Dragon Quest XI: Echoes of an Elusive Age

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Swk171
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Re: Dragon Quest XI: Echoes of an Elusive Age

Post by Swk171 » Sat Sep 29, 2018 9:46 pm

I just want thanks to everyone helping on this topic

Base on VyseHarlock explanation I managed to succeed in a few codes, I've tried the MIN ones

but for example, the silver ore doesn't work and I already had it in my inventory. I just want to make it 999 each, my question is... I am getting an error because I'm applying too many codes at the same time on SW or because I have too many inventory slots in my save? @_@ I have like 10 slots in my item bag.

999 Silver Ore
80010009 495F4D49
4E5F3030 34000001
00000063 00000000
4900000A 000003E7
40010000 00000000
VyseHarlock
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Re: Dragon Quest XI: Echoes of an Elusive Age

Post by VyseHarlock » Sat Sep 29, 2018 11:42 pm

80010009 495F4D49
4E5F3030 34000001
00000063 00000000
4900000A 000003E7
40010000 00000000

That 4 should be a 3 for silver.
I_MIN_003 = silver ore
I_MIN_004 = gold ore

What kind of error are you getting? Save not loading?
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Swk171
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Re: Dragon Quest XI: Echoes of an Elusive Age

Post by Swk171 » Sun Sep 30, 2018 12:58 am

I'm sorry I was so retarded >_>""

Finally managed to do this by replacing for one item to another and them making 999
Rebel521
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Re: Dragon Quest XI: Echoes of an Elusive Age

Post by Rebel521 » Sat Oct 06, 2018 1:46 am

If anyone is interested, I found the ID for the Magic & Ultimate Key.

The only thing is because there are less digits in the ID than in normal items, in order to keep from corrupting the save you have to replace a key item with the magic & U.K. ID.

Obviously, you need to replace a key item you don't need anymore. I replaced the MMA draw item from the tournament in Octavia after the events were all concluded. You can also use the Keystone after you use the Door of departure and Grampa Chalky's letter you find in the box by the triangular rock.

Side note: unlike other games where the ultimate type key opens all locks, in this game the Magic Key opens only red doors and the Ultimate key opens only the silver doors.


replace 2 these items with ID for the keys
I_S_027 = Chalky's Letter
I_S_002 = Keystone
I_S_015 = MMA draw #

I_S_008 = Magic Key
I_S_009 = Ultimate Key

Now you can open all locked doors from early in the game.
Last edited by Rebel521 on Sun Oct 14, 2018 7:26 pm, edited 3 times in total.
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Swk171
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Re: Dragon Quest XI: Echoes of an Elusive Age

Post by Swk171 » Sat Oct 06, 2018 11:01 pm

Rebel521 wrote:If anyone is interested, I found the ID for the Ultimate Key.

The only thing is because there are less digits in the ID than in normal items, in order to keep from corrupting the save you have to replace a key item with the U.K. ID.

Obviously, you need to replace a key item you don't need anymore. I replaced the MMA draw item from the tournament in Octavia after the events were all concluded.


I_S_015 = MMA draw -->replace this item with:
I_S_009 = Ultimate Key

Now you can open all locked doors from early in the game.

Nice !!!!!
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Darth Revenger
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Re: Dragon Quest XI: Echoes of an Elusive Age

Post by Darth Revenger » Sun Oct 07, 2018 5:17 pm

BloodSyn wrote:
BloodSyn wrote:
pj1980 wrote:I think the only way max items would work is if you removed all items from each characters personal inventory as items in their personal inventory counts as individual items where as in item bag they are group together eg 4 medicinal herbs take up 4 slots in hero's inventory but moved to item bag it 1 slot as it shows as medicinal herbs x4. The offset between items and materials is 17 where as it's 18 for weapons and armour. I noticed that items and materials are group together and weapon armour are group together. The last line of the example of the quick codes I made the 14 is write 20 times and the 17 is offset each write by 23 bytes where as 18 it writes every 24 bytes. There explaination of quick code formats on nextgenupdate http://www.nextgenupdate.com/forums/ps4 ... rmats.html

Code: Select all

max first 20 items or materials in inventory 
80010003 00495F00
00000000 00000001
00000063 00000000
4900000A 000003E7
40140017 00000000
 
first 20 armor or weapons max
80010003 00575F00
00000000 00000001
00000063 00000000
4900000B 000003E7
40140018 00000000


Second code should be fore Weapons only due to "57"5F

For armor following code flow above...
80010003 00455F00
00000000 00000001
00000063 00000000
4900000C 000003E7
40140019 00000000

For Accessories
80010003 00415F00
00000000 00000001
00000063 00000000
4900000D 000003E7
4014001A 00000000 (maybe?.. not sure if hex roll or standard for 20 vs 1A, about to test based on custom qty though so will follow up after testing

I'm not sure if this is another case were 2nd and/or 3rd lines in each code set can be cut to shorten them, but if so please feel free to revise and repost all if needed.

