View Full Version : Dead Island Learn to Hex Edit and Recover Your Stuff from a Corrupt GS
reppoHssarg
10-30-2011, 02:16 AM
This is the place where I will teach you how to get back those items you took hours to acquire. It is also the place to learn the details of the DI GS. I have examined many GS and all the ones that should work have the 5 hex bytes of:
FF FF FF FF 00
at the very begining and the last 5 is the reverse:
00 FF FF FF FF
However all the ones that died because of inventory overflow are missing those last 5 bytes because their tail has overgrown the DI GS size limit of 10,260 bytes!
So if your GS last bytes are nearing loc 2810 Beware!
I have examined my own GS and made sure their size remained well below 10K and have been rewarded with hundreds hours of non-freezing play.
Additionally I have accidently encroached in other posts and have even been accused of leeching! Thus I will try to provide my answers just in this Post or another of my own authoring. So please come to my Posts with any information you would like to share but have questions on and I will do my best to teach you what I know.
reapermech
10-30-2011, 03:12 AM
great find this will help alot of people with messed up saves
reppoHssarg
10-30-2011, 03:13 AM
Well I suppose i could try and fix it myself.... I could learn from that as I also am trying to figure out how to start a new game, and hex edit in all collectibles, w/o having the file getting corrupted.
So if your willing to tell me how to do it correctly that would be nice!
I did dozens of save with just little changes between each of em to see how it affect the gamesave but couldnt quite figure it out as there s much more differences between each of em that i would have expected.
If I could just get a good hint/indication where to look at maybe i could figure it out but for now couple of hours of trials and error got me nowhere..... :(
I do have my serie of hex values ready to put in a save (its all collectible in the order i wanted 'em) but after in game it wasnt working and it seems to me that the difference in total lenght is different when adding just one id or just one herald or just one tape or just one mod.... so im kindda lost there cuz thinking they were all 4 bytes long only well i figured it would impact on the gamesave the same way tho its seems not....
unless im missing something
Any ways if anyone's got some insides on that, it'd be great to know thx in advance!!!
The unencrypted GS has no checksum. However it does have something else that will cause the game to be corrupt should you add one or more bytes or remove one or more bytes without adjusting. That is my hint for now.
The value of what you find is in proportion to how you think. The best way to discover what changes is by adding just one item and examining all the locations that are affected. In the command prompt is a tool called fc.
C:\Download\Game\DeadIsland>fc /?
Compares two files or sets of files and displays the differences between
them
FC [/A] [/C] [/L] [/LBn] [/N] [/OFF[LINE]] [/T] [/U] [/W] [/nnnn]
[drive1:][path1]filename1 [drive2:][path2]filename2
FC /B [drive1:][path1]filename1 [drive2:][path2]filename2
/A Displays only first and last lines for each set of differences.
/B Performs a binary comparison.
/C Disregards the case of letters.
/L Compares files as ASCII text.
/LBn Sets the maximum consecutive mismatches to the specified
number of lines.
/N Displays the line numbers on an ASCII comparison.
/OFF[LINE] Do not skip files with offline attribute set.
/T Does not expand tabs to spaces.
/U Compare files as UNICODE text files.
/W Compresses white space (tabs and spaces) for comparison.
/nnnn Specifies the number of consecutive lines that must match
after a mismatch.
[drive1:][path1]filename1
Specifies the first file or set of files to compare.
[drive2:][path2]filename2
Specifies the second file or set of files to compare.
C:\Download\Game\DeadIsland>
The following is my analysis of what happens when I add one more skill to change it from 2/3 to 3/3:
Added 4th Skill to leftmost row 2 3/3
Did not move or do anything other than add a 4th skill
files are already same length
So we can immediately compare files
C:\Download\Game\DeadIsland\Xmod\Begin\Lvl50\X>fc x50c1s4 x50c1s5 /b
Comparing files X50c1s4 and X50C1S5
00000095: 0C 0D <<< 14 min 4 sec>>>
00000096: E4 46 <<< 14 min 29 sec>>>
00000097: AD 02
0000009F: 00 01 ???
