Larian Studios

Hex editing - gold, experience, stat/skill points

Posted By: Raze

Hex editing - gold, experience, stat/skill points - 17/05/04 11:12 AM

If you do not already have a hex editor, check out the freeware program XVI32 or one of those listed here.


Warning

  • This information is the result of playing, not rigorous and thorough testing. It works in various situations that I have tried (exceptions noted below), though may not with different patch combinations or changes made after the (now current) 1.44 patch.

  • Either make a copy of the saved game folder you are going to edit or backup the file first. Doing both would not be overcautious. An out of range value will probably just be ignored, but editing the wrong spot may cause problems. The saved game format includes redundant information to help prevent bug fixes or game changes making saves unusable, so the chance of serious problems is slightly mitigated.

  • Side effects from using this procedure are similar to placebo, and include boring gameplay, dry mouth, no challenge, headaches, ridicule and exploding computers.



    Gold;

    Not that this is required with the latest patches, but you can give yourself gold by hex editing the inv.b0 file. Search for the hex values below; there will be one instance for each pile of gold in that character's inventory, with the 2 byte amount of gold immediately before this.

    Hero;
    04 00 01 00 00 00 00 00 00 00 00 00 00 00

    Death Knight;
    04 00 01 00 01 00 00 00 00 00 00 00 00 00

    I didn't check the minimum number of zeros you need to make sure you find the right spot, since that might depend on what else you have in your inventory. If you check how much gold you have in the save first and convert it to hex, you can confirm you are at the right spot. Also, if you have one pile of gold (per character) and an abbreviated search term brings up one instance, you have the right spot.

    Each pile in Beyond Divinity is limited to 50,000 (or C3 50 in hex). However you can edit the amount higher than that (FF FF = 65,535). BD will divide the stack up whenever you update the amount of gold that character has (by adding more, etc).

    If you want to do this repeatedly, edit a stack of gold in each character's inventory, load the game, drop 15534 (or so) from both, leaving a pile of 50k and a single gold piece, save the game, repeat.







    Unused Stat Points;

    Hex edit the data.000 file and search for the text string PartyV (there should only be one instance). Assuming your hex editor lists 16 bytes a row, then (in act 1) the hero's unused stat points are 8 rows below the 'a' and the Death Knight's are 8 rows below the 'V'.

    When you convert the decimal value of the points you want to give yourself into hex, the last byte (pair of numbers) gets listed first in the data file, etc. This doesn't matter if you will be using FF (255), FF FF (65535) or FF FF FF (16777215).

    For example, say you wanted 500 stat points, which in hex is 01 F4. In the data file, this would be listed in reverse order as F4 01 00.

    Note: The relative positions for the stats change if you have a summoning doll active. There is likely a more reliable method to determine the proper stat location in this case, but I have not taken the time to figure that out.

    Note 2: Each act the positions of the unused stat points are shifted down 3 rows and to the right 4 bytes.
    Consider the text string PartyV1.0 16-03- as a reference.

    Hero's stats;
    Act 1 - 8 rows down from 'a'
    Act 2 - 11 rows down from 'V'
    Act 3 - 14 rows down from ' ' (space after 1.0)
    Act 4 - 17 rows down from '0' in "03"

    DK's stats;
    Act 1 - 8 rows down from 'V'
    Act 2 - 11 rows down from ' ' (space after 1.0)
    Act 3 - 14 rows down from '0' in "03"
    Act 4 - 18 rows down from 'a'





    Note 3: With games started under version 1.42 (at least, maybe 1.40/1.41 also), there is also a second location where the free stat points have to be changed. In games started in an earlier version and then saved under 1.4x, this may not be necessary.

    Search for the hex string 48 65 72 6F 30 00 05, which looks like 'Hero0' followed by a space and box symbol. There should be a couple instances of this, with one followed by 00 00 00 and another 'Hero' string. Just above the first Hero is the hex constant FF FF FF FF, immediately followed by the hero's unused stat points, which must match what you changed previously.

    Next, search for the hex string 48 65 72 6F 30 00 0D, which as above looks like 'Hero0' followed by a space and box symbol, but the last byte is different. There should only be one instance of this, followed by 00 00 00 and the string 'Death_Knight'. Again, just above 'Hero' is the hex constant FF FF FF FF, immediately followed by the DK's unused stat points.






