
For my hair thing, the name was HED_HAIR_COLOUR_VECTOR, so imost names are pretty self-explanatory.

Just search for these bytes and hit F3 to go through the name list until you find a promising name for whatever you want to chane. in between the names, you can always see the following bytes: 00 00 00 00 00 10 00 07 00 The first 4 bytes of each name is a letter count for the name, then comes the name. It begins at HEX offset 20B1 (8369 in Decimal). Just a bit of number converting.īTW: Here is how I found the offset: Like pcc files, the player.sav file has a name list. In my example image above, I simply copied the value for the red channel into the blue one and I get this "lovely" shade of purple. sav files back into a savegame and start the game. Then follow ELE08's tutorial steps 4-6 to convert the. Make sure you overwrite the old values and don't insert the new ones. Do all the conversion steps backwards and enter the result back into the player.sav. Now you can play around on this site until you find the color you want. What you will see is a nice dark red color. If you use the one from the link, don't forget to set the "data color space" to "RGB 0-1" (the default is "RGB 0-255", so you need to change that). Now enter these into an RGB converter like this one right here. Now enter that into a HEX to Float converter and you get In the case of my redhead Shep, the line read: 57 F1 5C 3E 87 58 AD 3D 57 F1 5C 3E

See the next 12 bytes? This is the RGB vector for your hair, described as 3 float numbers. Sorry, while still perfectly possible and feasible to do, this is a little more complicated than I first thought. I will try and write that paragraph up a little better tomorrow. You will need to use the little paragraph, I wrote up at the end of this post, in order to figure out where your hair color is located in the file. THat means, depending on where your save is in the game, the position of the hair color in the file is different. EDIT: Ok, I just figured out that the namelist in the save files is not constant but is actually only built with what each save needs. Go to HEX offset 158F0 (88304 in Decimal). Now, open the extracted file player.sav in HxD. > Thanks heaps to ELE08, who wrote this blog!!! It's fairly easy:įirst, unpack one of your save files with the method described here in steps 1-3.

Maybe some of you may be interested in this as well to change things up a bit in ME1. Just a little fun thing I stumbled upon while getting my files ready for another ME series playthrough over the summer.