000000A1: 2C 07 ???
00000253: 02 03 Skill at 3 of 3 ??? (45 still avail)
0000026F: 02 03 Skill at 3 of 3 ??? (45 still avail)
0000034F: 43 45 44 43 AD 33 = 782.706237792969 ??? increase in health ???
00000350: AD 25
00000351: 33 FA
NOTE: Both above and below are respectively the same
00000353: 43 45 44 43 AD 33 = 782.706237792969 ??? increase in health ???
00000354: AD 25
00000355: 33 FA
The ??? are areas I am unsure of. The things within <<<...>>> are from another program I created called DIGS2CSV which dumps DI info in a way that I can put into Excel as well as prove that I know what's what in a DI GS. Not to say I know it all! However I know enough to do several things that I have not seen anyone else yet do.
This is just one trial in the middle of about 10 that took nearly two days to stage and analyze. I am now confident I know where Skills are stored and am thinking of providing a program that will allow anyone (who can use a command prompt on an unencrypted GS) to reset their skills and if they are at level 50, have 49 of them to assign as they like.
In this trial the file size did not change and thus just a few locations were affected. Even though I cannot identify all the locations I have identified where a certain skill was assigned and it changed from 2 of 3 to 3 of 3!
I realize that to you this may seem as having nothing what-so-ever to do with collectables. I am hoping that all you need is an example of how one discovers a location. I have provided not just a clue but an actual analysis I have done. Also the tool I used "fc". What you can do is spend a little time in the command prompt and become familiar with the commands. Try typing in HELP to start with.
All collectables are indeed a long or 4 bytes each. Each one has a unique value that identifies it to the game. They are all in the same list. Just like strings there is a count at the begining of the list indicating how many collectables are in the list. The count is a long also. That is a lot of info without actually telling you where in the GS it is.
My final piece of advice is that computers run at many millions of operations per second. You will be extremely lucky if you can identify just one thing that changes. Usually you have to identify where many things change and if any of them are of interest to you. Though that may sound confusing it is actually a way of understanding that even though there seem to be many changes, there is probably only one that changes by one that is of real interest and then a shift of 4 bytes that indicates where a new set of 4 bytes is stored.
xMuRdoKx
10-30-2011, 05:11 AM
All collectables are indeed a long or 4 bytes each. Each one has a unique value that identifies it to the game. They are all in the same list. Just like strings there is a count at the begining of the list indicating how many collectables are in the list. The count is a long also. That is a lot of info without actually telling you where in the GS it is.
Oh!! You know I never thought of that... I dont have yet the reflexes to think about little details like that XD
But I did Notice a 00 00 00 01 just before my first collectible but didnt thought it could have been the amount of herald (in that case it was an herald) that I had.... I was thinking about continuing on my test with just exactly that try collecting anoter herald than another one, and do the same with id seperatly and together as well to try and see some paterns...
And the reason i still havent try that program you wrote is that I'm really not familiar with command promps (the only one i ever did was to check something in the system, helped by a technician on the phone back in the days I had a Dell computer .. :P )
I'll still get your program and if i can manage to start it up (lol) I'll defenetly go for the HELP command!! XD
THX for all the help AGAIN!
The skills if most defenetly what ill go for lastly since those seem to be bit more tricky than regular items or collectible (that I cant still fully understand yet)...
xMuRdoKx
10-30-2011, 08:51 PM
I think I found something interresting regarding skills...
Tho I wich i knew what was the formula for adding or removing bytes from the save games, cuz otherwise I cant test my theory but ill post it anyways just so, it might give you an hint (tho you might already know that)
but anyways... It seems to me that the skills works (like all else as long and their formats seems to be ; 00 xx 00 yy where the x identify wich skill it is and y the amount or upgrades to that skill thus ranging from 00 to 03
as for the skill my guess so far is that they are all identified differently or would it simply be the location on the skill tree..... maybe it would be possible to give one of purna's skill to lets say logan if my first guess is the correct one...
