Wasteland 3

Wasteland 3

76 ratings
How to: Cheat... like a PRO!
By Drake Ravenwolf
If you google search for "Wasteland 3 cheats" you'll quickly find trainers and tables which will break your game in almost any way you desire... my goal here, will be to show you how to do everything ELSE. And for peace of mind; nothing here will disable achievements.
2
3
3
   
Award
Favorite
Favorited
Unfavorite
Introduction
First off, I will not be spending too much time discussing how to eg add attribute points, skill points, perk points, money, or scrap. These values can be manipulated with the most basic of Cheat Engine[www.cheatengine.org] knowledge, or else via basically any "trainer" that has ever been made.

No, I can give my rangers so much more; like specific items, beneficial mutations, the "Combat Shooting" hidden skill, or missed vehicle parts, cassette tapes, and dolls.
I can fix (some) bugs the devs have left for us.
I can rewrite the choices you made in error.
And I can teach you... if you didn't leave your Intelligence set to 1 ;)

"Make a man a fire and he'll be warm for a day, set a man on fire an he'll be warm for the rest of his life!"
To this end, instead of just telling you *what* to do to get a desired outcome; I want to teach you *how* to find the solution to ANY change you might want to make... if it can be made.

You will need some tools.
1) We need some tool to unpack our savedata, I use this one:
https://fearlessrevolution.com/viewtopic.php?p=195674#p195674
2) WinMerge[winmerge.org] - Compares two text files to each other and highlights the places where they are different
3) Notepad++[notepad-plus-plus.org] While not strictly required, it's search function is far superior to your PC's built-in text editor and the syntax highlighting is gravy on top, thus I always recommend it

You can use that save editor as is, and it might or might not do everything you want it to do.
We however, will only be using it to extract and edit the savedata directly.
This is kind of like brain surgery for code here; aka it'd be super easy to make a mistake that ruined your save. Thus, ALWAYS MAKE BACKUPS!!!

Launch the save editor.
Go to the "Advanced" tab.
Select "Unpack XML"
Find and select the save you want to do brain surgery on.
If it doesn't find the save folder automatically; for me it is:
C:\Users\NAME\Documents\My Games\Wasteland3\Save Games
A 2nd window will pop up, this one is asking where you want to save the new file about to be created - I usually send it to the desktop.
NOTE! As long as you didn't save the new file to the same location as your save; then nothing has actually been done to that save. Nor, will any change be made until you go back to the save editor and "Pack XML" overwriting the original savedata.

Now you can go into the newly created file and explore and mess around with it to your heart's content; EVERYTHING that can be saved in the game can be edited there. We'll cover specific changes in later sections.
If you are using Notepad++ you can take advantage of a nice feature.
See those little [-] boxes in the left column as you scroll through all that text? Click one. See it turn into a [+] and suddenly a vast portion of the text on your screen vanished?! Don't worry, it isn't really gone. In fact, no change has been made to the file at all. This just lets us quickly hide portions we don't care about. Closing ALL the sections can help to give you a better overview, just keep in mind that sections can contain sub-sections like folders can contain sub-folders. Try to familiarize yourself with the top level then work your way down from there.

Tip: try the key shortcut Alt 2 (only on Notepad++)
To undo what that just did use Alt Shift 2
This also works with 3 ,4 ,5, etc
The Solution to (almost) any Problem
Ok, so I promised you the secrets of the gods? Time to deliver!
Let's use an example. I never found BB Gun, a traveling world map vendor, in my playthrough. She simply WOULD NOT SPAWN for me but I WANTED those vehicle unlocks she and only she could give me... so how to get them?
Take an earlier save, the best would be one from just before you ever opened the world map, one where you KNOW you can get this specific event to trigger.
Drive around until you find her OPEN sign, and make a hard save BEFORE interacting with it, call the save "BEFORE" if you like.
Then open that dialogue, was it really the one you needed? Maybe it was the Arapaho boys instead; if it wasn't the one you needed then just exit the dialogue and keep searching.
Once you *do* have what you need; make another hard save - we'll call this one "AFTER."
The point here is that "BEFORE" - should be *immediately* before the change you want, and "AFTER" - should be *immediately* after the change you want, such that the ONLY difference between the two saves is the change you care about.
So for this example you could open the dialogue, get the two vehicle unlocks, and immediately exit the dialogue. If you do more, then there will be more differences between the two saves; eg +1 reputation, some exp from using your Kiss @$$ skill, a change in money and items from buying/selling stuff, etc etc. These other changes aren't necessarily BAD, but if they are not relevant to the change we want to make to the save we are actually playing on... then they are just distractions. Remember that both BEFORE and AFTER are throw aways - we will never use them again.

Ok, so go ahead and unpack XML on BEFORE, AFTER, and the save you want to migrate this change into - we'll call that one your MAINSAVE. (again, remember to save a backup copy)
Now, load up BEFORE and AFTER in WinMerge - you can just drag and drop the files into slots 1 and 2. This program will highlight what changed, and you can use alt UP and alt DOWN to jump between each difference. There will always be some changes which are just distractions regardless of how careful we were; eg the time stamp on the save, the X/Y/Z position or rotation of our characters / truck, or NPCs moving around in the background. The trick is figureing out what is important and what is just noise - we'll go over this example together.

