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View Full Version : [Release] XCOM: Enemy Unknown Save Editor



mudithegamer
11-15-2012, 10:15 PM
Hi all,
I started this save editor for XCOM: Enemy Unknown:
http://sdrv.ms/RWKX7d

Special thanks to the Horizon tool and fairchild's xcom compression tool (without them, this save editor would not exist).

I plan to also release the sources (once I make a few more improvements), but meanwhile you can see the code with the .net Reflector.


What it does:
1. changes credits, number of scientists and engineers
2. changes storage items (like alloys, corpses, etc)
3. changes HP, Aim, Defense and Will for soldiers


What it needs:
1. .net framework 4.0 client profile
2. Horizon
3. fairchild's xcom compression tool


How to use:
1. Save the game from Geoscape (and not during a mission).
The save editor supports game saves during missions, but it has limited support (it only changes
the attributes of one deployed soldier, rather than all soldiers).

2. Use Horizon to extract the game save.

3. Use fairchild's xcom compression tool to decompress the game save.
Sample command line:
xcom.exe -d save1 save1.decompressed

4. Run the editor on the decompressed file.
Sample command line:
XcomSaveEditor.exe save1.decompressed

5. Use fairchild's xcom compression tool to compress the game save.
Sample command line:
xcom.exe -d save1.decompressed save1

6. Use Horizon to put back the game save.


Future plans/improvements:
1. change gun/pistol/grenade damage (for soldiers)
2. only change values (like credits, items, soldier attributes) when the new value is greater than the existing value
(at the moment, the editor overwrites values without checking if the save already has them modified)
3. support command line arguments for the various values
(at the moment, the editor uses hardcoded values that Mudi picked and found useful and safe)


Mudi

mrjohnsmith
11-15-2012, 11:30 PM
Hi all,
I started this save editor for XCOM: Enemy Unknown:
http://sdrv.ms/RWKX7d

Special thanks to the Horizon tool and fairchild's xcom compression tool (without them, this save editor would not exist).

I plan to also release the sources (once I make a few more improvements), but meanwhile you can see the code with the .net Reflector.


What it does:
1. changes credits, number of scientists and engineers
2. changes storage items (like alloys, corpses, etc)
3. changes HP, Aim, Defense and Will for soldiers


What it needs:
1. .net framework 4.0 client profile
2. Horizon
3. fairchild's xcom compression tool


How to use:
1. Save the game from Geoscape (and not during a mission).
The save editor supports game saves during missions, but it has limited support (it only changes
the attributes of one deployed soldier, rather than all soldiers).

2. Use Horizon to extract the game save.

3. Use fairchild's xcom compression tool to decompress the game save.
Sample command line:
xcom.exe -d save1 save1.decompressed

4. Run the editor on the decompressed file.
Sample command line:
XcomSaveEditor.exe save1.decompressed

5. Use fairchild's xcom compression tool to compress the game save.
Sample command line:
xcom.exe -d save1.decompressed save1

6. Use Horizon to put back the game save.


Future plans/improvements:
1. change gun/pistol/grenade damage (for soldiers)
2. only change values (like credits, items, soldier attributes) when the new value is greater than the existing value
(at the moment, the editor overwrites values without checking if the save already has them modified)
3. support command line arguments for the various values
(at the moment, the editor uses hardcoded values that Mudi picked and found useful and safe)


Mudi


O YES this works a blinder i downloaded this from horizon, very cool and many many thanks, but you still need to do 1 thing to make this or the other v1.6 editor work, remove your XCOM DLC from XBOX and then start a game,and then save at base. I did this with ironman/classic, and now that last cheevo "no looking back" is mine. Anyhoo again many many thanks to all the people that make these editors but remember to tell pepole REMOVE YOUR DLC, cheers

Fen
11-19-2012, 12:51 PM
Many thanks for this, and thanks to mrjohnsmith for the headsup re: DLC.

mudithegamer
11-20-2012, 05:00 AM
Hi,
I published a new version (along with the source code) that also increases damage for soldiers. Make sure the save is done from Geoscape (and not during a battle) to take advantage of all the changes the editor supports.

