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View Full Version : [Repost][Tutorial] Dragon's Dogma Full Save Editing by Idlehands88



Xenoith
04-28-2013, 06:36 PM
Here's a repost of the old thread, just without the tons of pages to flip through, All credit goes to Idlehands88 for this tutorial. I'm just reposting it to keep the thread fresh with the release of DD: Dark Arisen and so people don't need to flip through about 40+ Pages to get information, could someone post the updated IDs? I'll be moving everything of importance from the old thread to this one.

Here's the old thread - http://www.360haven.com/forums/threads/14213-%5Btutorial%5D-dragons-dogma-modding-full-save-editing

Same rules apply that were in the old thread. I'll be bumping this thread a lot to move the post that need to be moved.



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
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<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
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<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
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<u32 value="#"/> - Set to 4294967295 for max knowledge
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<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
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<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
<u32 value="#"/> - Set to 4294967295 for max knowledge
</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!!!

Xenoith
04-28-2013, 06:41 PM
Use your computer's calculator and go to "View>Programmer" and you will see at the left side Hex, Dec, Oct and Bin. Select Hex and type in the Hex value of the ID and then select the Dec and it'll display the Decimal value for the Hex value you entered.

18E = 398

http://img85.imageshack.us/img85/2752/calculatorprogrammer.pnghttp://img3.imageshack.us/img3/7140/calculatorhex.pnghttp://img842.imageshack.us/img842/3617/calculatordec2.png


Repost of the hex editing tutorial for item finding.




<u32 name="mInfo[ INFO_TYPE_BELLIGERENT ].mInfoType" value="0"/>
<f32 name="mInfo[ INFO_TYPE_BELLIGERENT ].mValue" value="879.320251"/>
<u32 name="mInfo[ INFO_TYPE_BELLIGERENT ].mStatus" value="0"/>
<u32 name="mInfo[ INFO_TYPE_PRUDENT ].mInfoType" value="1"/>
<f32 name="mInfo[ INFO_TYPE_PRUDENT ].mValue" value="965.880127"/>
<u32 name="mInfo[ INFO_TYPE_PRUDENT ].mStatus" value="0"/>
<u32 name="mInfo[ INFO_TYPE_POOR_AIM ].mInfoType" value="2"/>
<f32 name="mInfo[ INFO_TYPE_POOR_AIM ].mValue" value="547.120544"/>
<u32 name="mInfo[ INFO_TYPE_POOR_AIM ].mStatus" value="0"/>
<u32 name="mInfo[ INFO_TYPE_STRATEGY ].mInfoType" value="3"/>
<f32 name="mInfo[ INFO_TYPE_STRATEGY ].mValue" value="1000.000000"/>
<u32 name="mInfo[ INFO_TYPE_STRATEGY ].mStatus" value="2"/>
<u32 name="mInfo[ INFO_TYPE_TACTICS ].mInfoType" value="4"/>
<f32 name="mInfo[ INFO_TYPE_TACTICS ].mValue" value="796.717590"/>
<u32 name="mInfo[ INFO_TYPE_TACTICS ].mStatus" value="0"/>
<u32 name="mInfo[ INFO_TYPE_PROTECTION ].mInfoType" value="5"/>
<f32 name="mInfo[ INFO_TYPE_PROTECTION ].mValue" value="999.520020"/>
<u32 name="mInfo[ INFO_TYPE_PROTECTION ].mStatus" value="1"/>
<u32 name="mInfo[ INFO_TYPE_SAME_SUPPORT ].mInfoType" value="6"/>
<f32 name="mInfo[ INFO_TYPE_SAME_SUPPORT ].mValue" value="868.260498"/>
<u32 name="mInfo[ INFO_TYPE_SAME_SUPPORT ].mStatus" value="0"/>
<u32 name="mInfo[ INFO_TYPE_CURIOSITY ].mInfoType" value="7"/>
<f32 name="mInfo[ INFO_TYPE_CURIOSITY ].mValue" value="637.760498"/>
<u32 name="mInfo[ INFO_TYPE_CURIOSITY ].mStatus" value="0"/>
<u32 name="mInfo[ INFO_TYPE_GATHER ].mInfoType" value="8"/>
<f32 name="mInfo[ INFO_TYPE_GATHER ].mValue" value="687.759705"/>
<u32 name="mInfo[ INFO_TYPE_GATHER ].mStatus" value="0"/>

<u32 name="mInfo[ INFO_TYPE_WHATEVER ].mStatus" value="#"/> 1= Primary, 2= Secondary

How to edit inclinations.

xyrex
04-29-2013, 05:11 PM
Just found new enchantment tier ID 515 is for silver dragonforged. Will post the gold dragonforged,the strongest new tier, as soon as i'll find all of the items needed for the enchantment.

Cruor
04-29-2013, 07:40 PM
Thanks for the info, and thanks for the awesome pic of Elizabeth. BIOSHOCK!!!!

julien804
04-29-2013, 08:42 PM
for the equip in gold dragon the code is 1027

it's possible to have a item list with the new equip please (sorry for my English im french and not good in this language lol)

Xenoith
05-01-2013, 07:06 PM
for the equip in gold dragon the code is 1027

it's possible to have a item list with the new equip please (sorry for my English im french and not good in this language lol)

Cool. Looking for more IDs, so BUMP! Also a reminder, do not post questions here please, refer to the old thread if you have questions. Trying to keep this thread clean of questions so it doesn't get flooded.

