This page very likely contains outdated information (last updated in 2005).
|UESP Main Page
Want to know the hex location in the save game to give yourself tons of gold or that nifty item. Perhaps the format of the Daggerfall IMG files. Well here you can find that and much, much more. Please note that all the information/links contained on this page is third party information and as such may contain errors.
|Major Topics, Seperate Documents
|Minor Topics, Listed Below
Running Without the CD
7 March 2002
Daggerfall can be run without the CD to improve game speed and prevent the annoyance of having to switch CDs when playing various games.
Becoming a Lich
30 May 1998
I thought I'd put a slight new twist in the game and try to become a lich. This would be essentially similar to a vampire with a few differences. The first step is, of course, to become a vampire as one normally would. Once that has been accompished you'll need to edit several files.
That is it really, not too much different than a vampire, but your character portrait is now real cool. Feel free to make comments or suggestions on this.
Changing the Wagon Weight Limit
30 May 1998
Changing the size of the wagon is simple, once you know the location of the bytes. In version 2.13 of Daggerfall the offset is 0xDFE13. Note that you must multiply the desired max weight by four when changing it (ie, a max weight of 1000 lbs is the hex code A00F). The max value for the weight is most likely in the area of 16000 lbs. To change the text that goes along with this, check out the offset 0x1B06AC, making sure not to exceed the length of the string that is there. If you don't want to do this hex-editting yourself, check out the utility DFWAGON.ZIP which allows you to change the value and the text string.
Repairing with Hex Editing
I can't find my write up so here it is again. Pardon me if I cover points you already know. If you need a hex editor, I recommend Hex Workshop, which I got off the net from a Excite search (+hex +editor +win95). Remember it's always a good idea to backup the file first (HW will prompt you to do a backup if make changes).
The save games are in the Dagger directory under subdirectories SAVE0 through SAVE5 in the following order according to the save screen....
The "name" of the save game is in a file called savename.txt if you want to verify that you have the right save.
Look for the item you want to repair (like %it of Orc Strength or Leaping %it), your items will generally follow your name and class name. Locate the beginning of the name then count forward 44 bytes. Position 44-45 are current status and 46-47 are max status. I generally set these 4 bytes to FF7F FF7F. This gives 32000+ uses before breakage. To help insure you are in the right place, for magic items, the two bytes right before that (42-43) usually start with a 2 (2###).
This works for ALL item, not just magical ones. One of these days, I'll play with those other two bytes and see if I can't figure out how to MAKE magic items ;-)
Original Text Written by Shadow Jack - firstname.lastname@example.org.
Fixing the Daedric Cuirass Bug + 'Repairing' Items
Someone asked if you could use a hex editor to fix the broken Daedric Cuirasses and occasionally broken Daedric Greaves that the shops sell or that you find on monsters. Yes. In your hex editor find the beginning of the word Cuirass. In the file SAVETREE.DAT from your SAVEn directory Words 44, 45, 46 and 47 offset from the C in Cuirass will be something like 00H 80H 00H 80H. These two 2-byte hex words are "hits remaining" and "max hits" for the Cuirass. When it's new they should match. Once it's taken damage the hits remaining is reduced by the amount of the damage. Unfortunately, the word 8000H when taken as a signed integer is negative and the program believes anything that has a negative value is broken. Therefore the cuirass is broken, even though it's new. So, to make the new Cuirass not broken, change the values to FFH 7FH FFH 7FH for the words offset by 44, 45, 46 and 47 respectively. (This is reducing the max hits for the Cuirass from 32768 to 32767.)
You can also use this information to "fix" magic items (just use a hex editor to ake the two hex words match) until Bethesda fixes the "repairs objects" magic enchantment so that it works in the patched versions.
Be sure to make a backup of SAVETREE.DAT before messing with it. NOTE: This is fixed in patch v1.79.