    Skill and Experience Points

    Hex edit the data.000 file, and search for the hex series;
    44 65 61 74 68 6B 6E 69 67 68 74 00 23

    You can enter most of this in text, then add the 00 23 in hex; the first part is "Deathknight" and the next two symbols look like (but are not) a space and '#' sign, ie
    Deathknight #

    There will be several instances of this. Keep searching until you find the last one (there will be no 'Red' or 'Black' in front of it, and it should have a block of square and other symbols in the 2 rows above it.

    The Death Knight's experience points are listed 6 rows up from the first 'h', and the skill points are 6 rows up from the '#' symbol.


    From here search backwards in the data.000 file for the first instance of the hex series;
    42 61 73 65 00 23

    This looks like Base # (you can also just do a text search for 'Base'). The appropriate spot should only be a couple 'pages' above the Death Knight's values (though it will be more if there is a summoning doll active).

    The hero's experience points are listed 6 rows above the 00 (between the 'e' and '#' symbol), and the stat points are 5 rows above the 'B' and 4 bytes to the left.


    In both cases, there are 4 bytes for experience, then a constant 00 00 00 00 then 3 bytes for skill points. As with stat points, the hex pairs are listed in reverse order.


    You can use FF FF FF for skill points, but even though experience has 4 bytes, you can not use FF FF FF FF (the game listed a 0 value when I tried). You can get to at least level 163 (chosen randomly to check), which is 1443528000 experience points, 560A7D40 in hex, or 40 7D 0A 56 in the data file.





    Gold, stat points and skill points show up immediately. Edited experience points are displayed, but you must kill something or solve a quest to gain experience before the game will update your level.
  • Posted By: ariakas

    Re: Hex editing - gold, experience, stat/skill points - 17/05/04 03:38 PM

    Thank you for clearing this up, the gold was always reverting back to the previous amount when changing just one address.

    Ariakas
    Posted By: wordsmyth

    Re: Hex editing - gold, experience, stat/skill points - 18/05/04 01:07 PM

    Nice one
    Posted By: lego

    Re: Hex editing - gold, experience, stat/skill points - 19/05/04 12:28 AM

    awesome job raze! that is some serious work.....
    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill points - 19/05/04 09:06 PM

    I found a working link to the previous version of Hackman (7.02), which I used for the screenshots above. On this web page, click on the 'hack702.zip' link, then the 'basic ftp' link. The freeware version of the Hackman 8.0 release has a low file size restriction (around 200KB) so can not be used to edit the data.000 file.

    direct download (3MB)

    The web page and direct link may eventually become invalid, as links to previous versions of software have a tendency to do.
    Posted By: sigh

    Re: Hex editing - gold, experience, stat/skill points - 20/05/04 11:28 PM

    Nice going! No issues on this :aparty:

    I googled for another [url=http://f2.org/download/hackman-702.zip]Hackman v7.02[/url] location.

    Posted By: Gelu

    Re: Hex editing - gold, experience, stat/skill points - 21/05/04 11:28 PM

    Umm how do you figure out which one of the values is your characters gold?
    Posted By: LewsTherinKinslayer13

    Re: Hex editing - gold, experience, stat/skill points - 21/05/04 11:31 PM

    you guess?
    Posted By: Gelu

    Re: Hex editing - gold, experience, stat/skill points - 21/05/04 11:48 PM

    Well my char has 25149 gold in 1 stack. This is the one I think it is

    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill points - 22/05/04 01:47 AM

    Search for the hex strings above. 25149 decimal = 62 3D hex
    Depending on who has the gold, you will find one of the series below;

    Hero;
    62 3D 04 00 01 00 00 00 00 00 00 00 00 00 00 00

    Death Knight;
    62 3D 04 00 01 00 01 00 00 00 00 00 00 00 00 00
    Posted By: Gelu

    Re: Hex editing - gold, experience, stat/skill points - 22/05/04 02:21 AM

    And um no matter what i do i can't get any more skill poimts =(
    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill points - 22/05/04 03:25 AM

    Did you find the last 'Deathknight #' instance? AFAIK there are no differences between the patches for skill points.
    Posted By: Gelu

    Re: Hex editing - gold, experience, stat/skill points - 22/05/04 04:07 AM

    Umm so which is your player's one? Base thingy?
    Posted By: Gelu

    Re: Hex editing - gold, experience, stat/skill points - 22/05/04 04:16 AM

    And will the 200 skill points even work??
    Posted By: Gelu

    Re: Hex editing - gold, experience, stat/skill points - 22/05/04 04:28 AM

    Ok I got 50 points on my guy. Now Deathknight's thing has the the very right thing and goes down to the 2 left boxes undernear is it possible for that even to work?
    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill points - 22/05/04 05:05 AM

