Dragon's Dogma: Dark Arisen

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  1. JBear61
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    I can confirm V4.00 definitely sets off both Chrome and Windows Defender. 3.15 does not. V4.00 is instantly sterilized. Sad face.
    1. Dugarr
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      I have submitted the exe to Microsoft for analysis and the scan on their website was clean. I'm now waiting for them to confirm and hopefully sort it out in the next definition update.


      UPDATE FROM MICROSOFT:
      3xdasav.exeSubmission ID: d4886243-59e9-43e4-a0b3-de004f4498c3
      Status: Completed
      Submitted by: XXXXXXXX
      Submitted: Jan 23, 2021 09:03:46 PM
      User Opinion: Incorrect detection
      Analyst comments:
      We have removed the detection. Please follow the steps below to clear cached detection and obtain the latest malware definitions.

      1. Open command prompt as administrator and change directory to c:\Program Files\Windows Defender
      2. Run “MpCmdRun.exe -removedefinitions -dynamicsignatures”
      3. Run "MpCmdRun.exe -SignatureUpdate"

      Alternatively, the latest definition is available for download here: https://www.microsoft.com/en-us/wdsi/definitions
  2. Baconsama
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    To anyone interested, I discovered how to edit the bitterblack armors bonuses.
    Prior to that, I only tested the enchantment on bitterblack armors themselves, but it's possible they'd work in ANY armor if you tag them well.
    Besides, take into consideration that pawns can be banned, so I recommend changing the bonuses to what can be applied to the said body piece.
    It works like this:
    Use the 3XDASAV editor, and open the .xml on the same folder, get the armor's ID and search it in the .xml (exact match for easier job). You'll want a entry that's in the upper part of the file (very likely the first match), it should look like this:

     <class type="sItemManager::cITEM_PARAM_DATA">
                    <s16 name="data.mNum" value="1" />
                    <s16 name="data.mItemNo" value="1044" />
                    <u32 name="data.mFlag" value="1027" />
                    <u16 name="data.mChgNum" value="65535" />
                    <u16 name="data.mDay1" value="65535" />
                    <u16 name="data.mDay2" value="16" />
                    <u16 name="data.mDay3" value="65535" />
                    <s8 name="data.mMutationPool" value="0" />
                    <s8 name="data.mOwnerId" value="1" />
                    <u32 name="data.mKey" value="1" />

    mNum is the number of items, mItemNo is the ID, mFlag is the rarified/enhancement tier.
    mChgNum, mDay1, mDay2 and mDay3 are the values that change from BBI armors to normal armors. For non LVL2/3 armors they're all 0, but for LVL2/3 they are all 65535 except mDay2, which is the identifier of the bonus.
    If you're changing from a normal armor to a BBI armor in the editor, the four of them should be 0, so I recommend changing all to 65535 except mDay2.
    I got no idea about the last 3, but the mMutationPool is always 0 and the last two can be either 0 or 1, I didn't notice a pattern there.
    To the big star of the show, the mDay2 values:
    They range from 0 to 16 (17 armor pieces). Anything outside that will either be null or another kind of bonus (only if other armors/weapons bonuses use the same mday2 tag, but I'm not interested on checking that).

        Head armor: 0 to 3
        Chest is 4, 6, 7 and 13
        Arms is 8, 9, 10 and 11
        Legs is 5, 12, 14, 15 and 16

    Also, notice that some bonuses are unavailable in some sets (depending on vocation), so you should check the wiki on which ones a legit piece
    could have a chance of having.

    The bonuses themselves:
    0 Extends the duration of enemies hold
    1 Boost strength/magic when noticed by enemies
    2 Slight bow damage reduction
    3 Bow damage reduction
    4 Slightly heal pawns nearby
    5 Slight carry bonus
    6 Small health regen
    7 Health Regen
    8 Shield bonus
    9 Extends attribute boosts
    10 Slightly restores stamina on kill
    11 Restores stamina on kill
    12 Extends holds on enemies
    13 Debilitations heal faster
    14 Boosts carry weight
    15 Improves speed while casting
    16 Gives you stability to wind (immune to chimera howl and dragon wing's beat, but not terrain wind, see wiki for details)


    Of course, I take no responsibility on you losing your fun or your pawn being banned for over-cheating. Albeit being banned for it is quite hard to happen IMHO.
    1. Dugarr
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      Hey, great find and thx for sharing!
      If i can find a way to make sure to avoid a ban i'll try to implement this.
    2. Baconsama
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      You're welcome.

      Update: all the bonuses I've meddled did work well, at least on main character and with pieces that would normally benefit from them.

      I'm mostly sure it won't ban, I guess bans are mostly from big and sudden XP/RIFT/vocation/stats changes, if at all. But if my pawn gets banned on this I'll post here.
      From what I'm seeing the game doesn't catch much of armor equipments, as long as the bonuses belong in the same pieces as they should and belong in BBI armors. Plus, it's always a good idea to be offline and disable steam cloud saves during testing, and do tons of backups.
    3. Dugarr
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      I'm currently testing and it works fine. The Bonuses you describe are all correct, but a bit more limited. 
      "?8) Shield bonus" for example, it is correct that it can only be on arms, but not on all. Carrion Arms can't have those (makes sense because it's caster gear)
      I still try to figure out how i can implement it without creating a sure way to be banned, there is so much potential for something going wrong :-(
    4. OGkimplin
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      Im a little confused. After opening the 3xDAsav, we are supposed to then edit the xml using notepad then save on notepad? or save using the save editor? The changes Im making to the armor dont seem to be appearing in game.
    5. Dugarr
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      Right, for this you have to change the Armorbonus in Notepad++, save there and than finalizes in 3xDAsav. Because i developed 3xDAsav without knowing about it, i can't add that feature at the moment. I have to do a lot of rewrites at an earlier stage.
    6. OGkimplin
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      Yep that did it. Opened the xml and saved changes after opening the 3xDAsav. Then pressed save and exit and boom it worked. Thanks my guy, you rock. You too Baconsama
    7. Dugarr
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      Glad it worked!
    8. predwin
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      Amazing! You've inspired me to look into the Bitterblack class rings and this is what I've found so far:

      <class type="sItemManager::cITEM_PARAM_DATA">
      <s16 name="data.mNum" value="1"/>
      <s16 name="data.mItemNo" value="1890"/>
      <u32 name="data.mFlag" value="3"/>
      <u16 name="data.mChgNum" value="227"/>
      <u16 name="data.mDay1" value="228"/>
      <u16 name="data.mDay2" value="65535"/>
      <u16 name="data.mDay3" value="65535"/>
      <s8 name="data.mMutationPool" value="0"/>
      <s8 name="data.mOwnerId" value="0"/>
      <u32 name="data.mKey" value="10"/>

      This example is a Sorcerer's Band for Bolide/Gicel.
      What we see is that these rings use data.mChgNum & data.mDay1 instead and have the other 2 "data.mDay" values at 65535.
      The two values are separate skill ID's and don't need to be a normally valid match. This example is an unmodified one so of course it is valid, but I've also got one to work combining Brontide with Blitz Strike. As long as you enter two valid skill ID's it shouldn't matter which you put under which of the two values; it only determines the order for the tooltip.

      I'm working on finding out as many spell ID's as I can to share them in a comprehensive list.
    9. predwin
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      These should be all the valid ID's for skills that can be enhanced by Bitterblack rings:
      Spoiler:  
      Show

      Swordsman:
      Spoiler:  
      Show
      40 Blink strike/Burst Strike/Blitz Strike
      42 Downthrust/Downcrack/DownCrush

      Daggerist:
      Spoiler:  
      Show
      150 Biting Wind/Cutting Wind/Shearing Wind
      152 Scarlet Kisses/Hundred Kisses/Thousand Kisses

      Staff-Bearer:
      Spoiler:  
      Show
      210 Ingle/High Ingle/Grand Ingle
      212 Levin/High Levin/Grand Levin
      214 Frigor/High Frigor/Grand Frigor
      215 Brontide/High Brontide/Grand Brontide

      Staff Enchanter:
      Spoiler:  
      Show
      222 Fire Boon/Fire Affinity/Fire Pact
      223 Ice Boon/Ice Affinity/Ice Pact
      224 Thunder Boon/Thunder Affinity/Thunder Pact
      225 Holy Boon/Holy Affinity/Holy Pact
      226 Dark Boon/Dark Affinity/Dark Pact

      Fighter:
      Spoiler:  
      Show
      46 Flesh Skewer/Soul Skewer/Fate Skewer
      47 Hindsight Slash/Hindsight Sweep/Hindsight Strike
      274 Sheltered Spike/Sheltered Assault/Sheltered Fusillade

      Strider
      Spoiler:  
      Show
      155 Helm Splitter/Skull Splitter/Brain Splitter
      159 Stepping Stone/Leaping Stone/Soaring Stone
      353 Cloudburst Volley/Downpour Volley/Hailstorm Volley

      Mage
      Spoiler:  
      Show
      :214 Frigor/High Frigor/Grand Frigor
      215 Brontide/High Brontide/Grand Brontide
      220 Anodyne/High Anodyne/Grand Anodyne

      Warrior:
      Spoiler:  
      Show
      102 Savage Lunge/Indomitable Lunge/Calamitous Lunge
      104 Savage Lash/Indomitable Lash/Calamitous Lash
      106 Spark Slash/Corona Slash/Ecliptic Slash
      109 Arc of Might/Arc of Deliverance/Arc of Obliteration

      Ranger:
      Spoiler:  
      Show
      402 Dire Arrow/Deathly Arrow/Reaper's Arrow
      403 Foot Binder/Body Binder/Secure Binder
      407 Whirling Arrow/Spiral Arrow/Corkscrew Arrow

      Sorcerer:
      Spoiler:  
      Show
      227 Bolide/High Bolide/Grand Bolide
      228 Gicel/High Gicel/Grand Gicel
      229 Fulmination/High Fulmination/Grand Fulmination
      230 Seism/High Seism/Grand Seism

      Assassin:
      Spoiler:  
      Show
      57 Powder Charge/Powder Blast/Powder Barrage
      58 Gouge/Dire Gouge/Deadly Gouge
      164 Wind Harness/Gale Harness/Tempest Harness
      165 Back Kick?Escape onslaught/Shirking Offensive
      278 Staredown/Showdown/Crackdown
      356 Keen Sight/Lyncean Sight/Eagle Sight

      Magick Archer:
      Spoiler:  
      Show
      161 Shadowpin/Shadowshackle/Shadowsnare
      167 Backfire/Immolation/Flameshroud

      Magick Bowman
      Spoiler:  
      Show
      359 Threefold Bolt/Sixfold Bolt/Ninefold Bolt
      361 Explosive Bolt/Explosive Rivet/Explosive Volley
      363 Magickal Flare Magickal Gleam Magickal Radiance

      Mystic Knight:
      Spoiler:  
      Show
      52 Funnel Sigil/Vortex Sigil/Maelstrom Sigil
      54 Stone Grove/Stone Forest/Stone Jungle
      236 Sopor/High Sopor/Grand Sopor
      320 Holy Glare/Holy Furor/Holy Retribution

      Magick Shieldman
      Spoiler:  
      Show
      310 Firecounter/Flame Riposte/Inferno Feint
      311 Icecounter/Frost Riposte/Blizzard Feint
      312 Thundercounter/Thunder Riposte/Boltstorm Feint
      313 Holycounter/Blessed Riposte/Hallowed Feint
      314 Darkcounter/Abyssal Riposte/Desecration Feint

      Shield Enchanter:
      Spoiler:  
      Show
      315 Fire Enchanter/Flame Trance/Inferno Invocation
      316 Ice Enchanter/Frost Trance/Blizzard Invocation
      317 Thunder Enchanter/Lightning Trance/Boltstorm Invocation
      318 Holy Enchanter/Blessed Trance/Hallowed Invocation
      319 Dark Enchanter/Abyssal Trance/Desecration Invocation

    10. Dugarr
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      Thanks for the Info, very useful indeed!
    11. Wulfgrims
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      any plans to implement this cause i think it would be a great help
    12. Dugarr
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      I started implementing and then live got in the way. I still plan to, but at the moment it is on hold.
    13. Altiom
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      Thanks for unlocking the thread WhiteRebirth (and of course infinite thanks for your mod!).
      Inspired by predwin's work, as he was before by baconsama's, I've dug deeper into Master rings IDs. Here's a summary of what I found.

      Let's take a non-modded example in DDDA.sav.xml:

      <class type="sItemManager::cITEM_PARAM_DATA">
      <s16 name="data.mNum" value="1"/>
      <s16 name="data.mItemNo" value="1155"/>
      <u32 name="data.mFlag" value="3"/>
      <u16 name="data.mChgNum" value="3842"/>
      <u16 name="data.mDay1" value="89"/>
      <u16 name="data.mDay2" value="90"/>
      <u16 name="data.mDay3" value="65535"/>
      <s8 name="data.mMutationPool" value="0"/>
      <s8 name="data.mOwnerId" value="0"/>
      <u32 name="data.mKey" value="4"/>
      </class>

      - data.mItemNo is the item ID, 1155 for all Master rings.
      - data.mChgNum determines which combination of stats they'll give.
      - data.mDay1 determines the numerical value of the first stat.
      - data.mDay2 determines the numerical value of the second stat.
      - data.mDay3 is always set at 65535.

      So, this ring gives 89 strength and 90 blindness resistance. Now to get the ring you want, the crucial value is its data.mChgNum. I started testing with a fire/sleep ring set at 4104 and worked my way up and down from there. The combinations are grouped by second stat (the same one data.mDay2 modifies), while the first mainly follows the same stats order as in the Status menu, with some exceptions. This means 4104 = fire/sleep, 4105 = ice/sleep, 4106 = thunder/sleep, etc.
      The ID stat order is as follows: hp, stam, str, mag, def, mag.def, knockdown, stagger, fire, ice, thunder, holy, dark, poison, torpor, blindness, sleep, drenched, tarred, possession, skill stifling, cursed, petrification, silence.

      IDs before hp and after silence get us some strange non-functional hybrid rings boasting skills with numerical values (e.g. [Blink Strike/Burst Strike] 10 drenched 89). These crash the game if you move in the menu while inspecting them, no matter the skill value (tested data.mDay1 set at 1, 65535 and some in between). Some IDs also give you a "This ring augments basic attributes. 10." I only quickly tested these but could not find any effect whatsoever on any stat.

      To sum up, we've got 24 relevant values followed by huge gaps of non-functional ones. After some trial and error I narrowed these down to 232 IDs. Yep, that and our 24 makes a byte! (Could have saved hours of my life if I knew the first thing about programming).

      The order of the second stat (group by group) is the same as the first stat (inside each group), thus we've got everything we need to craft the ring of our dreams! Say we're looking for a ice/thunder, starting with my fire/sleep (ID 4104) from before. We need to subtract 8 to reach the start of its group (hp/sleep), then subtract 6 x 256 to reach the ---/thunder group, and finally add 9 to reach ice inside the thunder group (ice/thunder) = 2569 is our magic number!
      Would work equally well with a thunder/ice at 2314. (Quirky thing is the combinations are reversed ingame, ice/thunder reads as thunder - ice and thunder/ice as ice - thunder).

      Preceptor ring IDs of equivalent combinations are offset by a bunch but I didn't bother looking into it further.

      For documentation purposes, here are the tested values.
      Spoiler:  
      Show
      2060 dark fire
      2314 thunder ice
      4094 [Blink Strike/Burst Strike] sleep ||crash when inspecting+moving in menu > whether mDay1 at 1 or 65535, non-working hybrid
      4095 [Blink Strike/Burst Strike] sleep
      4096 hp sleep
      4097 sta sleep
      4098 str sleep
      4099 mag sleep
      4100 def sleep
      4101 magdef sleep
      4102 knockdown sleep
      4103 stagger sleep
      4104 fire sleep
      4105 ice sleep
      4106 thunder sleep
      4107 holy sleep
      4108 dark sleep
      4109 poison sleep
      4110 torpor sleep
      4111 blindness sleep
      4112 sleep sleep
      4113 drenched sleep
      4114 tarred sleep
      4115 posses sleep
      4116 skill.stif sleep
      4117 curse sleep
      4118 petri sleep
      4119 silence sleep
      4120 bas.attrib sleep > no effect whatsoever on any stat
      4121 bas.attrib sleep
      4122 bas.attrib sleep
      4132 bas.attrib sleep
      4182 bas.attrib sleep
      4282 [Flesh Skewer/Soul Skewer] sleep
      4296 bas.attrib sleep
      4350 [Blink Strike/Burst Strike] sleep
      4352 hp drenched
      4365 poison drenched
      4375 silence drenched
      4385 bas.attrib drenched
      4400 [Funnel Sigil/Vortex Sigil] drenched
      4582 [Blink Strike/Burst Strike] drenched
      4596 [Blink Strike/Burst Strike] drenched
      4650 [Blink Strike/Burst Strike] tarred
      4696 [Downthrust/Downcrack] tarred
      5649 drenched petri

      preceptor 5649 dark blindness
      virtuoso 5642 thunder petrif
    14. Dugarr
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      awesome find, thx for sharing!!!
    15. ariadantalia
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      It's a lot easier to read data.mItemNo as hex:

      For example: 4104 from dec to dex is 1008. We can see that "08" is the 9th stat, aka. fire, and "10" is the 17th stat, aka. sleep. Since the game reads the least significant digits first, fire is put before sleep. "0810" or "2064" in dec should be sleep/fire.

      All we need then is a hex-dec converter.
    16. Dugarr
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      Never thought of it that way. Thx for pointing it out!
    17. muffin13
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      do u have tutorial video for this?
    18. Psychoulna
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      how to get the number for the thunder i dont get it 


      edit: nevermind i figure it out using dec to hex 
  3. LukPio
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    For some reason i can't level my arisen and pawn vocations levels. I set it to 9 in the editor but it's back to the original level when i load the game
    1. Dugarr
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      do you have cloudsave active?
    2. LukPio
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      Just tested with cloudsave off and the problem persists.i have MK alternate stat growth and World Difficulty by Lefein installed, could any of those mods be causing it?
    3. Dugarr
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      can't say for sure, because i never used those mods myself :-(
    4. LukPio
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      i reinstalled the game and tried it without any mods, still the same problem. Any edit gets back to the original when i load the game
    5. Dugarr
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      sorry, but despite cloudesave or an save manager, i have no idea what could cause this :-(
  4. Maxamealian
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    Any plans on putting this out for Dragon's Dogma 2?
    1. Dugarr
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      don't know yet.
  5. morphoplex
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    kinda bummed the hellfire and sin sets arent available in the editor. they both look dope af.
    1. Dugarr
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      Both are in there! 
      ID="1044" Name ="Hellfire Greaves"
      ID="882" Name ="Hellfire Helm"
      ID="1146" Name ="Hellfire Cloak"
      ID="897" Name ="Hellfire Armor"
      ID="966" Name ="Hellfire Gauntlets"
  6. DavidHogins
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    Do you have any plans to make a save editor for DD2?
    1. Dugarr
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      maybe, first i have to finish it, then i take a look into what i can do with it.
  7. Davishop
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    The DD save tool link no longer appears to be working, is there any way we can get that file now?
    1. Dugarr
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      it's in the last upload of mine
  8. AnarkusGasmakNinja19
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    Thanks so much, that did help me a lot with the Beloved system, some NPCs just desappear...
    1. Dugarr
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      glad i could help :-)
  9. LivelyGamer
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    Can this tool be used to change quest states? I missed talking to the duchess and am now locked out of her questline. I'd love to fix that without starting a new game.
    1. Dugarr
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      sadly no
  10. jacrull
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    I can't seem to get the DDcavetool to open. It opens for a split second but then it closes again. 
    1. Dugarr
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      you don't have to open it, it will work in the background when needed.
  11. fernandobg
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    Tried the ID 1148 for the Bloody Knuckle Ring without success, is the ID correct? thanks
    1. Dugarr
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      that is the correct id, make sure you overwrite an existing ring.
  12. siimes
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    I searched all the posts and googled a bit and couldn't figure out on how to add rings to my Arisen? I'm only interested in adding Ring of Perseverance(1151), but also tried some other item codes, but no rings can be added? Might be this due to my character being lvl 1 or something?

    At least I got the Asura Armor added, so some bonus to DP accumulation is available from the start without cheesing the BBI.
    1. Dugarr
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      You can't "add" items. you have to equip items you no longer want and overwrite them. any other way creates problems with item counts.