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KUF: Circle of Doom Modding

This is a discussion about KUF: Circle of Doom Modding within the Other Xbox 360 Games section, where you will Discuss or post about other Xbox 360 game glitches, mods, walkthroughs, or information.; jj03, lol, i like that one but should it have been oj03, anyways good work my man. like we talking earlier, i am gonna be looking at saints row. see ya on live my man



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Old 09-08-2009, 04:37 PM   #21
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Re: KUF: Circle of Doom Modding

jj03, lol, i like that one but should it have been oj03, anyways good work my man. like we talking earlier, i am gonna be looking at saints row. see ya on live my man
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Old 09-08-2009, 04:51 PM   #22
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Re: KUF: Circle of Doom Modding

I've looked at it once didnt see anything but we will have to see about it later
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Old 09-08-2009, 05:09 PM   #23
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Re: KUF: Circle of Doom Modding

seems to be mostly single player, maybe in the profile, will check
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Old 09-10-2009, 05:13 PM   #24
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Re: KUF: Circle of Doom Modding

K everyone, I've got the weapons pretty well figured out Here is the list of codes for each enhancement except for a few:
02=profit
04=piercing
05=puncture
06=excavation
07=healing
08=power
09=hope
0a=rampage
0b=multi-fire
0c=bloodlust
0d=chance
0f=soul-link
10=attraction
11=counterattack
13=insurance
15=fortitude
18=detection
19=connection
1a=chain-fire
1b=greed
1c=guidance
1d=willpower
1e=reaping
1f=rupture
20=hatred
21=wisdom
22=concentration
23=extortion
26=reflection
27=enchantment
28=deflection
29=prudence
2a=collaboration
2b=flight
2d=absorption
30=flame
31=frost
32=lightning
33=venom
34=illumination
35=darkness
36=stone
37=fatality
38=confusion
39=fear
3a=rage
3b=fatigue
3c=silence
3d=blast
3f=pull
42=thrust

Those

*those are all I know so far I know that Defense and Bash are either 40 or 12 but im not sure which one is which, and tremor and slash I have no idea

Otherwise i think that is all of them. This will help you find what weapons you are changing, say I had a sword with fatality, willpower, counterattack, and connection on it with all level twenty-five enhancements except the last is 16. In hex it would look like "00 00 00 37 00 00 00 19 00 00 00 1d 00 00 00 19 00 00 00 11 00 00 00 19 00 00 00 19 00 00 00 10", ignore the space when you type it that is to help you. They will be in the exact order I stated them above the code. You can change these to whatever you want now so lets say instead I want the sword to have profit, enchantment, pull, and stone all level 300. It would look like this "00 00 00 02 00 00 01 2c 00 00 00 27 00 00 01 2c 00 00 00 3f 00 00 01 2c 00 00 00 36 00 00 01 2c"

Just a little side note there is two of each weapon in the hex so make sure to change them both, for every weapon moe than one you have there will be another set in the code, so if you have two of that weapon then there is 3 sets of the code, if you have 4 of that weapon then there should be 5 sets. The one extra is just for a record of what weapons you currently possess on all your characters. If you only change one then the character with that weapon on him will freeze each time you load him even after you change it back or correctly so dont mess up or you need a new character, I already know my kendal is done and he was my favorite. Don't hesitate to add to the list already given

Things I would like to figure out and would love help
-How to change attack on weapons, defense on armour/rings, sp recovery
-the codes for specific abilities(dash, invisibility, etc)
-if it is possible to use weapons not meant for that character
-change sp, hp for specfic characters, attribute points is okay but it would be better
-maybe look into the controller settings and change what the bound buttons do
-possibly get a tool for this game up and running

k i know defense is 12 and bash is 40, also you cant add enhancements to weapons you have to already have 4 on it if you want 4. Still dont know what tremor, slash, and fortune are but soon ill know

also missing growth and tackle
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Old 09-10-2009, 05:45 PM   #25
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Re: KUF: Circle of Doom Modding

Post a save please.

Upload a save please.
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Old 09-10-2009, 06:30 PM   #26
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Re: KUF: Circle of Doom Modding

2c=tremor
41=slash
25=fortune
0e=tackle
01=growth

ill have a completed save hopefully tonight I need kuronos to get on and help me for a sec
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Old 09-11-2009, 02:23 AM   #27
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Re: KUF: Circle of Doom Modding

Quote: Originally Posted by Tissues View Post
Post a save please.

Upload a save please.