EDIT DO NOT USE YET... I screwed something up and not aligned properly.
NEW WORKING CODES (provided you have 20 different pieces of each in inventory first, if not find out how much you have and replace "14" at bottom of each code set to match what you have

First 20 items/Materials max 99
80010003 00495F00
00000000 00000001
00000063 00000000
4900000A 00006300
40140017 00000000

first 20 weapons max 99
80010003 00575F00
00000000 00000001
00000063 00000000
4900000B 00006300
40140018 00000000

First 20 Armor max 99
80010003 00455F00
00000000 00000001
00000063 00000000
4900000B 00006300
40140018 00000000

first 20 Accessories max 99
80010003 00415F00
00000000 00000001
00000063 00000000
4900000B 00006300
40140018 00000000


Ran multiple test and while qtys above 99 may work, the game reads as "E1" on anything above that as you can only buy and carry 99 of anything naturally.
03E7 was only giving me 03 pieces and when I tried using 09 or 69 in weapons armor or so on they did northing, by replacing placement they work correctly.\
DO NOT change "B" line 4 of code to C or D (not sure which), it will over write your existing key items with weapons or armor if those are the preface codes and essentially leave you screwed.

Truly for Weapons Accessories and Armor a max value of 0E should work for 14 which would be for 2 per character on any able to be equipped as such if you wanted.

This has been tested and so far found to have not play issues w vendors or running around in field and picking up or enemy drops, just already capped so not getting more.

Slight update... Specialty items such as fishnet stocking, Travellers hood, Trodian Bandana and Trodian Togs (any item with pink/purple diamond next to it) will not overwrite qty. they stay at 1.
For some reason, this code (The items/materials one) no longer works in act 2 after the world tree falls and still doesn't work in the post-game/act 3. It seems to only work in act 1. I always update the code as instructed by another poster every time I get new items to match how many different items I have in my inventory and it always used to work in act 1. I've even tried using just first 99 (63) or lesser amounts, but to no avail. It seems the inventory moves around or gets pushed further down in the save past act 1.

Now, all it does is crash the game upon trying to load the save. The official codes still work fine and don't do that at all, it's just this one. A little annoying as I want to get all of my new items/materials to 99. The codes like "999 (name of stat) seeds" seems to work. 999 Pep Pop code doesn't work anymore, although it used to work perfectly fine. (I always leave at least 1 Pep Pop in my inventory.)

So if someone could make a new working "max all first XX items/materials" code that works in act 2 and beyond (post-game), that would be great!

I'm also surprised no one has made a "have all recipes" code. That's a missed opportunity! Or is it simply impossible to do, due to the way they are usually acquired?

Thanks.
"Don't be too proud of this technological terror you've constructed. The ability to destroy a planet is insignificant next to the power of the Force." -Darth Vader
dragons9
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Re: Dragon Quest XI: Echoes of an Elusive Age

Post by dragons9 » Tue Oct 09, 2018 10:46 am

is there anyway someone could hack a stealth code for this game on the ps4 version please, and how about a speed hack also please
lsdBeyond
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Re: Dragon Quest XI: Echoes of an Elusive Age

Post by lsdBeyond » Sat Oct 13, 2018 9:33 pm

Darth Revenger wrote:
BloodSyn wrote:
BloodSyn wrote:
pj1980 wrote:I think the only way max items would work is if you removed all items from each characters personal inventory as items in their personal inventory counts as individual items where as in item bag they are group together eg 4 medicinal herbs take up 4 slots in hero's inventory but moved to item bag it 1 slot as it shows as medicinal herbs x4. The offset between items and materials is 17 where as it's 18 for weapons and armour. I noticed that items and materials are group together and weapon armour are group together. The last line of the example of the quick codes I made the 14 is write 20 times and the 17 is offset each write by 23 bytes where as 18 it writes every 24 bytes. There explaination of quick code formats on nextgenupdate http://www.nextgenupdate.com/forums/ps4 ... rmats.html

