your pawn don“t get corrupt.

AndreBarros
01-06-2014, 12:01 AM
You are correct. Always check a stats calculator before changing pawn stats. Only legit stats can be changed/put on pawns.

AndreBarros
01-06-2014, 12:09 AM
I believe that, when verifying the integrity of your pawn, the game ONLY checks that the main stats add up, and there is no other hidden stat or sum anywhere else. It does not appear that the game keeps track of how you leveled. I say this because I did the following:

Started a save. Reached level 200 with a fighter/warrior pawn. Stored it away.

Started a second save. Reached level 200 with a mage/sorcerer pawn. Stored it too.

Took second save and copied the first pawn's stats. Pawn now has fighter/warrior stats. Not corrupted.

Recovered second pawn's stats from original second save. Pawn has mage/sorcerer stats once again. Not corrupted.

So, if your own pawn is corrupted, only check the stat growth charts that have appeared everywhere lately and do the math.

You are correct. Always check a stats calculator before changing pawn stats. Only legit stats can be changed/put on pawns.

Scorpionx55
01-19-2014, 11:30 AM
Firstly thank you for awesome work,no one could do it better
Now i have a problem i turned to fighter for modding(playing dark arisen); i tried equipped items mod section and nearly got everything except cloaks and capes
-Primary weapon
-Secondary weapon
-Shirt
-Pants
-Helmet
-Chest armor
-Gaunlets
-Leg armors
-Cloaks and capes

I followed arrangement above and added other items as equipped but instead of cloaks i only got corrupted fighter rings, i checked many times but no way, capes column didint work for me

Jabbajabbas
01-20-2014, 06:02 AM
I copy the save(s) to an external drive, open the save with Horizon, export then edit the save to my liking (was replacing my held items with other Gold Dragonforged BBI items by changing the values, e.g. replacing my bow's value with 795 for Revenant Wail), replace the unedited save with the edited save, click "Save, Rehash and Resign", then close Horizon and eject the device. I plug it into my 360 and try to load the save in DA, but a message appears telling me that "You need a title update to load this saved data". I have the latest update and my backup save works just fine.

I get this message when I try to use other uploaded save files, too.

What am I doing wrong here? I've done this sort of thing a few times before, but I can't quite get this one.

Any help would be appreciated. Thanks in advance.

nickmason8
01-31-2014, 03:06 AM
Good tutorial, but I do not understand how to do this. Like do I copy and paste the things I want to the file part of the save editor or what? Help please (:

shadekor
01-31-2014, 11:10 AM
i use JizzaBeez editor & horizon i always add the items to my storage
Idlehands88 did the best Tutorial ...find the codes for the items you want to add
load your save in the editor then follow the TUT
it tells you what lines you need to change

ALWAYS back up your save

Basilerc
02-10-2014, 03:44 PM
Good tutorial, thanks.

mppbee1026
04-02-2014, 04:47 AM
thanks for this idlehands, this is cool.

DarthPat
06-02-2014, 10:59 AM
Nice job Idle. Thanks!

Fen
06-02-2014, 01:11 PM
Extremely useful, thanks!

DarthPat
06-02-2014, 11:19 PM
Has anyone tried adding abilities to other armors besides the BBI armor? Like capes and such. Or are these traits hardcoded on disc?

jacobwest
08-11-2014, 02:29 PM
I'm curious if you can safely edit a pawn's discipline points. I'm getting pretty tired of farming rabbits and ox for points.

Update: Found it is safe to edit discipline points for a pawn with a little more browsing of the thread.