Ill try and see what i can find with a save editor, since the hex modification i do always end up in save corruption x_x
at least ill be able to work with a working gamesave to try in game :P
Anyway if you have any thoughts on that well tell my what you think!!
On second thought the format could also be xx 00 yy 00 , watching throught those saves again made me realize it could also be like that (then again if my theory is correct)
Hmm another thing I noticed is that there always seems to ba a 00 00 00 05 00 00 00 zz before the sets of skills and a 00 00 00 06 after it..... interresting...
zz seems to be the amount of skill you have unlocked! (27 would be the max as each character has 39 different skills and 39 in hex is 27)
well it seems it doesnt work as easily as i was hopping for.... :P
On a positive note, my saves werent going corrupt with my changes but then again it was very minor as I was just increasing the skills to cap em all out...
But still in game no way to make it work and I isolated a value that seemed to correspond to the total amount of skill point you have used but even by ajusting to 63 (99) wich is all skills capped,
it didnt seem to work...
As for switching a character skill to another, then again... fail.... I guess its writen on the disc so there's no way of doing that without ISO/Jtag or playing it on a PC....
and I am not gonna try and over cap a skill if I cant even get my skill all capped in the first place it would be pointless since it pretty much proves I still cant modify them -_-
reppoHssarg
10-31-2011, 12:16 AM
Here is a windows command prompt application that I wrote to help you find important locations in your Dead Island GS. I call it DumpDI. For all the details and the program itself goto:
http://www.360haven.com/forums/showthread.php?7436-Find-Important-Hex-Edit-Locations-For-Dead-Island-With-DumpDI&p=46619#post46619
reppoHssarg
10-31-2011, 12:36 AM
I think I found something interresting regarding skills...
Tho I wich i knew what was the formula for adding or removing bytes from the save games, cuz otherwise I cant test my theory but ill post it anyways just so, it might give you an hint (tho you might already know that)
but anyways... It seems to me that the skills works (like all else as long and their formats seems to be ; 00 xx 00 yy where the x identify wich skill it is and y the amount or upgrades to that skill thus ranging from 00 to 03
as for the skill my guess so far is that they are all identified differently or would it simply be the location on the skill tree..... maybe it would be possible to give one of purna's skill to lets say logan if my first guess is the correct one...
Ill try and see what i can find with a save editor, since the hex modification i do always end up in save corruption x_x
at least ill be able to work with a working gamesave to try in game :P
Anyway if you have any thoughts on that well tell my what you think!!
On second thought the format could also be xx 00 yy 00 , watching throught those saves again made me realize it could also be like that (then again if my theory is correct)
Hmm another thing I noticed is that there always seems to ba a 00 00 00 05 00 00 00 zz before the sets of skills and a 00 00 00 06 after it..... interresting...
zz seems to be the amount of skill you have unlocked! (27 would be the max as each character has 39 different skills and 39 in hex is 27)
well it seems it doesnt work as easily as i was hopping for.... :P
On a positive note, my saves werent going corrupt with my changes but then again it was very minor as I was just increasing the skills to cap em all out...
But still in game no way to make it work and I isolated a value that seemed to correspond to the total amount of skill point you have used but even by ajusting to 63 (99) wich is all skills capped,
it didnt seem to work...
As for switching a character skill to another, then again... fail.... I guess its writen on the disc so there's no way of doing that without ISO/Jtag or playing it on a PC....
and I am not gonna try and over cap a skill if I cant even get my skill all capped in the first place it would be pointless since it pretty much proves I still cant modify them -_-
I have added another incentive for you to learn how to use a command prompt. My program DumpDI located at:
http://www.360haven.com/forums/showthread.php?7436-Find-Important-Hex-Edit-Locations-For-Dead-Island-With-DumpDI&p=46619#post46619
DumpDI will display the location in any DI GS of something I call Data Len1 and Data Len2. Both of these locations must change by the same amount as the number of bytes you are adding or removing from your DI GS. Otherwise the GS will freeze! If you just want the output of DumpDI that has been run on your GS send me your unencrypted save and I will reply to you with the DumpDI output.