I have yet to confirm this, but I believe that players CANNOT mod Dark Arisen (2nd Edition) items into Dark Arisen (1st Edition) into their game save. Unsure if this is possible.

cowboy713
05-07-2013, 07:39 AM
Got the codes to pimp out your Assassin
709 - Framae Blades
793 - Darkening Storm
884 - Hood of Oblivion
889 - Coat of Oblivion
1050 - Gauntlets of Oblivion
1052 - Boots of Oblivion
1146 - Hellfire Cloak

Also, the item sets are in a sequential/tier based order depending on the type of item (this is similar to how the item codes were in the original as well).
For example, with 709 being Framae Blades, 708 is the Sapfire Daggers, and 707 is the Helmbarte Daggers. To further elaborate, taking a value of 1 off any of the Oblivion gear will get you the Shadow gear.

I'm assuming the same system applies with the other tiers of gear (the plate mail/caster equivalents).

CrookedGamer
05-07-2013, 08:22 AM
I'll try that and see if 794 works for the Revenant Wail.

Anybody know the ID for the Sanguine Stalk?

cowboy713
05-07-2013, 08:28 AM
Right now I'm working on modding the Master/ability rings but they're pretty tricky. Hopefully by the morning I'll have it figured out.

CrookedGamer
05-07-2013, 10:12 AM
794 didn't work for the bow so that wasn't quite right.

cowboy713
05-07-2013, 10:22 AM
Finally figured out the full breakdown for the Master Rings that you can get from Bitterback Gear lv 3, couple key things to be aware of ahead of time so I've just detailed them out in the code snipet below.


Master Ring Snippet
<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="1"/>
<s16 name="data.mItemNo" value="1155"/> <---Indicates that the item is a Master Ring
<u32 name="data.mFlag" value="3"/> <--- Inventory position. 3 for first equipped ring, 2051 for second equipped, 1 if in character's inventory
<u16 name="data.mChgNum" value="534"/> <--- Determines the particular stat combination on ring
<u16 name="data.mDay1" value="63"/> <---Value of the primary stat
<u16 name="data.mDay2" value="23"/> <---Value of the secondary stat
<u16 name="data.mDay3" value="65535"/>
<s8 name="data.mMutationPool" value="0"/>
<s8 name="data.mOwnerId" value="1"/>
<u32 name="data.mKey" value="0"/>
</class>

The combination order I have listed under health applies to every range.
For example, Strength starts at 512 so if you wanted a ring that adds to Strength/Magick, you would enter 515 for your mChgNum.
Each range is always 24 numbers long and there's always 232 numbers between each primary stat group.

Also, while the item is equipped you can boost the stats on it to outrageous proportions but once you remove it or move it between Arisen & Pawn the stats will revert to their highest true value. (i.e., ring with 999 strength/magic gets unequipped it will go down to 102 strength/magic)

Enjoy!

Master Ring mChgNum Combinatinations

0 = Health/Health
1 = Health/Stamina
2 = Health/Strength
3 = Health/Magick
4 = Health/Defense
5 = Health/Magick Defense
6 = Health/Knockdown Power
7 = Health/Stagger Power
8 = Health/Fire
9 = Heatlh/Ice
10 = Health/Thunder
11 = Health/Holy
12 = Health/Dark
13 = Health/Poison
14 = Health/Torpor
15 = Health/Blindness
16 = Health/Sleep
17 = Health/Drenched
18 = Health/Tarred
19 = Health/Possession
20 = Health/Skill Stifling
21 = Health/Cursed
22 = Health/Petrification
23 = Health/Silence

Master Ring mChgNum Ranges *The stat listed is primary for each range.

0-23 = Health
256-279 = Stamina
512-535 = Strength
768-791 = Magick
1024-1047 = Defense
1280-1303 = Magick Defense
1536-1559 = Knockdown Power
1792-1815 = Stagger Power
2048-2071 = Fire
2304-2327 = Ice
2816-2839 = Thunder
3072-3095 = Holy
3328-3351 = Dark
3584-3607 = Poison
3840-3863 = Torpor
4096-4119 = Blindness
4352-4375 = Sleep
4608-4631 = Drenched
4864-4887 = Tarred
5120-5143 = Posession
5376-5399 = Skill Stifling
5632-5655 = Cursed
5888-5911 = Petrification
6144-6167 = Silenced

cowboy713
05-07-2013, 10:31 AM
794 didn't work for the bow so that wasn't quite right.

The Darkening Storm is classified as a Short Bow so adding 1 to that wouldn't upgrade into Revenant Wail. You'll need to add values to a Dragon's Glaze or whatever the other Lv 2 BitterBlack Long Bow is (haven't played Ranger so I'm not sure myself).

CrookedGamer
05-07-2013, 11:22 AM
The Darkening Storm is classified as a Short Bow so adding 1 to that wouldn't upgrade into Revenant Wail. You'll need to add values to a Dragon's Glaze or whatever the other Lv 2 BitterBlack Long Bow is (haven't played Ranger so I'm not sure myself).

Oh ok. I'll play around a bit when I have time later.

Thanks for the info.

TheLastDude
05-07-2013, 11:14 PM
How to edit inclinations.

not to mess up the thread (sorry!) but can someone please explain which inclination is which? because the names are completely different in the game. no idea why theyre labelled diferently in the save. just needs a slightly more detailed explanation.

thanks.

Drakenfar
05-08-2013, 12:56 AM
Hey guys, how about just the codes for the Cursed Items? The LvL3s? Because then we could just basically give ourselves a bunch of random level 3 items...haha, it'd be more fun.

Drakenfar
05-08-2013, 01:01 AM
Nevermind, I found them, but here they are for those interested! Not verified.

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

cowboy713
05-08-2013, 04:25 PM
Been working with the skill rings and got most of them figured out. Most of the blank ones I know exist for sure but I'm not 100% about all the Mystic Knight ones, just going off a wiki post with those. With some values you'll see (or). In my testing I was able to drop the mage skills onto a ring and it would work regardless of it was named Staff Bearers or Mages so pick your flavor I suppose. Code snippet below explaining where to drop codes, codes in spoiler since it's a long list, enjoy!