    The hero's skills are by 'base #'. Anything up to FF FF FF = 16,777,215 will work for skill points. I'm not sure which thing you mean.
    Posted By: Gelu

    Re: Hex editing - gold, experience, stat/skill points - 22/05/04 05:08 AM

    On Deathnight's one the # is on the very right. Does that make a difference because then the number is like
    Number
    Number Number

    Instead of

    Number Number Number

    Understand now?
    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill points - 22/05/04 06:02 AM

    Ah, now I know what you mean. No, that doesn't matter, just the relative position. This is similar to word wrap in a text editor or email program; changing the size of the program window can rearrange how the text is displayed, but the message/file itself is unchanged. Hex editors are pretty much standardized to display 16 bytes per line, but the game does not read data that way (whether the next byte is on the same line or one below is irrelevant).
    Posted By: Gelu

    Re: Hex editing - gold, experience, stat/skill points - 22/05/04 01:12 PM

    Well it still doesn't work =/
    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill points - 22/05/04 01:38 PM

    After finding the last 'Deathknight #', try just changing a single byte, the one 6 rows up from the '#' symbol (up to FF = 255), leaving the next 2 bytes as '00 00'.
    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill points - 22/05/04 09:46 PM

    Quote:

    In both cases, there are 4 bytes for experience, then a constant 00 00 00 00 then 3 bytes for skill points.



    Apparently the 'constant' 00 00 00 00 is not as constant as I thought, but there will be 4 bytes separating the two values. This section was the same in all my games, but another data.000 file I checked had non-zero values for the first 3 bytes.
    Posted By: Gelu

    Re: Hex editing - gold, experience, stat/skill points - 22/05/04 11:20 PM

    Well I got him 50 points and my other guy like 1200 and do you only have like 16 sklill slots?
    Posted By: LewsTherinKinslayer13

    Re: Hex editing - gold, experience, stat/skill points - 22/05/04 11:21 PM

    id todnes'matter because many skills are comgined. not just single ones but yes, you do only have 16. but it doesn't matter, at least to me....
    Posted By: Gelu

    Re: Hex editing - gold, experience, stat/skill points - 23/05/04 04:26 PM

    Well I'll just buy/sell skills when I need to hehe
    Posted By: Star_Ranger

    Re: Hex editing - gold, experience, stat/skill points - 30/05/04 05:10 PM

    Anyone have a hex editing 101 - I'm reading the above post and while I'd like to experiment - its still not clear where I need to edit and what to type.

    Posted By: BarrenSoul

    Re: Hex editing - gold, experience, stat/skill poi - 30/05/04 06:51 PM

    If I can get my self to do it today I'll try and explain it to you but I'm rahter tired at the moment
    Posted By: Darth_Iceman

    Re: Hex editing - gold, experience, stat/skill points - 07/07/04 11:59 PM

    Thanks for the info Raze, nice work..
    Found a quicker way to finding those experience/skill locations..
    Simply make a note of your current experience points, save the game, load up ya hex editor, and search for your remembered value! (in reverse hex).

    I like to give me and my sarcastic knight a 5 skill bonus now and then!



    ....Hmmm.... Im sure there is someone out there who can make a nifty proggie that does the searching and modding..cant be *that* hard to make...well, before u ask, no i cant!

    Posted By: Adini

    Re: Hex editing - gold, experience, stat/skill points - 15/07/04 06:16 PM

    Ok, i tried to edit my skillpoints, to no avail. I am pretty sure i'm in the right spot, but the numbers keep reverting to 0 after i run the game. I've beaten the game with no help whatsoever, and i don't want to start over. I wasn't trying to make an "uber" character, just give myself some skill points to try out some things i've been wanting to try (without having to start over). The buyback system is just too much for me, as the amount of gold it would take to revert all my skills to zero is just insane. I am using patch 1.45, if that helps any. Was something changed in this patch? I noticed the first post here talks about an earlier patch, so if you know, please help!

    Thanks!


    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill points - 15/07/04 10:46 PM

    Check the experience points for your characters, and see if the location you are at has that value (in hex) in the expected place. Alternately, use your experience to search for the correct spot (search again to find all instances, since there is a very low chance of that series of values being somewhere else in the data file by coincidence).

    The details for stat points were changed in the patch, but not skill points.
    Posted By: Beelzebubba

    Re: Hex editing - gold, experience, stat/skill points - 15/09/04 01:14 PM

    I think this one should be stickied as well. Both of these hex editing posts are very useful information.