Here are the lines which were different after following the above instructions:
<saveTime>20210719T20:28:39-6</saveTime>
This is a timestamp and should not be changed
<encounter> <id>cbcfb0eb-ce3e-4ecf-bd1a-000000001337</id> <x>-43.49997</x> <y>54.1009</y> <z>-52.5</z> <rotation>353.6075</rotation> <state>3</state> <template>cbcfb0eb-ce3e-4ecf-bd1a-4c07c9d46926</template> <visualIndex>0</visualIndex> </encounter> <encounter> <id>cbcfb0eb-ce3e-4ecf-bd1a-000000001338</id> <x>59.53</x> <y>55.54752</y> <z>-50.31999</z> <rotation>18.98542</rotation> <state>3</state> <template>cbcfb0eb-ce3e-4ecf-bd1a-4c07c9d46926</template> <visualIndex>0</visualIndex> </encounter> <encounter> <id>cbcfb0eb-ce3e-4ecf-bd1a-000000000057</id> <x>-24</x> <y>60</y> <z>-6.75</z> <rotation>14.22875</rotation> <state>3</state> <template>cbcfb0eb-ce3e-4ecf-bd1a-4c07c9d46926</template> <visualIndex>0</visualIndex> </encounter> <encounter> <id>cbcfb0eb-ce3e-4ecf-bd1a-000000000023</id> <x>-20.68</x> <y>63</y> <z>15.64</z> <rotation>338.9588</rotation> <state>3</state> <template>cbcfb0eb-ce3e-4ecf-bd1a-4c07c9d46926</template> <visualIndex>0</visualIndex> </encounter>
These blocks only change their <state> from 2 to 3, presumably this inactivates the encounters.
<encounterIDs> <encounterIDsItem>cbcfb0eb-ce3e-4ecf-bd1a-4c07c9d46926</encounterIDsItem> </encounterIDs> <encounterCounters> <encounterCountersItem>1</encounterCountersItem> </encounterCounters>
Notice how <encounterIDsItem> matches the <template> from the previous section? These two are linked and record how many times you've encountered a given encounter.
<rotation>100</rotation> <turnsRemaining>28</turnsRemaining> <rotation>98</rotation> <rotation>99</rotation> <rotation>96</rotation> <rotation>96</rotation> <turnsRemaining>8</turnsRemaining> <turnsRemaining>45</turnsRemaining> <rotation>96</rotation>
All of this is unimportant noise.
<vehicleParts>ITM_VehicleHorn_Trucker,ITM_VehicleWeapon_Turret_RhinoCannon,ITM_VehicleHood_WolfSkull,ITM_VehicleHood_Discobot,ITM_VehicleHood_PoliceLight,ITM_VehicleHorn_Police</vehicleParts>
Ah ya, here's the good stuff!
<global> <k>Y_Merchant_Marshals_Encountered</k> <v>1</v> </global> <global> <k>Y_Merchant_Marshals_RepWasHigh</k> <v>1</v> </global>
These are global flags; just a true / false, yes / no - has X occurred?
<conversation> <filename>1850210100</filename> <markedread>10000000000000000000000000000000000000000000000000000010110000000000000011000000000000000000000000010</markedread> </conversation>
And this part marks which convo options have been selected previously.

There are at least two solutions to our example's problem.
1) You could just add the two vehicle parts directly into your MAINSAVE, in which case the important information is that
,ITM_VehicleHood_PoliceLight,ITM_VehicleHorn_Police
inside the <vehicleParts></vehicleParts> section. Thus you'd just add this line to the end within that same section in your MAINSAVE. Make sure you didn't miss a comma or else added an extra comma or space by accident!
2) Or, you could MAKE BB Gun spawn in your MAINSAVE and get the parts added "normally." To do that, I searched my MAINSAVE for that template key
cbcfb0eb-ce3e-4ecf-bd1a-4c07c9d46926
... and found it... even tho I NEVER met her in my MAINSAVE - it had recorded that I had! So I deleted the lines
<encounterIDsItem>cbcfb0eb-ce3e-4ecf-bd1a-4c07c9d46926</encounterIDsItem> <encounterCountersItem>1</encounterCountersItem>
And ADDED all 4 of the <encounter> blocks to my MAINSAVE (with state set to 2) then I was able to find her "naturally!" Just be careful here; those are two items from two different lists - in this example it was the first item in each list, but if it was eg your 5th item - then you'd have to make sure to delete the 5th <encounterCountersItem>1</encounterCountersItem> to not mess anything up!

Once you are happy with the changes to your MAINSAVE.txt, use the save editor to "Pack XML," and overwrite the original MAINSAVE.xml with the new version.
You could also load WinMerge up with the original MAINSAVE.txt and the edited MAINSAVE.txt to visualize everything you've changed - optional.

BUT WAIT! Here's the thing, this process we just went through can be extended to almost any change you'd like to make. Eg Want both the Great Communicator AND the Morningstar AI module? Compare the before and after saves in-order to find out the ID of that Turret, then merge that difference into your main save!
Adding Points, Money, Scrap
Said I won't spend much time on this part but yes, you can obviously add these things via save editing. Easiest way would probably be to just use the official save editor, but if you want to do it manually - ctrl-F for the following tags:

<money>
<xp>
<availableAttributePoints>
<availableSkillPoints>
<perkPoints>
ITM_Scrap (edit the associated <quantity>)
ITM_DLC1_CraftingComponent_TelluriumSteel (edit the associated <quantity>)
G_Reputation_Gippers
G_Reputation_HundredFamilies
G_Reputation_MonsterArmy
G_Reputation_PatriarchsMarshals
G_Reputation_Refugees
G_Reputation_Steeltown
G_Fame
G_RangerAllegiance
Adding Beneficial Mutations
Wiki Source[wasteland.fandom.com]
There are 9 beneficial mutations, but you have a much higher chance of getting a negative one instead of a positive one and ALL of them are removed when you use a No-Glo. So if you want to collect em all, you are in for a LOT of save scumming... or some quick save editing!