And also, as reported by mrjohnsmith, the download content needs to be removed before you save the game.

Mudi

illwittdeez
11-20-2012, 05:31 AM
haven't started the game yet hopefully this will be useful you guys that create these editors are amazing

Serious_M
11-20-2012, 08:43 PM
nice tool shared mudithegamer

morbidone76
11-21-2012, 05:21 PM
Nice tool. Thanks for the share

thegutta
11-21-2012, 06:42 PM
Awesome job on the editor gamer :)

darksoulzero
11-25-2012, 03:57 AM
Nice editor, but I have question. How did you find the hp, aim, and will stats for the soldiers? I want to edit the values myself. Is there some sort of order or marker that helps you quickly jump to the stats when hex editing manually?

How does the program know how to find the values?

Jobawa
11-26-2012, 06:04 PM
Nice editor, but I have question. How did you find the hp, aim, and will stats for the soldiers? I want to edit the values myself. Is there some sort of order or marker that helps you quickly jump to the stats when hex editing manually?

How does the program know how to find the values?

I haven't looked at this editor yet, what does it do to those stats if it's not letting you edit them directly?

darksoulzero
11-26-2012, 11:04 PM
Well, it's an automatic editor that runs through CMD.

drizzy
11-27-2012, 12:27 AM
thank you for this editor it worked..i tried it while i was on a mission and it does only edit 1 soldier but that's all i needed. thanks

Jobawa
11-27-2012, 08:02 PM
Well, it's an automatic editor that runs through CMD.

Oh... well crap. I already did a playthrough with that saveset where all the characters are at 999. I found it to be a little bit much. I'm hoping to see an editor that lets you muck about with individual values for them.

darksoulzero
11-27-2012, 09:04 PM
Yeah, I agree. Mudi uploaded the source file, so I'm going to see if I can change it around a bit to suit my preference. If I get it working maybe I can help you out. I was able to figure out how to edit HP, aim, and will using mudi's editor and doing a file comparison.

Jobawa
11-28-2012, 04:58 PM
Yeah, I agree. Mudi uploaded the source file, so I'm going to see if I can change it around a bit to suit my preference. If I get it working maybe I can help you out. I was able to figure out how to edit HP, aim, and will using mudi's editor and doing a file comparison.

Clever. I can probably manage hex-editing it if you figure it out.

darksoulzero
12-08-2012, 05:40 PM
Oh shit, sorry for the late reply.

If anyone's interested in editing just the aim,

search the following:

04 00 00 00 01 00 00 00 XX

xx is the number of your character's Aim in Hex. will and HP are close by as well.

Kriugeris
12-09-2012, 12:06 AM
Whenever I try to decompress the file, I get a red warning message "XBOX360 Container detected". What does it mean? It won't decompress otherwise. I extracted the save file with Horizon like it should be. What's wrong?

Zaqxavier
12-09-2012, 02:45 PM
Whenever I try to decompress the file, I get a red warning message "XBOX360 Container detected". What does it mean? It won't decompress otherwise. I extracted the save file with Horizon like it should be. What's wrong?

You have to use a program like Horizon to extract the content from the save your trying to use and then extract that file for the processes described earlier.

It will be named the exact same name as the save its found in so you'll have to rename it or extract it in another folder

CloudStrife7x
12-09-2012, 06:15 PM
nice work on this editor Mudi :)

miece
12-09-2012, 09:40 PM
thanks !

Jobawa
12-15-2012, 04:47 AM
Oh shit, sorry for the late reply.

If anyone's interested in editing just the aim,

search the following:

04 00 00 00 01 00 00 00 XX

xx is the number of your character's Aim in Hex. will and HP are close by as well.

No problem, I got it eventually.

