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The attributes for each party member can be found under SAVEGAME_CREATURE_STATS -> SAVEGAME_STATLIST.Ĭhange the SAVEGAME_STATPROPERTY_BASE to the number you desire. Each branch corresponds to the party member listed in TEMPLATERESREF. Open the save game in the editor and look for SAVEGAME_PARTYLIST -> SAVEGAME_PARTYPOOLMEMBERS. The subheadings 0 through 5 correspond with the 6 attributes in game.Ġ - Strength 1 - Dexterity 2 - Willpower 3 - Magic 4 - Cunning 5 - ConstitutionĬhange the SAVEGAME_STATPROPERTY_BASE to the number you desire. Open the save game in the Toolset and look for SAVEGAME_PLAYERCHAR -> SAVEGAME_PLAYERCHAR_CHAR -> SAVEGAME_CREATURE_STATS -> SAVEGAME_STATLIST ( Make a backup copy of the savegamename.das, usually by copy/pasting and renaming it to First, find your savegame in %userprofile%\My Documents\BioWare\Dragon Age\Characters\ Character Name\Saves\ Save Slot.Granted, it may never produce anything to dethrone the likes of "Katakis, " but I do feel it has honourably answered its sceptics on many occasions.Always make a backup copy of the save you are going to be editing, in case of any issues or errors. Now that enhancing SEUCK games is a possibility, the possibilities are even greater (not to mention it makes a nice pre-made engine for novice Assembly programmers to cut their teeth on). Alf Yngve's output in particular has shown the pack to be more flexible that even its creators may have intended, with in-game changes in style, narrative, and impressive cut scenes and other presentational effects that would put many a commercial C64 shooter to shame. Granted that games made with it have their hallmarks (most annoyingly, the inflexible enemy patterns), but I do think history has shown that when creators use their imagination a surprising amount of variety can be squeezed out of the pack. Limited as this utility is (in part due to the ease and quality of the tools it offers, taking up a lot of memory) I don't have much bad to say of it.
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