Edit: Just realized that you can find the particular code for a skill by equipping the skill and then looking under the following area on your character. Just go to the appropriate weapon for the skill you have equipped.
<array name="mWeaponSkill[nWeapon::SWORD]" type="s16" count="6">


<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="1"/>
<s16 name="data.mItemNo" value="1874"/> <-----Name of ring (ex. 1868 make's it Swordsman's Band)
<u32 name="data.mFlag" value="131"/>
<u16 name="data.mChgNum" value="210"/> <-----------------------first skill on the ring
<u16 name="data.mDay1" value="212"/> <-----------------------second skill on the ring
<u16 name="data.mDay2" value="65535"/>
<u16 name="data.mDay3" value="65535"/>
<s8 name="data.mMutationPool" value="0"/>
<s8 name="data.mOwnerId" value="0"/>
<u32 name="data.mKey" value="0"/>
</class>


Shieldmans Ring~~~~~~~~~?????
?? = Shield Storm

Magic Shieldsman Band~~~~~~~~~~~~~~1876 (or) 1892~~~~~~~~~~~~~~~~~~~~Mystic Knight
?? = High Sopor
?? = Holy Furor
52 = Vortex Sigil
54 = Stone Forest
?? = Blessed Riposte
?? = Abyssal Riposte
?? = Flame Riposte
?? = Thunder Riposte
?? = Frost Riposte
?? = Abyssal Trance
?? = Blessed Trance
?? = Flame Trance
?? = Lightning Trance
?? = Frost Trance

Assassins~~~~~~~~~~~~~~~~~~~~~~~?????
57 = Powder Blast
58 = Dire Gouge
?? = Gale Harness
?? = Escape Onslaught
?? = Showdown
?? = Lyneean Sight

Magick Archers~~~~~~~~~~~~~~~~~~~~~~~~~~~1894
??? = Shadowpin
167 = Immolation

Swordsmans~~~~~~~~~~~~~~~~~~~~~~1868
40 = Burst Strike
42 = Downcrack

Daggerists~~~~~~~~~~~~~~~~~~~~~~~~1871
150 = Cutting Wing
152 = 100 Kisses

Staff Bearers~~~~~~~~~1874 (or) 1884~~~~~~Mages
210 = High Ingle
212 = High Levin
214 = High Frigor
220 = High Anodyne
222 = Fire Affinity
223 = Ice Affinity
224 = Thunder Affinity
225 = Holy Affinity
226 = Dark Affinity
??? = High Brontide

Magick Bowmans~~~~~~~~~~~~~~~~~~1878
359 = Sixfold Bolt
361 = Explosive Rivet
363 = Magical Gleam

Fighters~~~~~~~~~~~~~~~~~~~~~~~~~~1880
46 = Soul Skewer
47 = Hindsight Sweep
131 = Sheltered Assault

Striders~~~~~~~~~~~~~~~~~~~~~~~~~~1882
353 = Downpour Volley
155 = Skull Splitter
159 = Leaping Stone

Warriors~~~~~~~~~~~~~~~~~~~~~~~~~~1886
102 = Indomitable Lunge
104 = Indomitable Lash
106 = Corona Slash
109 = Arc of Deliverance


Rangers~~~~~~~~~~~~~~~~~~~~~~~~~~1888
402 = Deathly Arrow
403 = Body Binder
407 = Spiral Arrow

Sorcerers~~~~~~~~~~~~~~~~~~~~~~~~1890
227 = High Bolide
228 = High Gicel
229 = High Fulmination
230 = High Seism

Emerald Lance
05-08-2013, 05:08 PM
The original thread isn't locked or anything. In fact, there are fresh posts from today. Anything that's being discussed here can just as easily be talked about over there. So why was this reposted?

Xenoith
05-08-2013, 05:35 PM
The original thread isn't locked or anything. In fact, there are fresh posts from today. Anything that's being discussed here can just as easily be talked about over there. So why was this reposted?

It's flooded with 40+ Pages of people's questions and inactive users post as well, this is a thread to keep the information fresh and uncluttered. I don't think people would like rifling through those pages to find all the new information on DD: Dark Arisen. This makes it easier.

Emerald Lance
05-08-2013, 05:55 PM
It's flooded with 40+ Pages of people's questions and inactive users post as well, this is a thread to keep the information fresh and uncluttered. I don't think people would like rifling through those pages to find all the new information on DD: Dark Arisen. This makes it easier.
Good point. I noticed that too after looking through it a little. Carry on then. ^-^

But if this one gets cluttered as well, I'm gonna close it in favor of the original. If this thread can stay clean then it's different enough to count, otherwise it's just a duplicate.

havenisthebest
05-08-2013, 06:00 PM
thanks for the tutorial

thelambofdeth
05-09-2013, 03:23 AM
Man, this seems incredibly difficult to use..I know the ID of the item I want, how do I add it to my inventory?

badzmaru
05-10-2013, 04:35 AM
Hi everyone - started to mod my saves and enjoying it lots! For anyone who doesn't want to wade through the 40+ pages looking for item IDs, I found a list which might help noob modders like me:

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

I couldn't get the mediafile link to work in the other thread (dead link) so I hope this helps. Cheers.

btw - thanks for this repost tut.

TheLastDude
05-10-2013, 11:50 PM
i found some stuff that i believe wasn't posted here before. this was found on the game genie forum via ps3 users. will not post a link to the source topic as it contains online edits/mods and i refuse to support that. i will post the offline values however.

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.

xMrxFredx
05-11-2013, 08:44 AM
Nevermind, I found them, but here they are for those interested! Not verified.