    Posted By: Gaz

    Re: Hex editing - gold, experience, stat/skill poi - 27/11/04 11:48 AM

    Gosh this is too hard i can't get it to work
    any soul there could make a save editor??
    ://

    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill poi - 27/11/04 12:55 PM

    There are other, less technical methods to cheat;

    Actiontrip.com's Beyond Divinity Cheats - starting a new game with stronger characters

    For you cheaters out there (The Duplication Trick)

    armory trick in act 1

    With Pickpocket at level 1, you can steal an 'unlimited' number of stackable items by holding the control key down when clicking on the stack, and taking all but one of the items. If you do not take the entire stack, it is not counted as a steal.


    Welcome to the forum.
    Posted By: Gaz

    Re: Hex editing - gold, experience, stat/skill poi - 11/12/04 07:07 AM

    Quote:

    There are other, less technical methods to cheat;

    Actiontrip.com's Beyond Divinity Cheats - starting a new game with stronger characters

    For you cheaters out there (The Duplication Trick)

    armory trick in act 1

    With Pickpocket at level 1, you can steal an 'unlimited' number of stackable items by holding the control key down when clicking on the stack, and taking all but one of the items. If you do not take the entire stack, it is not counted as a steal.


    Welcome to the forum.




    Thanks for the help and the welcome :P
    but i really wanted a editor i think i will start again just to have a super char, because i'm not having fun anymore and it's getting too diablo for me :/
    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill poi - 11/12/04 07:22 AM

    The game becomes less hack and slash towards the end of act 1, and a lot less linear in the later acts.
    Posted By: little_t

    Re: Hex editing - gold, experience, stat/skill poi - 14/12/04 05:14 PM

    Ummm there is a way to make your guy start with stats at around 1'000'000 if you wanted in everything!!!

    Spoiler : all you have to do is go to computer, program files, larian studios, beyond divinity and then at the bottem it is called stats or something you should find it at he bottem or in the other files in the but nt in savegames and my guy is at such a high stat it is amazing to change the program open it as microsoft word or something of that sort and at the bottem it says custom and just change the strength and stamina or wat ever you like have fun

    you should only do this if you have already beat the game or it will not be that fun ok

    Posted By: maddmannmatt

    Re: Hex editing - gold, experience, stat/skill poi - 18/12/04 09:08 PM

    ok, heres my problem. i have found where im supposed to edit my deathknights skill points but can only get them up to 255 no matter how many ff's i put. but when i scroll up to the first 'base.#' i see(is that the right one?)and try to edit skills/stats it wont work any suggestions? i think i may have the wrong 'Base.#'

    p.s. anyone know how to get my deathknight's skill points up higher?
    Posted By: maddmannmatt

    Re: Hex editing - gold, experience, stat/skill poi - 18/12/04 09:12 PM

    if you were to start at the top of the page then search for all the 'Base.#' what one would i edit?
    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill poi - 18/12/04 10:41 PM

    For the DK's skill points, when you count up 6 rows above the # in 'Deathknight #', are you entering the FF's there and to the right (ie 'FF 00 00', 'FF FF 00' or 'FF FF FF')?

    For the hero's skill points, try searching backwards for the first 'Base #', rather than scrolling.

    Check the screenshot in the original post to make sure you are counting the rows/columns the same way I am.
    Posted By: maddmannmatt

    Re: Hex editing - gold, experience, stat/skill poi - 19/12/04 01:07 AM

    OH HELL YEH!!! THX RAZE!!

    my guys are now instagib owning machines.
    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill points - 12/05/05 08:58 PM


    Summoning Doll Unused Levels and Skill Points;

    Hex edit the data.000 file and search for the text string SkillsV (there should only be one instance, not too far below the PartyV term used in editing the main character stat points).
    This will locate the term SkillsV1.0 16-03-2004; from the 6, the summoning dolls' unused skill points are 3 rows up, while the levels are 5 rows up. The level value follows a constant term FF FF FF FF. There may be additional instances of the 'FF' constant above the first one, depending on how many summoning dolls are active in the save that is being edited.

    As described for the main character edits, when you convert the decimal value of the level or points you want to give yourself into hex, the last byte (pair of numbers) gets listed first in the data file, etc.



