Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
WARNING for everyone modding their values!
Even though you CAN edit your amount to 65535, the moment you get ONE more item over that, it'll break the counter and act as if you have 0, the game will then reset the entire total amount again to 1. So just don't go edit it to 65535. 255 is fine for Items. (It's safe to use 9999 for Components, because you'll be mass using them when you finally get to Upgrading).
Since most people are interested in this.
What you'll need:
Horizon - To extract your APP.DAT from your ff13-xx.dat file.
Any free Hex Editor. For this tutorial I'll be using HxD Hexeditor, so I recommend you'll use this as well, unless you prefer working with another tool.
Alright, let's get started.
[CONTENT]
Preparing APP.DAT
Modifying Current Items & Adding New Items
Obtaining 9999 Components
Databases of Items
Credits & Extras (Links to DBs, etc)
1. Preparing your APP.DAT
Step 1: Using Horizon, extract the APP.DAT file from your ff13-xx.dat file. Step 2: Run Jappi's Encrypter tool, and open your APP.DAT file. Step 3: Click Decrypt.
Your APP.DAT file is now ready to be modded.
2. HxD Guide Modifying Current Items & ADDING New Items
Now run your Hex Editor, and open up APP.DAT. Here's what it'll look like if you did every step correct.
As you can see there's ton of numbers and it'll look confusing for most people that haven't done this before.
Fortunately due to the file being decrypted most items can be identified as 'text' as well inside this file (Example: it_elixir)
Moving on. Let's start with something as simple as Recovery Items. A certain part of a hex code is called an offset, for this Item Category we'll browse to Offset 1C56C.
In HxD this is done by pressing Search and then Goto (Shortcut:CTRL+G)
Ok, so now you figured out what the Item is, and what the amount is. Let's say you want 255 Potions on Slot 1 now... all you do at this point is change the 01 to FF (Hex for 255 dec).
So how do I change it to an Elixir? Since the file is decrypted this is pretty easy, the text it_potion on the right side can be changed to it_elixir, and it'll automatically fill in the hex code for you;
The [07] that I marked in this box is your current Item Capacity in-game. You can set this to 12 max. (But I wouldn't recommend altering this, you won't need more than 6 anyway, which is the default capacity).
Anyways, let's say you want to add a Hero Potion to this batch.
You have to take note of how long a 'block' is. For every item it's the same length. So in this case we're talking about 18 characters being visible. (It's 16 chars for the Item Code, leaving the last 2 chars for item amount. You can set more than 255 for an amount, but you really won't need to, and in this tutorial I'll be going by 255 max to avoid confusion and possible save corruptions if people do it wrong).
So looking at the above Hex codes, you'll see each 'new' item starts right where the old one's amount ended. In this case we'll add a Hero Potion to Slot 3 in-game. Click on the char that comes after "FF".
HxD Users: You'll notice on the right-side pane, one of the dots now gets a selection thingy around it. Click there and type it_hero.
So we covered the actual Item Code, now what about the amount? Remember what I said, all of these items have 18 chars in total (16 for the Item Code, 2 for the amount, the rest is nulled - aka 00). The item code is 7 chars, so we make sure the next 9 chars are nulled like this:
Code:
69 74 5F 68 65 72 6F 00 00 00 00 00 00 00 00 00
All that remains now is the amount, which are the last 2 chars in the code.
Using HxD you go to offset 1DEEC (CTRL+G shortcut to goto an offset. And look at the bottom of the editor to see the actual offset you're currently standing on).
Right there, and not anywhere else, is where your list for Components will start. And this is where you OVERWRITE (NOT INSERT), the entries.
If you insert new chars it'll corrupt your Save. You have to overwrite whatever is there. And it doesn't matter if you only have one component right now or 10.
When you use HxD from the tutorial, you copy that entire list I gave and use CTRL+B to overwrite instead of CTRL+V.
This is an example of when you first start modding this. (Let's assume this is when you first kill a Zaltys Omega in-game and obtain 8 Platinum Malistones.)