The TUT is right there... you could just do it yourself... JJ03 and I both did..
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Old 09-11-2009, 04:37 PM   #28
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Re: KUF: Circle of Doom Modding

is the tut not understandable to anyone i thought it was pretty straight forward

Also I have figured out how to have more than 4 enhancements on a weapon, I'm currently working on making a weapon hopefully with 12 but I might have to settle for 8 I'll release how to do that after the weapon is done

okay dont have any more than 6 enhancements on a weapon or it goes all glitchy

okay I forgot to mention life-tap is 2f
and also there are secret enhancements that never made it into the game that I am just about finishing finding out i think

Here is what they are
03=steady aim (locks on to targets when zooming with ranged weapons)
14=analysis (shows name and health of last enemy hit; kinda pointless when we already have it for everything)
16=parry (doesnt say)
17=trust (doesnt say)
24=iron will (doesnt say)
2e=sacrifice (do a percentage of damage to enemy when you die, depends on how much damage you take)
3e=push (doesnt say but I think we can guess)

before all the information for your enhancements like the "00 00 00 1c 00 00 00 19" which is guidance level 25 you will see two sets of 8 bytes that could be the same or different the first set of eight is how many enhancement slots are on the weapon and the second set of 8 is how many slots are being used. Like I said no more than 6 or the weapon is retarded. so here is an example you have some shurikens with multifire, reflection, piercing, and frost all level 25 in hex the weapon would look like this "00 00 00 04 00 00 00 04 00 00 00 0b 00 00 00 19 00 00 00 26 00 00 00 19 00 00 00 04 00 00 00 19 00 00 00 31 00 00 00 19" the first 16 bytes or "00 00 00 04 00 00 00 04" are the amount of enhancement slots and then the number of slots in use. change the first 04 to 06 and then synthesize two new enhancements to the weapon because you cant hex in added enhancements i know it sucks. then once you have the enhancements added go ahead and change the levels of the enhancements to whatever and change the enhancements if you like. Two more enhancement slots is huge too I always wanted one more thing on a few of my weapons. Have fun with this I already am.

pm me for gamesave and reason why you cant just do this yourself

EDIT: Nevermind you can add enhancements when they are not originally there as long as there is space in the code meaning there is and bunch of 000000000... before any FFFFFFF.. All I did was change the amount of enhancement slots to one more than the amount actually in use.

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Old 09-11-2009, 05:26 PM   #29
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Re: KUF: Circle of Doom Modding

I don't have the game, I just wanted a nose around.
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Old 09-12-2009, 12:06 AM   #30
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Re: KUF: Circle of Doom Modding

Thank you for TUT now I try to make it.
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Old 09-14-2009, 09:44 PM   #31
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Re: KUF: Circle of Doom Modding

thanks. that was just awsome. ill try it

i like getting the most out of my games.

to bad we could leave the set trails and just wonder around hey.

kuronos add mallios if you want all my weapons. The Mighty Sword and stuff

Last edited by xsikx_cyrax; 09-14-2009 at 09:54 PM. Reason: need to help out a se7en sinner
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Old 09-15-2009, 04:07 AM   #32
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Re: KUF: Circle of Doom Modding

i wish we could do something like noclip around the map but I do not think its possible. I have figured out more regarding weapons like how to change hp on armor, attack on weapon, sp recovery, sp requirement, times synthesized, sp consumed per sec, hp consumed per sec, and if the weapon had enchantment which enchantment to is on it and what to change it to. Also know how to have any ability on any character working on tutorial for this soon but im tired and im going to sleep. All I really want now is how to have characters use each others weapons.
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Old 09-15-2009, 11:38 AM   #33
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Re: KUF: Circle of Doom Modding

I havent played with this stuff yet. Is it fun being god like.
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Old 09-15-2009, 01:42 PM   #34
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Re: KUF: Circle of Doom Modding

Its very fun
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Old 09-15-2009, 04:11 PM   #35
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Re: KUF: Circle of Doom Modding

still no word on how they whir able to be Kendal and weild Ragnier`s sword and where a sword as armor. im going try to find this guy today and get more questions awnsered. By the way JJ03 do you know if u can take any magic spell and put it on one of Ragniers swords

Last edited by xsikx_cyrax; 09-15-2009 at 04:15 PM. Reason: Forgot to ask jj03 a question
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Old 09-16-2009, 02:36 AM   #36
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Re: KUF: Circle of Doom Modding

Yes you can do that. The guy probably won't tell you anything, whatever i'll find it on my own soon. I doubt he found out his stuff on his own, somebody might have told him or he just googled information from what people who play the game on the computer say. I still haven't googled anything.

