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[Release] [Remake][PC/Xbox360] Dark Souls Save editor V3.0.7.0 - Page 140
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  1. #1113
    Sakitaki

    Re: [Remake] Dark Souls Save editor V3.0.0.0

    Great editor. Thanks.


  2. #1114
    hansel_trouble

    Re: [Remake] Dark Souls Save editor V3.0.0.0

    thanks and good job

  3. #1115
    Member
    musawarrior is offline
    Join Date : Sep 2013
    Posts : 43
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    Re: [Remake] Dark Souls Save editor V3.0.0.0

    thanks again for this awesome editor

  4. #1116
    Junior Member
    oghelle is offline
    Join Date : Dec 2013
    Posts : 2
    Array

    Re: [Remake] Dark Souls Save editor V3.0.0.0

    this really looks awsome :o .. i hope i can use it soon on PC version or anyone who knows how post it pls :D .
    when i use this it tells me "Couldnt load savegame" when i try to play with the edited , but i guess its the stfs fix package thing it said in instructions :P .. dunno what that is

  5. #1117
    ElderSif

    Re: [Remake] Dark Souls Save editor V3.0.0.0

    I've been having a problem with mine. I'm using the 3.0.7 one, and I have my DkS save on my USB, but when I try to load it onto the editor nothing happens, all the fields stay blank, it doesn't say it's loading up anything at all.

    Someone help please~?

  6. #1118
    Junior Member
    Terrova is offline
    Join Date : Oct 2013
    Posts : 4
    Array

    Re: [Remake] Dark Souls Save editor V3.0.0.0

    Will this ever get infinite dark magic? its had a few requests.

  7. #1119
    Inactive Member
    Mangekyou_S is offline
    Join Date : Oct 2011
    Posts : 21
    Array

    Re: [Remake][PC/Xbox360] Dark Souls Save editor V3.0.7.0

    Thanks a lot for this!

  8. #1120
    One Hit Wonder
    lilquickguy is offline
    Join Date : Jun 2013
    Posts : 1
    Array

    Re: [Remake] Dark Souls Save editor V3.0.0.0

    Quote Originally Posted by Terrova View Post
    Will this ever get infinite dark magic? its had a few requests.
    From what information I've been able to gather up in the pattern of how to turn the spells to infinite, no it's not possible. The dark magic spells run with a different set pattern.

    For example...the Item ID of a non infinite spell for Poison Mist is 4000000000001068....now if I take the ending of this code which is 1068 and convert that from hex to decimal I get 4,200. When I look at the Item ID of a infinite spell of Poison Mist it is 4000000000003778.....now if I take the ending of this code which is 3778 and convert that from hex to decimal I get 14200. So in the decimal section there was a 10,000 difference to apply change and allow it to be read differently. Now from there you can see that the pattern is basically just adding 10,000 to decimal and changing the endings of the code in the originals to the new decimal number but in hex form instead of decimal.

    All the other steps after this are just the standard changing the sort value to 000000 and applying * (∞ MA) to the end of the spell title.

    I did actually confirm this method too by deleting multiple infinite spells from the database and trying to recreate them as infinite and it did work when put back into the database and in the game. But when I applied all of these steps to the one dark magic spell we would all mostly prefer, which is Dark Bead, it didn't turn out right. The spell would be shown in-game as blank and unusable. So clearly this pattern does not continue with the DLC spells as it did for the default in-game spells. =) But maybe I'm wrong and there is actually a way but I just wasn't able to figure it out, I mean...I am just a mod tool user not creator =p

 

 

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