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 should all work b/c that is from my list, thanks for the credit btw :p also here is the link to the list where he got these from plus lists of the cursed novelties and gear no codes for them just what you get from each lvl and the codes to change the armor "special abilities" hope this helps.

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

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

edit:

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."

aygul
05-18-2013, 12:06 PM
rancid bait meat ID is 1850

edit:

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."

Guys i have seem a problem,

Ive seen on some item this code '' <u32 name="data.mFlag" value="17"/> '' ,, Soo what does mean the '' 17 '' number? ,,


Full code:

<class type="sItemManager::cITEM_PARAM_DATA">
<s16 name="data.mNum" value="1"/>
<s16 name="data.mItemNo" value="913"/>
<u32 name="data.mFlag" value="17"/>
<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="4"/>
<u32 name="data.mKey" value="1"/>


Please help with this..

Draco856
05-20-2013, 04:09 AM
I've got a question, really hoping for an answer. Has anyone figured out how to guarantee the romance character? I went overboard with giving the Arisen's Bond to just about everyone, forgetting that they could all wind up as my LI, I only did it for the escort quests, but I want to make sure I get the character I want as my romance instead of some random nobody who I just did a single quest for. So is there a line or something in the save file I can edit to make a certain character my romance? I want Alinore, as my romance.

CrookedGamer
05-20-2013, 07:18 AM
No idea how to mod that but if you want Aelinore guaranteed do not do any escort quests besides hers when you get to Gran Soren. Escort quests give affinity. Leave them all until "The Final Battle" for if you do "Duchess In Distress" and do some escort quests after you can screw up your chances.

If you see an Arisen's Bond on the ground on the way to The Tainted Mountain you'll get Aelinore and if not you wont.

Draco856
05-20-2013, 01:33 PM
But I've given the bond to just about everyone I've encountered, and I've done several escort quests all ready as well, but I haven't done Duchess in Distress, so am I safe?

CrookedGamer
05-20-2013, 01:43 PM
I won't say you are safe. All I know is that affinity is earned too easy so plans can be ruined without even knowing.

What I do is I don't do any escort quest at all. I only do hers as soon as I get to Gran Soren and then play through the game. Duchess in Distress I do last before I do The Final Battle and once up the ladder before exiting the cave I give her 5 Arisen's Bonds just to be safe.

That works for me and I end up with Selene and Aelinore. And yeah I have maxed affinity with over 200 females and 70 something males. The only times I seem to get screwed is when I do escort quests. Even after I did Duchess In Distress.

I'm sure there is a way to edit it but I don't know what to look for. There's a ton of NPC's in this game and all of them can be love interests so even if you find it finding out which is for who can be time consuming.

Draco856
05-20-2013, 02:06 PM
I've been giving everyone Liquid Effluivium when I come accross them now, and yeah, I've got nearly 300 people with maxed affinity as well.

Argeon
05-20-2013, 05:07 PM
anyone know how to mod pawn's AI ?

Draco856
05-20-2013, 10:51 PM
Anyone know how to change the resistance percentages? The things like the status effects, petrify and such. I've almost got them all maxed at 100%, all but one...


Edit:

Also anyone have a full list of all Dark Arisen items that has the codes for them?

TheLastDude
05-24-2013, 09:44 PM
Anyone know how to change the resistance percentages? The things like the status effects, petrify and such. I've almost got them all maxed at 100%, all but one...


Edit:

Also anyone have a full list of all Dark Arisen items that has the codes for them?

here:

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

kab666
05-26-2013, 12:37 AM
itens dark arisen armor help

Alestra
05-26-2013, 06:52 AM
Good job on this guys keep it up.

Drakenfar
05-28-2013, 05:10 AM
Guys, do me a favor. If you're reading this, do not mod your leaderboard ranking. It makes you look stupid, draws attention to you, will get you a lot of reports, and as there is no way to modify the server side recorded monthly ranking, you will never be believed that your rank is legit. The DD and DD:DA communities on GameFaqs are pretty hardcore about it and they're strirring up a lot of trouble about it. There is honestly no reason to mod your leaderboard rank other than to look like an idiot when you don't even show up on the monthly board and you only have 7 hours of gameplay...

CrookedGamer
05-28-2013, 07:08 AM
And that's not all. People are also complaining they cannot kill modded pawns that spawn in the Ur Dragon room. You can do what you want in your own game but messing up other peoples fun is dick move.

You I actually saw bragging about your pawn on GameFAQ so enjoy the heat you are getting now. Of course people can tell. A Ranger without a bow? Won't be in the top 10000 let alone number 1.

dashslash
05-30-2013, 08:13 AM
thank you for sharing

Drakenfar
05-30-2013, 09:40 PM
Actually my pawn is entirely legit. You can tell because I show up in the monthly rankings. I stream my pawn on Twitch.tv which is where my following came from, and the ranger idea was good, but I changed her to a strider which is better and thanks to some help from Karathrax I have perfected her. She destroys worlds.

xxXENOPIRATExx
05-31-2013, 05:02 PM
this game must and will be broken just like dungeon defenders. :117:

aureliano17
06-01-2013, 08:30 AM
I haven't seen this elsewhere, so I'm adding it here. IDs for the DLC armor packs. Now, I'm not actually sure they are in the right order, so just add all six of them :)

1195 Set of Fop's Trek Wear
1196 Set of Voldoan Armor
1197 Set of Priest Vestments
1198 Set of Lady's Trek Wear
1199 Set of Queen's Clothing
1200 Set of Nun Vestments

vitalsuit
06-01-2013, 11:53 PM
I have quite literally no idea what I'm doing wrong. I change the parameters to add items (where the empty item slots are) but nothing works, I tried changing my gold/rift crystals and that didn't work either. The save data when I look at it through the editor, does have the item in place (coat of oblivion) but it doesn't show up in-game.

aureliano17
06-02-2013, 01:13 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.

canaus
06-07-2013, 12:36 AM
thanks bro :)

MrTuts
06-09-2013, 10:33 AM
Thanks to all you guys for collecting this valuable data :D

briY
06-24-2013, 01:38 AM
The instructions and the list are awesome. Thanks a bunch.

briY
07-07-2013, 03:20 AM
Edited the spreadsheet by aureliano17 with the Master Rings Formula provided by cowboy713. Here's the link if anyone is interested:

http://www.mediafire.com/?xyhrrt67amkn159

debianz
08-10-2013, 03:58 AM
Edited the spreadsheet by aureliano17 with the Master Rings Formula provided by cowboy713. Here's the link if anyone is interested:

http://www.mediafire.com/?xyhrrt67amkn159

great list...

