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  1. #1

    Question about DAT editing

    When you change a mob's name in the DAT file, is it OK to give it a name that's longer or shorter than the original name? Or must it be exactly the same number of characters?

  2. #2
    >The Implying
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    There's a maximum number of characters per entry. So yes, if the original name is short enough, you can add characters to the mob's name, just fill in the "blank" spaces.

    However, don't use <t> in macros or anything, as whatever you change will show up in everyone else's chat log because of whatever determines the <t> function's code.

  3. #3

    Quote Originally Posted by Jeryhn
    However, don't use <t> in macros or anything, as whatever you change will show up in everyone else's chat log because of whatever determines the <t> function's code.
    That's odd, are you sure about that? A guy in my LS recently had a weird problem in Zhayolm Remnants with a possibly corrupted DAT file. All the mobs kept showing up as "NPC" for him. In one instance, someone ELSE /poked a mob, and in HIS log it showed up as "So and so pokes the NPC." I have a SS, here:

    http://media.pixpond.com/31f4nu.jpg

    Perhaps emotes work differently from <t>?

  4. #4

    DAT looks like trouble.

  5. #5
    >The Implying
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    I mean like when you use <t> in a chat line, as if you would in an assist macro. Tested this myself.

    For instance, I renamed the Sanction guy in Whitegate to "Sanction".
    Had someone else with me in my party.

    I /pointed and /poked it, and he saw the emote message with the guy's name.
    I said "(/assist) <t>" in my chat log, and he saw the word "Sanction".

    EDIT: For clarification, I tested this with battle messages too, using two characters. Changed one of Lizzy's placeholders into a "Rock Lizzy", and removed all chat filters from both characters. In my chat log, I killed damaged and killed "Rock Lizzy" and in the 2nd account, it saw me damage and kill a "Rock Lizard".

  6. #6

    Yea I know what you meant, I was just surprised that emotes and chat lines worked differently. I guess when you do a <t> it replaces the text on the client side before it sends the message to the server, and with an emote it just says "do this emote against the mob with DAT file ID 1234566". Then with the emote it probably translates that after receiving it on the client.

    Edit: Now that I think about it that actually makes perfect sense, since emotes have to be translated into the language of the client.

  7. #7
    Ridill
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    Quote Originally Posted by divisortheory
    Yea I know what you meant, I was just surprised that emotes and chat lines worked differently. I guess when you do a <t> it replaces the text on the client side before it sends the message to the server, and with an emote it just says "do this emote against the mob with DAT file ID 1234566". Then with the emote it probably translates that after receiving it on the client.

    Edit: Now that I think about it that actually makes perfect sense, since emotes have to be translated into the language of the client.
    Since you could use a <t> and be in a whole different zone that a person doesn't have installed (if they don't have that expansion) because of party, linkshell, or tell. It would have to send the name as part of the text for tags like <t> and <lastst>.

  8. #8
    Sea Torques
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    emote works differently since it's gotta translate to different clients. it uses the mob ID not the actual name, and your client picks up the name locally from your dat.

    i wouldn't fuck around with changing the names of npcs to something longer than they already are, however.. i edit my dats with a hex editor and if the replacement is too short i use 00's in the hex to fill out the empty space.. but i rather keep the length exactly the same and be creative.

  9. #9
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    What's a good free hex editor to go about doing this?
    Also is there a list of zone dats somewhere?

    I'm at work and most sites are blocked, so my limited searching on google isn't giving me much

  10. #10
    I Am, Who I Am.
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    Ultaedit is free for 30 days, its quite good, and really easy to find a cracked version.

    Dunno about a handy list, but AltanaView will say what they are.

  11. #11
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    If I edit more than what is highlighted, I encounter problems. I like to see both sides so I know what I am editing. It seems that FFXI needs a null (00) to know where the name ends.


    http://img469.imageshack.us/img469/5535/hexcopyhj7.jpg

  12. #12
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    Quote Originally Posted by SephirothYuyX
    Ultaedit is free for 30 days, its quite good, and really easy to find a cracked version.

    Dunno about a handy list, but AltanaView will say what they are.
    Thanks, I'll give it a try.

