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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.; I don't believe that he made his program do that yet, but do you really need that option. I guess it is just a convience. He reads the forums so he might add that feature.



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Old 09-24-2009, 11:49 AM   #61
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Re: KUF: Circle of Doom Modding

I don't believe that he made his program do that yet, but do you really need that option. I guess it is just a convience. He reads the forums so he might add that feature.
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Old 09-24-2009, 05:18 PM   #62
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Re: KUF: Circle of Doom Modding

Can the file sizes exceed 5mb? or 8mb?
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Old 09-24-2009, 08:02 PM   #63
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Re: KUF: Circle of Doom Modding

mine is only .17MB if your exceeds 1MB you might need to use the hash block calculator to rehash. You must have a lot of characters to have that big of a file.
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Old 09-24-2009, 08:22 PM   #64
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Re: KUF: Circle of Doom Modding

Quote: Originally Posted by JJ03 View Post
mine is only .17MB if your exceeds 1MB you might need to use the hash block calculator to rehash. You must have a lot of characters to have that big of a file.
Most Rehashers and Resigners can go up to 2MB, some 4 or 5, but HBC is the best for big files. One of my profiles is over 100MB and only HBC and the Profile tool can handle it.

Last edited by Otaku Se7en; 09-26-2009 at 08:16 PM.
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Old 09-26-2009, 01:06 AM   #65
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Re: KUF: Circle of Doom Modding

Hi this is code to change your suit I try to change it.It work to me.
Regnier
First Suit 6e
Second Suit 6f
Third Suit 70
Fourth Suit 71
Fifth Suit 72
Sixth Suit 73
Leinhart
First Suit 8c
Second Suit 8d
Third Suit 8e
Fourth Suit 8f
Fifth Suit 90
Sixth Suit 91
Curian
First Suit 96
Second Suit 97
Third Suit 98
Fourth Suit 99
Fifth Suit 9a
Sixth Suit 9b
Duane
First Suit 82
Second Suit 83
Third Suit 84
Fourth Suit 85
Fifth Suit 86
Sixth Suit 87
Celine
First Suit 78
Second Suit 79
Third Suit 7a
Fourth Suit 7b
Fifth Suit 7c
Sixth Suit 7d
Kendal
First Suit 64
Second Suit 65
Third Suit 66
Fourth Suit 67
Fifth Suit 68
Sixth Suit 69

Last edited by piya2519; 09-26-2009 at 01:21 AM.
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Old 09-26-2009, 08:12 PM   #66
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Re: KUF: Circle of Doom Modding

Piya, If that works for you that is great but really to have the different suits just change the quality of the item which is right after the type. the quality ranges from 00 to 05. this will satisfy any suit and weapon design.
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Old 09-28-2009, 01:02 PM   #67
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Re: KUF: Circle of Doom Modding

Hi jj03 suit 00 to 05 it change name suit
if weapon 00 to 05 change design
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Old 09-29-2009, 01:40 PM   #68
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Re: KUF: Circle of Doom Modding

hey everyone I posted the list of item stack codes(blue, orange, red, white, panacea, etc) in the tut on the first page. There is also some info after the list you should read about the item stack codes.
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Old 10-01-2009, 11:26 AM   #69
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Re: KUF: Circle of Doom Modding

is it possible to take mutant curian magic attack. the big blast he shoots from his arms. just wonering thats an enchantment
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Old 10-01-2009, 12:38 PM   #70
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Re: KUF: Circle of Doom Modding

dont believe so but I only tested the enchantments up to the last one on the list, if it is one then it would be past that number however, there are the three that caused me to freeze, but i had them on a weapon so maybe if you try those three to a characters spell then you might get lucky.
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Old 10-01-2009, 10:25 PM   #71
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Re: KUF: Circle of Doom Modding

hey jj do you think you can take alook at soul calibur 4 or the armor template for it or something. cuase i can reallt use all that armor and stuff


just wondering is any body els getting real pissedoff when that odst trailer keeps like every time you click on a differnt page it plays that trailer F*** man that made for ever hate odst now.