For anyone else that feels like editing character specific stats, I can add this:

1. When you search for your character's name, that character's stats are located BEFORE the name. This can seem counter-intuitive if you're expecting all the hard stats to be below the name. Basically, just scroll up slightly from the name to find the stats.

2. The stats are in order, the first one is always HP, it's easy to find because HP are typically lower easy-to-recognized values even in hex (5 hp is 5 in both hex and dec)

3. If you're looking at the ASCII display on the side (in hex workshop anyway), the stats portion begins with "aStats", followed by "IntProperty". The stat value is after IntProperty (as the stats are all integers...). It's easier to go backwards from the next "aStats" value though, the four byte pairs immediately preceding the next "aStats" value should always read 00 00 00 07, and the actual integer value for that prior "aStats" will always be in the tail of the four byte pairs right before that (e.g., for hp, 00 00 00 04 - or something around there)

4. In order, the stats go: "HP, Aim, Defense, Move, 'something-I-didn't-figure-out-with-a-value-of-1', 'something-I-didn't-figure-out-with-a-value-of-0', 'something-ELSE-I-didn't-figure-out-with-a-value-of-0', Will, 'yet-another-something-I-didn't-figure-out-with-a-value-of-0', 'again-something-I-didn't-figure-out-with-a-value-of-0', Sight Distance (how far your characters can see, can be screwy, wouldn't change), 'another-zero-value', 'yes-another-zero', 'another-zero?-you-bet', 'oh-god-another-zero', 'another-shitty-zero', 'oh-yeah-zero', 'what's-one-more zero?', and... the last zero.

5. If you're attempting to check to see if you've got the right value, HP will be around 3-5 for new troops, Aim starts around 65 by default, Defense is 0 by default (so check the values before and after), move is 12 by default (you can move twice that, or 24 squares when dashing), Will should be around 40 for a new recruit, sight distance is 27 by default.

6. What the "zero" values are NOT: Cosmetic values - things like hair/etc. are located elsewhere

7. What some of them probably are: Base critical value (this seems to be altered for enemies pretty frequently depending on difficulty, it makes sense that it would exist here too. I lucked out guessing Defense because it's zero by default for every human character. Also probably in here: chance to be critically hit. Enemies can have a "hardened" trait which makes it harder to crit against them, there may be an equivalent stat in here (which would be hard to track without being able to see the odds of enemies critting you... which you never see)

8. Some notes:

Defense of "40" would be equivalent to being in full cover even when standing in the middle of a street, "80" would be equivalent to hunkering down behind full cover. Defense impacts enemy aim, which is calculated by a simple aim-defense for their to-hit chance. If you put defense too high, you'll effectively be unhittable (an enemy with a 100% chance to hit couldn't hit you with 100 defense).

Move values are doubled when dashing, so your move range can get ridiculous pretty easily. With it high enough you can move beyond your ability to "see", which is something to consider (normally dashing caps at 24 spaces, under your sight range of 27). Aim will still go up normally if you mod it at rookie, with it high enough, you wind up with odd things balance-wise, like 100% hit chances with shotguns at enemies with full cover across the map.

Will can affect your odds of having "the gift", but higher will won't mean a 100% chance necessarily. Your percent chance of having the gift is something like 1/4 of your will score.

lunatik1
12-17-2012, 01:16 AM
Any chance in porting this editor for the PC edition?

Jobawa
12-19-2012, 01:36 AM
I talk too much...

Going from the breakdown on setting from the PC mod wiki community, their stat list runs like so:

"HP = This is the BASE HP
Offense = The BASE AIM of the unit
Defense = The BASE DEFENSE
Mobility = This is the BASE MOBILITY
SightRadius = This is the number of tiles the unit can see around it, increase/decrease to see further/shorter distances. (NOTE, SETTING THIS HIGHER THAN 27 APPEARS TO CAUSE THE GAME TO CRASH ON MISSION LOADS)
Will = The BASE Will of the unit, increase/decrease to panic less/more often. Also effects chance to be PSIONIC when testing.
Psionics = NO IDEA HOW THIS STAT EFFECTS ANYTHING (NEED MORE INFO)
CritHitChance = BASE chance to inflict a critical hit.
CritWoundChance = NO IDEA HOW THIS STAT EFFECTS ANYTHING (NEED MORE INFO)
FlightFuel = This is the amount of "Fuel" a character has to maintain flight, required to use the FLY ability.
Reaction = NO IDEA HOW THIS STAT EFFECTS ANYTHING, I BELIEVE ITS A LEGACY SETTING FROM WHEN THE GAME HAD A PERCENT CHANGE TO REACT RATHER THAN USING OVERWATCH (NEED MORE INFO) "

That explains why the sight radius change was iffy I guess. It looks like default crit chance, and chance to be critically wounded are both values, that probably accounts for two zeroes. As well as psionics, FlightFuel, and the legacy "reaction" skill (or it could actually do something). Everything else seems within in the scope of my previous post.

As an aside, the wiki also talks about the "traversal" variables, which apparently determine how your character can move across the field. You could theoretically modify it so your character can leap to the top of buildings in one step, or enable them to bust through walls by default - which would be hilarious.

oxxide
01-12-2013, 03:20 PM
I cant get this editor to load at all, just flashes on and off?

Already decompressed the file so i have .dsavegame etc just cant get the editor to run any help?
Tried the other editors out but when changing solider stats it would never load my solider kept giving me errors about values ugh!

greentardis
01-13-2013, 01:17 AM
Hi all,
I started this save editor for XCOM: Enemy Unknown:
http://sdrv.ms/RWKX7d

Special thanks to the Horizon tool and fairchild's xcom compression tool (without them, this save editor would not exist).

I plan to also release the sources (once I make a few more improvements), but meanwhile you can see the code with the .net Reflector.


What it does:
1. changes credits, number of scientists and engineers
2. changes storage items (like alloys, corpses, etc)
3. changes HP, Aim, Defense and Will for soldiers


What it needs:
1. .net framework 4.0 client profile
2. Horizon
3. fairchild's xcom compression tool


How to use:
1. Save the game from Geoscape (and not during a mission).
The save editor supports game saves during missions, but it has limited support (it only changes
the attributes of one deployed soldier, rather than all soldiers).

2. Use Horizon to extract the game save.

3. Use fairchild's xcom compression tool to decompress the game save.
Sample command line:
xcom.exe -d save1 save1.decompressed

4. Run the editor on the decompressed file.
Sample command line:
XcomSaveEditor.exe save1.decompressed

5. Use fairchild's xcom compression tool to compress the game save.
Sample command line:
xcom.exe -d save1.decompressed save1

6. Use Horizon to put back the game save.


Future plans/improvements:
1. change gun/pistol/grenade damage (for soldiers)
2. only change values (like credits, items, soldier attributes) when the new value is greater than the existing value
(at the moment, the editor overwrites values without checking if the save already has them modified)
3. support command line arguments for the various values
(at the moment, the editor uses hardcoded values that Mudi picked and found useful and safe)


Mudi

amazing! works well. Thanks.

TCrane36
07-14-2013, 10:19 PM
This is awesome, thanks! Do you know where the amount of damage you cause is because that is something I would like to edit as well?

Malachi E Zo
08-11-2013, 09:10 PM
Much appreciated, Thank you. Now to finish those Achievements :)

MrCool
01-05-2014, 10:13 PM
Thanks man! very cool trainer, awesome job and keep up the good work! :)

UniJeff
01-06-2014, 11:05 AM
Excellent work - thanks for sharing

jordanp01
01-06-2014, 04:40 PM
nice tool thanks alot

TCrane36
01-26-2014, 05:45 PM
No problem, I got it eventually.

For anyone else that feels like editing character specific stats, I can add this:

1. When you search for your character's name, that character's stats are located BEFORE the name. This can seem counter-intuitive if you're expecting all the hard stats to be below the name. Basically, just scroll up slightly from the name to find the stats.

2. The stats are in order, the first one is always HP, it's easy to find because HP are typically lower easy-to-recognized values even in hex (5 hp is 5 in both hex and dec)

3. If you're looking at the ASCII display on the side (in hex workshop anyway), the stats portion begins with "aStats", followed by "IntProperty". The stat value is after IntProperty (as the stats are all integers...). It's easier to go backwards from the next "aStats" value though, the four byte pairs immediately preceding the next "aStats" value should always read 00 00 00 07, and the actual integer value for that prior "aStats" will always be in the tail of the four byte pairs right before that (e.g., for hp, 00 00 00 04 - or something around there)

4. In order, the stats go: "HP, Aim, Defense, Move, 'something-I-didn't-figure-out-with-a-value-of-1', 'something-I-didn't-figure-out-with-a-value-of-0', 'something-ELSE-I-didn't-figure-out-with-a-value-of-0', Will, 'yet-another-something-I-didn't-figure-out-with-a-value-of-0', 'again-something-I-didn't-figure-out-with-a-value-of-0', Sight Distance (how far your characters can see, can be screwy, wouldn't change), 'another-zero-value', 'yes-another-zero', 'another-zero?-you-bet', 'oh-god-another-zero', 'another-shitty-zero', 'oh-yeah-zero', 'what's-one-more zero?', and... the last zero.

5. If you're attempting to check to see if you've got the right value, HP will be around 3-5 for new troops, Aim starts around 65 by default, Defense is 0 by default (so check the values before and after), move is 12 by default (you can move twice that, or 24 squares when dashing), Will should be around 40 for a new recruit, sight distance is 27 by default.

6. What the "zero" values are NOT: Cosmetic values - things like hair/etc. are located elsewhere

7. What some of them probably are: Base critical value (this seems to be altered for enemies pretty frequently depending on difficulty, it makes sense that it would exist here too. I lucked out guessing Defense because it's zero by default for every human character. Also probably in here: chance to be critically hit. Enemies can have a "hardened" trait which makes it harder to crit against them, there may be an equivalent stat in here (which would be hard to track without being able to see the odds of enemies critting you... which you never see)

8. Some notes:

Defense of "40" would be equivalent to being in full cover even when standing in the middle of a street, "80" would be equivalent to hunkering down behind full cover. Defense impacts enemy aim, which is calculated by a simple aim-defense for their to-hit chance. If you put defense too high, you'll effectively be unhittable (an enemy with a 100% chance to hit couldn't hit you with 100 defense).

Move values are doubled when dashing, so your move range can get ridiculous pretty easily. With it high enough you can move beyond your ability to "see", which is something to consider (normally dashing caps at 24 spaces, under your sight range of 27). Aim will still go up normally if you mod it at rookie, with it high enough, you wind up with odd things balance-wise, like 100% hit chances with shotguns at enemies with full cover across the map.

Will can affect your odds of having "the gift", but higher will won't mean a 100% chance necessarily. Your percent chance of having the gift is something like 1/4 of your will score.

This is one of the most helpful replys ever. Thank you so much!

farossent
08-22-2014, 09:07 AM
the save editor wont open on my laptop windows 7. it flashes the closes.

voidsd666
08-23-2014, 05:15 AM
Thanks for making this and publishing / sharing it Mudi. Appreciate it.

tlclltvw1
08-23-2014, 06:20 AM
Thank you !

jayman122171
10-31-2014, 10:27 PM
talk about god mode...yah hoo huh thanks you

mhawki83
06-04-2016, 10:40 PM
thanks mate

Wesyoung
06-16-2016, 11:07 PM
It looks real nice but the download site doesnt work. Please help with a repost.

reapermech
06-16-2016, 11:41 PM
the link is fine its just the creator has removed the tool from his one drive sometime in the last 4 years .and with the creator no longer apart of this site it will likely not be re-posted.

- - - Updated - - -


It looks real nice but the download site doesnt work. Please help with a repost.

and congrats on your first post here at 360 haven