Each character has their own "StatusEffects" list which persists even when dismissed, but if they do not have any applicable buffs then this section will not appear and thus you have to add it in.
Eg. Before:
<perkPoints>3</perkPoints> <isCrouched>False</isCrouched>

It should be between </perkPoints> and <isCrouched> so adding all 9 would look something like this:
<perkPoints>3</perkPoints> <statusEffects> <statusEffect> <name>EFF_Radiation_AnimalReflexes</name> <turnsRemaining>1</turnsRemaining> </statusEffect> <statusEffect> <name>EFF_Radiation_ChromaticSkin</name> <turnsRemaining>1</turnsRemaining> </statusEffect> <statusEffect> <name>EFF_Radiation_ExtraElbow</name> <turnsRemaining>1</turnsRemaining> </statusEffect> <statusEffect> <name>EFF_Radiation_FleshPocket</name> <turnsRemaining>1</turnsRemaining> </statusEffect> <statusEffect> <name>EFF_Radiation_HardenedSkeleton</name> <turnsRemaining>1</turnsRemaining> </statusEffect> <statusEffect> <name>EFF_Radiation_HyperIntelligence</name> <turnsRemaining>1</turnsRemaining> </statusEffect> <statusEffect> <name>EFF_Radiation_ScaleSkin</name> <turnsRemaining>1</turnsRemaining> </statusEffect> <statusEffect> <name>EFF_Radiation_ThirdEye</name> <turnsRemaining>1</turnsRemaining> </statusEffect> <statusEffect> <name>EFF_Radiation_WebbedToes</name> <turnsRemaining>1</turnsRemaining> </statusEffect> </statusEffects> <isCrouched>False</isCrouched>

This would have to be repeated for each character you wanted to have them.
Unlock Hidden Skill: Combat Shooting
Wiki Source[wasteland.fandom.com]
Trade skill points for +crit chance? Yes, please!
This skill is available in-game, but only if you do things in the right order and even then only to ONE character... that's not so fun.

To add the skill directly to a character search for </skills> and insert these lines just above it:
<skill> <skillId>570</skillId> <level>1</level> </skill>

Or if you want the skillbook instead, add the following just above </hostInventory>
<item> <templateName>ITM_SkillBook_CombatShooting</templateName> <slot>0</slot> <ammoLoaded>0</ammoLoaded> <quantity>1</quantity> <uid>dabd17d8-8f45-4b8c-b735-fd47810867df</uid> <isLockedForMerchant>False</isLockedForMerchant> <merchantBarterLevelRequirement>0</merchantBarterLevelRequirement> </item>

If you want this skill via legit means, but accidentally fudged it up by buying a cyber module (but not yet used it) these are the code blocks you need to remove from your save:
<global> <k>b4001_DoctorBot_PurchasedCyberneticUpgrade</k> <v>1</v> </global>
Also make sure Ironclad Cordite isn't in your group!
Adding Hidden Perks
Wiki Source[wasteland.fandom.com]
There are special hidden perks; some are only available to one character per game (Tarjan Tokens) but the rest are given to everyone in your party... just not anyone NOT in your party. This means if you recruit someone after the perk unlock or they just were not active at the time - they miss out!
So here are the lines you'd add just above </perks> for the AoE ones:
<perk> <perkname>PRK_RangerHQ_GameMaster</perkname> </perk> <perk> <perkname>PRK_RangerHQ_InvestigativeEye</perkname> </perk> <perk> <perkname>PRK_RangerHQ_MarshalTraining</perkname> </perk> <perk> <perkname>PRK_RangerHQ_RangerSurvivor</perkname> </perk> <perk> <perkname>PRK_RangerHQ_VehicularCombat</perkname> </perk> <perk> <perkname>PRK_Toaster_Illuminati</perkname> </perk>

And here are the lines if you want everyone to have Tarjan's:
<perk> <perkname>PRK_Zoltar_EyeOfZoltar</perkname> </perk> <perk> <perkname>PRK_Zoltar_FortuneCookie</perkname> </perk> <perk> <perkname>PRK_Zoltar_Precognition</perkname> </perk>
NOTE! DO NOT accidentally give one character the same perk twice, I have no idea what would happen, but I'm sure nothing good
Adding Items; Armor, Weapons, Mods, etc
Fairly simple; just ctrl-F for this tag and add in the item code blocks above it.
</hostInventory>

Now, figuring out WHAT those code blocks ought to be? That's the trick!
If you already have one or more of whatever item you want to "add" then things get even easier. Just search the list for the item you care about (if you only have one, make sure it is not equiped to be able to find it) then either copy it's code block (aka duplicate it) if the item does NOT stack or else edit the item's associated <quantity> tag if it DOES stack eg turn 10 into 100 by adding a zero.

If you do NOT already have a copy of the item you want to add, things are a little more tricky.
You NEED at least the item ID - often you can find this value on the wiki eg
ITM_VehicleUtility_ElectronicCountermeasures[wasteland.fandom.com]
Otherwise you'd have to find that id yourself. Once you DO have the id, you could just copy a similar code block and replace that block's current <templateName> with the new ID you want... and that might be all you need to do... or you might have to alter that <uid> value as well... play around with it, and let me know.
EDIT: If an item has the exact same <uid> as another item, then the duplicates will get removed upon loading the save. You should be fine just altering one of the digits to create a new <uid> Or if you are more comfortable; you can find an existing item you don't care about eg Scrap Armor to "transform" by changing the <templateName> within its code block.

Here is an example of adding in Brygo's unique SMGs - in the event you arrested him and thus missed out.
<item> <templateName>ITM_Equip_Weapon_SMG_Tier2-3_Black</templateName> <slot>0</slot> <ammoLoaded>0</ammoLoaded> <quantity>1</quantity> <uid>8c4ce8a1-72e9-4bbc-b4ab-b838a08f2cfb</uid> <isLockedForMerchant>False</isLockedForMerchant> <merchantBarterLevelRequirement>0</merchantBarterLevelRequirement> </item> <item> <templateName>ITM_Equip_Weapon_SMG_Tier2-4_Jack</templateName> <slot>0</slot> <ammoLoaded>0</ammoLoaded> <quantity>1</quantity> <uid>06bb36cc-9cee-4bc2-b3f0-c99e0b094509</uid> <isLockedForMerchant>False</isLockedForMerchant> <merchantBarterLevelRequirement>0</merchantBarterLevelRequirement> </item> </hostInventory>
NOTE! I include the closing tag </hostInventory> here just to show that I put the new entries at the END of the list, DO NOT DUPLICATE that tag such that you have two of them in your save!

