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Re: Dragon Quest XI: Echoes of an Elusive Age

Posted: Thu Sep 13, 2018 5:01 am
by pj1980
BloodSyn wrote:
pj1980 wrote:to be honest i not a expert either there should be a guide on quick mode codes the different formats plus tips on ways to find cheats. there a bit of a guide on nextgenupdate but it dosen't explain how you can combine a search code with a fill code or a search code with a multi code that well.the way the save organises equipment and items is the characters personal inventories come first each of their inventories they have i think 24 slots when anything is in there inventory it classed as individual items each taking up one slot so 10 medicinal herbs would take 10 slots .then after the characters inventories you have the items and materiel that are in your item bag then you have your weapons ,armour and accessories in your equipment bag. the thing is the size of character inventories and bags change based on how many items in them so if you got lots of stuff in characters inventory every thing in save moves down but if you remove something every goes up.
I dont know if this code works dont actually have game anymore i played it and completed it including true ending few days ago. i tested on a save i alrady had then checked in advance mode see if it writes it did write.
before using code you need to put 20 weapons in heros inventory
1-unequip their weapons, armour,helmets and accessories.
2-remove everything from their inventory so nothing is in it including what you unequipped
3- put 20 weapons in their inventory dosent matter what ones they dont have to be same just needs to be at least 20.

the reason for the specific instructions is we need 20 weapons the inventory to make the space for the code below to fill
i dont know if they are best weapons but it just to test see if it works the code should give you 2 of each type of weapon but 2 diffrent ones eg 2 different swords 2 differents axes so on.
to explain code i am searching for 0000575F which is (space)W_ reason because searching without space there were a few W_ before the inventories. while i am searching for 0000575F i dont want it to start writing from the 0000 so i put a 2 on second line to offset by 2 bytes so when it is found it starts writing from 575F. 1E0 is 480 bytes i want to write there 60 lines of each line 8 bytes 60x8=480.
after the first 2 lines of code is what is going to be written every 3 lines is 1 weapon. below is example
ZZZZ is W_ or 575F
XXXX is the weapon type
HH is weapon level
YYYY is weapon id
0001 is quantity must stay 1 if its in characters inventory
all items and weapons seem to have 0000000 00000000 0B000000 after them and as this is a fill code this as to be written
Its possible to alter this code for armour and accessories changing ZZZZ for armour it is 455F4 which is E_ or accessories 415F which is A_ and putting 20 pieces of any armourer or accessories in your characters inventory. also possible to set up multiple versions of this code so first search weapons that are in first characters inventory second code searches for armour in second characters inventory third code could be accessories in third characters inventory.

ZZZZXXXX XXXXHH00
YYYY0001 00000001
00000000 0B000000

Code: Select all

might be 2 of the best of each type of weapon
80010004 0000575F
A8000002 000001E0
575F4158 455F3330
31340001 00000001 
00000000 0B000000
575F4158 455F3330
31350001 00000001 
00000000 0B000000
575F424F 4F5F3330
32300001 00000001 
00000000 0B000000
575F424F 4F5F3330
32310001 00000001 
00000000 0B000000
575F434C 575F3330
32340001 00000001 
00000000 0B000000
575F434C 575F3330
32350001 00000001 
00000000 0B000000
575F4447 525F3330 
32390001 00000001 
00000000 0B000000
575F4447 525F3330
33300001 00000001 
00000000 0B000000
575F524F 445F3330
33300001 00000001 
00000000 0B000000
575F524F 445F3330
33310001 00000001 
00000000 0B000000
575F5350 525F3330
32330001 00000001 
00000000 0B000000
575F5350 525F3330
32340001 00000001 
00000000 0B000000
575F5354 4B5F3330 
32300001 00000001 
00000000 0B000000
575F5354 4B5F3330
32320001 00000001 
00000000 0B000000
575F5357 445F3330
33380001 00000001 
00000000 0B000000
575F5357 445F3330
34300001 00000001 
00000000 0B000000
575F5453 575F3330
32320001 00000001 
00000000 0B000000
575F5453 575F3330
32330001 00000001 
00000000 0B000000
575F5748 505F3330
32300001 00000001 
00000000 0B000000
575F5748 505F3330
32310001 00000001 
00000000 0B000000

