The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

HK 90 Jul 12, 2018 @ 2:23am
Hex editing for the Xbox
I've recently come across Elder Edit (great tool btw) but decided to go further into my modding fantasies, I was given the impression that some of the things I've been after since obtaining the game are made possible through things like Hex Workshop (Like playable Dremora, having the blind monk hairstyle, or having the reanimated eyes on the pc) , And I think I'm correct..I just don't know what in the name of Oblivion I'm supposed to do, I know my way around and can get the file in the editor just fine yet I don't know what to do with the codes, the Id's don't pop up when searched for, for example my character is an Imperial (in the save I'm trying to edit) and searching for the Imperial race Id yields nothing. The only YouTube videos that I could find that involved Hex Editing were poorly made and lacked basic instructions, There's a reoccurring problem across the videos that involves "Byte Flipping" an essential (to my knowledge) part of the process that's never truly elaborated on, leaving me to fumble about like a deaf bat, regardless any help would be greatly appreciated.
Originally posted by Bomb Bloke:
I'm not arguing whether it's "possible with the Xbox". I'm pointing out that your concerns about using mods to enable vanilla features are irrelevant.

Edit:

I'll elaborate, as I suspect you're not getting how this all works.

Mods can be used to add content to the game, but they can also change existing content in the game, and they can also cause changes to occur in the game.

Actions of the first two types won't persist if mods are removed, but changes of the third will. For example, let's say you install a mod that makes all vanilla races playable. That can lead to a dremora character. Even if you then removed the mod affecting character creation, the desired end result would remain: you'd still have your dremora character. One which you had been able to properly customise, I might add.

This is the exact same logic used when making changes through the console (which you can't access on your 360) or through a hex editor (which you can't run on your 360). So long as you're simply attributing content into your saves that's already defined somewhere within the base game, it doesn't matter how you do it.

If you specifically want to use a hex editor: you'll find that the "Oblivion hex editing guides" online are vague because they assume you already know the basics of hex editing. For example, the concept of "byte flipping" isn't going to make a lick of sense to you until you understand the difference between a big-endian and a little-endian value. You need to put some research into data types if you want to go down that road, and you're in entirely the wrong discussion board to be talking about those.
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Showing 1-11 of 11 comments
Bomb Bloke Jul 12, 2018 @ 5:22am 
In your shoes, I'd load the save into the PC version of the game, I'd use the console to do whatever, and then I'd transfer the save back to the 360.
HK 90 Jul 12, 2018 @ 12:36pm 
Originally posted by Bomb Bloke:
In your shoes, I'd load the save into the PC version of the game, I'd use the console to do whatever, and then I'd transfer the save back to the 360.
I thought about that but these things won't pop up in the "show race menu" without the use of mods, and mods aren't something i'm able to put onto console, unless there is a way to add these things to my character through console commands that I'm unaware of, if there is please inform me.
HK 90 Jul 12, 2018 @ 3:27pm 
Anyone?
DrNewcenstein Jul 12, 2018 @ 4:02pm 
Enabling playable races that are not normally playable would require a mod. Replacing the textures of vanilla figures to resemble Dremora would require a mod. None of that can be done through in-game console commands, and the Xbox360 does not accept mods.

If you can extract and decompress the Xbox360 Oblivion archives onto a PC, then replace either the vanilla Masters or DLCs with modified versions that contain your edits, that might work, but you have to be sure there's no CRC checks being made on the 360, otherwise it will reject the files as corrupted.

At this point your best bet is to get Oblivion on the PC. But if you can get to the Xbox360 files, look for the INI with the controller settings. You'll need those.
HK 90 Jul 12, 2018 @ 4:15pm 
Originally posted by DrNewcenstein:
Enabling playable races that are not normally playable would require a mod. Replacing the textures of vanilla figures to resemble Dremora would require a mod. None of that can be done through in-game console commands, and the Xbox360 does not accept mods.

If you can extract and decompress the Xbox360 Oblivion archives onto a PC, then replace either the vanilla Masters or DLCs with modified versions that contain your edits, that might work, but you have to be sure there's no CRC checks being made on the 360, otherwise it will reject the files as corrupted.

At this point your best bet is to get Oblivion on the PC. But if you can get to the Xbox360 files, look for the INI with the controller settings. You'll need those.
What of the playable Dremora save? I have one on my xbox I downloaded and in theory could replicate it with a Hex Editor by switching the ID for whatever race I was using, with the Dremora race ID, In fact I think that's how that save came to be in the first place, that being said something like Sheogorath's race should be a viable option aswell since (with the dlcs) it's present within the vanilla. Like everything else I mentioned originally, I know it's possible I've seen it before. I know that the Hex Editor can help me do it I just don't know how. Like I said the video tuts were poorly made and very unclear in terms of instructions, he even included the ID's to everything I've been looking for, he just didn't explain how to actually do any of it properly.
Bomb Bloke Jul 12, 2018 @ 7:36pm 
Originally posted by DrNewcenstein:
Enabling playable races that are not normally playable would require a mod.

