That did not work...hmmHave you tried progressing until Main Quests have been updated?
That did not work...hmmHave you tried progressing until Main Quests have been updated?
Do you have their ID names by chance? And 50 bytes long eh. Not so much a problem then.Custom abilities start at 0x23e14. Each ability entry is 0x50 bytes with a max of 0x12c entries. First 4 bytes is the ID.
I do, but I haven't updated my tool to put a name to an ID. The file attached contains the ID and the name ID (used to find the name). An entry is 0x58 bytes long.Do you have their ID names by chance? And 50 bytes long eh. Not so much a problem then.
Thanks! Is this the list of mutations or jist the skills? Do you mind sending me a private message on how you extract data, like this table, to make a compilation. Your other compilation helped a lot btw.I do, but I haven't updated my tool to put a name to an ID. The file attached contains the ID and the name ID (used to find the name). An entry is 0x58 bytes long.
Entry:
0x00000000, 4 bytes = ID
0x00000004, 4 bytes = index
0x00000008, 4 bytes = index
0x0000000c, 4 bytes = Name ID
It's just the abilities, but I've attached the mutation table.Thanks! Is this the list of mutations or jist the skills? Do you mind sending me a private message on how you extract data, like this table, to make a compilation. Your other compilation helped a lot btw.
In order to do it, you will need the accessory ID, and trait ID(s). Once you have that, you can give the trait a value if it allows it.can we edit stats of accesory ?
You make my life easier. Thank you.It's just the abilities, but I've attached the mutation table.
The way I've been getting them is just looking at a memory dump from the game. All you do is search for any related information and piece the information together.
Entry = 0x6c
0x00000000, 4 bytes = number (this is used in the save file)
0x00000004, 4 bytes = display name id
0x00000008, 4 bytes = name id
In order to do it, you will need the accessory ID, and trait ID(s). Once you have that, you can give the trait a value if it allows it.
I'm having a similar issue. I can extract other save files just fine, so I'm not sure why it isn't working specifically for FFEx. Anyone aware of this or a workaround?Hello! I have a *little* problem: I can't extract the save data files :/ I only got a red bottom screen when I try with SVDT or Save Manager (I'm on n3DS, 10.5.0-30E, Browserhax, Digital copy of the game bought on the eShop, I love the theme :3 )
It's just the abilities, but I've attached the mutation table.
The way I've been getting them is just looking at a memory dump from the game. All you do is search for any related information and piece the information together.
Entry = 0x6c
0x00000000, 4 bytes = number (this is used in the save file)
0x00000004, 4 bytes = display name id
0x00000008, 4 bytes = name id
In order to do it, you will need the accessory ID, and trait ID(s). Once you have that, you can give the trait a value if it allows it.
EDIT2: Nevermind. I went to Datels database and followed the order the mutations listed.
Lol. I used the wrong term. Just the preview they have on their home page.What database exactly? Can you show us the link, please?
I have save data imediatly before and after applying the serials from the CE pack (EU)..I can see the differences in hex but making those changes to my non ce save did not unlock the quests...unless someone else wants to take a look?Has anyone figured out how to add the legendary weapon quests rather than just unlocking the items?
Get the your save data and open it with a hex editor OR buy the real game and powersaves.any simple way to use these for people without gateway?