The same output contains what I currently know about skills. An examination of it on one of your GS might help you with whatever it is you are attempting to do.
The GS does NOT contain a number regarding number of available skill points. The number of available skill points is determined by your characters current level minus 1 and then minus any skill points that have already been assigned. The number of assigned skill points is in the GS. The program has a set limit of 49 max skill points. However it might be possible to assign all the skills for a character. It is certainly possible to free up all assigned skills.
Regarding giving Purna a Logan skill. That is possible. However I am unsure of what the game will do with it. At best it will actually modify her abilitiy in some useful way. At worse it will freeze the game. Please let us know what you find out.
xMuRdoKx
11-02-2011, 06:02 AM
I have came across another interresting thing regarding skills... havent had the chance to try it yet with work and all but right before the skill section starting with 00 00 00 05 00 00 00 zz , where zz seems to be the amount of skills unlocked, there seems to be another section that has something to do with the skills... tho they dont seem to put the skills in the same order as the other section wich was placing them in the order you unlocked them but this time their format is xx 00 yy 00 00 00 00 00
xx seem to be a number corresponding to the skills (tho I havent yet figured out if they are in the same order as the skills in the next section) and yy is the amount of pts in that skill.
That also led me to another interresting thing, that section (wich I called just as a personnal reference skill check) start with 00 00 00 04 00 00 00 zz in wich zz is again the amount of unlocked skills!
Then I started scrolling up and what do I see, another section starting with 00 00 00 03 (dont know whats there tho), and another small one starting by 00 00 00 02 (then again dont know whats in there but this one always start right after the item section about 2-3 bytes after the last item comes the 00 00 00 02), so my guess is that the items are 00 00 00 01 and what comes before would be 00 00 00 00......
I dont know if that info is gonna be of any use to you but I just thought I could share it since someone might have use for it....
As for me Im still trying to figure out how to make modification to a save by adding or removing bytes without have the file going corrupt,,,,
I have looked up those len1 and len2 long you mention in the other post, but couldnt quite find a formula to make anything of it....
If I could fing how to add or remove bytes w/o save corruption, I could probably do w/e I wish for with my save x_x or almost!!
reppoHssarg
11-03-2011, 12:57 AM
I have came across another interresting thing regarding skills... havent had the chance to try it yet with work and all but right before the skill section starting with 00 00 00 05 00 00 00 zz , where zz seems to be the amount of skills unlocked, there seems to be another section that has something to do with the skills... tho they dont seem to put the skills in the same order as the other section wich was placing them in the order you unlocked them but this time their format is xx 00 yy 00 00 00 00 00
xx seem to be a number corresponding to the skills (tho I havent yet figured out if they are in the same order as the skills in the next section) and yy is the amount of pts in that skill.
That also led me to another interresting thing, that section (wich I called just as a personnal reference skill check) start with 00 00 00 04 00 00 00 zz in wich zz is again the amount of unlocked skills!
Then I started scrolling up and what do I see, another section starting with 00 00 00 03 (dont know whats there tho), and another small one starting by 00 00 00 02 (then again dont know whats in there but this one always start right after the item section about 2-3 bytes after the last item comes the 00 00 00 02), so my guess is that the items are 00 00 00 01 and what comes before would be 00 00 00 00......
I dont know if that info is gonna be of any use to you but I just thought I could share it since someone might have use for it....
As for me Im still trying to figure out how to make modification to a save by adding or removing bytes without have the file going corrupt,,,,
I have looked up those len1 and len2 long you mention in the other post, but couldnt quite find a formula to make anything of it....
If I could fing how to add or remove bytes w/o save corruption, I could probably do w/e I wish for with my save x_x or almost!!