These were again found by loading a throw away save, killing Brygo, making a BEFORE save, looting just these (and the cassette tape) then making an AFTER save and comparing the differences as detailed previously.
Adding Items; Collectibles - Vehicle, Cassette Tapes, Dolls
Collectibles have their own lists within your save, they are:

<appearances> These are your clothing outfits
BearSuit_Male_Chest
BearSuit_Male_Head
BearSuit_Male_Legs
CommonerA_Male_Chest
CommonerA_Male_Helmet
CommonerA_Male_Legs
CommonerB_Male_Chest
CommonerB_Male_Legs
CommonerC_Male_Chest
CommonerC_Male_Legs
CommonerD_Male_Chest
CommonerD_Male_Helmet
CommonerD_Male_Legs
CommonerE_Male_Chest
CommonerE_Male_Legs
CommonerF_Male_Chest
CommonerF_Male_Legs
Elf_Male_Chest
Elf_Male_Helmet
Elf_Male_Legs
GorillaSuit_Male_Chest
GorillaSuit_Male_Head
GorillaSuit_Male_Legs
RangerM_Male_Chest
RangerM_Male_Helmet
RangerM_Male_Legs
RangerN_Male_Chest
RangerN_Male_Helmet
RangerN_Male_Legs
Santa_Male_Chest
Santa_Male_Helmet
Santa_Male_Legs
Scientist_Male_Chest
SuitFancy_Chest
SuitFancy_Legs
SuitVampire_Male_Chest
SuitVampire_Male_Head
SuitVampire_Male_Helmet
SuitVampire_Male_Legs

<creepydolls>
ITM_CreepyDoll_Anarchist
ITM_CreepyDoll_Asshole
ITM_CreepyDoll_Diseased
ITM_CreepyDoll_Fatty
ITM_CreepyDoll_Hyperactive
ITM_CreepyDoll_Observant
ITM_CreepyDoll_Opportunistic
ITM_CreepyDoll_Paranoid
ITM_CreepyDoll_Patient
ITM_CreepyDoll_Rage
ITM_CreepyDoll_ShockTherapy
ITM_CreepyDoll_ThickSkinned
ITM_CreepyDoll_TwoPumpChump
ITM_CreepyDoll_Xenophobic
ITM_CreepyDoll_Zoophiliac

<cassettetapes>
ITM_CassetteTape_A_ColoradoSprings_BellamyResearch
ITM_CassetteTape_A_ColoradoSprings_BrygoAndBrygo
ITM_CassetteTape_A_ColoradoSprings_GangstersGuide
ITM_CassetteTape_A_ColoradoSprings_Interrogation
ITM_CassetteTape_A_ColoradoSprings_JokerEncounter
ITM_CassetteTape_A_ColoradoSprings_Mactavish
ITM_CassetteTape_A_ColoradoSprings_Museum
ITM_CassetteTape_A_ColoradoSprings_PercivalWesson
ITM_CassetteTape_A_ColoradoSprings_RobotsAndRangers
ITM_CassetteTape_A_ColoradoSprings_RosieRecording
ITM_CassetteTape_A_ColoradoSprings_WorkoutTape
ITM_CassetteTape_A_RangerHQ_AfterTheBlast
ITM_CassetteTape_A_RangerHQ_CarAdvert
ITM_CassetteTape_B_Denver_ANewWell
ITM_CassetteTape_B_Denver_BookOfBonzo
ITM_CassetteTape_B_Denver_MorningstarsDevelopment
ITM_CassetteTape_B_Denver_PicosPlaytesting
ITM_CassetteTape_B_Denver_ReaganAiDeteriorating
ITM_CassetteTape_B_Denver_ReliancesManifesto
ITM_CassetteTape_B_Denver_RobotOrgy
ITM_CassetteTape_B_Denver_SeriousArgument
ITM_CassetteTape_B_Denver_TwoWastelanders01
ITM_CassetteTape_B_Denver_TwoWastelanders02
ITM_CassetteTape_B_Denver_TwoWastelanders03
ITM_CassetteTape_B_Denver_YouWontBelieveYourEyes
ITM_CassetteTape_C_Aspen_AspenIsUnderAttack
ITM_CassetteTape_C_Aspen_AspenRadioAd1
ITM_CassetteTape_C_Aspen_AspenRadioAd2
ITM_CassetteTape_C_Aspen_MarriageCounseling
ITM_CassetteTape_C_Aspen_OpieSurvives
ITM_CassetteTape_C_Aspen_VicAndBreathers
ITM_CassetteTape_M_FrozenLake_MaAndPaBell
ITM_CassetteTape_O_Bizarre_BizarreUnderAssault
ITM_CassetteTape_O_Bizarre_DollFarmer
ITM_CassetteTape_O_Bizarre_NoodlesAd
ITM_CassetteTape_O_Bizarre_OriginalInhabitants
ITM_CassetteTape_O_Bizarre_PayasosMission
ITM_CassetteTape_O_Bizarre_QuarexTape
ITM_CassetteTape_O_Bizarre_QuotesOfManners
ITM_CassetteTape_Q_AlaskaSurpriseJingle
ITM_CassetteTape_Q_CosmonautLogs
ITM_CassetteTape_Q_GodfisherKiteRitual
ITM_CassetteTape_Q_RacePromoPostApoc
ITM_CassetteTape_Q_RacePromoPreApoc
ITM_CassetteTape_Q_RiskyBriskettRecipe
ITM_CassetteTape_Q_WindfarmEngineeringReport
ITM_CassetteTape_X_ArapahoCaravanMassacre_Conspiracy
ITM_CassetteTape_X_DepartmentOfEnergySite_SotoLecture
ITM_CassetteTape_X_ElevenMile_HoonDiary
ITM_CassetteTape_X_GettFamilyHomestead_KidnappersInTrouble
ITM_CassetteTape_X_MonsterArmyBunker_MonsterArmyHistory
ITM_DLC1_d1201_Cassette_BlueThroneThoughts
ITM_DLC1_d1201_Cassette_GhostGangGoofs
ITM_DLC1_d2001_Cassette_MarkhamPhoneRecord
ITM_DLC1_d2101_Cassette_LetterToLouis
ITM_DLC1_d2101_Cassette_LudlowAbuses
ITM_DLC1_d2201_Cassette_SynthLog