  13. #13

    Quote Originally Posted by Bununyunu
    If I edit more than what is highlighted, I encounter problems. I like to see both sides so I know what I am editing. It seems that FFXI needs a null (00) to know where the name ends.


    http://img469.imageshack.us/img469/5535/hexcopyhj7.jpg
    23 appears to be a game limitation for the maximum length of an enemy name. Even if you inserted another null after that I question whether or not it would work. I was able to find a number of mobs with 23 letters in their name, but never found one with 24 or more.

  14. #14
    Sea Torques
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    i like cygnus, but there are plenty of free or shareware hex editors out there.. as for the list i found this awhile back i haven't confirmed it but my guess is that it's accurate.

    Code:
    ROM/26/37.dat -- West Ronfaure
    ROM/26/38.dat -- East Ronfaure
    ROM/26/39.dat -- La Theine Plateau
    ROM/26/40.dat -- Valkurm Dunes
    ROM/26/41.dat -- Jugner Forest
    ROM/26/42.dat -- Batallia Downs
    ROM/26/43.dat -- North Gustaberg
    ROM/26/44.dat -- South Gustaberg
    ROM/26/45.dat -- Konschtat Highlands
    ROM/26/46.dat -- Pashhow Marshlands
    ROM/26/47.dat -- Rolanberry Fields
    ROM/26/48.dat -- Beaucedine Glacier
    ROM/26/49.dat -- Xarcabard
    ROM/26/52.dat -- West Sarutabaruta
    ROM/26/53.dat -- East Sarutabaruta
    ROM/26/54.dat -- Tahrongi Canyon
    ROM/26/55.dat -- Buburimu Peninsula
    ROM/26/56.dat -- Meriphataud Mountains
    ROM/26/57.dat -- Sauromugue Champaign
    ROM/26/63.dat -- Qufim Island
    ROM/26/64.dat -- Behemoth's Dominion
    ROM/26/76.dat -- Horlais Peak
    ROM/26/77.dat -- Ghelsba Outpost
    ROM/26/78.dat -- Fort Ghelsba
    ROM/26/79.dat -- Yughott Grotto
    ROM/26/80.dat -- Palborough Mines
    ROM/26/81.dat -- Waughroon Shrine
    ROM/26/82.dat -- Giddeus
    ROM/26/83.dat -- Balga's Dais
    ROM/26/84.dat -- Beadeaux
    ROM/26/85.dat -- Qulun Dome
    ROM/26/86.dat -- Davoi
    ROM/26/87.dat -- Monastic Cavern
    ROM/26/88.dat -- Castle Oztroja
    ROM/26/89.dat -- Altar Room
    ROM/26/94.dat -- Middle Delkfutt's Tower
    ROM/26/95.dat -- Upper Delkfutt's Tower
    ROM/26/98.dat -- Castle Zvahl Baileys
    ROM/26/99.dat -- Castle Zvahl Keep
    ROM/26/102.dat -- Throne Room
    ROM/26/103.dat -- Ranguemont Pass
    ROM/26/104.dat -- Bostaunieux Oubliette
    ROM/26/106.dat -- Toraimarai Canal
    ROM/26/109.dat -- Zeruhn Mines
    ROM/26/121.dat -- Lower Delkfutt's Tower
    ROM/26/127.dat -- King Ranperre's Tomb
    ROM/27/0.dat -- Dangruf Wadi
    ROM/27/1.dat -- Inner Horutoto Ruins
    ROM/27/2.dat -- Ordelle's Caves
    ROM/27/3.dat -- Outer Horutoto Ruins
    ROM/27/4.dat -- The Eldieme Necropolis
    ROM/27/5.dat -- Gusgen Mines
    ROM/27/6.dat -- Crawlers' Nest
    ROM/27/7.dat -- Maze of Shakhrami
    ROM/27/9.dat -- Garlaige Citadel
    ROM/27/13.dat -- Fei'Yin
    ROM/27/15.dat -- Qu'Bia Arena
    ROM/27/29.dat -- Ship bound for Selbina
    ROM/27/30.dat -- Ship bound for Mhaura
    ROM/27/32.dat -- San d'Oria-Jeuno Airship
    ROM/27/33.dat -- Bastok-Jeuno Airship
    ROM/27/34.dat -- Windurst-Jeuno Airship
    ROM/27/36.dat -- Ship bound for Selbina
    ROM/27/37.dat -- Ship bound for Mhaura
    ROM/27/39.dat -- Southern San d'Oria
    ROM/27/40.dat -- Northern San d'Oria
    ROM/27/41.dat -- Port San d'Oria
    ROM/27/42.dat -- Chateau d'Oraguille
    ROM/27/43.dat -- Bastok Mines
    ROM/27/44.dat -- Bastok Markets
    ROM/27/45.dat -- Port Bastok
    ROM/27/46.dat -- Metalworks
    ROM/27/47.dat -- Windurst Waters
    ROM/27/48.dat -- Windurst Walls
    ROM/27/49.dat -- Port Windurst
    ROM/27/50.dat -- Windurst Woods
    ROM/27/51.dat -- Heavens Tower
    ROM/27/52.dat -- Ru'Lude Gardens
    ROM/27/53.dat -- Upper Jeuno
    ROM/27/54.dat -- Lower Jeuno
    ROM/27/55.dat -- Port Jeuno
    ROM/27/57.dat -- Selbina
    ROM/27/58.dat -- Mhaura
    
