360haven works best with JavaScript enabled
[Release] XCOM: Enemy Unknown Save Editor - Page 4
Loading
Register
Page 4 of 5 FirstFirst 12345 LastLast
Results 25 to 32 of 38
  1. #25
    greentardis

    Re: XCOM: Enemy Unknown Save Editor

    Quote Originally Posted by mudithegamer View Post
    Hi all,
    I started this save editor for XCOM: Enemy Unknown:
    http://sdrv.ms/RWKX7d

    Special thanks to the Horizon tool and fairchild's xcom compression tool (without them, this save editor would not exist).

    I plan to also release the sources (once I make a few more improvements), but meanwhile you can see the code with the .net Reflector.


    What it does:
    1. changes credits, number of scientists and engineers
    2. changes storage items (like alloys, corpses, etc)
    3. changes HP, Aim, Defense and Will for soldiers


    What it needs:
    1. .net framework 4.0 client profile
    2. Horizon
    3. fairchild's xcom compression tool


    How to use:
    1. Save the game from Geoscape (and not during a mission).
    The save editor supports game saves during missions, but it has limited support (it only changes
    the attributes of one deployed soldier, rather than all soldiers).

    2. Use Horizon to extract the game save.

    3. Use fairchild's xcom compression tool to decompress the game save.
    Sample command line:
    xcom.exe -d save1 save1.decompressed

    4. Run the editor on the decompressed file.
    Sample command line:
    XcomSaveEditor.exe save1.decompressed

    5. Use fairchild's xcom compression tool to compress the game save.
    Sample command line:
    xcom.exe -d save1.decompressed save1



    6. Use Horizon to put back the game save.


    Future plans/improvements:
    1. change gun/pistol/grenade damage (for soldiers)
    2. only change values (like credits, items, soldier attributes) when the new value is greater than the existing value
    (at the moment, the editor overwrites values without checking if the save already has them modified)
    3. support command line arguments for the various values
    (at the moment, the editor uses hardcoded values that Mudi picked and found useful and safe)


    Mudi
    amazing! works well. Thanks.

  2. #26
    Junior Member
    TCrane36 is offline
    Join Date : Mar 2012
    Location : Colorado Springs
    Posts : 8
    Array

    Re: XCOM: Enemy Unknown Save Editor

    This is awesome, thanks! Do you know where the amount of damage you cause is because that is something I would like to edit as well?

  3. #27
    Member
    Malachi E Zo is offline
    Join Date : Jun 2012
    Location : USA
    Posts : 67
    Array
    Aliens Champion

    Re: XCOM: Enemy Unknown Save Editor

    Much appreciated, Thank you. Now to finish those Achievements :)

  4. #28
    MrCool

    Re: XCOM: Enemy Unknown Save Editor

    Thanks man! very cool trainer, awesome job and keep up the good work! :)

  5. #29
    Advanced Member
    UniJeff is offline
    Join Date : May 2013
    Posts : 66
    Array

    Re: XCOM: Enemy Unknown Save Editor

    Excellent work - thanks for sharing

  6. #30
    Senior Member
    Demon
    jordanp01 is offline
    Join Date : Sep 2011
    Posts : 214
    Array

    Re: XCOM: Enemy Unknown Save Editor

    nice tool thanks alot

  7. #31
    Junior Member
    TCrane36 is offline
    Join Date : Mar 2012
    Location : Colorado Springs
    Posts : 8
    Array

    Re: XCOM: Enemy Unknown Save Editor

    Quote Originally Posted by Jobawa View Post
    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.
    This is one of the most helpful replys ever. Thank you so much!

  8. #32
    Junior Member
    360HAVEN
    farossent is offline
    Join Date : Jun 2014
    Location : 360haven
    Posts : 2
    Array

    Re: XCOM: Enemy Unknown Save Editor

    the save editor wont open on my laptop windows 7. it flashes the closes.

 

 
Page 4 of 5 FirstFirst 12345 LastLast

Similar Threads

  1. [Release] XCom Enemy Unknown Editor
    By Cobby in forum Xbox 360 Modding Programs
    Replies: 43
    Last Post: 06-17-2016, 03:09 AM
  2. (REQUEST) XCOM: ENEMY UNKNOWN modded save
    By aritoni in forum Xbox 360 Modified Game Saves
    Replies: 13
    Last Post: 09-02-2013, 12:17 PM

Visitors found this page by searching for:

xcom enemy unknown save editor

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

About 360haven

    360haven is an Forum Devoted To Game modding Fans from all over the world.

    An Awesome Community of Xbox 360 Gamers, Modders and Developers who Create & Share Tutorials, Applications, Gfx, Trainers and Gamesaves.

    A haven for the l33t.
    A scarce paradise for modders.

★★★★★¯\_(ツ)_/¯