In this screen it shows the offset 1DEEC. http://lastfencer.net/FF133%20Modding/HXD6A.png
Once there, right-click with your mouse on that char (As mentioned before, you can see at the bottom of HxD that you've selected the right thing). Then choose Paste Write http://lastfencer.net/FF133%20Modding/HXD6B.png
acc_a_0040 = Imp's Crest
acc_a_0041 = Imp's Crest+
acc_a_0042 = Djinn's Crest+ (Even though this Tier-3 Accessory has a '+' it does not upgrade further despite having a + like Tier-2 Accessories).
acc_a_1000 = Soldier's Tie
acc_a_1001 = Soldier's Tie+
acc_a_1002 = General's Tie
Jappi for his Decrypter Tool. Echelo - For his current work on the Lightning Returns Editor. (as well as his past work). TheSquall - For providing a list of various items. Cryska - For a list of Garbs, here. kloeni - For a Weapon List, here. Eternal - For providing various Auto-Abilities and further information on Ability Modding here. lobotomizedgod - For posting a list of Active Abilities, as well as its formulas for Attack Rate, ATB Cost, Incremental Multipliers, etc.
02-17-2014
CloudStrife7x
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
great tutorial Ryudo will help those having issues with hex editing this game :)
02-18-2014
bangorrhea
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Ryudo: THX a´lot. Let me add one of your other "Discription".
Ps.: At this String I may found all other "Other Items" and do the same.
Ps.: Ryudo, maybe you found the Offset where the "Important Items" & "Skills" (or Materials) are and share with´us (provided that it makes sense??).
ORIGINAL:
xRyudo
35 posts
Console:Xbox
Posted Yesterday, 07:34 PM
[Other Items] Offset: 236E0 (Check and see if you already have this listed there in that area).
6B 65 79 5F 77 5F 6B 69 6E 6F 00 00 00 00 00 00 00 ##^
## = FF = 255 Chocoborels.
02-18-2014
Ryudo
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Quote:
Originally Posted by bangorrhea
Ryudo: THX a´lot. Let me add one of your other "Discription".
Ps.: At this String I may found all other "Other Items" and do the same.
Ps.: Ryudo, maybe you found the Offset where the "Important Items" & "Skills" (or Materials) are and share with´us (provided that it makes sense??).
ORIGINAL:
xRyudo
35 posts
Console:Xbox
Posted Yesterday, 07:34 PM
[Other Items] Offset: 236E0 (Check and see if you already have this listed there in that area).
6B 65 79 5F 77 5F 6B 69 6E 6F 00 00 00 00 00 00 00 ##^
## = FF = 255 Chocoborels.
As mentioned already in the first post here, they're all 18 chars long (16 for item, 2 for amount), so remember that when adding/editing other category items.
02-18-2014
scorpionnet
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Amazing tutorial, it will be very helpful. Thanks
02-19-2014
Ryudo
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Added 2 screenshots on the bottom of the post to show that it does actually work. In case people are wondering if it actually works or not.
02-19-2014
hamburgers
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Awesome tutorial ryudo, been hex editing all afternoon, somehow can't give myself the chocoborel potion, in other items,
but it modded fine, in key items, what am I doing wrong =D
Followed your guide to the word, got heaps of elixirs and others
Could you reply please
THX
02-19-2014
Ryudo
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Quote:
Originally Posted by hamburgers
Awesome tutorial ryudo, been hex editing all afternoon, somehow can't give myself the chocoborel potion, in other items,
but it modded fine, in key items, what am I doing wrong =D
Followed your guide to the word, got heaps of elixirs and others
Could you reply please
THX
Chocoborels goes under Other Items, not Key Items. ;)
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Thank you :) very helpful!
02-22-2014
BigBrothaD
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
hmmmm for some reason when trying to re-encrypt, i get an error "file not supported" prompt. Any ideas whats going on?
02-22-2014
matthewjohn
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
The file type might of changed
Sent from my iPhone using Tapatalk
02-22-2014
jrhall22
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Thanks for your help. Have you found the values for Max HP on Lightning? Or max EP?
02-22-2014
TheSquall
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
I added additional code to my text post that gives 255x every "Other Items" item that I have the code for (ie not the ones in red) and 255x every Component. Figured this would help with this tutorial.
02-22-2014
Ryudo
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Quote:
Originally Posted by TheSquall
I added additional code to my text post that gives 255x every "Other Items" item that I have the code for (ie not the ones in red) and 255x every Component. Figured this would help with this tutorial.
Oh I already had a section for 9999 Components in the tutorial (and posted in the other thread). But very handy to have for Other Items, thanks!
For Components I'd pick 9999, because you'll be using so many of them if you're upgrading a lot of weapons/shields. I ended up going through 999 really fast, so I went with 9999 this time.