<vehicleParts>
ITM_DLC1_VehicleWeapon_DisruptionGrenadeLauncher
ITM_VehicleAI_MorningstarAIModule
ITM_VehicleArmor_AlloyArmorPlating
ITM_VehicleArmor_HeavyArmorPlating
ITM_VehicleArmor_ImpactArmorPlating
ITM_VehicleArmor_InsulatedArmorPlating
ITM_VehicleArmor_LightArmorPlating
ITM_VehicleArmor_MediumArmorPlating
ITM_VehicleChassis_Level1
ITM_VehicleChassis_Level2
ITM_VehicleChassis_Level3
ITM_VehicleHood_BisonSkull
ITM_VehicleHood_CommunistStar
ITM_VehicleHood_Discobot
ITM_VehicleHood_Dragon
ITM_VehicleHood_ErastusDorseyHelmet
ITM_VehicleHood_FlyingV
ITM_VehicleHood_GoatHorn
ITM_VehicleHood_Mermaid
ITM_VehicleHood_PeekandPoke
ITM_VehicleHood_PoliceLight
ITM_VehicleHood_RadioactiveBattery
ITM_VehicleHood_RangerStar
ITM_VehicleHood_Reagan
ITM_VehicleHood_SantaHat
ITM_VehicleHood_Scorpitron
ITM_VehicleHood_TinkersHead
ITM_VehicleHood_VampireBat
ITM_VehicleHood_WolfSkull
ITM_VehicleHorn_Goat
ITM_VehicleHorn_HatDance
ITM_VehicleHorn_IceCreamTruck
ITM_VehicleHorn_NightRider
ITM_VehicleHorn_Payaso
ITM_VehicleHorn_Police
ITM_VehicleHorn_Trucker
ITM_VehicleMortar_CaltropLauncher
ITM_VehicleMortar_ClusterBomb
ITM_VehicleMortar_GoatCannon
ITM_VehicleMortar_Shockwave
ITM_VehicleUtility_ElectronicCountermeasures
ITM_VehicleUtility_RadShield
ITM_VehicleUtility_Turbocharger
ITM_VehicleWeapon_Turret_Clearcutter
ITM_VehicleWeapon_Turret_Fullborer
ITM_VehicleWeapon_Turret_Helix
ITM_VehicleWeapon_Turret_MagnetoCannon
ITM_VehicleWeapon_Turret_NitroRay
ITM_VehicleWeapon_Turret_PatriotBlaster
ITM_VehicleWeapon_Turret_Payaso
ITM_VehicleWeapon_Turret_PlasmaSpitter
ITM_VehicleWeapon_Turret_Railgun
ITM_VehicleWeapon_Turret_RhinoCannon

<recipes></recipes> Running out of character limit so these will get their own section
<paintJobs></paintJobs> Unused future feature?

Here is Brygo's Cassette tape which is required for the achievement and very missable:
<cassettetape>ITM_CassetteTape_A_ColoradoSprings_BrygoAndBrygo</cassettetape> </cassettetapes>
NOTE! I include the closing tag </cassettetapes> here just to show that I put the new entry at the END of the list, DO NOT DUPLICATE that tag such that you have two of them in your save!