Changing Item Materials
23 November 1998
Ok, so you're at bytes 44 or so doing "self repairs" on your magic weapons and armor, right? Well, you get to thinking about how ugly that leather cuirass looks. You decide to change it. So, you go down from the 44th "repair byte" to byte 50. This controls the style of the armor. You have to experiment to find out which is which, but if you go too high or too low, your armor disappears. Keep that in mind. Anyway, so you change it to look like that cool breastplate. But then you think, "wait... wouldn't it look better as, DAEDRIC?" sure it would! So, you move over 4 bytes to a 0#. Change this to a 09 (these numbers actually coorospond to the ones on the biog*.* edit list, cool huh?). Now, this WON'T change the color. So if you like the ebony color better than the daedric, hop over two more bytes (all this is to the right btw). Here you'll see a 1#. change this to a 17 (this matches the color of the type of material, aka 19 for daedric, 18 for orc, etc). Well, that's it. Have fun with that daedric!
Bytes 44-47: Repair Bytes Byte 50: Armor Style (Leather, Plate, etc...) Byte 54: Armor Type (Steel, Silver, Daedric etc...) Byte 56: Armor Colour
Somthing to add to Changing Item Material Via Hex-editing In addition to the offset from Start of Item Name,
Byte 57 - Item Weight (Weight = Byte value X 0.25 lbs)These Byte modifications are only Valid with Plate armor and do not work with Chain/Leather armor. Other artifact characteristics (Net worth, embedded magic) are not effected by the byte change, so if you modify a cheap iron dagger into a feather weight Daedric Dagger, its selling price is still only as a cheap iron dagger.
One important thing to note: byte 54 is the Armor Material, and byte 55 is the armor TYPE. 0 is leather, 1 is chain, 2 is plate. I believe 3 is Crystal, 4 is Glass, and 5 and up are weird things like "of Lightning" and the like. Values past 2 add obscene amounts to your armor rating - like +58, or +2470. Of course, there is a maximum practical value, beyond which the game seems to ignore any further armor ratings. (This could simply be like the AD&D 'natural 20' rule, where a certain percent-score on the to-hit check results in an automatic hit, regardless of defenders' AC.)
Original Text Written by Leonard Miyata - email@example.com
Fixing the Negative Spell Point Bug
This is a bug - nobody anticipated it because you shouldn't be able to select both low magic ability and no magic in daylight at the same time. What happens is that the "No Magic" part reduces your spellpoints to zero, then the low magic tries to further reduce that. Result is you have -32768 SP.
If you have a hex-editor, you can fix it. Use the editor to find your
character's name in the savetree.dat file. Then count 565 bytes toward the
end of the file from the first letter in your character's name - this byte
should have a value of X3 where X is:
0 if you have 3X Int in SP
1 if you have 1X Int in SP (SP = Int)
2 if you have 2X Int in SP
4 if you have 1.75X Int in SP
The 3 is because you selected both no magic and low magic. Change the 3 to
a zero if you don't want either of these limitations. Make it 1 for no
magic in daylight or 2 for low magic in daylight (or just make the whole
byte zero - that gives you 3X INT in SP and no magic handicaps).
Original Text Written by Jim Okamura.
Monster Reflex Byte Location
The monster reflex byte is location 130 bytes (82 bytes HEX) from the beginning of the character's name in the file SAVETREE.DAT found in the save game directories. The byte values range from 0 (Highest) to 4(Lowest). Alternatively you can download a program to do this automatically from the Files Area if you aren't familiar with hex editted binary files.
