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[Editing Saves] Models/Effects/Abilities/FriendRivalry/Bugfixes


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#126
Ad Dugg

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Your not dumb Husky I am.

I thought you were using Gff not firstblight so theres no need to do what I'v been saying.

Everything your doing is correct as far as first blight goes.

When I get back home I'll PM a few of you my email addy so you can send me the broken saves and I'll have a look at them and see if I can fix them my end.

I'll just add, I think firstblight seems to be a bit buggy a few people have been complaining of broken saves, but I'm thinking it's a sercurity problem, in which case they should be fixable via Gff hopefully.

Modifié par Ad Dugg, 06 avril 2011 - 05:08 .


#127
thegrimfandango

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Another peculiarity - I have just managed to edit an Act 3 save (on a diff playthrough with Sebastian bug, not Isabelas) using Modio & Firstblight without issues. This suggests there's something in Act 2 , that is resolved by Act 3 that prompts save corruption - possibly linked to Isabela leaving? I have no save in Act 2 with the Sebastian bug so I can't tell if it only set off by Isabela.

#128
AmethystStar94

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I'm confused..

'I. If you are on the 360 you can just use FirstBlight and edit the value, for PC you can do 'Savegame_Player_Char' > 'Savegame_PlayerChar_Char' > 'Savegame_StatList'

II. For Damage Resistance scroll down until you see the third number a 32, it should look like this, my damage resistance is 25

For Attack Speed scroll down until you see the third number a 42.'

I can't find 42 and I had to go in 'SAVEGAME_CREATURE_STATS' to get the statlist?
I couldn't find statlist anywhere else.

EDIT: Think I've sorted it.. Gonna try it out.

EDIT 2: Holy crap! I'm now fighting really fast! I put in the numbers you said x'D

Modifié par AmethystStar94, 07 avril 2011 - 02:24 .


#129
Spartas Husky

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thegrimfandango wrote...

Another peculiarity - I have just managed to edit an Act 3 save (on a diff playthrough with Sebastian bug, not Isabelas) using Modio & Firstblight without issues. This suggests there's something in Act 2 , that is resolved by Act 3 that prompts save corruption - possibly linked to Isabela leaving? I have no save in Act 2 with the Sebastian bug so I can't tell if it only set off by Isabela.


Not really. I still haven't been able to mod my save after I went inot the bone pit mine. No matter the act. For different people is different things.

#130
Teknor

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Adding Varric's marksman ability to Hawke destroys archery rendering bows unequippable.

Modifié par Teknor, 08 avril 2011 - 11:37 .


#131
cgambleh

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Hey, so i have been trying to equip hawke with bethany's default robes, but can't seem to get it to work completely.

The first way i tried was by changing the chest armor name in gff4edit under the SAVEGAME_EQUIPMENT_ITEMS > TEMPLATERESREF section to bethany's armor which was (gen_im_fla_bethany_01)

but all that did was make my char naked since the armor was changed to companion armor and unequipable by hawke.

Next I tried to simply change the body model to Bethanys in the SAVEGAME_APPEARANCE section by changing the SAVEGAME_APPEARANCE_TYPE AND SAVEGAME_APPEARANCE_ORIGINAL_TYPE to 1020 which is bethany's body model code.

This only worked if i unequipped my chest armor to make it visible, which means i cant wear any armor to see this model. Am i doing something wrong, or is there any way around this?

Any help would be greatly appreciated :)

#132
Xenoseroster

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Be warned, a massive ammount of regurgitated (and probably bad) math follows:

If anyone else cares, I believe I've established at least a hint of how the "ITEM_PROPERTIES_POWERS" goes.  What tipped me off was I remembered back in to DAO, most "properties" had a base power for an item, IE if you put in "1" as the power for "Stamina/Mana regen" in DAO, in-game the effect was listed similar to "+2.5% Mana/Stamina Regen".  So if you changed the "power" to 2, the in-game effect became 5 and so forth.

After doing some fenagling and number crunching with the GFF editor, I came up with a general theory that seems to have held up to light testing:  Near as I can tell, 1065353216 in the power field is either equal to "1" or simply equal to "On".  All subsequent levels of the "ITEM_PROPERTY_POWER" values are basically 1065353216 + (524288 * n) where n is the actual "count" of the power. 