Here are the collectibles in Flab's safe (aka the stuff you'd normally have to kill him in-order to get) insert this first part just before </appearances>
,SuitVampire_Male_Chest,SuitVampire_Male_Legs,SuitVampire_Male_Helmet,SuitVampire_Male_Head
and insert this next part just before </vehicleParts>
,ITM_VehicleHood_VampireBat
Crafting Recipe IDs
ITM_Crafting_Recipe_Ammo_Empties
ITM_Crafting_Recipe_Ammo_GrenadeCartridge
ITM_Crafting_Recipe_Ammo_WaspTank
ITM_Crafting_Recipe_ArmorMod_Chest_Tier1-4_CardioRegulator
ITM_Crafting_Recipe_ArmorMod_Chest_Tier2-4_VitalEnhancer
ITM_Crafting_Recipe_ArmorMod_Chest_Tier3-4_CRISPRBox
ITM_Crafting_Recipe_ArmorMod_Helmet_Tier1-4_TacticalHUD
ITM_Crafting_Recipe_ArmorMod_Helmet_Tier2-4_TargetingProcessor
ITM_Crafting_Recipe_ArmorMod_Helmet_Tier3-4_ThreatIntelligence
ITM_Crafting_Recipe_ArmorMod_Legs_Tier1-4_Elastosprings
ITM_Crafting_Recipe_ArmorMod_Legs_Tier2-4_ReflexRails
ITM_Crafting_Recipe_ArmorMod_Legs_Tier3-4_HermesCoils
ITM_Crafting_Recipe_Consumable_Alcohol_SnakeSqueezins
ITM_Crafting_Recipe_Consumable_Alcohol_SuperSqueezins
ITM_Crafting_Recipe_Consumable_Deployable_ChickenAutomaton
ITM_Crafting_Recipe_Consumable_Food_HoboDog
ITM_Crafting_Recipe_Consumable_Grenade_YellowSnowbomb
ITM_Crafting_Recipe_Equip_Armor_Helmet_Light_Unique_CardboardBox
ITM_Crafting_Recipe_Equip_Weapon_AssaultRifle_BlasterMaster
ITM_Crafting_Recipe_Equip_Weapon_Bladed_PlasmaWhip
ITM_Crafting_Recipe_Equip_Weapon_Blunt_BoomMace
ITM_Crafting_Recipe_Equip_Weapon_Blunt_FoamFinger
ITM_Crafting_Recipe_Equip_Weapon_Brawling_Heartstopper
ITM_Crafting_Recipe_Equip_Weapon_Flamethrower_WASPGun
ITM_Crafting_Recipe_Equip_Weapon_Handgun_SpikeDriver
ITM_Crafting_Recipe_Equip_Weapon_HMG_Hoser
ITM_Crafting_Recipe_Equip_Weapon_RocketLauncher_OrbCannon
ITM_Crafting_Recipe_Equip_Weapon_Shotgun_GrenadeLauncher
ITM_Crafting_Recipe_Equip_Weapon_SMG_Crossfire
ITM_Crafting_Recipe_Equip_Weapon_SniperRifle_FreezeRay
ITM_Crafting_Recipe_Joke_Aphrodisiac
ITM_Crafting_Recipe_Joke_AustralianRulesBoardGame
ITM_Crafting_Recipe_Joke_DysfunctionalLoveStory
ITM_Crafting_Recipe_Joke_IncrediblyRealDoll
ITM_Crafting_Recipe_Joke_JamieMcBond
ITM_Crafting_Recipe_Joke_PatriarchFanFiction
ITM_Crafting_Recipe_Joke_PencilRemovalKit
ITM_Crafting_Recipe_Joke_SentientBrainana
ITM_Crafting_Recipe_Joke_SkinWallet
ITM_Crafting_Recipe_Joke_SMStarterKit
ITM_Crafting_Recipe_Joke_WorkingMixTape
ITM_Crafting_Recipe_Junk_DogShit
ITM_Crafting_Recipe_Usable_AirHorn
ITM_Crafting_Recipe_Usable_BoomBox
ITM_Crafting_Recipe_WeaponMod_Melee_Weight_Unique_CryoMod
ITM_Crafting_Recipe_WeaponMod_Melee_Weight_Unique_ExplosiveMod
ITM_Crafting_Recipe_WeaponMod_Melee_Weight_Unique_IncendiaryMod
ITM_Crafting_Recipe_WeaponMod_Ranged_Underbarrel_Unique_PoisonBarrel
ITM_Crafting_Recipe_WeaponMod_Ranged_Underbarrel_Unique_SerratedBarrel
ITM_Crafting_Recipe_WeaponMod_Ranged_Underbarrel_Unique_SlowBarrel
ITM_DLC1_Recipe_Consumable_Grenade_DisruptionField
ITM_DLC1_Recipe_Consumable_StatusEffectHeal_ChemicalNeutralizerSpray
ITM_DLC1_Recipe_Equip_Armor_Chest_CryoExoskeleton_Elite_Tier6
ITM_DLC1_Recipe_Equip_Armor_Chest_EnergyExoskeleton_Elite_Tier6
ITM_DLC1_Recipe_Equip_Armor_Chest_FireExoskeleton_Elite_Tier6
ITM_DLC1_Recipe_Equip_Armor_Chest_GroundedExoskeleton_Elite_Tier6
ITM_DLC1_Recipe_Equip_Armor_Helmet_CryoExoskeleton_Elite_Tier6
ITM_DLC1_Recipe_Equip_Armor_Helmet_EnergyExoskeleton_Elite_Tier6
ITM_DLC1_Recipe_Equip_Armor_Helmet_FireExoskeleton_Elite_Tier6
ITM_DLC1_Recipe_Equip_Armor_Helmet_GroundedExoskeleton_Elite_Tier6
ITM_DLC1_Recipe_Equip_Armor_Legs_CryoExoskeleton_Elite_Tier6
ITM_DLC1_Recipe_Equip_Armor_Legs_EnergyExoskeleton_Elite_Tier6
ITM_DLC1_Recipe_Equip_Armor_Legs_FireExoskeleton_Elite_Tier6
ITM_DLC1_Recipe_Equip_Armor_Legs_GroundedExoskeleton_Elite_Tier6
ITM_DLC1_Recipe_Equip_Weapon_AssaultRifle_DisruptionPulser_Elite_Tier6
ITM_DLC1_Recipe_Equip_Weapon_AssaultRifle_FireballRifle_Elite_Tier6
ITM_DLC1_Recipe_Equip_Weapon_Bladed_IgnitionSpear_Elite_Tier6
ITM_DLC1_Recipe_Equip_Weapon_Blunt_DisruptionBaton_Elite_Tier6
ITM_DLC1_Recipe_Equip_Weapon_Brawling_DisruptionGauntlet_Elite_Tier6
ITM_DLC1_Recipe_Equip_Weapon_Brawling_PneumaticGauntlet_Elite_Tier6
ITM_DLC1_Recipe_Equip_Weapon_Flamethrower_TarThrower_Elite_Tier6
ITM_DLC1_Recipe_Equip_Weapon_Handgun_FireSuppressionSprayer_Elite_Tier6
ITM_DLC1_Recipe_Equip_Weapon_HMG_HeavyDisruptionBlaster_Elite_Tier6
ITM_DLC1_Recipe_Equip_Weapon_HMG_HeavyFireSuppressor_Elite_Tier6
ITM_DLC1_Recipe_Equip_Weapon_Shotgun_DisruptionWebLauncher_Elite_Tier6
ITM_DLC1_Recipe_Equip_Weapon_SniperRifle_DisruptionRay_Elite_Tier6
ITM_DLC1_Recipe_QuestItem_DisruptionEnergyConverter
ITM_Recipe_Ammo_3006Cal
ITM_Recipe_Ammo_38Cal