They might be something like a key. That is a value that identifies a section of code. However I do not know if it is because these things are in a collection or merely a type of object. I do know that the language it was written in is Java. However I have not used Java much and most surely have not examined how it creates the GS other than what we see in a DI GS. I have made compilers and de-compilers and disassemblers and such in my life so I am familiar with some forms of data organizations. I am familiar with linked lists and various tree structure and it seems like that is what they use for skills. It keeps growing as you add new skills. However that extra zero you observed seems to be just that. I have not yet found a GS where it is always preceeded with a key of 4 and issue an error if it is not:
3791
As my last Comment indicates each skill seems to always be:
1st long is unique ID of who's and what skill it is.
2nd long is 1, 2 or 3 (1of 3, 2of 3, 3 of 3 but could also be 1 of 1)
3rd long is ALWAYS zero.
Formula for adjusting Data Len 1 & 2 if you add bytes:
N = number of bytes added to GS
DL1 = current value in Data Len 1
DL2 = current value in Data Len 2
NwDL1 = value to replace DL1 with
NwDL2 = value to replace DL2 with
NwDL1 = DL1 + N
NwDL2 = DL2 + N
Of course you must do the calculation either in HEX or convert DL? from hex to decimal and add N to it then convert that sum back to hex. Easy if you have Excel or a calculator provided with Win 7 in the Accessories folder (same place you find command prompt).
Using the Win 7 calculator to find new DL1 example.
1. Open calculator.
2. Change View to Programmer.
3. In lower left select Dword for long.
4. On left select Hex radio button.
5. Enter your DL1 hex value.
ABCD1234
6. Select Dec radio button to convert it to decimal.
-1412623820
7. Add your N (for an example lets use 160 and each keystroke)
+ 1 6 0 =
8. Upon hitting the equals you should see:
-1412623660
9. Convert this back to hex by selecting the Hex radio button.
3792
which will look like this in hex edit:
AB CD 12 D4
10. This is an example of a value you need to replace your DL1 with (DL2 will be different)
BTW if you remove bytes then formula becomes:
NwDL1 = DL1 - N
NwDL2 = DL2 - N
xMuRdoKx
11-03-2011, 06:26 AM
Formula for adjusting Data Len 1 & 2 if you add bytes:
N = number of bytes added to GS
DL1 = current value in Data Len 1
DL2 = current value in Data Len 2
NwDL1 = value to replace DL1 with
NwDL2 = value to replace DL2 with
NwDL1 = DL1 + N
NwDL2 = DL2 + N
Of course you must do the calculation either in HEX or convert DL? from hex to decimal and add N to it then convert that sum back to hex. Easy if you have Excel or a calculator provided with Win 7 in the Accessories folder (same place you find command prompt).
Using the Win 7 calculator to find new DL1 example.
1. Open calculator.
2. Change View to Programmer.
3. In lower left select Dword for long.
4. On left select Hex radio button.
5. Enter your DL1 hex value.
ABCD1234
6. Select Dec radio button to convert it to decimal.
-1412623820
7. Add your N (for an example lets use 160 and each keystroke)
+ 1 6 0 =
8. Upon hitting the equals you should see:
-1412623660
9. Convert this back to hex by selecting the Hex radio button.
3792
which will look like this in hex edit:
AB CD 12 D4
10. This is an example of a value you need to replace your DL1 with (DL2 will be different)
BTW if you remove bytes then formula becomes:
NwDL1 = DL1 - N
NwDL2 = DL2 - N
-_- .... I cant believe it was THAT simple.... I was searching way to far! XD
then again with the multitudes of test I did I could never come to that simple formula as starting a new character and from the start doing a save, then another save with the same character on wich I had just gotten the 1st herald.... then reload initial save picked up just one id, the same for tape, mod(tho i needed to complete the first quest, but I wasnt rellying only on that save so... didnt matter much for time being) weapon, then duping that same weapon to have a double then a third.... and still could never come to that simple formula for some reason...
I tried adding, subtracting, multiplying, dividing.... each len individually then together and never did it come to me that simply....
I even tried it again after you gave me the formula and I was always couples of bits off...
weird but then, I think it made me realize 2 things, probably every single act you perform in game (even each steps you take while walking) has an impact on the gamesave, thus the reason why I could never get that formula right...