    ====== Rise of the Zilart Areas ======
    ROM2/13/95.dat -- Cape Teriggan
    ROM2/13/96.dat -- Eastern Altepa Desert
    ROM2/13/97.dat -- The Sanctuary of Zi'Tah
    ROM2/13/98.dat -- Ro'Maeve
    ROM2/13/99.dat -- Yuhtunga Jungle
    ROM2/13/100.dat -- Yhoator Jungle
    ROM2/13/101.dat -- Western Altepa Desert
    ROM2/13/102.dat -- Valley of Sorrows
    ROM2/13/103.dat -- Ru'Aun Gardens
    ROM2/13/104.dat -- Dynamis - Beaucedine
    ROM2/13/105.dat -- Dynamis - Xarcabard
    ROM2/13/106.dat -- The Boyahda Tree
    ROM2/13/107.dat -- Dragon's Aery
    ROM2/13/108.dat -- Temple of Uggalepih
    ROM2/13/109.dat -- Den of Rancor
    ROM2/13/110.dat -- Sacrificial Chamber
    ROM2/13/111.dat -- Chamber of Oracles
    ROM2/13/112.dat -- Full Moon Fountain
    ROM2/13/113.dat -- Korroloka Tunnel
    ROM2/13/114.dat -- Kuftal Tunnel
    ROM2/13/115.dat -- Sea Serpent Grotto
    ROM2/13/116.dat -- Ve'Lugannon Palace
    ROM2/13/117.dat -- The Shrine of Ru'Avitau
    ROM2/13/118.dat -- Stellar Fulcrum
    ROM2/13/119.dat -- La'Loff Amphitheater
    ROM2/13/120.dat -- The Celestial Nexus
    ROM2/13/121.dat -- Dynamis - San d'Oria
    ROM2/13/122.dat -- Dynamis - Bastok
    ROM2/13/123.dat -- Dynamis - Windurst
    ROM2/13/124.dat -- Dynamis - Jeuno
    ROM2/13/125.dat -- Cloister of Gales
    ROM2/13/126.dat -- Cloister of Storms
    ROM2/13/127.dat -- Cloister of Frost
    ROM2/14/0.dat -- Ifrit's Cauldron
    ROM2/14/1.dat -- Cloister of Flames
    ROM2/14/2.dat -- Quicksand Caves
    ROM2/14/3.dat -- Cloister of Tremors
    ROM2/14/4.dat -- Cloister of Tides
    ROM2/14/5.dat -- Gustav Tunnel
    ROM2/14/6.dat -- Labyrinth of Onzozo
    ROM2/14/7.dat -- Kazham-Jeuno Airship
    ROM2/14/8.dat -- Rabao
    ROM2/14/9.dat -- Kazham
    ROM2/14/10.dat -- Hall of the Gods
    ROM2/14/11.dat -- Norg
    