    Posted By: The_Huntsman

    Re: Hex editing - gold, experience, stat/skill poi - 13/04/06 10:38 PM

    I sincerely apologize though I implore your assistance, should such be feasible at the moment. You see, Iím playing the game with patch 1.47, though your guide seems to have been made with an earlier version; I wanted to know if your guide would still permit me to follow your instructions without complications. I wish to know this because Iím having trouble; I wished to edit my character at the very beginning of the game, though when I try to make the changes you recommend, I get absolutely no results and I canít understand why.

    I hope that youíll be able to provide some help, as my predicament is causing me quite a lot of confusion.
    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill poi - 14/04/06 12:37 AM

    Are you having a problem making the edits, or can you edit and save the file(s) fine, but after reloading the save, the changes do not show up? What exactly are you trying to edit?

    These instructions still work fine with the 1.47 patch. In a game started under v1.47, you only need to make the first edit for unused stat points (with v1.42 there was a second place that needed to be changed). I just double-checked in a save near the start of the game (in the main game, without a summoning doll active) and everything worked fine.

    Someone else had a problem using the file swap procedure (see here) in the battlefields, so that may be an issue with hex editing, as well. If you are in the BF, try a save in the main game.


    What hex editor are you using?
    The default column width in XVI32 is 17 (for some strange reason), so if you don't change that to 16 in the options, it will throw off any directions that count up or down a certain number of rows.
    The freeware version of Hackman 8 has a low file size restriction, so you would not even be able to find the right places to edit (there are working links to v7 earlier in this topic).


    A possible alternative to hex editing;
    Actiontrip.com's Beyond Divinity Cheats - starting a new game with stronger characters



    Welcome to the forum.
    Posted By: The_Huntsman

    Re: Hex editing - gold, experience, stat/skill poi - 14/04/06 01:07 AM

    Quote:

    The default column width in XVI32 is 17 (for some strange reason), so if you don't change that to 16 in the options, it will throw off any directions that count up or down a certain number of rows



    That very well might be the problem. I'll change the options and I'll see if I can manage to get it to work.

    You have my sincere thanks for your quick reply; I really do appreciate it.
    Posted By: Piscean

    Re: Hex editing - gold, experience, stat/skill poi - 12/06/06 11:40 PM

    Well this is a right good find. Everyone I asked about getting a few extra skill points to explore all the skills I wasn't getting to see pointed me to the thing that showed you how to edit the stats (but not the skill points) at character selection. Unfortunately I know nothing about Hex editing.

    -

    I'm using Hackman to edit and I can't seem to understand what all of that information means. Hereís what I do understand:

    For example looking at what you wrote about Gold Ė Iím searching for a line that looks like this, ď04 00 01 00 00 00 00 00 00 00 00 00 00 00Ē out of countless lines that all run into one another. o.O; Is there a more efficient way to search this than clicking the down arrow repeatedly until I find the right one (And my eyes bleed)?

    Once I find that line though . . . Iím lost again. What do I do with this line? I donít understand what these numbers and letters mean or how they convert to in game numbers. Your guide looks very impressive, and it is, but itís not user friendly Ė at least not for me. :\ It says tons, but none of it makes sense. Itís like watching the last two Episodes of Evangelion neon Genesis if youíve never taken a Psych course and donít understand a lick of the psycho-babble terminology. O.o

    -

    What I really want to get is how to edit my skill points, and I get that I have to edit the data.000 file and look for a line like this: ď44 65 61 74 68 6B 6E 69 67 68 74 00 23Ē and somehow that leads to the Death Knightís information (according to the guide Iím looking for not the first but the last instance of this that doesnít have red or black next to it? Then 6 rows up from the #-like symbol to view the skill points), which I do something with. Once again Iím lost on how to change them even if I find them. After that Iím still left to find the Heroeís skill points which are somehow backwards (scroll up?) from where I found the Death Knightís information ď42 61 73 65 00 23Ē . . . and yeah I completely donít get any of this.

    -

    Please tell me thereís a simpler way? Thereís a reason I fail math and ace English . . . random numbers make my brain do this weird purple thing . . . Donít ask. O.o I'm assuming that this "is" the simplest it's going to get. -_- Where's the section for illiterates with the attention span of three year olds? o.O That's my section. :P

    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill poi - 13/06/06 07:17 AM

    Is there a more efficient way to search this than clicking the down arrow repeatedly

    Hit Ctrl-F or click on the Find toolbar icon (third from right end, binoculars symbol) to bring up the Find dialog. From there you can search for text (ASCII) or hex strings (I used spaces in hex strings for clarity in the text description, but they should be omitted in the find dialog).