Once you've created a character using such a race, surely you wouldn't need those mods anymore? Not unless the race didn't exist in the vanilla game at all?

Otherwise, hex editing saves wouldn't work either!
HK 90 Jul 12, 2018 @ 8:16pm 
Originally posted by Bomb Bloke:
Originally posted by DrNewcenstein:
Enabling playable races that are not normally playable would require a mod.

Once you've created a character using such a race, surely you wouldn't need those mods anymore? Not unless the race didn't exist in the vanilla game at all?

Otherwise, hex editing saves wouldn't work either!
Yes hex editing would work, by swapping id's as I said before. I came here for assistance on hexing these specific things onto my save, not to argue whether or not what I'm trying to do is possible with the Xbox.
Last edited by HK 90; Jul 12, 2018 @ 8:17pm
The author of this thread has indicated that this post answers the original topic.
Bomb Bloke Jul 12, 2018 @ 10:25pm 
I'm not arguing whether it's "possible with the Xbox". I'm pointing out that your concerns about using mods to enable vanilla features are irrelevant.

Edit:

I'll elaborate, as I suspect you're not getting how this all works.

Mods can be used to add content to the game, but they can also change existing content in the game, and they can also cause changes to occur in the game.

Actions of the first two types won't persist if mods are removed, but changes of the third will. For example, let's say you install a mod that makes all vanilla races playable. That can lead to a dremora character. Even if you then removed the mod affecting character creation, the desired end result would remain: you'd still have your dremora character. One which you had been able to properly customise, I might add.

This is the exact same logic used when making changes through the console (which you can't access on your 360) or through a hex editor (which you can't run on your 360). So long as you're simply attributing content into your saves that's already defined somewhere within the base game, it doesn't matter how you do it.

If you specifically want to use a hex editor: you'll find that the "Oblivion hex editing guides" online are vague because they assume you already know the basics of hex editing. For example, the concept of "byte flipping" isn't going to make a lick of sense to you until you understand the difference between a big-endian and a little-endian value. You need to put some research into data types if you want to go down that road, and you're in entirely the wrong discussion board to be talking about those.
Last edited by Bomb Bloke; Jul 12, 2018 @ 11:21pm
HK 90 Jul 12, 2018 @ 11:22pm 
Originally posted by Bomb Bloke:
I'm not arguing whether it's "possible with the Xbox". I'm pointing out that your concerns about using mods to enable vanilla features are irrelevant.
you have a point, it's worth a try but I'd've thought it'd just revert to the Imperial race since the mods playble race and the games vanilla race are different but use the same assets, I'll check it out.
HK 90 Jul 12, 2018 @ 11:25pm 
Originally posted by popi in dah butt:
Originally posted by Bomb Bloke:
I'm not arguing whether it's "possible with the Xbox". I'm pointing out that your concerns about using mods to enable vanilla features are irrelevant.
(sorry I misread before) you have a point, it's worth a try but I'd've thought it'd just revert to the Imperial race since the mods playble race and the games vanilla race are different but use the same assets, I'll check it out.
HK 90 Jul 13, 2018 @ 12:21am 
Originally posted by Bomb Bloke:
I'm not arguing whether it's "possible with the Xbox". I'm pointing out that your concerns about using mods to enable vanilla features are irrelevant.

Edit:

I'll elaborate, as I suspect you're not getting how this all works.

Mods can be used to add content to the game, but they can also change existing content in the game, and they can also cause changes to occur in the game.

Actions of the first two types won't persist if mods are removed, but changes of the third will. For example, let's say you install a mod that makes all vanilla races playable. That can lead to a dremora character. Even if you then removed the mod affecting character creation, the desired end result would remain: you'd still have your dremora character. One which you had been able to properly customise, I might add.

This is the exact same logic used when making changes through the console (which you can't access on your 360) or through a hex editor (which you can't run on your 360). So long as you're simply attributing content into your saves that's already defined somewhere within the base game, it doesn't matter how you do it.

If you specifically want to use a hex editor: you'll find that the "Oblivion hex editing guides" online are vague because they assume you already know the basics of hex editing. For example, the concept of "byte flipping" isn't going to make a lick of sense to you until you understand the difference between a big-endian and a little-endian value. You need to put some research into data types if you want to go down that road, and you're in entirely the wrong discussion board to be talking about those.
Well I was told to come here as this is a message board (even if it's not the right one) I am fairly new to this so I'm appreciative that you're being patient and I'm very happy with this newfound info, in fact I was going to test it out and I launched Oblivion on my PC and it, well crashed and I had to do a hard reset of the PC afterwhich it acted as if it needed to be installed oncemore, I'm not currently in a situation where installing it again is not a viable option so I suppose I'm screwed, thanks anyways for the help. P.S. I wasn't originally saying I wanted to run Hex Editor on my PC and do the changes there.
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Date Posted: Jul 12, 2018 @ 2:23am
Posts: 11