since Chaos0915 post about item mod is not available i am going to copy paste it here
Joined: 17 Sep 2011
PostPosted: Mon Aug 27, 2012 11:32 am Post subject: ITEM MODIFICATION
I've consolidated most of the information from my posts about item modification into this post.
It's easiest to explain item modification with an example, so here's the setup of a random shortsword in my inventory.
00 00 00 00 40 0D 03 00 01 00 00 00 D6 40 77 02 01 00 00 00 C8 00 00 00 00 00 00 00
YELLOW = Item Category, Array of 4 bytes(hex)
00000000 = weapons,shields,ammo
00000010 = armor
00000020 = ring
00000040 = consumables, key items, materials, spells
note: Items only appear if you set them to the appropriate category
ORANGE = Item ID(reverse order), unless you know the exact ID in hex for the item you want you should do it in decimal format
ID in 4 byte decimal format
TTXX= base weapon/item, T is the specific item type, XX is which item it is of that type
E = element/enhancement
note: element is always 0 for special weapons/armor,rings,consumables, and key items. Setting it to anything for those items else tends to result in an ?[item type]? item, which typically has no stats or just the normal base stats. On some occasions it will result in an ? item with better stats than are possible through normal means.
LL= + modifier
0-10 divine, magic, fire, and normal armor
0-5 unique weapon/armor, boss, dragon, lightning, crystal, occult, enchanted, and chaos
note: Rings, Consumables, and Key items don't use the + modifier.
It seems like any armor with no upgrade option can be forced to up to +10. It's name will becomes ?ProtectorName?, but it works fine. Any armor that only goes to +5 cannot be made into +10.
A few examples:
Crown of dusk +10 =12/26/4/14
Armor of the Glorious +10 = 113/75/82/60
Havel's Armor +10 = 222/135/130/118
Stone Armor +10 = 220/108/130/130
element/enhancement values in decimal format
0 - normal/special
1 - crystal
2 - lightning
3 - raw
4 - magic
5 - enchanted
6 - divine
7 - occult
8 - fire
9 - chaos
note: Rings, Consumables, and Key items don't use the element/enhancement modifier. Armor loses it's stats if you try to set an element.
Values for TT, -incomplete-
1xx = daggers
2xx = straight swords
3xx = greatswords/ ultra greatswords
4xx = curved swords
5xx = katanas
6xx = thrusting swords
7xx = axes
8xx = hammers
9xx = fists
10xx = spears
11xx = halberds
12xx = bows, xbows
13xx = catalysts, pyromancy flames, talismans, lanterns
14xx = small/ normal shields
15xx = great shields
16xx = whips
20xx = arrows
21xx = bolts
90xx = special shields
so for example 201205(decimal) would be a lightning longsword +5
BLUE = Quantity, always 1 for equipment, 1-99 for consumables, 1-999 for arrows. Easiest as a 4 byte decimal value
GREEN = Index(hex), shares a byte with sort value.
note: Do not try to adjust Index unless you know what your doing, index won't cause any problems if you leave it as it is.
If you give an item the same index value as another it could cause problems, since 2 objects cannot occupy the same spot in your inventory.
If you insist on messing with Index backup your save first.
RED = Sort Value(hex), shares a byte with index. You should make sure to set this along with item ID.
note: Dropping an item(that you changed the ID of) on the ground and picking it up appears to automatically set sort value+ index for you. The new value isn't always the same as the one on the spreadsheet.
It's basically, as far as the game thinks, like you just picked up the item for the first time(since a dropped item loses it's sort/index).
Unless your modifying something you can't drop, you can pretty much ignore sort values.
combined the index and sort value are arranged like this:
On 360/Spreadsheet it's organized as(I=index, S=sort value)
SS SS SI II
the last 0 in the sort value(spreadsheet) is actually part of index.
EX: 24 A5 40 65
It would be organized in reverse order in the PC version
II SI SS SS
EX: 65 40 A5 24
WHITE = Remaining Durability, easiest as a 4 byte decimal value
LIGHT GREEN = unknown # 1, do not adjust. Setting to 00 00 00 00 make an item unselectable with the script and unequippable.
PURPLE = unknown #2, some items have values other than 00 00 00 00. I've seen 03 and 07, but I'm sure there's more.
It could be hidden special effects or modifiers.
These are some examples of what I've seen so far on equipment.
These value may actually be for the items that come after, so these could be wrong.
02 00 00 00 = Astora's Straight Sword or Dragon Crest Shield
03 00 00 00 = Drake Sword/Black Knight Shield or Divine Claymore/Poisonbite Ring
04 00 00 00 = Spider Shield or Red Tearstone Ring
06 00 00 00 = Black Knight Sword or Red Titanite Chunk
07 00 00 00 = Grass Crest Shield or Dragon Scale
08 00 00 00 = Crest Shield/Black Bow of Pharis or Rusted Iron Ring/Pharis's Hat
These may actually be for whatever item comes after them. So I've included both in the examples.
for a link to a spreadsheet with all the item ID's and their sort values
note: I didn't make the spreadsheet
If you use the spreadsheet remember to reverse the byte order of the sort values, category, and item ids(only when using hex format).
The Item ID in decimal format is correct though.