    ====== Chain of Promathia Areas ======
    ROM3/2/111.dat -- Phanauet Channel
    ROM3/2/112.dat -- Carpenters' Landing
    ROM3/2/113.dat -- Manaclipper
    ROM3/2/114.dat -- Bibiki Bay
    ROM3/2/115.dat -- Uleguerand Range
    ROM3/2/116.dat -- Bearclaw Pinnacle
    ROM3/2/117.dat -- Attohwa Chasm
    ROM3/2/118.dat -- Boneyard Gully
    ROM3/2/119.dat -- Pso'Xja
    ROM3/2/120.dat -- The Shrouded Maw
    ROM3/2/121.dat -- Oldton Movalpolos
    ROM3/2/122.dat -- Newton Movalpolos
    ROM3/2/123.dat -- Mine Shaft #2716
    ROM3/2/124.dat -- Hall of Transference
    ROM3/2/126.dat -- Promyvion-Holla
    ROM3/2/127.dat -- Spire of Holla
    ROM3/3/0.dat -- Promyvion-Dem
    ROM3/3/1.dat -- Spire of Dem
    ROM3/3/2.dat -- Promyvion-Mea
    ROM3/3/3.dat -- Spire of Mea
    ROM3/3/4.dat -- Promyvion-Vahzl
    ROM3/3/5.dat -- Spire of Vahzl
    ROM3/3/6.dat -- Lufiase Meadows
    ROM3/3/7.dat -- Misareaux Coast
    ROM3/3/8.dat -- Tavnazian Safehold
    ROM3/3/9.dat -- Phomiuna Aqueducts
    ROM3/3/10.dat -- Sacrarium
    ROM3/3/11.dat -- Riverne - Site #B01
    ROM3/3/12.dat -- Riverne - Site #A01
    ROM3/3/13.dat -- Monarch Linn
    ROM3/3/14.dat -- Sealion's Den
    ROM3/3/15.dat -- Al'Taieu
    ROM3/3/16.dat -- Grand Palace of Hu'Xzoi
    ROM3/3/17.dat -- The Garden of Ru'Hmet
    ROM3/3/18.dat -- Empyreal Paradox
    ROM3/3/19.dat -- Temenos
    ROM3/3/20.dat -- Apollyon
    ROM3/3/21.dat -- Dynamis - Valkurm
    ROM3/3/22.dat -- Dynamis - Buburimu
    ROM3/3/23.dat -- Dynamis - Qufim
    ROM3/3/24.dat -- Dynamis - Tavnazia
    ROM3/3/25.dat -- Diorama Abdhaljs-Ghelsba
    ROM3/3/26.dat -- Abdhaljs Isle-Purgonorgo
    
    ====== Treasure of Aht Urgan ======
    ROM4/1/45.dat -- Open sea route to Al Zahbi
    ROM4/1/46.dat -- Open sea route to Mhaura
    ROM4/1/47.dat -- Al Zahbi
    ROM4/1/49.dat -- Aht Urhgan Whitegate
    ROM4/1/50.dat -- Wajaom Woodlands
    ROM4/1/51.dat -- Bhaflau Thickets
    ROM4/1/52.dat -- Nashmau
    ROM4/1/53.dat -- Arrapago Reef
    ROM4/1/54.dat -- Ilrusi Atoll
    ROM4/1/55.dat -- Periqia
    ROM4/1/56.dat -- Talacca Cove
    ROM4/1/57.dat -- Silver Sea route to Nashmau
    ROM4/1/58.dat -- Silver Sea route to Al Zahbi
    ROM4/1/59.dat -- The Ashu Talif
    ROM4/1/60.dat -- Mount Zhayolm
    ROM4/1/61.dat -- Halvung
    ROM4/1/62.dat -- Lebros Cavern
    ROM4/1/63.dat -- Navukgo Execution Chamber
    ROM4/1/64.dat -- Mamook
    ROM4/1/65.dat -- Mamool Ja Training Grounds
    ROM4/1/66.dat -- Jade Sepulcher
    ROM4/1/67.dat -- Aydeewa Subterrane
    ROM4/1/68.dat -- Leujaoam Sanctum
    ROM4/1/69.dat -- Chocobo Circuit
    ROM4/1/70.dat -- The Colosseum
    ROM4/1/71.dat -- Alzadaal Undersea Ruins
    ROM4/1/72.dat -- Zhayolm Remnants
    ROM4/1/73.dat -- Arrapago Remnants
    ROM4/1/74.dat -- Bhaflau Remnants
    ROM4/1/75.dat -- Silver Sea Remnants
    ROM4/1/76.dat -- Nyzul Isle
    ROM4/1/77.dat -- Hazhalm Testing Grounds
    ROM4/1/78.dat -- Caedarva Mire