The part that is currently escaping me is the changing the "count" has not yielded uniform results.  At first I thoguht this was normal given the different "powers" I mentioned for DAO, however that would imply that 2 different "ITEM_PROPERTIES" values, we'll say 1118  (X% increase in Spirit damage) and 2010 (Simple On-hit "bonus" spirit damage), would have different "powers", and my testing showed that they did.  It took 5 "counts" (from 1065353216  to 1067974656) to make the 2010 property increase from 7 to 8 in-game on a DW dagger, implying the "power" for that property is .2 (.2 "power" * 5 "count"= 1 damage increase in-game).  My initial testing SEEMED to show that the 1118 property increased at a much simpler rate of 1 count to 1 % increase, which would be lovely.
 
But what I observed instead is not only do they differ between different "ITEM_PROPERTIES", but at least the 1118 property does not increase at a linear rate.  For instance, on the "Belt of the Primevals" it takes 3 "counts" (1065353216 to 1066926080) to change the power from 4% in-game to 5% in-game, and seems to increase to more than 3 "counts" for a few in-game %s.  BUT after you reach about 15%, it begins to progress at the aforementioned 1 count to 1% in-game increase, and so far has continued this trend up to 30%.  So I'm assuming there's some kind of fancy maths at work that I am not acquainted with to figure out how the #s increase differently at different "counts". 

Also, something I just messed with seems to imply that different equipment items have different inheirent multipliers too.  IE, the belt in the previous example, "Belt of the Primevals" the 1118 "property" with the default 1065353216 "count" gives us a 4% bonus to Spirit Damage, and the funky "count" problems I just mentioned.  Put the same numbers into the fields on a mage staff however, and you get a 15% bonus.with the default "count", and just like before, a 1 "count" to 1 % in-game increase straight from there.

So while I think I'm on the right track, and I think this might be helpful to other folks wanting to jury-rig their own items, it's still far from complete.  Hopefully someone out there can do better than me at figuring out the anomalies.

BUT for anyone trying to make some more customized items, if you want to make a "normal" weapon do, say, Cold Damage:
1. Create a new "ITEM_PROPERTIES" field or over-write an existing one (I do this part by Copy + Pasting an existing row).

2. Make the new field 10002 for "Damage Type: Cold" (Found in the "Effects.txt" document included in the original post, or if you're really fancy you can look it up in the GDAs, but that seems unneccesary.)

3. Again, create a new or overwrite a field in the "ITEM_PROPERTY_POWER" tab (Again I do copy + Paste, note it DOES NOT create a new one on it's own to match the created field in the ITEM_PROPERTIES step)

4. Since all we want it to do is say "This weapon does spirit damage" we simply need to put in 1065353216.  (changing the "count"  for this property seems to have no effect on the game near as I can tell)

If instead you wanted it to do BONUS cold damage, steps 1 and 3 will be the same, but:
Step 2:    Make the new "ITEM_PROPERTIES" field 2004 for "(On-Hit): Damage - Cold" (Again in the effects.txt document)

Step 4:    In the "ITEM_PROERTY_POWERS" field, put in some number that adheres to the aforementioned formula.  1065353216 + (524288 * n), the higher the N the higher the bonus damage. (Just use your computer's calculator for a valid #)

For this effect, the default count "1065353216" made the bonus damage = 7 in-game for both act 2 weapons I tried, may be lower/higher for lower/higher level weapons though, haven't tested a lot for this one yet.  Also, it apparently does not increase the damage bonus #s on the same "counts" as the daggers did, as 5 "counts" (1065353216 to 1067974656) on a mage staff increased it from 7 damage to 10, instead of 7 to 8 as was seen on daggers.

Modifié par Xenoseroster, 09 avril 2011 - 05:16 .


#133
SelphieSK

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Xenoseroster wrote...

*snip*


Impressive work!

Firstblight does it kind of automatically (but for 360), that means that its creator has figured out how those values change. I suppose you could ask him ^^

#134
Nu Titan

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Xenoseroster wrote...

*snip*


I believe GFFEditor reads the hex value of ITEM_PROPERTY_POWER from the save as a INT32 when it should read it as a Float32 value. Many other values in the save are also float32 (most/all the stat values). GFF reads and displays those values correctly.

So you just need a base converter (hex editor) to get the correct values. Basically convert Float32 to hex than hex to INT32 to get the value to use in GFF.

Now unlike DAO, the amount in game seems to depend on the item and the type of effect.

#135
Xenoseroster

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This must fall under the fancy maths that I don't understand. My understanding of these things would basically say "considering there is no decimal, how would changing  Int 32 -> Hex ->  Float32 change anything?"

I have a Hex Editor that I've never really understood how to use, cause to me all it puts out is fields of Hex #s I don't understand. So you'd have to clue me in on the "base conversion" concept. (I understand different bases obviously, I just don't have any familiarity with how the 2 data types in question relate in terms of their bases.)