And this mean that all my trials and error to try and find that formula were pointless as they were flawed in the first place since each time I was reloading a save to make some changes, it was changing way more than I was anticipating...
What I would have needed to do is do those change in the hex file itself then try to load it each time I changed something to see if I can get it to load without save corruption.
Trying different formula each and every time on the same modification until I can get it to load before trying with different change, in order to get that formula correctly in the first place.
Wow thx for telling me that now, I'll be able to move on to trying some other things like capping all skills, adding removing items, switching characters skills...
By the way I did try after you gave me the formula even tho I was always off with the calculation, I figured my saves I use to test were probly flawed for some reason (and turns out I was right about that) and it worked, I could place every single collectibles
on my character that had absolutly none, in the order I wished them to be too.
So you and lolokay were correct about those collectibles addresses and they are indeed in order as one of you said id1= 00 00 00 16 id2= 00 00 00 17 and so on.... same with herald and tape.
As for lolokay mod list, it was all good!
So now next thing ill try besides adding stuff is modding weapon for fun purpose like damage, force, durability ... if it can be done of course. But from what I read I think it is doable! :D
So thx again for all that info!!
reppoHssarg
11-03-2011, 04:05 PM
-_- .... I cant believe it was THAT simple.... I was searching way to far! XD
then again with the multitudes of test I did I could never come to that simple formula as starting a new character and from the start doing a save, then another save with the same character on wich I had just gotten the 1st herald.... then reload initial save picked up just one id, the same for tape, mod(tho i needed to complete the first quest, but I wasnt rellying only on that save so... didnt matter much for time being) weapon, then duping that same weapon to have a double then a third.... and still could never come to that simple formula for some reason...
I tried adding, subtracting, multiplying, dividing.... each len individually then together and never did it come to me that simply....
I even tried it again after you gave me the formula and I was always couples of bits off...
weird but then, I think it made me realize 2 things, probably every single act you perform in game (even each steps you take while walking) has an impact on the gamesave, thus the reason why I could never get that formula right...
And this mean that all my trials and error to try and find that formula were pointless as they were flawed in the first place since each time I was reloading a save to make some changes, it was changing way more than I was anticipating...
What I would have needed to do is do those change in the hex file itself then try to load it each time I changed something to see if I can get it to load without save corruption.
Trying different formula each and every time on the same modification until I can get it to load before trying with different change, in order to get that formula correctly in the first place.
Wow thx for telling me that now, I'll be able to move on to trying some other things like capping all skills, adding removing items, switching characters skills...
By the way I did try after you gave me the formula even tho I was always off with the calculation, I figured my saves I use to test were probly flawed for some reason (and turns out I was right about that) and it worked, I could place every single collectibles
on my character that had absolutly none, in the order I wished them to be too.
So you and lolokay were correct about those collectibles addresses and they are indeed in order as one of you said id1= 00 00 00 16 id2= 00 00 00 17 and so on.... same with herald and tape.
As for lolokay mod list, it was all good!
So now next thing ill try besides adding stuff is modding weapon for fun purpose like damage, force, durability ... if it can be done of course. But from what I read I think it is doable! :D
So thx again for all that info!!
Everything you did was worthwhile and applicable to your next GS in some other game. Though those other things did not work on DI GS one of them might on a different game. The important concept is to minimize what you do between saves and identify what changes, even if you do not know why it is changing! Eventually a pattern appears that is predictable. With luck you find some locatable variables which you can experiment with.
Much of the things you want to do for fun require a different level of modding called jtag. Since my interest lies just with the GS I am unable to help you there. You will find info on jtag and Data0 that needs to be edited elsewhere in a different forum category such as:
http://www.360haven.com/forums/forumdisplay.php?22-Development-JTAG-Exploit-Discussion
Darkassailant46
11-04-2011, 01:25 AM
Thank you for this post, helped me fix a corrupted file
reppoHssarg
11-04-2011, 03:41 PM
Thank you for this post, helped me fix a corrupted file
I appreciate your letting me know that!
xMuRdoKx
11-04-2011, 06:40 PM
Well seems like after much testing and fun I came to some conclusion!! :D
I was right about the skill check (or key as you called them if I remember right), they were the reason why my modification to skill werent working!!