02-22-2014
TheSquall
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Quote:
Originally Posted by Ryudo
Oh I already had a section for 9999 Components in the tutorial (and posted in the other thread). But very handy to have for Other Items, thanks!
For Components I'd pick 9999, because you'll be using so many of them if you're upgrading a lot of weapons/shields. I ended up going through 999 really fast, so I went with 9999 this time.
You make a great point. Updated with 9999. ;)
02-22-2014
bangorrhea
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Offset Weapon/Shield: 31AF0
Offset Cos/Acc: 330A0
02-23-2014
Stevans
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
I can't get it to work sometimes when i go to inject it back in it tell's me it's not a compatible file and other time the game will say file not loaded what am i doing wrong?
02-23-2014
qwerty77
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Will this work for a decrypted PS3 save?
02-23-2014
hello_hello
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
oh my, now I can stop grinding for items. can't wait for the advance editor now :)
02-23-2014
player8410
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Thanks! Great job explaining things. I'm looking forward to giving this a try.
02-23-2014
Ryudo
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Quote:
Originally Posted by qwerty77
Will this work for a decrypted PS3 save?
I'm not sure if the offsets are the same for PS3 saves.. I don't have a PS3 save so I can't confirm this. But technically it should work, because I'm pretty sure it was the same for FFXIII & XIII-2.
02-23-2014
CloudStrife7x
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Quote:
Originally Posted by Ryudo
I'm not sure if the offsets are the same for PS3 saves.. I don't have a PS3 save so I can't confirm this. But technically it should work, because I'm pretty sure it was the same for FFXIII & XIII-2.
yeah this will work for ps3, i have hex edited items and the offsets are the same :)
02-23-2014
jSpart
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
On my ps3 app datt, the offest for key items is the same but components starts earlier. I did the one in the tutorial but it froze my game when going to the components part.
Starts at 1DDE03
02-23-2014
qwerty77
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Quote:
Originally Posted by Ryudo
I'm not sure if the offsets are the same for PS3 saves.. I don't have a PS3 save so I can't confirm this. But technically it should work, because I'm pretty sure it was the same for FFXIII & XIII-2.
Quote:
Originally Posted by CloudStrife7x
yeah this will work for ps3, i have hex edited items and the offsets are the same :)
Thanks guys. Will try it now.
Quote:
Originally Posted by jSpart
On my ps3 app datt, the offest for key items is the same but components starts earlier. I did the one in the tutorial but it froze my game when going to the components part.
Starts at 1DDE03
Confirmed. It hangs lol
Update:
Though in the PS3 save it starts at 1DDE03 when I use the hex code on the first page all of my components becomes unknown with a quantity of 3499. It can't be used when leveling up abilities.
02-24-2014
bangorrhea
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Quote:
Originally Posted by qwerty77
Thanks guys. Will try it now.
Confirmed. It hangs lol
Update:
Though in the PS3 save it starts at 1DDE03 when I use the hex code on the first page all of my components becomes unknown with a quantity of 3499. It can't be used when leveling up abilities.
You have to surch in PS by yourself..for the right offset..and u dont erase the "-" in Front oft the components.. because all PS saves are a lil bit differented.
And when u gonna usw this way you dont have to push Ctrl+v..u have to push Ctrl+b..and not all components are 9999pieces compatible.
02-24-2014
Ryudo
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Quote:
Originally Posted by bangorrhea
You have to surch in PS by yourself..for the right offset..and u dont erase the "-" in Front oft the components.. because all PS saves are a lil bit differented.
And when u gonna usw this way you dont have to push Ctrl+v..u have to push Ctrl+b..and not all components are 9999pieces compatible.
Every component is 9999 compatible. The limit is 65535 (FF FF), if you OBTAIN another of that item in-game, then it will reset to 0, that's why I didn't go 'that' high.
So 9999 is perfectly fine to use for ANY item for that matter. But you won't be using 9999 of other items, for components you'll be mass using them though, that's why I used that number instead of the usual 255 or 999.
02-24-2014
bangorrhea
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Quote:
Originally Posted by Ryudo
Every component is 9999 compatible. The limit is 65535 (FF FF), if you OBTAIN another of that item in-game, then it will reset to 0, that's why I didn't go 'that' high.
So 9999 is perfectly fine to use for ANY item for that matter. But you won't be using 9999 of other items, for components you'll be mass using them though, that's why I used that number instead of the usual 255 or 999.