Threadthin
08-31-2013, 03:13 PM
Hi! does anyone know which ones in the study flag to edit if i just wanted the bestiary 3 stars? not the quests and areas. thanks

Delconz
08-31-2013, 04:39 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
09-18-2013, 09:28 AM
-Snip-

Found the item ID for Ruminator's Monocle- 880.

CpmPanda
12-21-2013, 07:22 AM
Amazing guys! I found this website cause I mod DD save files too and it's a blast to mess around. I have corrupted my save files so many times when learning haha. Your list is awesome, thank you and the tut helps me a lot too.

Scorpionx55
01-18-2014, 04:04 PM
Hi guys, i tried so many times but i couldnt get hellfire cloak as equipped , i coulndt get any other cloaks as equipped too, all i got fighter rings with no stats(playin as fighter in DA)
-Primary weapon
-Secondary weapon
-Shirt
-Pants
-Helmet
-Chest armor
-Gaunlets
-Leg armors or greaves
-This must be cape or cloaks but always got rings with no stats(corrupted rings:))

I cant add any cloaks as equipped according to the arrangement above that is my problem , i always got corrupted rings
I can add them in my inventory by the way

Can someone confirm that Blasphemer's Cloak ID is 1880, tried so many times but got nothing

Jabbajabbas
01-20-2014, 07:07 AM
Reposting this from the non-repost Tutorial thread.

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 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.

NYSwaggie
02-13-2014, 08:43 PM
Amazing editor.

Idlehands88
02-13-2014, 09:04 PM
Amazing editor.

I don't see an Editor anywhere in this Thread....

lochlainn
02-15-2014, 03:18 AM
Is there any way to make the pawn or arisen do NPC animations like sit down?

DarthPat
06-02-2014, 11:06 PM
I was just wondering if anyone had tried using the strength boost from the shoulder cape on other capes.

If so please explain the process and code.

Thanks in advance.

Also, has anyone tried adding the BBI armor abilities to non-BBI armors?
Say adding gradually restores health on Dark Lorica? Is it possible?

Ultimarok
06-03-2014, 02:32 AM
I was just wondering if anyone had tried using the strength boost from the shoulder cape on other capes.

If so please explain the process and code.

Thanks in advance.

Also, has anyone tried adding the BBI armor abilities to non-BBI armors?
Say adding gradually restores health on Dark Lorica? Is it possible?

Aren't you the guy reporting 360 Haven?

http://www.capcom-unity.com/dragonsdogma/go/thread/view/122057/30052123/360haven-pawns

And also here:

http://www.gamefaqs.com/boards/626514-dragons-dogma/67022507

In addition to several other threads on GameFAQs and Capcom Unity.

Something is suspect here...

Vicare
06-03-2014, 03:38 AM
Someone knows the id for "Royal Cuisses" and "Raptor Cuisses"? Because the id on the editor gave me other leg armors, not those that i'm looking for :(

DarthPat
06-03-2014, 10:55 AM
Aren't you the guy reporting 360 Haven?

http://www.capcom-unity.com/dragonsdogma/go/thread/view/122057/30052123/360haven-pawns

And also here:

http://www.gamefaqs.com/boards/626514-dragons-dogma/67022507

In addition to several other threads on GameFAQs and Capcom Unity.

Something is suspect here...

Yeah hacked pawns in the chamber of Lament.
I'm not interested in hacked pawns. I only want to modd for my own personal enjoyment, not to ruin the game for others.

Ultimarok
06-04-2014, 05:17 AM
Yeah hacked pawns in the chamber of Lament.
I'm not interested in hacked pawns. I only want to modd for my own personal enjoyment, not to ruin the game for others.

Ah, I see. Fair enough, so long as you don't get the site shut down or anything of that sort.

DarthPat
06-05-2014, 01:51 AM
Someone knows the id for "Royal Cuisses" and "Raptor Cuisses"? Because the id on the editor gave me other leg armors, not those that i'm looking for :(

The list I have has them listed as:
Royal Cuisses - 1011
Raptor Cuisses - 1001

9tailedfox
08-15-2014, 09:02 PM
is their a way to edit resistances, specifically stagger and knockdown? i'd also like to edit torpor and petrification resistances as well. thanks in advance.

Rubicante
09-02-2014, 10:00 AM
The IDs for the Gransys Armor Pack that's only available if you continued a save from the base game:

1195 Set of Fop's Trek Wear
1196 Set of Voldoan Armor
1197 Set of Priest Vestments
1198 Set of Lady's Trek Wear
1199 Set of Queen's Clothing
1200 Set of Nun Vestments

I haven't seen them in any list or anything, unlike the Eternal Ferrystone (1724), so there you go.

purelife69
09-18-2014, 05:00 AM
So i followed your instructions and now i can't figure out what is wrong with my game save. The funny thing is that it works fine when im offline or have my internet disabled. But once I go online it freezes during load-up. I didn't change all that much. I raised the vocations to max and added max discipline points for both me and my pawn, added gold and made my rift crystals 9,000,000. I also played with my stats. But I only edited what you said to edit. Where did i go wrong?

sendyo
10-07-2014, 05:35 PM
Hello, 360Haven users.