Edit: Right after I posted this I found a base converter on the interwebz that showed the general idea you were expressing.  I'm fiddling with it now to see what makes sense.

Modifié par Xenoseroster, 09 avril 2011 - 11:00 .


#136
Xenoseroster

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So, base conversion has indeed made this much simpler, it doesn't exactly explain to me why my earlier theory expressed itself so oddly. It seems my 524288 number is just a "slice" of the actual increase between the actual "counts" found using the base conversion method, at low "counts" 524288 ends up being aroudn .065 of a full Base Conversion count, but at higher "counts" it goes up to at least .250 (which is why it worked out well with the thing I was testing it on, as the "Property" I was working with apparently increases at a rate of 4 % per base conversion "count".)

So part of my theory was right, and part of it was way off base.  To help people trying to do similar things, the online converter I found is at www.h-schmidt.net/FloatApplet/IEEE754.html.  What I generally do is:
1.  Input the desired "count" into the "Decimal Representation" field and press enter as per instructions
2.  Copy the new value in the "Hexadecimal Representation" field
3.  Open up window's calculator in "Programmer" view (View->Programmer or Alt+3)  once you have it open, and click the "hex" radial button
4.  Paste the earlier Hex value into the calculator (don't do anything else)
5.  Click the "Dec" radial button to see the value you need to put into the editor
6.  Copy & Paste the value there into the desired field
7. ???
8. Profit.Image IPB

As was previously mentioned by myself & Nu Titan , different items apparently have different values, (or at least different base values) depending on the "property", and is further dependent on the item type you're modifying.  IE, putting in a "count" of 2 into a "(On-Hit): Damage - Spirit" effect for the dagger I tested made it do an extra 13 spirit damage, but putting in the same numbers on the mage staff I tested makes it do an extra 15 spirit damage.

So all this tells me that realisitically, from my testing there's no way to accurately predict how much of a "count" to put into any item to get a desired effect until after you've tried modding it. If I weren't so lazy I would attempt to make some kind of reference to chart the effects of different counts on the different items (IE I would hope it's the same across all of the "staff" type weapons for instance).  But that would require me to be about 75% less lazy, as figuring out all this has already drained my curiosity enough.  And given the responses thus far I'm not sure anyone would care enough for it to be valuable.  So... hoit! Image IPB

Modifié par Xenoseroster, 09 avril 2011 - 11:40 .


#137
Obsidian_Hero

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Is there a particular reason my save keeps getting damaged? I'm just trying to fix my attack speed on my warrior but every time I move the save back to my 360 it says the save file is damaged.

Edit: It seems the game didn't like where I saved while I was trying to edit the file. I was inside the Keep, and once I moved into Act 3 I had no troubles modifying my save with FirstBlight.

Modifié par Obsidian_Hero, 10 avril 2011 - 06:44 .


#138
Icy Magebane

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THIS IS FANTASTIC!

Sorry to use all caps, I know it's wrong, but... WOW. I can't believe I can edit 360 games... Thank you so much OP, you've breathed all sorts of new life into this game for me!
:lol:

Modifié par Icy Magebane, 10 avril 2011 - 04:15 .


#139
Spartas Husky

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Can this work for Dragon Age origins??

And what are the ending steps???

I see how to extract. how to modify. but what do I do with the save.das and the save.das.x afterwards? I inject bth back? Checksum fix both? rehash and resign what or whom.

Also where can I find the number of talent points in DA2 and DAorigins?

I know you can manually input every single skill you want one by one by one. But where is the window where I find the number of talent points I have to spare. I think that would be a lot simpler than adding all  skills manually.

PS: First blight can increase the talent points for DA2. but for DA origins it doesn't save the number changes. Works for the rest but not for talent poitns.

Modifié par Spartas Husky, 10 avril 2011 - 10:53 .


#140
Nu Titan

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Spartas Husky wrote...

Can this work for Dragon Age origins??


GFF4Editor wouldn't load any of my DAO saves. First Blight should work for DAO, but it can't load my most of my saves either. I did manually hex edit quite a bit (long time ago), so that might be the cause with First Blight. It was able to load a clean save from the very beginning of the game.

Too bad, being able to use GFF would have been great.

*edit*
It has been a while since I save edited DAO, so this info maybe incorrect.

Using a Hex Editor
for talent points, convert the amount you have into hex (from Float32)
then search
xxxxxxxx0024FFFF

xxxxxxxx=the hex value you converted from float

example:
if you have 3 talent points
search the save file for the value 40400000024FFFF

3=40400000

Just change it to the value you want.

example:
20=41A00000

so change 40400000024FFFF into 41A000000024FFFF

Modifié par Nu Titan, 10 avril 2011 - 11:38 .


