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[Tutorial] Dragon's Dogma Modding - Full Save Editing - Page 58
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  1. #457
    VIP Member
    player8410 is offline
    Join Date : Sep 2011
    Location : Alabama, United States
    Posts : 235
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    re: Dragon's Dogma Modding - Full Save Editing

    Quote Originally Posted by sucielo View Post
    why is it that everytime i edit my data, and go to open my save, my character still has nothing?
    Are you adding new items of changing the quantity of items that you have? Also , depending on what item you are trying to add the entries involve more than just the mItemNo value. BBI armor for instance.


  2. #458
    Member
    mrjinglesusa is offline
    Join Date : Oct 2011
    Location : NoVA
    Posts : 44
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    re: Dragon's Dogma Modding - Full Save Editing

    Quote Originally Posted by sucielo View Post
    why is it that everytime i edit my data, and go to open my save, my character still has nothing?
    If you want help you are going to need to provide more information than that.

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

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

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

  3. #459
    Junior Member
    iSoraxz is offline
    Join Date : Mar 2013
    Posts : 4
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    re: Dragon's Dogma Modding - Full Save Editing

    It's Perfect men !

  4. #460
    BamaSteve

    re: Dragon's Dogma Modding - Full Save Editing

    I understand how to do all of this but im trying to find where the gold earned stat is (not how much i have now but total ). If anyone knows where it is let me know thanks

  5. #461
    BamaSteve

    re: Dragon's Dogma Modding - Full Save Editing

    Still not sure how to do it but for those that are trying for the 10,000,000 achievement just sell off the exp rings and the just edit more back in to your save

  6. #462
    The Gray Fox Lives

    re: Dragon's Dogma Modding - Full Save Editing

    Thank you! This helped tremendously.

  7. #463
    Senior Member
    fromscarface is offline
    Join Date : Jun 2012
    Location : united kingdom
    Age : 24
    Posts : 163
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    re: Dragon's Dogma Modding - Full Save Editing

    Quote Originally Posted by Idlehands88 View Post
    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.

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


    Level, Vocation and Vocation Rank:
    Code:
    <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:
    Code:
    <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:
    Code:
    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:
    Code:
    <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:
    Code:
    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
    Code:
    <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:
    Code:
    <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:
    Code:
    <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
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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
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <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
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <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
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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
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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
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <u32 value="#"/> - Set to 4294967295 for max knowledge
    <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:
    Code:
    <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)
    Code:
    <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):
    Code:
    <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:
    Code:
    <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:
    Code:
    <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:
    Code:
    <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:
    Code:
    <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>


    dmca Do not post this on any other website without my permission!!!
    found the dlc upgrades on another site
    3 No Stars
    13 1 Star
    19 2 Stars
    35 3 Stars
    67 Dragonforged(DF)
    515 Silver DF
    1027 Gold DF
    Downloads : 21 || Uploads : 0 || Rep Power : 3260 || Posts : 163 || Thanks : 63 || Thanked 176 Times in 34 Posts


    Shadow and Light are two sides of the same coin, one cannot exist without the other

  8. #464
    JohnBello

    re: Dragon's Dogma Modding - Full Save Editing

    Realy good list of all i can do whith the save :)

 

 

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