I think Tissues is actually who you want to talk to he is just playing off like he doesnt play the game

Here is what I have recently figured out and for you to fully understand this post I suggest you read my previous posts.

Character Layout:
Starting with character level and each section is in increments of 8 bytes.
Character level info
Experience earned for character
attribute points
HP
SP
Don't know these 8 bytes
Luck
Time played with character
Then gold like I said is after all the FFFFFFF.....
Abilities currently used can be right next to each other or could be a little apart but they are in the middle of lots of 00000000... and they come after gold but before any weapon info.

Weapon Layout
starting with times synthesized and in increments of 8 bytes
times synthesized
don't know
don't know
don't know
SP needed to equip
HP added by item
SP recovery
SP consumed per sec
HP consumed per sec
Enhancement slots
Enhancement slots in use
First enhancement
Level of first enhancement
Second enhancement
Level of second enhancement
Third enhancement
Level of third enhancement
Fourth enhancement
Level of fourth enhancement
Fifth enhancement
Level of Fifth enhancement
Sixth enhancement
Level of sixth enhancement
Don't know *13(This means that the next 13 sets of 8 bytes are just random crap of FFFFFFFFF00000000..... repeatedly a few times
Weapon attack information
Enchantment currently on item
Don't know
Don't know
made by information for next 4 sets of 8 bytes

I already gave all the enhancement codes in a list, now for the enchantments

01=Bleed
02=Needle
03=Demonic Hand
04=Dash
05=Clap
06=Chain Lightning
07=Magic Shot
08=Sand Throw
09=Mirror of Abyss
0a=Cherub Statue
0b=Mirror of Paradise
0c=Icicle
0d=Weep
0e=Web
0f=Chilling Touch
10=Fireball
11=Punch
12=Poison Needle
13=Explosion
14=Drill
15=Mighty Sword
16=Snow Bat
17=Magma
18=Flesh Spear
19=Power of Love #1
1a=Power of Love #2
1b=Silence
1c=Thorn
1d=Ice Sword
1e=Golem Heart
1f=Allure
20=Explosive Flesh Spear
21=Invisibility
22=Self Destruction
23=Self Injury
24=Leap
25=Angel Statue
26=Freezing your Xbox 360(Don't do this one)
27=Kaliedoflamma
28=Freezing your Xbox 360
29=Timber
2a=Draw
2b=Vampire Bat
2c=Heal
2d=Freezing your Xbox 360
2e=Archangel Statue
2f=Landslide
30=Iron Timber
31=Petrifying Breath
32=Null
33=Bless
34=Dark Mist
35=Meteor
36=Thor's Hammer
37=Vine
38=Blizzard

I have not tested pass 38 so there might be more but I think I got all the enchantments

SPECIAL NOTE: When it comes to looking at anything related to HP, SP, and attack info, the number appears to be wrong when converted. What you want for max is "4f 00 00 00", so where you find SP and HP for character info change it to that. For attack, sp recovery, hp added when involved with weapons change it to that as well for max. Change sp needed, sp consumed, hp consumed to "00 00 00 00" or if you want it to be 1 in the game it will be "3f 80 00 00". Other than that I think that sums up what I've learned since the last post. Now you can pick up any item off the ground and make it into a super weapon without synthesis. Be warned, that when you go to the idol with high HP and SP set you will freeze, or I believe this is what causes it to freeze however further testing is required. Enjoy yourselves.
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Old 09-16-2009, 07:44 AM   #37
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Re: KUF: Circle of Doom Modding

This is cool TUT it work to me I can make it all item Thank youvery munch JJ03.
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Old 09-16-2009, 12:01 PM   #38
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Re: KUF: Circle of Doom Modding

I forgot to mention enchantment on ranged weapons does not work because you freeze when you use weapon. Too much is going on at one time for the game to comprehend.
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Old 09-17-2009, 07:35 AM   #39
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Re: KUF: Circle of Doom Modding

xP ive been modding Star ocean and now MUA2 lol =)
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Old 09-17-2009, 11:04 AM   #40
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Re: KUF: Circle of Doom Modding

im going to add Ice SWord to my war ahmmer that does 1 mill in damage
for kendal

i dont where am i supossed to look if i want to add a spells to my weapon.
by the this is my first time using hex it neo and trying this stuff.
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