Last edited by xsikx_cyrax; 10-01-2009 at 11:22 PM. Reason: anoying pop up
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Old 10-04-2009, 12:43 PM   #72
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Re: KUF: Circle of Doom Modding

don't have the game you would have to upload a save with a link for me to look at it
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Old 10-09-2009, 02:57 AM   #73
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Re: KUF: Circle of Doom Modding

hi
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Old 10-09-2009, 09:41 AM   #74
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Re: KUF: Circle of Doom Modding

Why is your first post here in this thread saying 'hi ' wtf is that?
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Old 10-20-2009, 12:32 AM   #75
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Re: KUF: Circle of Doom Modding

To JJ03,

The Attack Power of a weapon can be found after SP Recovery/Consumption offset/address, next to several FF FF FF FF 00 00 00 00 offsets (I don't have any idea what are those for). The number is written in FLOAT, so my Celine's dagger (with Attack Power 1689) written as 44 D3 20 00 (in Motorola byte order, or usually called Big Endian order).

Note that this is only for weapons. Accesories and armors don't have Attack Power. And as for limit, I never tried anything than 4F 00 00 00 (which makes your weapon's Attack Power boosted to 2147483647, enough to kill Enclabossa in one successful hit even in Extreme Mode)

Again, it is written in Motorola (Big Endian) byte order. Intel (Little Endian) byte order will have the data written as 00 00 00 4F.

Sorry, I don't mean anything. I just want to write about it to prevent confusion. If you are using a hex editor that views offset in Intel order by default like Hex Workshop and try to find Attack Power using its default setting of search (Search in Little Endian (e.g. Intel) Byte Order) you will find nothing.

Oh, damn...

Sorry about that post (I can't delete it). I didn't read the article thoroughly, so I thought you still want to know about Attack Power offset. Sorry for that...
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Old 10-21-2009, 06:38 AM   #76
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Re: KUF: Circle of Doom Modding

I would like to thank you first for posting on how to do this. But one 2 steps i am getting very confussed on! I wanna be able to have unlimited orange and blue potions. They are both assigned to my left and right bumper in the game. But I am going crazy, I have spent all day changing what I thought would be it. I only have 2 of each(blue, orange potion). Please explain that part a little better. for instance, tell me what to search for, than what to change, and what to change it to. Thanks alot, sorry, and yess this is my first post here but I have been following some stuff up on here for almost a year now. Thanks ahead of time.
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Old 10-22-2009, 10:39 AM   #77
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Re: KUF: Circle of Doom Modding

Hi im confused on how to hex edit weapons i cant find out what they are if they dont have 25 enchantment plus when is the mod tool going to be available.

p.s my GT is lockedbaza and please could someone make me a modded regniers cannon with 255=multifire 255=reflection 255=extraction please i will be most greatful
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Old 10-22-2009, 10:43 PM   #78
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Re: KUF: Circle of Doom Modding

okay to fin your stack of orange potions search for "00 00 01 07"(this is in the code list on the first page) and it wouldn't hurt to throw in eight 0's after it but really that should work. The next 200 bytes after the "00 00 01 07" will most likely be all 0's. Then there will be 8 bytes of FF.. then 8 bytes of 0's then 8 bytes of FF then 8 bytes of 0's then 8 bytes of FF then 32 bytes or 4 sets of 8 bytes of 0's. After those 32 bytes is your information your looking for which says how much of that item is in that stack. So if youonly have 2 oranges then it will say "00 00 00 02" change that to "FF FF FF FF" to make stack negative which is good in this situation. For blues instead search for "00 00 01 08". Just use the lists given. The stacks of items use the same amount of bytes of information as weapons and armor and in the same order but they don't use enhancements or anything so most of it is 0's.
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Old 11-01-2009, 02:49 PM   #79
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Re: KUF: Circle of Doom Modding

cant read pix tooooo small
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Old 11-01-2009, 05:59 PM   #80
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Re: KUF: Circle of Doom Modding

i know the pics didn't load correctly I could try it again but i just don't really care, the tutorial pretty much can be followed without pics. If you really need them then say so and ill try t get some better ones up
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