*Release* Dragons Dogma Save Editor By Homura

Homura Jul 26, 2012

  1. Homura

    Homura Creator of Avalon XPG Developer Lifetime Gold
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    Location:
    Wouldn't you like to know.
    Console:
    Xbox
    How to Use:
    1. Go to Tools then De-Compress your extracted DD_Savedata
    2. Hit the show save button and then go to File>Open and open "Homura_UNCOMPRESS.dat" (will be in the folder where the editor is)
    3. Edit what ever you want and hit save.
    4. Go to tools>Re-Compress + Fix Checksum
    5. Finally go to File>Exit and then Inject DD_Savedata and rehash your save.
    6. Enjoy ^.^

    Note: This is not for noobs. I repeat this is not for noobs. Noobs will not be getting support since I honestly never played this game so I don't know what needs to be edited for it to work. I have tested it working as long as you know what you are doing. I made it so you can mod everything in the game as long as you have the knowledge to do so. you can inject items into the save if you know how. or you can remove them etc. etc. You can basically do everything as long as you know how to do so. I have included a pre-modded save so you can look at that to get the basic idea of what you need to change to mod it.

    Credits: DJweed/Gold for helping & for supplying me with everything I need to make the editor. also he will be helping me make a listview for this editor so thanks in advance for that.

    Pics:
    [​IMG]

    [​IMG]

    Editor's Link:
    Hidden Content:
    You must reply before you can see the hidden data contained here.
    Also Thanks & + Rep are always welcome
     
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  2. Jhreptar

    Jhreptar Newbie
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    Excellent editor, Homura. Hope it will be use for others that have this game, because I don't have it. I should really get this game later. Bear Hug!
     
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  3. Homura

    Homura Creator of Avalon XPG Developer Lifetime Gold
    0/47

    Joined:
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    Wouldn't you like to know.
    Console:
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    yeah I agree. I need to get the game as well. just haven't had a chance to get it. you can mod everything in the game but this game is xml so yeah if you don't know xml modding it is gonna be complicated. a little advanced for noobs but there are tuts on modding the game so yeah if they need to know how to mod the save using my editor they can just look up the tuts.
     
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  4. Homura

    Homura Creator of Avalon XPG Developer Lifetime Gold
    0/47

    Joined:
    Mar 8, 2011
    Messages:
    857
    Likes Received:
    781
    Trophy Points:
    0
    Gender:
    Male
    Location:
    Wouldn't you like to know.
    Console:
    Xbox
    Okay I found a TuT on how to mod this game so here it is:
    Level, Vocation and Vocation Rank:
    <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:
    <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:
    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:
    <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:
    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
    <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:
    <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:
    <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
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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
    <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
    <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
    <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
    Pawn Rating:
    <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)
    <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
    <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:
    <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:
    <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:
    <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:
    <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>

    Note: I take no credit at all for this tut. credit goes to Idle from 360Haven for making it.
     
  5. Bullet

    Bullet XPG Original Founder EST 2000 XPG Administrator XPG Founder
    550/564

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    Great tool guys nice work.

    Thanks for giving credit on the tutorial ;)
     
  6. Homura

    Homura Creator of Avalon XPG Developer Lifetime Gold
    0/47

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    Thanks. I found the TuT so I thought I should post it so people can actually use the editor. you can add items in the save yourself manually with the editor. When it gets updated a listview will be made for items so it adds them for you.
     
    • Like Like x 1
  7. Bullet

    Bullet XPG Original Founder EST 2000 XPG Administrator XPG Founder
    550/564

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    Couldnt be easier.
     
  8. Homura

    Homura Creator of Avalon XPG Developer Lifetime Gold
    0/47

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    True. This is the first xml editor I made. Only problem I had was getting it to not give me a process is already being used error when trying to open the save after De-Compressing it. I had to do a ClearLocals function for it to fix that problem. Only took 10 mins to fix but still annoying to do. and figuring out how to use Ionic.dll was a bit difficult but I figured out how to do it and made it De-Compress & Compress the save.
     
  9. xb

    xboxhitman111 Newbie
    0/47

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    i want Homura_UNCOMPRESS.dat ؟
     
    • Like Like x 1
  10. gold972

    gold972 团队XPG影响 Effect XPG Developer TeamXPG
    205/282

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    yes look your destock ;)
     
    • Like Like x 1
  11. ra

    rabv Newbie
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    after decopresse the save how can you the code in text format all i get in the text-based code editor are weird characters like ".....‚ÞD...¢3M#M....[email protected] [email protected]_‘ò§" but nothing like that you got in your program, if it isn´t much to ask coul you help/teach how to get it like that but without needing your editor, mostly cause i want to learn stuff like that and dragon dogma is a game i am pretty interested in.
     
  12. et

    eternalblazin Newbie
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    How do you edit your own pawn? like hp and dmg
     
  13. zs

    zsusensei Newbie
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    i hope someone can help me... so i want modding my hired pawns ( modding to taller and muscular) but I can not find it anywhere the text what i need. Not main pawn only hired pawns (i play offline mode).. is it possible or i give up... :(
    heeeeelp pls
     
  14. Ar

    Arcueides Newbie
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    I was wondering if this editor would work on a PS3 game save, since Dragon Dogma Save editor works for both.

    Thanks
     
  15. pe

    perdator Newbie
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    thank for sharing
     
  16. sh

    shame456 Newbie
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    swawg
     
  17. Ph

    PhantomDarkZ Newbie
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    Thanks
     
  18. xx

    xxxmrdeathxxx378 Newbie
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    Epic!!
     
  19. Te

    Tetrahedra Rookie
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    I'm gonna give this one a go, hopefully I'm past the noob stage. Thanks.
     
  20. bo

    boss4321 Banned BANNED
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    uygjtguj
     

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