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  1. #17
    Kriugeris

    Re: XCOM: Enemy Unknown Save Editor

    Whenever I try to decompress the file, I get a red warning message "XBOX360 Container detected". What does it mean? It won't decompress otherwise. I extracted the save file with Horizon like it should be. What's wrong?


  2. #18
    Member
    Zaqxavier is offline
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    Re: XCOM: Enemy Unknown Save Editor

    Quote Originally Posted by Kriugeris View Post
    Whenever I try to decompress the file, I get a red warning message "XBOX360 Container detected". What does it mean? It won't decompress otherwise. I extracted the save file with Horizon like it should be. What's wrong?
    You have to use a program like Horizon to extract the content from the save your trying to use and then extract that file for the processes described earlier.

    It will be named the exact same name as the save its found in so you'll have to rename it or extract it in another folder

  3. #19
    The Immortal God
    Rpg_Fan

    CloudStrife7x is offline
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    Re: XCOM: Enemy Unknown Save Editor

    nice work on this editor Mudi :)
    Downloads : 157 || Uploads : 0 || Rep Power : 23197 || Posts : 18,751 || Thanks : 4,451 || Thanked 3,096 Times in 2,607 Posts



  4. #20
    miece

    Re: XCOM: Enemy Unknown Save Editor

    thanks !

  5. #21
    Haven Donator
    Jobawa is offline
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    Re: XCOM: Enemy Unknown Save Editor

    Quote Originally Posted by darksoulzero View Post
    Oh shit, sorry for the late reply.

    If anyone's interested in editing just the aim,

    search the following:

    04 00 00 00 01 00 00 00 XX

    xx is the number of your character's Aim in Hex. will and HP are close by as well.
    No problem, I got it eventually.

    For anyone else that feels like editing character specific stats, I can add this:

    1. When you search for your character's name, that character's stats are located BEFORE the name. This can seem counter-intuitive if you're expecting all the hard stats to be below the name. Basically, just scroll up slightly from the name to find the stats.

    2. The stats are in order, the first one is always HP, it's easy to find because HP are typically lower easy-to-recognized values even in hex (5 hp is 5 in both hex and dec)

    3. If you're looking at the ASCII display on the side (in hex workshop anyway), the stats portion begins with "aStats", followed by "IntProperty". The stat value is after IntProperty (as the stats are all integers...). It's easier to go backwards from the next "aStats" value though, the four byte pairs immediately preceding the next "aStats" value should always read 00 00 00 07, and the actual integer value for that prior "aStats" will always be in the tail of the four byte pairs right before that (e.g., for hp, 00 00 00 04 - or something around there)

    4. In order, the stats go: "HP, Aim, Defense, Move, 'something-I-didn't-figure-out-with-a-value-of-1', 'something-I-didn't-figure-out-with-a-value-of-0', 'something-ELSE-I-didn't-figure-out-with-a-value-of-0', Will, 'yet-another-something-I-didn't-figure-out-with-a-value-of-0', 'again-something-I-didn't-figure-out-with-a-value-of-0', Sight Distance (how far your characters can see, can be screwy, wouldn't change), 'another-zero-value', 'yes-another-zero', 'another-zero?-you-bet', 'oh-god-another-zero', 'another-shitty-zero', 'oh-yeah-zero', 'what's-one-more zero?', and... the last zero.

    5. If you're attempting to check to see if you've got the right value, HP will be around 3-5 for new troops, Aim starts around 65 by default, Defense is 0 by default (so check the values before and after), move is 12 by default (you can move twice that, or 24 squares when dashing), Will should be around 40 for a new recruit, sight distance is 27 by default.

    6. What the "zero" values are NOT: Cosmetic values - things like hair/etc. are located elsewhere

    7. What some of them probably are: Base critical value (this seems to be altered for enemies pretty frequently depending on difficulty, it makes sense that it would exist here too. I lucked out guessing Defense because it's zero by default for every human character. Also probably in here: chance to be critically hit. Enemies can have a "hardened" trait which makes it harder to crit against them, there may be an equivalent stat in here (which would be hard to track without being able to see the odds of enemies critting you... which you never see)

    8. Some notes:

    Defense of "40" would be equivalent to being in full cover even when standing in the middle of a street, "80" would be equivalent to hunkering down behind full cover. Defense impacts enemy aim, which is calculated by a simple aim-defense for their to-hit chance. If you put defense too high, you'll effectively be unhittable (an enemy with a 100% chance to hit couldn't hit you with 100 defense).

    Move values are doubled when dashing, so your move range can get ridiculous pretty easily. With it high enough you can move beyond your ability to "see", which is something to consider (normally dashing caps at 24 spaces, under your sight range of 27). Aim will still go up normally if you mod it at rookie, with it high enough, you wind up with odd things balance-wise, like 100% hit chances with shotguns at enemies with full cover across the map.

    Will can affect your odds of having "the gift", but higher will won't mean a 100% chance necessarily. Your percent chance of having the gift is something like 1/4 of your will score.

  6. #22
    Junior Member
    lunatik1 is offline
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    Re: XCOM: Enemy Unknown Save Editor

    Any chance in porting this editor for the PC edition?

  7. #23
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    Jobawa is offline
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    Re: XCOM: Enemy Unknown Save Editor

    Quote Originally Posted by Jobawa View Post
    I talk too much...
    Going from the breakdown on setting from the PC mod wiki community, their stat list runs like so:

    "HP = This is the BASE HP
    Offense = The BASE AIM of the unit
    Defense = The BASE DEFENSE
    Mobility = This is the BASE MOBILITY
    SightRadius = This is the number of tiles the unit can see around it, increase/decrease to see further/shorter distances. (NOTE, SETTING THIS HIGHER THAN 27 APPEARS TO CAUSE THE GAME TO CRASH ON MISSION LOADS)
    Will = The BASE Will of the unit, increase/decrease to panic less/more often. Also effects chance to be PSIONIC when testing.
    Psionics = NO IDEA HOW THIS STAT EFFECTS ANYTHING (NEED MORE INFO)
    CritHitChance = BASE chance to inflict a critical hit.
    CritWoundChance = NO IDEA HOW THIS STAT EFFECTS ANYTHING (NEED MORE INFO)
    FlightFuel = This is the amount of "Fuel" a character has to maintain flight, required to use the FLY ability.
    Reaction = NO IDEA HOW THIS STAT EFFECTS ANYTHING, I BELIEVE ITS A LEGACY SETTING FROM WHEN THE GAME HAD A PERCENT CHANGE TO REACT RATHER THAN USING OVERWATCH (NEED MORE INFO) "

    That explains why the sight radius change was iffy I guess. It looks like default crit chance, and chance to be critically wounded are both values, that probably accounts for two zeroes. As well as psionics, FlightFuel, and the legacy "reaction" skill (or it could actually do something). Everything else seems within in the scope of my previous post.

    As an aside, the wiki also talks about the "traversal" variables, which apparently determine how your character can move across the field. You could theoretically modify it so your character can leap to the top of buildings in one step, or enable them to bust through walls by default - which would be hilarious.

  8. #24
    oxxide

    Re: XCOM: Enemy Unknown Save Editor

    I cant get this editor to load at all, just flashes on and off?

    Already decompressed the file so i have .dsavegame etc just cant get the editor to run any help?
    Tried the other editors out but when changing solider stats it would never load my solider kept giving me errors about values ugh!

 

 
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