I was wondering if anyone knew how to remove the restrictions on equipment in this game. So I can equip anything no matter the vocation.
I heard someone one GameFaqs say that this was possible but did not explain how he did it.. :/

I've googled and tried to figure this out myself but with no results..

Does anyone have any ideas?

Thank you for the help.

sendyo
10-07-2014, 05:56 PM
So i followed your instructions and now i can't figure out what is wrong with my game save. The funny thing is that it works fine when im offline or have my internet disabled. But once I go online it freezes during load-up. I didn't change all that much. I raised the vocations to max and added max discipline points for both me and my pawn, added gold and made my rift crystals 9,000,000. I also played with my stats. But I only edited what you said to edit. Where did i go wrong?

Hi, I'm not sure if I can help but.. Are you 100% sure it's your modified save?
Have you tried it again with your unmodified save and got different results?
Has this happened on any of your other games.

If the above is not the case. Then I think this has something to do with Capcom. Maybe when you edit pawns and go online with them it can create a problem. Probably something recent.
Though, I haven't tested this myself, as I have not edited anything on my pawns. So I can't say for sure whether this is problem or not..

So, you could probably try these two things.

Edit your save over without editing your pawn(s) and then try going online
Or remove your pawn(s) from your party and then try going online.

Hope I helped. Sorry if it didn't.

tamanuhiri
10-12-2014, 12:33 AM
Hello, 360Haven users.

I was wondering if anyone knew how to remove the restrictions on equipment in this game. So I can equip anything no matter the vocation.
I heard someone one GameFaqs say that this was possible but did not explain how he did it.. :/

I've googled and tried to figure this out myself but with no results..

Does anyone have any ideas?

Thank you for the help.

I to, am looking for this answer

aureliano17
10-14-2014, 07:37 AM
I suppose you could try adding the items you want as if they were equipped. How does that work?

Locate your desired item in the master ID list, add it to your character's inventory (NOT storage, NOT another character's inventory) as you would any other item (please check the tutorial before you complain it's not working) and when setting the quality, add 2 to the given number.

For example: 1027 for an equipped, gold dragonforged item. 67 for an equipped, dragonforged item.

Since skills are tied to the type of weapon used, equipping a bow on a sorcerer, for example, would be a bad move. I don't know if this will work on armor. I'm not willing to try. And don't hold me responsible if you break your game.

sendyo
10-15-2014, 11:34 PM
I suppose you could try adding the items you want as if they were equipped. How does that work?

Locate your desired item in the master ID list, add it to your character's inventory (NOT storage, NOT another character's inventory) as you would any other item (please check the tutorial before you complain it's not working) and when setting the quality, add 2 to the given number.

For example: 1027 for an equipped, gold dragonforged item. 67 for an equipped, dragonforged item.

Since skills are tied to the type of weapon used, equipping a bow on a sorcerer, for example, would be a bad move. I don't know if this will work on armor. I'm not willing to try. And don't hold me responsible if you break your game.

Hello.

Thanks for replying. I appreciate that. :grin:
I have tested accidentally once whether a weapon would work with that setup such as a mage using a sword. For me it worked flawlessly but, obviously, you could not use the skills for a sword as if you were per say a warrior vocation for example.

Unless you changed the skill ID's for a your chosen vocation, I think. Have not tested that though. It does not really seem very necessary to do that.

Just to be sure I understood you when you said to add 2 to the given number and quality, sorry I don't mean to bother you.


were you talking about this line?

<u32 name="data.mFlag" value="1027"/> into <u32 name="data.mFlag" value="10272"/>



I'm was also wondering if there's an all items line of code..

Because I did found this code which gives 60 of the items that are given in Dark Arisen.

<array name="mBrandNewItem" type="u32" count="60">
or
<array name="mItemNewFlag" type="u32" count="60">

This can be added to the tutorial if you guys want. Basically, I believe you just change all the values under the line of code to the max value. I think it's 4294967295.

For example: <u32 value="4294967295"/>

But that was not all of the items though. I mostly just wanted all the equipment anyway.

sendyo
10-16-2014, 12:44 AM
Just wanted to see if I could explain this unknown line of code here.

<u32 name="data.mKey" value="0"/> Counts your items in storage, I believe.

For example from what I've seen, it does this.

<u32 name="data.mKey" value="1"/>

for 12 items then,

<u32 name="data.mKey" value="2"/>

For another 12 and so on.

Doesn't seem like it was very important to begin with. Not much use.

sendyo
10-16-2014, 01:46 AM
Addition to tutorial.

All Secret Augments

Search for mSecretAblOpen

Change all false to true

Ex:

<array name="mSecretAblOpen" type="bool" count="32">
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>
<bool value="true"/>

60 Items from Dark Arisen

Replace your line of code with this one or change all value in this to 4294967295