Increasing View Distance
3 January 1997
The first thing that really got on my nerves when I ventured into the wonderful world of Tamriel, was the limited view. I figured I had to fix that particular "bug". In the file savetree.dat, Daggerfall stores the sound/music/detail settings as vars. Now, the program itself does not allow you to enlarge the red bar beyond the limits of clicking-area, but a simple hex-editor does, if you only manage to locate the vars. As the size differs slightly from time to time, one cannot use the same offset for every savefile. To find the vars, just max the bars, save, let your hex-editor search the savetree.dat for these hex-values 7F,7F,00,7F,00 (the first byte being the detail, you may have to search for 7E's instead), and change the detail to FF!!!! When you load your game, you'll notice that your range has been doubled making everything look much better! (Not as good as unlimited range, but beats the hell out of the first one :))
Original Text Written by Thor-Eirik Larsen - firstname.lastname@example.org
View Distance Information
26 October 1997
I first hacked to 0xFF, the max viewing distance and ran everywhere (dungeons, outlands, towns...) to observe the effects:
|0x7F||29||(50m)||0%||Bethesda's max choice, smooth everywere|
|0x9F||33||(57m)||14%||smooth limit on big towns borders|
|0xCF||39||(67m)||34%||rough on big towns borders, smooth limit in outlands|
|0xD7||40||(69m)||38%||a little rough in outlands, smooth in towns|
|0xDF||41||(71m)||41%||rough in outlands, smooth limit in towns|
|0xEF||42||(72m)||45%||rough in towns at view sides, smooth at center|
|0xFF||42||(72m)||45%||max value, rough nearly everywhere.|
I don't care much of the first symptom (big towns poping up at once when arriving from outland) so I hacked definitly with 0xCF value. I "only" gained 34% increased view to keep enough trees smoothness to avoid a quickly bothering sight as I sometimes join sites manually accross the wild. Those who don't care outlands may patch up to 0xDF to gain an extra +7% view whith still a good town sight...
Then I had to estimate what was the hight of the NPC and all would be done. NPCs are strong but don't seem tall, the same as middle-age people. The player have to look down at them. I estimated they were exactly 1.65m tall just to have a simple reference number for the max detail distance choosed by Bethesda (0x7F) before patch.
Now the formula: 1.65m x 5.23 = 5 strides
so 1 stride = 1.65 x 34/6.5/5 = 1.72m
so max view Bethesda ref: 29 strides x 1.72m = 50m
and the distance between two trees: 5 strides x 1.72m = 8.6 m
I found it could match my subjective impression for the 2 trees view.
Why not the size of the whole worldmap now? In "Totambu" state, riding from "The Screaming Giant Inn" strait south to "The Rheste Plantation" took me 1h27' with rest halts excluded, mouse locked at 28km/h full speed, so it shows a 40.6km distance. According to the on-screen map measures ratio, the whole world map would be about 314km x 530 km. Maybe there are other means to fix a better scale. I didn't looked after them. Mine only rely upon the estimation of NPCs' height.
Original Text Written by Danibene - email@example.com
Changing into Monsters
12 September 1997
Dunno if this would be in everyone's game. As I've said before, I hack considerably at my .exe [which I'd release if Bethesda would let me, cause I'm playin' a different game now. The 'Collectors' version, per se. (I've over 550 different items on my ship, as well as 150+ different paintings.)], but in my game, if one gets hit in at range while having The Wabbajack equipped, you are polymorphed into some other creature. I've screenshots of me being a rat, a lich and something else. Sometimes (often) when you go to view your character on the stats screen, it'll crash, which makes be beleive I didn't miss something when I was reading about the artifacts. It's interesting, because it TOTALLY skews your stats, and it RESETS the character. I don't know if any of these mutants would be playable due to stability.
Original Text Written by m00se - firstname.lastname@example.org
Advancement Multiplier Stats
10 January 1999
0x266 (614 decimal) Over=Advancement multiplier in saved game
Format: ## ## 0! (! is the whole number) (#'s are other numbers) +/- 655 per 0.01 advancement point (ie: a value of 655 would be 0.01, 65536 would be 1.00, etc...).
Basic (nothing special, 8 HP char) = 1.00 or 65536
Each add HP + when 8+ cost: 3277 each (from 8 to 9 or 9 to 10, etc.)