    What do I do with this line?

    That hex string indicates the location of a pile of gold in the inventory. The numbers immediately preceding that string give the number of gold in the pile, which is what you need to edit to give yourself gold. An easier way for gold might be the file swap procedure;

    For you cheaters out there (The Duplication Trick) / Inventory files


    I donít understand what these numbers and letters mean or how they convert to in game numbers.

    You can use the Windows Calculator program (in advanced mode) to convert between standard decimal numbers and hex values. The hex number system is base 16, rather than base 10, and uses the numbers 0-9 and letters A-F. In hex, 9 + 1 = A, A + 1 = B, and F + 1 = 10.
    A basic understanding of hex would be useful, but you can also enter a hex value into Windows Calculator in hex mode, switch to decimal, add however many extra points you want, and then switch back to hex. Of course if you are starting off with 9 or less free stat/skill points, then conversion between hex and decimal is trivial (they are the same).


    but itís not user friendly Ė at least not for me.

    Even if you are familiar with hex editing, it still takes going through the procedure a few times to start to get the hang of it.


    Itís like watching the last two Episodes of Evangelion neon Genesis if youíve never taken a Psych course and donít understand a lick of the psycho-babble terminology.

    I bought the last 2 DVDs as a set on sale. I probably missed a lot not having seen the series, but I never saw it cheap enough to gamble on.


    What I really want to get is how to edit my skill points, and I get that I have to edit the data.000 file and look for a line like this: ď44 65 61 74 68 6B 6E 69 67 68 74 00 23Ē and somehow that leads to the Death Knightís information

    In Hackman you can hit Ctrl-F, in ASCII mode type in 'Deathknight' then switch to hex mode and add '0023' to the end of the string.


    Iím looking for not the first but the last instance of this that doesnít have red or black next to it?

    Hopefully that will become clearer once you actually start searching through the data.000 file (hit the F3 button to find the next instance of the search term, or hit it repeatedly to get to the last instance).


    Then 6 rows up from the #-like symbol to view the skill points), which I do something with.

    If you click on the appropriate spot in the left pane in Hackman, so the skill point position is highlighted, you simply type in the value you want to use to give yourself more points (ie overwrite the current value with FF to give your DK 255 skill points.


    After that Iím still left to find the Heroeís skill points which are somehow backwards (scroll up?)

    You can either hit the Page Up button a few times or search backwards for the first instance of 'Base'. The search dialog lets you search forwards or backwards from the current location.


    Please tell me thereís a simpler way?

    Actually, it sounds like you almost have the basics, and if you try going through it the 'random numbers' should start to make a little more sense.



    Check your PM (click 'My Home' in the top menu bar, then 'Received Private Messages').
    Posted By: Piscean

    Re: Hex editing - gold, experience, stat/skill poi - 13/06/06 06:17 PM

    Got it and done. Thank you very much. ^_^
    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill points - 21/07/06 09:53 AM

    Learning skills, or increasing the level cap of skills you already know

    I tried this with several skills, and checked that one could be upgraded by a teacher after hex learning, but did not play a great deal afterwards or do extensive testing.


  • As always, start by backing up the data.000 file (and/or the full save folder) for the save you wish to edit.

  • Open the data.000 file in a hex editor, and search for the string SkillsV.

    At this point you may be able to just search for a skill to increase the maximum level, but there are possible prerequisites if you wish to learn a new one. Basically, you need to enable any skill categories for the skill in question that are not already open. For example, take the spell 'Wizard, Ethereal Magic, Elder Fire'. If you start a new game and choose either warrior or survivor skills for both characters, then the Wizard category will not be available (until you learn your first mage skill). Similarly, the Ethereal Magic sub category will not be available until you learn the first such spell.

    In the BD skill window, when you select any category a description will be displayed in the text box (there is a button in the bottom left to toggle between showing all skills or just available ones). If you find this description in the data.000 file you will be able to enable the corresponding category. Select the last character of the description on the text side of the hex editor, then switch your focus to the hex side. Two bytes to the right and one row down is the byte that will activate that category. Any reasonable non-zero value will work (ie just plug in whatever value you were going to use for the maximum level of the skill you wanted to learn). In practice, I think from looking at a couple skills (which may or may not be representative of all skills) that the game stores the maximum level of all the skills in the category, but it doesn't seem to mind arbitrary values (I didn't try anything larger than the highest expected skill level).