#141
ekiller01

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can some one tell me home to get the class chang thing to ****ing work been trying it for a hour and hasent worked

#142
Mark B

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I've been using firstblight for ages, with no problems and I thought I'd give GFF a try.
It took me a while to work out all the steps but I got there in the end - I changed an item model to make sure and it all went well.

My issue is whenever I add a talent my save comes up as corrupted on my xbox.
I've tried adding two-handed to my mage - he's already using a sword now and again, so I thought I may as well get some skills for it.

I followed the directions in the OP, C&P to add lines then editting those to be the skills I want. I've tried adding just 102000 & 102001 (the base of the tree), the whole tree and 100000 (warrior) plus the whole tree and all fail to load once they're back on the xbox.

Do I just have too many talents? is there something else I should be doing? Any heelp would be much appreciated.

#143
Spartas Husky

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Anyone knows how to increase the level using this?... or is there a glitch on how ot increase your lv in Origins?

#144
ekiller01

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ok got it not to corrupt but now it wont make any changes

#145
Icy Magebane

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I'm obviously new to this so what I'm about to say may or may not be true... with regards to corrupted files... I've only used the GFF editor. As long as you follow the steps on the first page, you should be able to avoid corruption. Just make sure you load the new save and save it again, then only edit the new file. I can't seem to be able to edit files I've already tinkered with... but this method has worked perfectly.  (actually, it seems like I can edit these files, but I'm just looking around, not trying to save anything.  Some of these programs have errors if you don't resign and load the .das and .das.x files in order... so... just make a few backups, and try to save as soon as you load a modified file.  That hasn't failed me yet).

I read somewhere (maybe on the wiki) that you can only have 12 total trees, or it creates some kind of problem... so that could be it. Hell, I don't know. All I know is that this is some awesome technology.

It might also be a matter if using the wrong data... I noticed I'd forgotten some numbers here and there when creating items, so that might have been the problem.

Modifié par Icy Magebane, 11 avril 2011 - 02:06 .


#146
ekiller01

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no iv done every thing you have to do iv been moding for 2 years now so i have a lot of understanding of what im doing

#147
Icy Magebane

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ekiller01 wrote...

no iv done every thing you have to do iv been moding for 2 years now so i have a lot of understanding of what im doing

Well if you're so familiar with the material, then why can't you get it to work?  Anyway, I was just telling people how I avoided corrupted saves.  I wasn't even referring to you specifically.

#148
Spartas Husky

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Icy Magebane wrote...

ekiller01 wrote...

no iv done every thing you have to do iv been moding for 2 years now so i have a lot of understanding of what im doing

Well if you're so familiar with the material, then why can't you get it to work?  Anyway, I was just telling people how I avoided corrupted saves.  I wasn't even referring to you specifically.


Because instructions are not very well written. I trully appreciate the tool. I mean saves me a whole bunch of trouble. I can't find anything mentioning how to exactly put the save.das and the das.x together back into the save for the thing to work. I had to do it myself until I got it working on my own.

#149
Mark B

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Mark B wrote...

I've been using firstblight for ages, with no problems and I thought I'd give GFF a try.
It took me a while to work out all the steps but I got there in the end - I changed an item model to make sure and it all went well.

My issue is whenever I add a talent my save comes up as corrupted on my xbox.
I've tried adding two-handed to my mage - he's already using a sword now and again, so I thought I may as well get some skills for it.

I followed the directions in the OP, C&P to add lines then editting those to be the skills I want. I've tried adding just 102000 & 102001 (the base of the tree), the whole tree and 100000 (warrior) plus the whole tree and all fail to load once they're back on the xbox.

Do I just have too many talents? is there something else I should be doing? Any heelp would be much appreciated.


I have the all of the available skill trees - 6 plus all 3 specialisations plus "bonus powers" (mabari, etc.) for a total of 10.  The maximum of 12 is detailed on the console page, but I'm below this so it should not be that causing the issue.

Modifié par Mark B, 11 avril 2011 - 07:27 .


#150
Mark B

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Finally got it to work(ish).
I added just the bases (102000 & 102001) in order (i.e. before my mage skills 300000+).
When I loaded my staff had disappeared from my back but re-equipping goy it back.
I'll just use Firstblight to give myself some extra talent points and will come back to let you know how it works.

EDIT: NO - turns out my staff of Parthalan is now invisible!
Will try again without a weapon equipped.

Modifié par Mark B, 11 avril 2011 - 12:50 .