  15. #15
    Ridill
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    Quote Originally Posted by Matricide
    i like cygnus, but there are plenty of free or shareware hex editors out there.. as for the list i found this awhile back i haven't confirmed it but my guess is that it's accurate.

    Code:
    dats
    There are two things that I find odd about that list. First is that Lower Delkfutt's Tower is not next to Middle and Upper. Second that "The Last Stand" is not included. That doesn't mean that it is incorrect, just strange that Square would organize their files like that, and that the unused zone (probably a BCNM space) isn't in there.

    EDIT- Oh wait, or was the Last Stand edited out of our dat list with ToAU?

  16. #16
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    Quote Originally Posted by divisortheory
    Quote Originally Posted by Bununyunu
    If I edit more than what is highlighted, I encounter problems. I like to see both sides so I know what I am editing. It seems that FFXI needs a null (00) to know where the name ends.
    23 appears to be a game limitation for the maximum length of an enemy name. Even if you inserted another null after that I question whether or not it would work. I was able to find a number of mobs with 23 letters in their name, but never found one with 24 or more.
    The limit is 24 characters/bytes and null-termination is not necessary.

    http://img239.imageshack.us/img239/9...tchangedu9.jpg

    http://img114.imageshack.us/img114/3...ingeffiel6.jpg

    Taken while I was surveying Dynamis-Beaucedine just last night.

  17. #17

    Quote Originally Posted by Teorem
    Quote Originally Posted by divisortheory
    Quote Originally Posted by Bununyunu
    If I edit more than what is highlighted, I encounter problems. I like to see both sides so I know what I am editing. It seems that FFXI needs a null (00) to know where the name ends.
    23 appears to be a game limitation for the maximum length of an enemy name. Even if you inserted another null after that I question whether or not it would work. I was able to find a number of mobs with 23 letters in their name, but never found one with 24 or more.
    The limit is 24 characters/bytes and null-termination is not necessary.

    http://img239.imageshack.us/img239/9...tchangedu9.jpg

    http://img114.imageshack.us/img114/3...ingeffiel6.jpg

    Taken while I was surveying Dynamis-Beaucedine just last night.
    DAT is confusing.

  18. #18
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    I gave some dat editing a try and it seemed to work great, however at one point I messed up somewhere and all my NPC's were called "NPC" for that zone.
    Any idea what I did so I don't do it again? I assume I missed a null or something and that broke everything, I just couldn't find my error.

  19. #19

    I would assume that if you say, added the mobs job to every dynamis monster in the dats while keeping the original name intact you could automatically call the job of mobs with your assist me macro.

    Since <t> is sent via the client, there would be no way to tell the difference between <t>="Vanguard Mason [JOB]" (with the job name in the dats) and <t>="Vanguard Mason" [JOB], right?

    Whats the longest named dynamis mob/NM?

  20. #20
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    This is what I had planned to do but it doesn't really work.
    Some statues/eyes pop 4 mobs of different jobs. So having Vanguard Eye (WAR,WHM,MNK,SAM) is way to long. The only way to do it would be to abbreviate it somehow.
    VE (WAR,WHM,MNK,SAM) would work, and would help pullers out a fair bit. Doesn't do much for macros though.
    The other problem is if these dats are made and distributed by a leader of an LS, if a disgruntled member decides he wants to take down that LS he could call a GM and easily have anyone using the dat suspended.
    So really making these would have to be for private use only, or use my a small group of close friends, and using macros to your advantage would be less than ideal.

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