    To find the warrior or survivor path, if you are at the SkillsV term you can just search for the next instance of warrior or survival, respectively. From the start of the file you can search for more unique terms in the descriptions, such as 'path of me' (ie melee) for warrior and 'path of t' (ie thievery) for the survivor skills. However, this example doesn't require much searching at this step, since the mage path starts just below the SkillsV term.

  • In the description "Wizard is the path of magical power", highlight the r in 'power', then focus on the hex side of the editor. Two bytes to the right and one row down, change the "00" to whatever maximum skill level you were going to give yourself for the skill you want (Elder Fire in this example). If it already has a non-zero value, you can just leave it as is.

    Note: I used "01" in the screenshot below, but it would probably be better to use the desired maximum skill level; I was checking to see if the value used had any effect (at least short term it did not appear to).






  • Next, if the skill you want is in a sub category where you have not learned any skills, you need to enable it. In this example, you can search for 'ethereal magic' to get to the start of that section, which will have a description at the beginning.

    If you find an instance of your search term that does not have a category description, then you may need to keep searching to find the correct instance, or search for something more unique (ie part of the description). As long as you search for SkillsV first, though, you should skip past most references to spell or category names that are not the ones you need.

  • At the end of the ethereal magic description, click on the c in 'magic', and on the hex side move 2 bytes right and one row down, then edit as before.

    If the category only has a few skills, you can simply scroll down to find the one you want, otherwise you can search for it. A simple skill has the skill name in plain text, then a couple rows of data and then the name again in the form CNSkill_<class>_<category>_<skillname>. The maximum level for the skill is the byte just above the i in CNSkill.





    If the characters have already learned any skills in the target category (ethereal magic in this example), then this procedure is simpler. You would just have to search for SkillsV (to jump past other references to skill names not relevant to this), then search for the correct skill name and change the maximum level.


    For skills that have multiple components, such as weapon expertise, each component of the skill needs to be enabled, as well. These skills follow the same convention of listing the skill name, then a couple lines of data and then CNSkill_<class>_<category>_<skillname>, but following that are data sections for each component of the skill.

    As an example, I will use Whirlwind. This upgrade skill for the swirl attack only becomes available late in the game (so after it would be most useful).
    Search the data.000 file for SkillsV, then whirlwind (enable the warrior path first, if required). After editing the maximum skill level above the i in CNSkill, look for the skill components listed following that. After selecting the last letter of each component name, turn your attention to the hex side of the editor. Look for the second non-zero byte after that; the byte just below it needs to be edited to change the maximum level for that part of the skill. If your hex editor displays zero bytes (ie '00') as blanks, the second non-zero byte should be quit easy to spot on the text side of the editor.

    Below for Whirlwind, the main skill level and that for each of the 3 components has been changed to '0A' (ie level 10). Component names are in blue, while the next two non-zero bytes for each are in red.



  • Posted By: Proust

    Re: Hex editing - gold, experience, stat/skill points - 29/10/07 08:03 PM

    Awesome info Raze!

    It took me a few tries but I was able to succesfully edit the unused stats on my DK with the help of your guide. Thank you for doing the research!

    I was wondering - is it possible to modify or create new items for your characters? That or is it viable to edit derived stats (such as Initiativ, Accuracy, etc)?

    Personally I would love to load both my DK and Hero with 99 Luck each to make monster drops a bit more... exciting!
    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill points - 29/10/07 11:16 PM

    AFAIK, nobody has figured out the structure of the inventory files enough in BD to allow the addition or modification of items. I have not tried, since the main need for adding items is lost quest items, which can more easily be replaced by file swapping.

    I never thought to try to change secondary stats directly. There is a mushroom that can give your characters a luck bonus, so there must be a base value of that stat, at least. It should be possible to edit Luck (if I have time in the next few days, I'll take a look at it). Initiative and accuracy, etc may have a base value somewhere, or could be calculated just from stats, skills and equipment (and be updated whenever any of these are changed).
    Posted By: Elerrea

    Re: Hex editing - gold, experience, stat/skill poi - 10/11/07 09:47 AM

    Does that works for divine divinity too?
    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill poi - 10/11/07 10:11 AM

    In DD, the general procedures are similar, but iZakaroN created an editor (or from Kiya's site, with description) to make changing stats, skills or experience points much easier. I never bothered trying to hex edit gold in DD, since there is an exploit (fixed in BD) that can give you unlimited amounts of any stackable item (gold, potions, etc); see your other topic about that.