When I change the Components with your LIST, some Components are at 99, and not at 9999 (and I do it all right & I dont understand "WHY"..so I say that it not possible to all..maybe other ones are gettit all to 9999..(it´s just my expierence)..
THX all the same.
02-24-2014
Ryudo
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Quote:
Originally Posted by bangorrhea
When I change the Components with your LIST, some Components are at 99, and not at 9999 (and I do it all right & I dont understand "WHY"..so I say that it not possible to all..maybe other ones are gettit all to 9999..(it´s just my expierence)..
THX all the same.
Can you upload your Save? I'll take a look at it.
Just a note that if you do mod stuff to over 99, the moment you obtain another one of said item, it will revert back to 99. So if you mod your save to have 9999, or 255, or anything else over 99 Platinum Malistones, it'll revert to 99 when you get a new Plat. Malistone in-game. So once you're done modding the amount, don't buy new components, or you'll have to remod it.
[Edit]
And just to confirm that it is indeed possible;
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
when i try to add weapon/shi and garbs it doesn't show up in game i used the offsets provided in the thread and i can only see the garbs and weapons on my current schema been at it for a couple hours now with my 360 save i can only overwrite what's there but when i try to add new it's not showing in game
02-25-2014
bangorrhea
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Quote:
Originally Posted by Jblacks
when i try to add weapon/shi and garbs it doesn't show up in game i used the offsets provided in the thread and i can only see the garbs and weapons on my current schema been at it for a couple hours now with my 360 save i can only overwrite what's there but when i try to add new it's not showing in game
Because u can´t ADD..you have to do "STRG+B" not "STRG+V"..or change your old ones vs the new ones..all Garbs without the DLC´Garbs are able to use like this Way..the Same with the Weapons/Shields and so on..load up youre save..and we take a Look..THE ORIGINAL ONE..not that one..wich you´re gonna tryin to mod.
@Ryudo. I did it well..all Comps now 9999..and thats enough to upgrade all what I want >-]
02-25-2014
Jblacks
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
that's my save i replaced the last schema (mist wizard) with the Ultima schema and weapons thought i could add a spare schema and the paladdin one and wea_ea04/wea_ha02 and a shield
02-25-2014
13Dannyboy13
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
that's my save i replaced the last schema (mist wizard) with the Ultima schema and weapons thought i could add a spare schema and the paladdin one and wea_ea04/wea_ha02 and a shield
You can replace any weapon, shield, or schema with no problem, but I'm pretty sure you can't add anything new.
02-25-2014
matthewjohn
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
U can add in hex if u know wot u doing
Sent from my iPhone using Tapatalk
02-26-2014
Jblacks
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
if we can add recovery items we definitely can add wep/shi and costumes just need to find the correct offset- as when it goes where the rest that ive acquired in game naturally are it doesn't show (i have made allowance for the 18 bit representation).
02-26-2014
Ryudo
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
The difference between Recovery Items and Equipments is that there's another area that people don't know about - that 'counts' how big your current inventory is for that category. Basically you first have to obtain a full inventory, and -then- you can add whenever you want. That's why it seems like you can only 'replace weapons/accessories/etc'. Recovery Items already has 6 spots available by default, that's why you can 'add' to it. For Components it's the same as well, they probably already calculated you'd have xx amount of items if you obtain every Component. For weapons/Shields/Accessories however, it varies greatly per player and increases as you get more.
In particular it's this for Other Items for example:
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Well, that rather complicates things then, doesn't it? I can't make heads or tails of the stuff you posted above, either. It just seems random, how could it possibly be connected to the number of items in your inventory?
02-26-2014
Jblacks
Re: Simple Hex Modding Final Fantasy XIII-3: Lightning Returns
Quote:
Originally Posted by Ryudo
The difference between Recovery Items and Equipments is that there's another area that people don't know about - that 'counts' how big your current inventory is for that category. Basically you first have to obtain a full inventory, and -then- you can add whenever you want. That's why it seems like you can only 'replace weapons/accessories/etc'. Recovery Items already has 6 spots available by default, that's why you can 'add' to it. For Components it's the same as well, they probably already calculated you'd have xx amount of items if you obtain every Component. For weapons/Shields/Accessories however, it varies greatly per player and increases as you get more.
In particular it's this for Other Items for example: