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Post by kimmy on Dec 8, 2008 1:08:41 GMT -5
Okay so I know you do the hacking of abilities by CAW 1, CAW 2 and so on entering in each ability you want......but what if those arent the abilities that you want for the next 30 characters you make, but they are set in cuz each has it set for CAW 1, CAW 2, etc.
If you understand
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Post by xwa on Dec 8, 2008 1:35:16 GMT -5
You can set abilities for up to 10 caws. So long as you have the hack codes for them, then you can do up to 10. Beyond that though, you can't really do much.
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Post by kimmy on Dec 8, 2008 1:48:01 GMT -5
Okay so theres a card of 30, I can only hack 10.....and the abilities I have set in my codebreaker for the caws I've set up I cant change or I'll lose em for my caw
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Post by gallas on Dec 8, 2008 10:33:29 GMT -5
No, you can hack all 30 caws if you want, you just have to input all of the codes for all 30 caws, which is an arguous and time consuming process. I only inputted the 6 ability hacks for 10 caws because in volume we're going to be taking them in equivalents of 10. It's merely a convenience thing, but if you want to apply hacks to all 30 caws, just input all of the codes for all 30 slots. Should only take you about an hour. But if I might suggest, apply the hacks ALL with with value of 00, so that you can alternate the numeric value for each hack for a different caw, in the event you go past 30 and have to start up a new save.
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Post by kimmy on Dec 8, 2008 12:56:19 GMT -5
Okay my other question is if you set all the abilities for each caw, then won't they get mixed up and show ones you don't want ??
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Post by xwa on Dec 8, 2008 13:12:57 GMT -5
Nope. So long as you're using the correct value's for the abilities that you want on a caw, then those will be applied. Just don't take it through career mode or you WILL lose stats and abilities.
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Post by kimmy on Dec 8, 2008 13:54:49 GMT -5
Except I have it set so that you dont select the abilities as individual codes, but have it set so that its Ability 1 - Code, Ability 2 - Code, etc. If I go further than 6, it sets into the whole having 8 abilities....lol I don't know what the fuck to do
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Post by xwa on Dec 8, 2008 14:23:11 GMT -5
This is how I have it set up:
Code 1: ability 1 ability 2 ability 3 ability 4 ability 5 ability 6
So you have each ability code grouped together with one caw.
CAW 1 004705DC 000000?? = Ability 1 004705DD 000000?? = Ability 2 004705DE 000000?? = Ability 3 004705DF 000000?? = Ability 4 004705E0 000000?? = Ability 5 004705E1 000000?? = Ability 6
Like that. And then for the next caw, you would set up a seperate one. I may take pics of it if you're still not grasping it.
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Post by kimmy on Dec 8, 2008 16:35:26 GMT -5
That'd help dude, cuz I still can't grasp it
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Post by gallas on Dec 8, 2008 16:39:50 GMT -5
You best bet is to do exactly what Cin just posted, LABEL your hacks. One your card, the 1st ability hack you should label with the number caw slot. Mines looks like this:
Caw1Ability1 Ability2 Ability3 Ability4 Ability5 Ability6
Then for caw slot two, it looks like this
Caw2Ability1 Ability2 Ability3 Ability4 Ability5 Ability6
If you label them like that, then the 1st hack slot will serve as the divider between the hacks, so you'll know where the hacks for one caw ends and the other begins.
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Post by kimmy on Dec 8, 2008 16:43:48 GMT -5
Okay that I get, because its the 6 abilities I need for each CAW.....but what if I make another card set of caws, do I have to re-hack every ability
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Post by xwa on Dec 8, 2008 16:48:52 GMT -5
If you wanted different abilities for those caws, then yes you would need to change them up. Yes, it is a bit of work, but better than having to go through career mode.
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Post by kimmy on Dec 8, 2008 16:51:48 GMT -5
Too true......okay all my problems are good now
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Post by gallas on Dec 8, 2008 16:58:06 GMT -5
Not even. If you want to hack caws on a second card, you only need that one card that you initally put your codes in. Activate the hacks you want, then simply remove the memory card and replace it with the one you have the other save on BEFORE you start the game up. The hacks will be active for whatever save it's loaded up on. Just be sure to save so that the abilities are set on the caws you want, then RESET before loading another save, otherwise the hacks you have active will overwrite the slot on the loaded save.
Example: Save 1 slot one contains Dru Nedermeyer on my cards. Save 2 has Heather Fiehhart. If I load up ability hacks for Dru, but forget to reset before I load save 2, Heather will have the abilities meant for Dru.
Set all of your hack values to 00. It makes things easier. Then save the hacks to the codebreaker file. Then, whenever you want to input a new set of abilities, all you have to do is load it up, and change the final 2 numbers in each code to the ability value you want. Makes things FAR easier then having to go back and input whole codes over and over again.
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Post by kimmy on Dec 8, 2008 17:02:02 GMT -5
Damn I'm so confused, cuz I thought I just had it until that moment
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