    After the editor was done, Destruct figured out a few more things (Some more hex offsets...), which would have to be edited manually.
    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill points - 27/11/07 10:50 PM

    Skill and Experience Points section - other stuff

    Once you find the right place to edit your experience and skill points, there is more stuff you can change. I have not done a screenshot for this, but you can see some of these values for the hero in the screenshot in the original post (though not highlighted / noted, and some covered by text).


    Hex edit the data.000 file, and search for the hex series;
    44 65 61 74 68 6B 6E 69 67 68 74 00 23

    You can enter most of this in text, then add the 00 23 in hex; the first part is "Deathknight" and the next two symbols look like (but are not) a space and '#' sign, ie
    Deathknight #

    There will be several instances of this. Keep searching until you find the last one (there will be no 'Red' or 'Black' in front of it, and it should have a block of square and other symbols in the 2 rows above it.


    Starting 11 rows below the 'D' in 'Deathknight' there is a series of data values for primary stats, some secondary stats and resistances. Each value is 3 bytes, and is separated from the next value by a single '00' byte. As with skill and experience points, the hex number pairs are listed in reverse order; most or all of these values will be low enough to only use a single byte (ie 255 or less).

    The values for the primary and secondary stats represent the base values, so depending on your equipment or skill bonuses, will probably be a little less than what is shown in the characters' stat lists. Resistance levels are capped, so entering a value higher than the cap is not going to help.

    In order, the values correspond to the following;
    Strength, Agility, Intelligence, Speed, Survival, Constitution, Luck, Regeneration, Fire Resistance, Earth Resistance, Water Resistance, Air Resistance, Poison Resistance, Spiritual Resistance, Ethereal Resistance, Armour vs Piercing, Armour vs Crushing, Armour vs Slashing, Bone Resistance, Shadow Resistance.



    From here search backwards in the data.000 file for the first instance of the hex series;
    42 61 73 65 00 23

    This looks like Base # (you can also just do a text search for 'Base'). The appropriate spot should only be a couple 'pages' above the Death Knight's values (though it will be more if there is a summoning doll active).

    The data series for the hero starts 11 rows down from the 'B' in 'Base', and 7 bytes to the left.


    Specifically for Luck, the Deathknight's value is listed 12 rows below the 'g' in 'Deathknight' while the hero's value is 12 rows below the 'a' in 'Base'.


    I tried changing some of the data values before and after this section, but did not find any other changes in the stats window. There may be base values stored somewhere for the other secondary stats, but I didn't make any further attempts to find them.
    Posted By: Reno

    Re: Hex editing - gold, experience, stat/skill points - 16/03/08 03:25 AM

    this post is the best ever xD! ^^
    Posted By: Slayte

    Re: Hex editing - gold, experience, stat/skill points - 15/12/09 02:06 AM

    Good Evening All,

    Is it still possible to Hex edit the Data.000 files? Bought this game via GOG, it has good points and bad points. Trying to test out various skills and raising levels takes forever.

    Main issue I seem to be having is an invalid agent after attempting to edit skills.

    Thanks for any replies on this. Btw tried XVI32 and Hex Workshop 6, very likely an operator error but
    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill points - 15/12/09 03:57 AM


    There were no changes made specifically for the digital download version (it is the same as the patched CD/DVD version, v1.49), so the hex editing procedure should still work fine.

    What do you mean by 'invalid agent', a crash trying to load the edited save?

    What skill were you trying to edit? Are you adding a skill that you do not know yet, or increasing the level cap for one you do?


    XVI32 defaults to a display 17 columns wide, rather than the standard 16 (which is what I assumed in any instructions that give relative position as being a number of rows above or below a certain point). You can change the number of columns in the options.


    Check your messages (click 'My Stuff' in the top menu bar, then 'My Messages').


    Welcome to the forum.
    Posted By: Slayte

    Re: Hex editing - gold, experience, stat/skill points - 16/12/09 12:12 AM

    Thanks for the heads up.

    Error Windowas follows: Bad Version : instead of AgentClassesV1.0 16-03-2004, the game progress bar for the game save loads about 1/4 of the scrollwork then freezes.
    Posted By: Raze

    Re: Hex editing - gold, experience, stat/skill points - 16/12/09 04:07 AM


    That is strange; the AgentClassesV section is before the SkillsV section of the data.000 file, so I wouldn't have thought a problem editing skills would cause an error there...

    Can you restore the original, unedited data.000 file and load the save properly?
    If so, then try the hex edit procedure again, being more careful. If not, then the problem happened before the editing started, so you should check your next most recent save, to see if it loads ok.
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