ITM_Recipe_Ammo_45Cal
ITM_Recipe_Ammo_50Cal
ITM_Recipe_Ammo_556mm
ITM_Recipe_Ammo_762mm
ITM_Recipe_Ammo_9mm
ITM_Recipe_Ammo_BBGun
ITM_Recipe_Ammo_CrossbowBolt
ITM_Recipe_Ammo_Energy
ITM_Recipe_Ammo_Flamethrower
ITM_Recipe_Ammo_FrozenFerret
ITM_Recipe_Ammo_Rocket
ITM_Recipe_Ammo_Sawblade
ITM_Recipe_Ammo_Shotgun
ITM_Recipe_Ammo_Spike
ITM_Recipe_ArmorMod_Chest_Tier2-1_TraumaPlateInsert
ITM_Recipe_ArmorMod_Chest_Tier2-2_PlasmaCapsule
ITM_Recipe_ArmorMod_Chest_Tier2-3_PolyxylyleneBarrier
ITM_Recipe_ArmorMod_Chest_Tier3-1_ChobhamScrapPlates
ITM_Recipe_ArmorMod_Chest_Tier3-2_HemoGoblinModule
ITM_Recipe_ArmorMod_Chest_Tier3-3_PhaseTemperController
ITM_Recipe_ArmorMod_Helmet_Tier2-1_TitaniumCrest
ITM_Recipe_ArmorMod_Helmet_Tier2-2_SensoryShroud
ITM_Recipe_ArmorMod_Helmet_Tier3-1_MolybdenumAlloyDome
ITM_Recipe_ArmorMod_Helmet_Tier3-2_HeadGearPlatform
ITM_Recipe_ArmorMod_Legs_Tier1-3_CombatBelt
ITM_Recipe_ArmorMod_Legs_Tier2-1_ViscoelasticPlates
ITM_Recipe_ArmorMod_Legs_Tier2-2_PersonnelDrive
ITM_Recipe_ArmorMod_Legs_Tier3-1_CeramoSilkPatches
ITM_Recipe_ArmorMod_Legs_Tier3-2_AcceleratorSkeleton
ITM_Recipe_Consumable_Deployable_Decoy
ITM_Recipe_Consumable_Deployable_Discobot
ITM_Recipe_Consumable_Deployable_FirstAidStation
ITM_Recipe_Consumable_Deployable_IceSpike
ITM_Recipe_Consumable_Deployable_LaserTurret
ITM_Recipe_Consumable_Deployable_MachineTurret
ITM_Recipe_Consumable_Deployable_SawdogGrenade
ITM_Recipe_Consumable_Grenade_ConfettiGrenade
ITM_Recipe_Consumable_Grenade_CryoGrenade
ITM_Recipe_Consumable_Grenade_EMPGrenade
ITM_Recipe_Consumable_Grenade_FragGrenade
ITM_Recipe_Consumable_Grenade_GasGrenade
ITM_Recipe_Consumable_Grenade_MolotovCocktail
ITM_Recipe_Consumable_Grenade_PlasmaGrenade
ITM_Recipe_Consumable_Grenade_ShrapnelGrenade
ITM_Recipe_Consumable_Grenade_ShrinkGrenade
ITM_Recipe_Consumable_Grenade_SmokeGrenade
ITM_Recipe_Consumable_Healing_MedDart
ITM_Recipe_Consumable_Healing_MedHypo
ITM_Recipe_Consumable_Healing_MedicPack
ITM_Recipe_Consumable_Healing_UltraMorphine
ITM_Recipe_Consumable_RepairKit
ITM_Recipe_Consumable_StatusEffectHeal_Antidote
ITM_Recipe_Consumable_StatusEffectHeal_CrystalClear
ITM_Recipe_Consumable_StatusEffectHeal_InjuryKit
ITM_Recipe_Consumable_StatusEffectHeal_NitroSpike
ITM_Recipe_Consumable_StatusEffectHeal_NoGlo
ITM_Recipe_Consumable_StatusEffectHeal_SutureKit
ITM_Recipe_WeaponMod_Melee_Grip_Tier2-1
ITM_Recipe_WeaponMod_Melee_Grip_Tier2-2
ITM_Recipe_WeaponMod_Melee_Grip_Tier3-1
ITM_Recipe_WeaponMod_Melee_Grip_Tier3-2
ITM_Recipe_WeaponMod_Melee_Weight_Tier2-1
ITM_Recipe_WeaponMod_Melee_Weight_Tier2-2
ITM_Recipe_WeaponMod_Melee_Weight_Tier3-1
ITM_Recipe_WeaponMod_Melee_Weight_Tier3-3
ITM_Recipe_WeaponMod_Melee_Weight_Unique_ElectricMod
ITM_Recipe_WeaponMod_Melee_Weight_Unique_PoisonedMod
ITM_Recipe_WeaponMod_Melee_Weight_Unique_SerratedMod
ITM_Recipe_WeaponMod_Melee_Weight_Unique_StunningMod
ITM_Recipe_WeaponMod_Ranged_Barrel_Tier2-1
ITM_Recipe_WeaponMod_Ranged_Barrel_Tier2-2
ITM_Recipe_WeaponMod_Ranged_Barrel_Tier2-3
ITM_Recipe_WeaponMod_Ranged_Barrel_Tier3-1
ITM_Recipe_WeaponMod_Ranged_Barrel_Tier3-2
ITM_Recipe_WeaponMod_Ranged_Barrel_Tier3-3
ITM_Recipe_WeaponMod_Ranged_Barrel_Unique_LightweightBarrel
ITM_Recipe_WeaponMod_Ranged_Barrel_Unique_ShortBarrel
ITM_Recipe_WeaponMod_Ranged_Choke_Tier2-1
ITM_Recipe_WeaponMod_Ranged_Choke_Tier2-2
ITM_Recipe_WeaponMod_Ranged_Choke_Tier3-1
ITM_Recipe_WeaponMod_Ranged_Choke_Tier3-2
ITM_Recipe_WeaponMod_Ranged_Choke_Unique_ExtendedChoke
ITM_Recipe_WeaponMod_Ranged_Choke_Unique_RaggedChoke
ITM_Recipe_WeaponMod_Ranged_Magazine_Tier1-2
ITM_Recipe_WeaponMod_Ranged_Magazine_Tier1-3
Crafting Recipe IDs (Part 2)
ITM_Recipe_WeaponMod_Ranged_Magazine_Unique_AdvancedMaterialsMag
ITM_Recipe_WeaponMod_Ranged_Magazine_Unique_HeavyMag
ITM_Recipe_WeaponMod_Ranged_Magazine_Unique_QuickFireMag
ITM_Recipe_WeaponMod_Ranged_Scope_Tier2-1
ITM_Recipe_WeaponMod_Ranged_Scope_Tier2-2
ITM_Recipe_WeaponMod_Ranged_Scope_Tier3-1
ITM_Recipe_WeaponMod_Ranged_Scope_Tier3-2
ITM_Recipe_WeaponMod_Ranged_Scope_Unique_DeadEyeExperimental
ITM_Recipe_WeaponMod_Ranged_Scope_Unique_FarSightComputerAided
ITM_Recipe_WeaponMod_Ranged_Underbarrel_Tier2-1
ITM_Recipe_WeaponMod_Ranged_Underbarrel_Tier2-2
ITM_Recipe_WeaponMod_Ranged_Underbarrel_Tier3-1
ITM_Recipe_WeaponMod_Ranged_Underbarrel_Tier3-2
ITM_Recipe_WeaponMod_Ranged_Underbarrel_Unique_CryoBarrel
ITM_Recipe_WeaponMod_Ranged_Underbarrel_Unique_ExplosiveBarrel
ITM_Recipe_WeaponMod_Ranged_Underbarrel_Unique_HeavyTacLight
ITM_Recipe_WeaponMod_Ranged_Underbarrel_Unique_IncendiaryBarrel
ITM_Recipe_WeaponMod_Ranged_Underbarrel_Unique_PlasmaBarrel
ITM_Recipe_WeaponMod_Ranged_Underbarrel_Unique_SpecOpsLaserSight

