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: Editor's Link: UnHidden Content: http://www.mediafire.com/download.php?ac1b84rmetdzwh3 Also Thanks & + Rep are always welcome
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!
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.
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 <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - 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Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <u32 value="#"/> - Set to 4294967295 for max knowledge <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.
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.
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.
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....3M@D +ê¨@VR5xœì.ksÛ8¶®¿Ÿ_‘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.
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
I was wondering if this editor would work on a PS3 game save, since Dragon Dogma Save editor works for both. Thanks