Code: Select all

max first 20 items or materials in inventory 
80010003 00495F00
00000000 00000001
00000063 00000000
4900000A 000003E7
40140017 00000000
 
first 20 armor or weapons max
80010003 00575F00
00000000 00000001
00000063 00000000
4900000B 000003E7
40140018 00000000


Second code should be fore Weapons only due to "57"5F

For armor following code flow above...
80010003 00455F00
00000000 00000001
00000063 00000000
4900000C 000003E7
40140019 00000000

For Accessories
80010003 00415F00
00000000 00000001
00000063 00000000
4900000D 000003E7
4014001A 00000000 (maybe?.. not sure if hex roll or standard for 20 vs 1A, about to test based on custom qty though so will follow up after testing

I'm not sure if this is another case were 2nd and/or 3rd lines in each code set can be cut to shorten them, but if so please feel free to revise and repost all if needed.

EDIT DO NOT USE YET... I screwed something up and not aligned properly.
NEW WORKING CODES (provided you have 20 different pieces of each in inventory first, if not find out how much you have and replace "14" at bottom of each code set to match what you have

First 20 items/Materials max 99
80010003 00495F00
00000000 00000001
00000063 00000000
4900000A 00006300
40140017 00000000

first 20 weapons max 99
80010003 00575F00
00000000 00000001
00000063 00000000
4900000B 00006300
40140018 00000000

First 20 Armor max 99
80010003 00455F00
00000000 00000001
00000063 00000000
4900000B 00006300
40140018 00000000

first 20 Accessories max 99
80010003 00415F00
00000000 00000001
00000063 00000000
4900000B 00006300
40140018 00000000


Ran multiple test and while qtys above 99 may work, the game reads as "E1" on anything above that as you can only buy and carry 99 of anything naturally.
03E7 was only giving me 03 pieces and when I tried using 09 or 69 in weapons armor or so on they did northing, by replacing placement they work correctly.\
DO NOT change "B" line 4 of code to C or D (not sure which), it will over write your existing key items with weapons or armor if those are the preface codes and essentially leave you screwed.

Truly for Weapons Accessories and Armor a max value of 0E should work for 14 which would be for 2 per character on any able to be equipped as such if you wanted.

This has been tested and so far found to have not play issues w vendors or running around in field and picking up or enemy drops, just already capped so not getting more.

Slight update... Specialty items such as fishnet stocking, Travellers hood, Trodian Bandana and Trodian Togs (any item with pink/purple diamond next to it) will not overwrite qty. they stay at 1.
For some reason, this code (The items/materials one) no longer works in act 2 after the world tree falls and still doesn't work in the post-game/act 3. It seems to only work in act 1. I always update the code as instructed by another poster every time I get new items to match how many different items I have in my inventory and it always used to work in act 1. I've even tried using just first 99 (63) or lesser amounts, but to no avail. It seems the inventory moves around or gets pushed further down in the save past act 1.

Now, all it does is crash the game upon trying to load the save. The official codes still work fine and don't do that at all, it's just this one. A little annoying as I want to get all of my new items/materials to 99. The codes like "999 (name of stat) seeds" seems to work. 999 Pep Pop code doesn't work anymore, although it used to work perfectly fine. (I always leave at least 1 Pep Pop in my inventory.)

So if someone could make a new working "max all first XX items/materials" code that works in act 2 and beyond (post-game), that would be great!

I'm also surprised no one has made a "have all recipes" code. That's a missed opportunity! Or is it simply impossible to do, due to the way they are usually acquired?

Thanks.
Have you tried looking at the save in advanced edit mode? I'm still in act 1 and i noticed sometimes the skill seeds or the item codes don't work anymore. i can still go into advanced mode find it in the save and then bump it up to at least 99 again.
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Swk171
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Re: Dragon Quest XI: Echoes of an Elusive Age

Post by Swk171 » Mon Oct 15, 2018 3:54 am

Make sure you don't corrupt any item in game, there's an event in the main scenario that you gonna play with HERO alone and you not gonna be able to continue until u remove or correct the item.
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SuterusuRyu
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Re: Dragon Quest XI: Echoes of an Elusive Age

Post by SuterusuRyu » Tue Oct 16, 2018 8:59 am

Greetings. I am trying to puzzle out how to get 99 kaleidcloth but all the numbers and I_CLO_012 type stuff is really confusing me. Is there a really simple way to figure this out? Terrible sorry for a rather dumb question I am sure.
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