http://www.nextgenupdate.com/forums/ps4 ... ats-2.html
Tested code and crashes game... not sure if I didn't do something first I needed too or not, but not working here.
I should really stop posting on this thread as i already completed and traded game in. if dosen't work and problems not on your side is probably something i over looked. the code below should just change one weapon if someone got that to work then it should be easy to get more lines of it to work. the idea was fill inventory with weapons they make the space needed then this code overwrites it.

80010004 0000575F
A8000002 00000018
575F4158 455F3330
31340001 00000001
00000000 0B000000

Re: Dragon Quest XI: Echoes of an Elusive Age

Posted: Thu Sep 13, 2018 6:28 am
by BloodSyn
mabscottsville wrote:
BloodSyn wrote:
mabscottsville wrote:
BloodSyn wrote:
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.\
reason for this is your code says to write to the wrong offset

this line
4900000B 00006300

should be like this
4900000C 00000063

and if you wanted it to be 999 then it would be this
4900000C 000003E7

Again, that wasn't the issue 4900000C "C" will overwrite to key items i beleive where "A" is inventory tab, "B" is equipment tab, and "C" is key item tab" And writting as 03E7 only gave 3 items per line pullinf from "03" part of 03E7, If I replaced 03 with E7 i had 200+ someodd pieces and in inventory it shows E1 instead of value. to prevent this from being potential issue later on I just used 63 for 99 since it's the max the game will let you buy and bag in inventory bag.
your not understanding. the a b and c aren't tabs, they are how many spaces between the first digit of the item you searched and the quantity.

example
00 57 5F 53 57 44 5F 33 30 30 36 00 01
red is where you started the pointer, blue is the quantity, yellow is where you started counting
between yellow and blue is 11 or B, but you should have counted from the 57 which makes 12 or C

the reason you only got 03 when you used 03E7 is because your code writes it like this
57 5F 53 57 44 5F 33 30 34 35 e7 03

when it should be
57 5F 53 57 44 5F 33 30 34 35 00 e7 03

thats why your 00006300 works when your 000003e7 didn't
that's all i was trying to explain

also here is an example of both type of key items
49 5F 53 5F 30 31 37 00 01

49 5F 52 5F 31 31 35 00 01

the offset to change the quantity of them is only 8. or would be 9 if you start from the 00 before it
That's fine but the item and weapon codes were straight copies and not working w qty's when copied, I replaced the "B" on third set w "C" then "C" w "D" on the forth but also replaced 18 to 19 and then to 1A. I had armor and accessories overwrite key items and duplicate over other existing inventory for about a 6 pages worth of items worth including key items... and with a value well over 999 Hence the DO NOT USE i posted on those. I Wasn't sure which cause the issue at the time so just reverted them back to what original code had and then copies second to third and forth, just changing values from Weapons to armor and then accessories to make the two other additional codes. Ran another test and still Qty's were off based on originals (again not mine). I tested again but subbed value placements so I could see what if any stuck using 03, 06, 09, and 63, as 0300, 0006, 0309, and 6363. That test showed XXYY only the #'s used in XX worked and those in YY didn't. so I had 3 of all items, 0 swords, 3 all armors, and 99 accesories.

I re ran test a final time placing 63 in XX of XXYY and all had 99 perfectly fine w/ no strange E1 game qty tags. Tried to buy and didnt go over 99, found in field and didnt go over 99, sold a few and saw changes w/o errors... posted codes as working after.

I appreciate you clearing up the issue on why so I better understand I'm a newb I admit it.
It also helped identify the bigger concern I had being the key items wan't the A,B or C of it, but the 18,19,1A change I made.
I didn't mean anything negative in my post, just I tried something it didn't work, I tried again and again and got it working and this is the result that worked for me. I didn't "Create" the codes, I just modified it to expand and really meant nothing else beyond that. I'm sorry if it read any different. I guess I'll just quit at this point and leave it to you so I don't cause any more confusion.

Re: Dragon Quest XI: Echoes of an Elusive Age

Posted: Thu Sep 13, 2018 6:54 am
by mabscottsville
BloodSyn wrote:
mabscottsville wrote:
BloodSyn wrote:
mabscottsville wrote:
BloodSyn wrote:
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.\
reason for this is your code says to write to the wrong offset

this line
4900000B 00006300

should be like this
4900000C 00000063

and if you wanted it to be 999 then it would be this
4900000C 000003E7

Again, that wasn't the issue 4900000C "C" will overwrite to key items i beleive where "A" is inventory tab, "B" is equipment tab, and "C" is key item tab" And writting as 03E7 only gave 3 items per line pullinf from "03" part of 03E7, If I replaced 03 with E7 i had 200+ someodd pieces and in inventory it shows E1 instead of value. to prevent this from being potential issue later on I just used 63 for 99 since it's the max the game will let you buy and bag in inventory bag.
your not understanding. the a b and c aren't tabs, they are how many spaces between the first digit of the item you searched and the quantity.

example
00 57 5F 53 57 44 5F 33 30 30 36 00 01
red is where you started the pointer, blue is the quantity, yellow is where you started counting
between yellow and blue is 11 or B, but you should have counted from the 57 which makes 12 or C

the reason you only got 03 when you used 03E7 is because your code writes it like this
57 5F 53 57 44 5F 33 30 34 35 e7 03

when it should be
57 5F 53 57 44 5F 33 30 34 35 00 e7 03

thats why your 00006300 works when your 000003e7 didn't
that's all i was trying to explain

also here is an example of both type of key items
49 5F 53 5F 30 31 37 00 01

49 5F 52 5F 31 31 35 00 01

the offset to change the quantity of them is only 8. or would be 9 if you start from the 00 before it
That's fine but the item and weapon codes were straight copies and not working w qty's when copied, I replaced the "B" on third set w "C" then "C" w "D" on the forth but also replaced 18 to 19 and then to 1A. I had armor and accessories overwrite key items and duplicate over other existing inventory for about a 6 pages worth of items worth including key items... and with a value well over 999 Hence the DO NOT USE i posted on those. I Wasn't sure which cause the issue at the time so just reverted them back to what original code had and then copies second to third and forth, just changing values from Weapons to armor and then accessories to make the two other additional codes. Ran another test and still Qty's were off based on originals (again not mine). I tested again but subbed value placements so I could see what if any stuck using 03, 06, 09, and 63, as 0300, 0006, 0309, and 6363. That test showed XXYY only the #'s used in XX worked and those in YY didn't. so I had 3 of all items, 0 swords, 3 all armors, and 99 accesories.

I re ran test a final time placing 63 in XX of XXYY and all had 99 perfectly fine w/ no strange E1 game qty tags. Tried to buy and didnt go over 99, found in field and didnt go over 99, sold a few and saw changes w/o errors... posted codes as working after.

I appreciate you clearing up the issue on why so I better understand I'm a newb I admit it.
It also helped identify the bigger concern I had being the key items wan't the A,B or C of it, but the 18,19,1A change I made.
I didn't mean anything negative in my post, just I tried something it didn't work, I tried again and again and got it working and this is the result that worked for me. I didn't "Create" the codes, I just modified it to expand and really meant nothing else beyond that. I'm sorry if it read any different. I guess I'll just quit at this point and leave it to you so I don't cause any more confusion.
i don't think you should quit, i think you should keep going. the more you do the more you learn. i was just trying to explain why when you tried for 999 you got 3 and how to fix it. sorry if i seemed rude or mean it was not my intention. i was just trying to help, i know i'm not a very good teacher and there are still a lot of things related to making codes that i don't understand. heck before this game, i didn't know how to make pointer codes and now i've made so many in only a week. keep making codes and getting better and better

Re: Dragon Quest XI: Echoes of an Elusive Age

Posted: Thu Sep 13, 2018 7:15 am
by pspgundam
so there a code for all materials and items in the bag?

Re: Dragon Quest XI: Echoes of an Elusive Age

Posted: Thu Sep 13, 2018 7:20 am
by mabscottsville
pspgundam wrote:so there a code for all materials and items in the bag?
items can not be added to the save, you can only change what you already have to something else

Re: Dragon Quest XI: Echoes of an Elusive Age

Posted: Thu Sep 13, 2018 10:41 am
by pj1980
The thing is inside save wizards advanced mode you can only replace existing values but can't insert extra values. I suppose if someone had a save that had everything you could open it in advance mode export it. Open it in Hxd or something find where all items start and where they end copy it. Then get your save open in advance mode export that do the same find the beginning and end of your items cut that out then insert the item information from the other save. Import the modified file back to advance mode and apply to your save. But I noticed the save file dosen't actually change size when you gain items in game there some junk values in save which I think gets removed when you gain more items so I expect they would have to be removed. It could be a lot of messing about.
While reading on a Japanese link on this thread it seems it possible to change skill panels with other skill panels you could have duplicates of same one by overwriting one. It's even possible to give someone abilities they normally wouldn't have.

Re: Dragon Quest XI: Echoes of an Elusive Age

Posted: Thu Sep 13, 2018 3:51 pm
by BloodSyn
Can someone give me a run down list of the best 2-3 items in each weapon type, armor type and accessory type, along with specially gear that changes appearance.

I can look up code value for each from there.

I had a thought that making each character unequipped and empty, then filling it back with one type of item for each character and changing on each different character (hero has only medical herb but ll player slots full of this one thing and item bag has no others, thief has only antiodtes, little red only chimera wings and so on) may make using a run code for equipment replacement possible as the character bag are ALWAYS single items and not stacks.

The reason being that you can only have one in each slot vs having a stack of random # in item/equipment bag. This may have been why the PJ1980 best gear run code didn't work for me was I had stacks and not singles, or maybe I was supposed to do the above and didn't read enough to catch it. If that's the case then I'm sorry as well. It was late, i was tired, mistakes were made. I didn't know lambskin wouldn't stretch... no don't yell at me; i'm not the one with the latex allergy. Joking, sorry. How I THOUGHT i was going to be a teenage father... don't fall for the trap boys... but I digress. (really need sleep... or coffee)

I've noticed that even if they can't use it they can still hold equipment and then just sort to equipment bag after done w code should work at creating new space info into equipment bag itself w/o messing with space count as item bag would be empty prior and equipment bag would only gain new slots after character bag is sorted to place in equipment bag.

I really want to test and try this, and based on previous pages info here, my biggest question would be... if I'm doing a search value xx5fyyyy code and replacing 1st found 2nd found and so on, does each HAVE to be is a separate code, or can they be joined, and if joined how so? If this is already been pointed out, please direct me to the page on this topic and I'll go back and read. again it could be there and either i missed or didn't understand what i was looking at so I'll revisit if directed.

Re: Dragon Quest XI: Echoes of an Elusive Age

Posted: Thu Sep 13, 2018 7:33 pm
by 123361
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.

is it possible to make it the first 100 items/weapon/accessory?

Re: Dragon Quest XI: Echoes of an Elusive Age

Posted: Thu Sep 13, 2018 9:09 pm
by shabbywizard
Can someone please make a code that fills out the item and weapon/equipment information lists in the info book on the Adventure Overview page?
Modding the item into your inventory won't list it on the page in the Adventure Overview Book. Thanks.

Re: Dragon Quest XI: Echoes of an Elusive Age

Posted: Fri Sep 14, 2018 12:01 am
by BloodSyn
123361 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.

is it possible to make it the first 100 items/weapon/accessory?
change the "14" hex for 20 on last row of each code set to 64 hex for 100.