<array name="mItemNewFlag" type="u32" count="60">
<u32 value="974766233"/>
<u32 value="637534529"/>
<u32 value="1091452992"/>
<u32 value="2165376127"/>
<u32 value="3840933007"/>
<u32 value="4152277884"/>
<u32 value="3556736922"/>
<u32 value="4294901631"/>
<u32 value="4294965243"/>
<u32 value="4294443008"/>
<u32 value="38842880"/>
<u32 value="4"/>
<u32 value="8192"/>
<u32 value="16777241"/>
<u32 value="7185"/>
<u32 value="253832195"/>
<u32 value="4177807312"/>
<u32 value="570441744"/>
<u32 value="713134015"/>
<u32 value="3217014530"/>
<u32 value="2095099"/>
<u32 value="4278059032"/>
<u32 value="6324304"/>
<u32 value="67442652"/>
<u32 value="253820923"/>
<u32 value="2358513665"/>
<u32 value="277147521"/>
<u32 value="3667654270"/>
<u32 value="3488658304"/>
<u32 value="2168126210"/>
<u32 value="4288677024"/>
<u32 value="2147755767"/>
<u32 value="2178277335"/>
<u32 value="3221231560"/>
<u32 value="3229139055"/>
<u32 value="129023"/>
<u32 value="2952790014"/>
<u32 value="1308651521"/>
<u32 value="1105207302"/>
<u32 value="2652766335"/>
<u32 value="2326275604"/>
<u32 value="1350893089"/>
<u32 value="4255055494"/>
<u32 value="2615904617"/>
<u32 value="2800482174"/>
<u32 value="536857231"/>
<u32 value="2532950015"/>
<u32 value="4269277183"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967159"/>
<u32 value="4111727856"/>
<u32 value="1895170035"/>
<u32 value="4292499391"/>
<u32 value="4294967249"/>
<u32 value="3999267838"/>
<u32 value="4294967295"/>
</array>
<array name="mBrandNewItem" type="u32" count="60">
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="3758096383"/>
<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="4293918724"/>
<u32 value="8192"/>
<u32 value="16777279"/>
<u32 value="4261937151"/>
<u32 value="4294967295"/>
<u32 value="4294967288"/>
<u32 value="1073741823"/>
<u32 value="4294967295"/>
<u32 value="4290756607"/>
<u32 value="4292870139"/>
<u32 value="4278190079"/>
<u32 value="8388607"/>
<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="3756031999"/>
<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="4294967287"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>
<u32 value="4294967295"/>


Untested Save Records

<time name="mLastClearTime" year="2014" month="8" day="14" hour="10" minute="19" second="8"/> Change the time at which you cleared the game
<bool name="mClearSaveData" value="false"/>Confirmation If you cleared the game or not. I believe changing it to "true" would cause you to have to start a new game when you load your game.
<bool name="mIsEasyModeStart" value="false"/> Confirmation if you started a new game on easy
<bool name="mIsEasyModeClear" value="false"/> Confirmation of whether you cleared easy mode or not
<bool name="mIsGameModeAnnounce" value="false"/> Not sure of this one..
<bool name="mIsDDDataContinue" value="false"/>Confirmation of whether you cleared the original Dragon's Dogma or not and continued with a new game in Dark Arisen

<bool name="mHaveTrialEditData" value="false"/> This is if you had the trial version of Dark Arisen and made a save, I assume. Change to "true" if you want

<u32 name="mTimeAttackBest" value="4294967295"/> I guess the max value here could mean you have not done a time attack, as I haven't.

Incomplete list of item ids
http://www55.atwiki.jp/sewiki/pages/148.html (English)

Mostly Complete list of Item Ids
http://www55.atwiki.jp/sewiki/pages/149.html (Japanese)

Sorry, couldn't find a list like the Japanese list in English. The Japanese list has a lot more item IDs than the English list. Any items you didn't find in the English list will most likely be in the JP one.

All credit for the item ID list goes to the creators and contributors of that wiki.

Also, just wondering if anyone wants the IDs for all the skills of each vocation.

Alrik1173
11-06-2014, 09:47 AM
I edited rank, discipline and skills correctly earlier and it corrupted my beloved save game data file and the game froze on the loading screen!

aureliano17
11-13-2014, 08:05 AM
sendyo, no problem here. You have some questions about equipment, rarity and inventory that can be better solved by Idlehands88's tutorial than by my poor explanations. Please check it out. Also be sure to download the item spreadsheet with the master rings update.

You post some interesting information that I would like to experiment with. I'll be sure to reply if I get around to it.

COWF
12-06-2014, 05:22 PM
Thanks alot

Draan
12-27-2014, 10:10 PM
Friendly bump, because reasons.

Also wanted to express my undying thanks to this thread's contributors, you have made my life far easier!

Perhaps soon I will have something worth contributing and will be able to repay this kindness in some small way!

hermy11
12-31-2014, 10:34 AM
Bumping with great interest. Has anybody had success melding vocations? I dearly want to be able to grant a Warrior dodge roll and double jump. However, I can't find the section with core skill IDs. This is all I've found thus far:

<array name="mNormalSkillOpenFlag" type="u32" count="1">
<u32 value="4294819840"/>
</array>
<array name="mNormalSkillNewFlag" type="u32" count="1">
<u32 value="180223"/>
</array>

I'm assuming this is directly related to core skills since the mLog section includes a normal skill unlock amount.
I've tried force equipping Daggers/Longsword to no avail since they both occupy the primary slot. I'll try Longsword/Shield tomorrow.

Can weapon skills cross vocations? i.e. Magick Archer's Sunflare be used on a Strider?
Also, is there a complete list of ability IDs somewhere? I've been unable to find one. If there isn't I'd be willing to contribute some IDs.

Kalnazzar
03-29-2015, 08:37 PM
I was wondering if anyone knows how to pick there Bonus Enhancements on armor yet because i gave myself the Oblivion Armor Set and i would like to pick what Bonus Enhancements each piece has like the Hood i want it to have (Extends duration of equipped skills) dose anyone know how to do this yet?

Mig68
05-12-2015, 01:57 PM
Hi everyone...So i'm having the same problem as Scorpionx55,

I've searched around and i see Blasphemers Cloak id as 1880...

However i always get a ring/band with no stats...