I Now can succesfully create any character i wish with ALL skill capped, and not only that i can make em all lvl 100 if i want....
Even more fun I can give any skill to any character!! XD
Hell I even made a Logan with every single skill from every characters... lol
My hp line is very long.... and so is my stamina one, ill never run outta stamina again XD...
Tho the skill tab in the menu isnt pretty with ALL skills in it and its not very navigable, not to mention that most of the skills appears as tho no pts are spent on them i verified and they are indeed working for my character!!
My logan has regenerative HP, can do the tackle move and the jump attack from Xian! so much fun!!!
I also tried modifying weapons tho that wasnt a success, changing name seems to corrupt the game save, I figure its only natural as its probly basicly making the game think you have a weapon that does not exist....crash
As for modding those weapons damage, well havent got around to that but i guess its only a matter of messing around in the long that impact its rarity and quality I suppose!
I've compiled so much info on that game now I listed all skills id's and keys,
All misc. items, collectibles too, all legendary weapon (maybe except one that that supposedly exist but very few have seen)
There is still much thing within the save im unsure of but... most of it istn important anyway!!
I did try to change the character id from a save to see what was the result.... crashed the game, I was trying to find a shortcut to, lets say give all of Sam B skills to Logan.
I do have a prety good idea about how mission progression work (lots of FF in area that I suspect being some sort of completed mission section) but then again its not all that important to me.
Anyway just came to say how was my modding going and its going very well!!
THX to you reppoHssarg and lolokay too for much info/ tutorials/ help ...
PS; come to think of it.... I wonder if with all the info I have gathered in wrote down in txt file, I could be of help to those trying to make those save editors..... there is alot of adresses in there that they could use i supose...
xMuRdoKx
11-04-2011, 06:53 PM
Everything you did was worthwhile and applicable to your next GS in some other game. Though those other things did not work on DI GS one of them might on a different game. The important concept is to minimize what you do between saves and identify what changes, even if you do not know why it is changing! Eventually a pattern appears that is predictable. With luck you find some locatable variables which you can experiment with.
http://www.360haven.com/forums/forumdisplay.php?22-Development-JTAG-Exploit-Discussion
It was the case with the skill keys, I didnt really go for trials and errors with that nor did i try many different calculation just like I did with len1 and len2 to find the formula (where I cracked my skull in half to find while it was so obvious :P
I though about those len1-2 and figur it was probly simple like that... turns out I was right, after looking at the various keys for couple min (I had placed pts in just the skills necessary to get those 1 pts skill in a straight line using 3 on those i could and 1 on the others that were 1pt max, just to identify in the game save the 1 pt skills so that itd be a start) but then I saw patern and I decided to write down those skill adresses in a text file, after I was done I looked at the keys and it just jumped in my face it was -11 (in hex) the skill id - 11 (hex number) gives you the skill key id!! And so with that I could mess around with those skills!!
lolokay1
11-04-2011, 11:26 PM
That sounds very interesting, adding other character skills to a character. I haven't worked on a GS in a while because I've been fairly busy but, this seems like a good reason to jump back into one. I just need to figure out what you did.
EDIT: I've managed to replicate your adding different character skills to different players. Still have that txt file that has the names off all the skills? If not, I guess I can manage to scrounge up that list
EDIT2: I was just adding some skills I thought I'd find useful to my character and now I'm getting 300,000+ XP per kill hahaha
xMuRdoKx
11-05-2011, 06:02 PM
lol ya it is indeed alot of fun... I placed every single skill on logan and when i went fury well I was runin faster than the vehicles but could not attck and the fury was never ending lol (kindda useless but funny)
its probly not a good idea to put all 4 furies on one character and I had put all skills at 10 ... ROFL I was sometime dishing out 506400 dam by throwing weapons... XD
I still have that list... I would need to sort it out a bit to make it more understandable AND I have copied some skill tree guide on the net onto it to know what the skill I had do when I edit them...