Each sub HP - when 8- bonus: 6554 each (from 8 to 7 or 7 to 6, etc.)
|Critical Weakness: Disease||45875|
|Critical Weakness: Fire||45875|
|Critical Weakness: Frost||45875|
|Critical Weakness: Magic||45875|
|Critical Weakness: Paralyzaion||45875|
|Critical Weakness: Poison||45875|
|Critical Weakness: Shock||45875|
|Damage from Holy Places||19661|
|Damage from Sunlight||32768|
|Darkness Magery: Lower in Light||22938|
|Darkness Magery: None in Light||32768|
|Forbidden Armor: Chain||6554|
|Forbidden Armor: Leather||3277|
|Forbidden Armor: Plate||16384|
|Forbidden Material: Adamantium||16384|
|Forbidden Material: Daedric||6554|
|Forbidden Material: Dwarven||22938|
|Forbidden Material: Ebony||13108|
|Forbidden Material: Elven||29491|
|Forbidden Material: Iron||3277|
|Forbidden Material: Mithril||19661|
|Forbidden Material: Orcish||9830|
|Forbidden Material: Silver||19661|
|Forbidden Material: Steel||32768|
|Forbidden Shield: Buckler||3277|
|Forbidden Shield: Kite||3277|
|Forbidden Shield: Round||3277|
|Forbidden Shield: Tower||3277|
|Forbidden Weapon: Axe||6554|
|Forbidden Weapon: Blunt||6554|
|Forbidden Weapon: Hand to hand||6554|
|Forbidden Weapon: Long Blade||6554|
|Forbidden Weapon: Missile||6554|
|Forbidden Weapon: Short Blade||6554|
|Inability to Regenerate SP's||45875|
|Light Magery: Lower in Darkness||32768|
|Light Magery: None in Darkness||45875|
|Low Tolerance: Disease||16384|
|Low Tolerance: Fire||16384|
|Low Tolerance: Frost||16384|
|Low Tolerance: Magic||16384|
|Low Tolerance: Parlysis||16384|
|Low Tolerance: Poison||16384|
|Low Tolerance: Shock||16384|
|Bonus to Hit: Animals||19661|
|Bonus to Hit: Daedra||9830|
|Bonus to Hit: Humanoid||19661|
|Bonus to Hit: Undead||19661|
|Expert in: Axe||6554|
|Expert in: Blunt||6554|
|Expert in: Hand to hand||6554|
|Expert in: Long Blade||6554|
|Expert in: Missile||6554|
|Expert in: Short Blade||6554|
|Immune to Disease||32768|
|Immune to Fire||32768|
|Immune to Frost||32768|
|Immune to Magic||32768|
|Immune to Paralysis||32768|
|Immune to Poison||32768|
|Immune to Shock||32768|
|Increased Magery: INT||6554|
|Increased Magery: 1.5||13108|
|Increased Magery: 1.75||19661|
|Increased Magery: 2||26214|
|Increased Magery: 3||32768|
|Rapid Healing: General||13108|
|Rapid Healing: Darkness||9830|
|Rapid Healing: Light||3277|
|Regen Health: General||45875|
|Regen Health: Darkness||32768|
|Regen Health: Light||19661|
|Regen Health: In water||6554|
|Spell Absorb: General||45875|
|Spell Absorb: Darkness||39322|
|Spell Absorb: Light||26214|
Display this document for printing (some pages may not display properly).
If you have any problems, suggestions or comments on this page or website, please
feel free to use the Contact Form to send
a message to the WebMaster.
This document was last modified on: Saturday, 19 February 2011, at 09:55:05 and has been accessed 13523 times ( /dagger/daghack.shtml ).
Please note that this site is Completely Unofficial and is in no way connected to Bethesda softworks or Zenimax. Bethesda Softworks, Battlespire, XnGine, Morrowind, Redguard, Daggerfall, Arena and The Elder Scrolls are trademarks of Media Technology Limited, Copyright © 1994-2001 Media Technology Limited.