Can anyone help with this...Thanks in advance...

lolzycat
01-22-2016, 09:03 AM
thank you
i need this

yus404
01-23-2016, 09:36 PM
I am playing on PC .After i edit my save files with editor(i'm using jizzabeez editor) my game stops working when it tries to read my save.What can i do?
My steps:
1)I open the editor.
2)open my save file which i copied to my desktop.
3)I change gold amount to 999999
4)I save file and replace the one with original one.
5)When i open the game it starts but when it tries to read the save it stops working.

Help please.
Thanks in advance.

Shamyazaz
01-24-2016, 12:45 PM
Here's a repost of the old thread, just without the tons of pages to flip through, All credit goes to Idlehands88 for this tutorial. I'm just reposting it to keep the thread fresh with the release of DD: Dark Arisen and so people don't need to flip through about 40+ Pages to get information, could someone post the updated IDs? I'll be moving everything of importance from the old thread to this one.

Here's the old thread - http://www.360haven.com/forums/threads/14213-%5Btutorial%5D-dragons-dogma-modding-full-save-editing

Same rules apply that were in the old thread. I'll be bumping this thread a lot to move the post that need to be moved.

There is no download option for that page you listed. Is there a post limit?

Idlehands88
01-24-2016, 02:56 PM
There is no download option for that page you listed. Is there a post limit?

Why would it have a download option????? :071:

Diminished
01-26-2016, 12:01 PM
looks good so far

sopeak
02-06-2016, 12:44 AM
thank you.

Xanatrix
06-02-2016, 04:19 PM
Addition to tutorial.

Incomplete list of item ids[/U][/B]
http://www55.atwiki.jp/sewiki/pages/148.html (English)

Mostly Complete list of Item Ids
http://www55.atwiki.jp/sewiki/pages/149.html (Japanese)

Sorry, couldn't find a list like the Japanese list in English. The Japanese list has a lot more item IDs than the English list. Any items you didn't find in the English list will most likely be in the JP one.

All credit for the item ID list goes to the creators and contributors of that wiki.

Also, just wondering if anyone wants the IDs for all the skills of each vocation.

Thread necromancy here, but I figured this was some good information. For all the items in the full Japanese list, there are items highlighted with a purple/pink background. Those items are Dark Arisen items. For example, 701 グランシスフランベルジュ is the Gransys Flamberge. Glad I'm weeb enough to know my katakana. Hope this helps.

EDIT: I have tested the Berserk Equip. It does not work on PC; when placed into storage or any inventory, it has no item icon, just showing a question mark. It has no stats, cannot be worn by any vocation, and if you try to move it from one inventory to any other, the item just disappears. The only things remaining of these items is their item IDs, names, and flavor text.

Xanatrix
06-15-2016, 09:28 AM
So, a quick update about what I've been doing.

I've slowly been building a full item list in code, in case anyone just wants to plug in and fill their storage with almost every item (I've excluded certain quest items like the Gems of Salvation and the Watergod's Altar Key).

The entire reason I'm doing this is mainly to make sure I don't accidentally overlap Dark Arisen items with base game items. However, during this endeavor, I've discovered some transcription errors for the translated item list (found at http://www55.atwiki.jp/sewiki/pages/148.html).

For one, there are two instances of "Holy Cuisses" found in the foot armor section. Prior that point in the item list, all the listed foot armor items are actually one item ID number lower than they are supposed to be, as found on the JP item list. For example, Twilight Cuisses are listed as ID 1022, but the JP list clearly has 宵闇のチェインレッグス (Yoiyami no CHEINREGGUSU, which is translated as Chainlegs of Twilight) as Item ID number 1023.

EDIT: There has been no name omitted from the English ID list; the ID numbers have been improperly transcribed. In the Japanese list, ID 970 is not the Budget Greaves; it reads 不明アイテム (Fumei AITEMU, literally meaning Unknown Item). DO NOT USE THIS ID. I also have a sneaking suspicion that this trend may extend through the whole document, and if that is the case, when I test the code on my backup experimental save, I'll see it immediately. If the trend doesn't extend past this one instance, I shall be very happy.

The other instance I found is that Rose Ring, Iris Ring, and Violet Ring are all listed with incorrect Item ID numbers. They are listed, respectively, as 1001, 1002, and 1003, which cannot be possible since Gloaming Shoes, Chimeric Sabatons, and Thick Fur Greaves occupy those IDs. Reviewing the Japanese list once again, I found that ローズリング (ROOZURINGU), アイリスリング (AIRISURINGU), and バイオレットリング (BAIORETTORINGU) occupy Item ID numbers 1101, 1102, and 1103, which means that anyone who wants to put one of those three rings in their inventory should use 1101, 1102, and 1103.

Hope this helps. When I'm finished compiling all these code entries, I'll be sure to post it here.

VisageRyan
07-21-2016, 03:24 AM
Does anyone know how to edit spell cast time? i tried filling all my augements with articularity but that didnt work. any other ideas?

I'd also like to edit the damage a WEAPON can do. I enjoy the balanced gameplay, but sometimes, I just wanna use an overpowered weapon.

Ultimarok
11-27-2016, 03:01 PM
Is this all still applicable for the PC version as well or have things changed so much that the structure is different?

thedarkharbinger
01-20-2017, 07:15 AM
Excellent, and thanks again!

darewar
02-15-2017, 05:54 AM
Gracias esta bueno el programa

unknown959
04-22-2017, 07:28 PM
Thank you so much!

musetown
05-07-2017, 02:51 PM
Thanks, man

Olette
06-24-2017, 11:04 AM
Danke man! 5

MinusImmor
06-26-2017, 01:18 AM
My thanks for your save editor.

Seju666
07-12-2018, 11:25 AM
Will probably get no reply but.. I'm new to this modding stuff and I know this is suppose to be a tutorial but I STILL CAN'T UNDERSTAND A THING!