So Ill sort it out and I'll send it to you if you want when im done with it!
After all its the least I could do, with all the help you given me!!
lolokay1
11-05-2011, 10:38 PM
Oh my I didn't know you could add more skills than three.
This stamina bar is quite long hahaha.
Also, I have god mod now I can't die, everything is a one hit kill. the only thing that's bad is that fury runs out in a second but whatever.
VergilNamodo
11-06-2011, 01:07 AM
Interesting thread you have here.
xMuRdoKx I would like that list as well, maybe I can help with skill swapping. The idea of Sam B having his hammer come back to him after sending a Walker flying is hilarious to me XD. I wonder what would happen if you swapped in both of Logan's gun skills onto Purna? Maybe replace Blade Fighter and Hard Knocks with Firearms Apprentice and Aimed Shots respectively. Or, even better, swapping Logan's non-sharp skills for Xian Mei's to make him a sharp throwing expert with insane damage.
reppoHssarg
11-06-2011, 05:44 PM
Well seems like after much testing and fun I came to some conclusion!! :D
I was right about the skill check (or key as you called them if I remember right), they were the reason why my modification to skill werent working!!
I Now can succesfully create any character i wish with ALL skill capped, and not only that i can make em all lvl 100 if i want....
Even more fun I can give any skill to any character!! XD
Hell I even made a Logan with every single skill from every characters... lol
My hp line is very long.... and so is my stamina one, ill never run outta stamina again XD...
Tho the skill tab in the menu isnt pretty with ALL skills in it and its not very navigable, not to mention that most of the skills appears as tho no pts are spent on them i verified and they are indeed working for my character!!
My logan has regenerative HP, can do the tackle move and the jump attack from Xian! so much fun!!!
I also tried modifying weapons tho that wasnt a success, changing name seems to corrupt the game save, I figure its only natural as its probly basicly making the game think you have a weapon that does not exist....crash
As for modding those weapons damage, well havent got around to that but i guess its only a matter of messing around in the long that impact its rarity and quality I suppose!
I've compiled so much info on that game now I listed all skills id's and keys,
All misc. items, collectibles too, all legendary weapon (maybe except one that that supposedly exist but very few have seen)
There is still much thing within the save im unsure of but... most of it istn important anyway!!
I did try to change the character id from a save to see what was the result.... crashed the game, I was trying to find a shortcut to, lets say give all of Sam B skills to Logan.
I do have a prety good idea about how mission progression work (lots of FF in area that I suspect being some sort of completed mission section) but then again its not all that important to me.
Anyway just came to say how was my modding going and its going very well!!
THX to you reppoHssarg and lolokay too for much info/ tutorials/ help ...
PS; come to think of it.... I wonder if with all the info I have gathered in wrote down in txt file, I could be of help to those trying to make those save editors..... there is alot of adresses in there that they could use i supose...
That's more than enough info to post in your own thread and which will make it easier for others to find and learn from! Good work and thanks!
zombiehunter
11-08-2011, 07:04 AM
i have a problem with a game file.. it has no fists for 2 of these characters... level 50.. i tried hex editing the fist codes in from a new save.. but it dosnt come up as fists in a save editor... and when i play it... it never goes to show the character. any help? or suggestion? or maybe i can send you the saves to see what you can do? very new at this hex thing and would appreciate any clues or help with it thanks.
reppoHssarg
11-08-2011, 04:46 PM
i have a problem with a game file.. it has no fists for 2 of these characters... level 50.. i tried hex editing the fist codes in from a new save.. but it dosnt come up as fists in a save editor... and when i play it... it never goes to show the character. any help? or suggestion? or maybe i can send you the saves to see what you can do? very new at this hex thing and would appreciate any clues or help with it thanks.
You can post the save(s) on:
www.mediafire.com
and if you wish it to remain private send me a private message (remember to copy the link) with the URL to your save(s). Otherwise just post it in a reply for all to see (and possibly help). However I promise I will look at it as soon as possible and get back to you with a fixed GS.
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