Enchantment codes are now on their own page.
So are Clothing codes.
And now I have picture files for use with ANDYPIC.
Note: The following cheats are done with a hex editor, for example XVI32. All the codes change existing armour and weapons, but I'm not sure what you need to do to "create" those things in the hex code. You can always edit the Biogxx.txt files. This is a work in progress. Hopefully I'll have a lot more information over the next few months.
Second Note: The numbers I use to count from the begining of a word are in hex-decimal. The editor I use shows the number of bytes highlited in hex, so that's how I count them. So the "33rd" byte is not literally 33 bytes over, but actually the 51st (I think..., 1-9, A-F...yeah.).
Note Drei: If you are scared by all the numbers and letters, do yourself a favor and pick up a copy of DaggeD. You can use it to do most of what I talk about.
The picture code comes in the 33rd byte from the start of the object's name and follows the pattern:
XX7DThat 7D is the 34th byte and becomes 7B for Females. Argonians and Khajiits will have different values (see below).
Part Leather Plate Elaborate Plate Chain Boots 80 81 82 Cuirass 83 84 85 86 87 Gauntlets 88 89 Greaves 8A 8B 8C 8D 8E 8F 90 Left Pauldron 91 92 93 94 Right Pauldron 96 97 98 99 Helmet 9A 9B 9C 9D 9E 9F A0 Shield A1 (Buckler) A2 (Round) A3 (Kite) A4 (Tower)
Part Leather Plate Elaborate Plate Chain Boots 00 01 02 Cuirass 03 04 05 06 07 Gauntlets 08 09 Greaves 0A 0B 0C 0D 0E 0F 10 Left Pauldron 11 12 13 14 15 Right Pauldron 16 17 18 19 1A Helmet 1B 1C 1D 1E 1F 20 Shield 21 (Buckler) 22 (Round) 23 (Kite) 24 (Tower)
Type Byte 34 Weapons & Female Argonian Clothes 75 Female Elven/Human Clothes 76 Female Khajiit/ Male Argonian Clothes 77 Male Elven/Human Clothes 78 Male Khajiit Clothes 79 Female Argonian Armor 7A Female Elven/Human Armor 7B Female Khajiit/ Male Argonian Armor 7C Male Elven/Human Armor 7D Male Khajiit Armor 7E Artifacts D8
Here is an example of code for a pair of female Dark Elf elaborate plate gauntlets:
Weapon Left Hand Right Hand Axe 00 01 Broadsword 02 03 Claymore 04 Dagger 05 06 Dai-katana 07 Flail 08 Katana 09 0A Long Bow 0B Longsword 0C 0D Mace 0E 0F Short Bow 10 Saber 11 12 Shortsword 13 14 Staff 15 Tanto 16 17 War axe 18 Warhammer 19 Wakazashi 1A 1B
The Material code comes in the second and third blocks after the Style code (bytes 37 & 39) and follows the pattern:
yy is 00 for Leather, 01 for Chainmail, or 02 for Plate.
zz is the weight. 00 is "weightless".
YY Armour Class
00 +2(Iron) 10 Dull Grey (Iron) 01 +3 (Steel) 11 Grey (Steel) 02 +3 (Silver) 12 Silver (Silver) 03 +4 (Elven) 13 Silver (Elven) 04 +5 (Dwarven) 14 Gold (Dwarven) 05 +6 (Mithril) 15 Blue (Mithril) 06 +6 (Adamantium) 16 Flat Black (Adamantium) 07 +7 (Ebony) 17 Grey Black (Ebony) 08 +8 (Orcish) 18 Green (Orcish) 09 +9 (Daedric) 19 Red (Daedric)
So the code for a pair of female Dark Elf Daedric elaborate plate gauntlets colored green is:
097B 8D67 0902 1808
If you change the 34th byte to the value that corrisponds with the type of picture you want, the program will read it and allow you to have a daedric brassiere "cuirass". You don't have to sacrifice fashion for protection.
To take a look at coding for clothing, go here.
So here is a run down of what I know about certain bytes:
The 21st byte controls general catagories of items and what rules your item will follow
armour=02 weapons=03 male clothes=06 female clothes=0C gems=0E Torc/Amulet/Bracelet/Bracer=19
The 23rd byte controls more specific positions in those catagories (does your item take up the chest slot or foot slot, or the torc slot?).
cuirass (chest)=00 gauntlets (hands)=01 greaves (legs)=02 l.pauldron (left shoulder/arm)=03 r.pauldron (right shoulder/arm)=04 helm (head)=05 boots (feet)=06 claymore (weapon)=09 khajiit suit=0F diamond=03 bracer=01 ring=02 bracelet=03 mark=04 torc=05 Straps=00 Short shirt=18
What about the 25th?
The 2Dth to 30th bytes control "hits". 2D and 2E make up the current hits, while 2F and 30 make up the total hits. When they both match, the item is "new". FF7FFF7F is the maximum.
The 33rd byte controls the picture of that particular item, whether it is a short shirt or a chain cuirass.
The 34th byte tells the program whether the picture is supposed to be male or female armour, a weapon, different clothes, etc...
The 35th & 36th bytes-I'm still trying to figure out exactly what the these bytes mean to the program. 35 seems to involve specific types, while 36 describes the major groups the object is in. It probably deals with what coloring scheme to use for the object (Armor or clothing?).
Boots-0166 Weapons- Longblades & Wakazashi-8267 Dagger-8567 Flail-8667 Staff-8767 Short bow-8867 Shields-8967 Cuirass-8B67 Helmet-8C67 Other Armor-8D67 Arrow-9067 Books-8268 Warhammer-036B
The 37th byte controls the armour/weapon material (Iron to Daedric) and therefor the to hit/defend bonus (+1-+9)
The 38th byte controls the armour type (leather, chain, or plate). Higher values change the armor class to ridiculus names and numbers.
00-leather 01-chain 02-plate 03-cloth...
The 39th byte controls the color. There are different codes for armour/weapons and clothes.
The 3Ath byte is the weight. Putting 00 there makes the weight zero. Or you could just adjust it for any other reason, like you feal Daedric should be slightly lighter than Ebony.
3Eth & 3Fth bytes are the enchantment points.
The 43rd byte controls which items appear over others when you wear them (cuirass over shirts and straps).
Enchantment codes start at the 44th byte and continue onward.
You can also look at Enchantment codes.
Any and all additions would be welcomed. If you have any codeing information that I don't have on the page, email me and I'll put it up. Or if you already have a website with the info, email me the address and I'll link you to my page.
Great information. The most complete site on The Elder Scrolls.
Pick up ANDYPIC so you can edit faces, bodies, and other pictures.
Pick up a copy of DaggeD. This will let you do most of the stuff I talk about without hex-editing.
Please email any comments or suggestions to firstname.lastname@example.org.
Thanks for visiting. Please come again when you can use up less bandwidth!
Last updated: 7/07/98
This page hosted by King Svatopluk's Court © 1998 Daniel Fee