Character limit is a B
NOTE! These are not ALL of the IDs (for any of the listed categories) they are just the ones *I* was able to collect - there are almost certainly some missing from these lists; if you find something I missed - leave a comment

RE: This Thread
Requests
I'll drop tidbits people've asked for in here, eg the key code to open the 2nd vault door in your base without sending a woman to a life of slavery:
<global> <k>a1001_SlaversBounty_GotSecondCode</k> <v>1</v> </global>
===========================================================================
To get Quarex to join the Rangers without having to slaughter the Monster Army:
<global> <k>o1001_Quarex_JoinedRangerHQ</k> <v>1</v> </global>
PS. These entries *do* seem to have a "proper" location within the <globals></globals> block but throwing them in at the end (just above </globals>) should still be fine - the game will just re-sort the list the next time you save
===========================================================================
Here are the lines you'd need to change in the event you recruited Victory and later regretted not just arresting him (it is nice to take him to all three graves at least)
1st makes sure he is not an active squad member, then REMOVE EVERYTHING between his <pc></pc> you can figure out which one is his by searching for:
<perkname>BCK_Psychopath</perkname>
Next change:
<global> <k>c2101_Psychopath_JoinedRangers</k> <v>1</v> </global>
To instead be:
<global> <k>c2101_Psychopath_Arrested</k> <v>1</v> </global>
And change this section to have a 3 instead of a 4:
<global> <k>a1001_ThePsychopath_State</k> <v>4</v> </global>
Finally delete this block:
<global> <k>G_CompanionStatus_Vic</k> <v>2</v> </global>
Oh and you could ADD 15 to your <k>G_RangerAllegiance</k> too if you like; you LOSE 10 for recruiting him and GAIN 5 for arresting him resulting in a 15 point difference between the two states.
===========================================================================
The biggest requirement to a November Reigns ending (aka the "good ending") is to "provide oil to Colorado Springs." But... only the Gippers are able to do this. Nope, doesn't matter if you installed the Hard Heads expecting that they'd be able to, nor can the Machine Commune, at least not before the ending slides they can't!
So... what if you killed them? Well, making as little as two changes can get you back on track, and they are... delete these two code blocks:
<global> <k>b1001_AllGippers_Dead</k> <v>1</v> </global>
<global> <k>b1001_AttackedGippers</k> <v>1</v> </global>
They will still all be dead mind, it is just that the game won't acknowledge it... as often.
The other requirement is that you got the Gippers to start pumping oil again either by turning Valor into Reagan or else by holding the Reagan AI hostage, either way the only thing that seems to matter is that <k>Mission_TheZealot_a5101_GipperResolution</k> is set to one of these two states. I forgot what the value is in the first case, but for the latter it is set to 3. So just make sure it is as follows:
<global> <k>Mission_TheZealot_a5101_GipperResolution</k> <v>3</v> </global>
There are A LOT more variables than these but this appears to be the minimum number of changes required to make the Downtown Walls electrified and for the game to register that oil is flowing.

I can personally confirm; this will get you the November Reigns achievement, but the ending slides have no idea what to make of it and just defaults to:
Denver turned into a free-for-all. Mercenaries and raiders fought each other to control the abandoned rigs and charged outrageous prices for oil.

NOTE! These changes will cause some inconsistencies; some NPCs might comment on how great it is that you got the oil flowing again, while others might still comment on how the Gippers "got what they deserved." If this bothers you; wait to make the edit till the last possible moment.
Bonus: Analytical Comparison of Kodiak Weapons
I once almost made a guide for this single section, but it is simply too small for its own guide so I'm shoehorning it in here :-P

Kodiak weapons really require math to make apples-to-apples comparisons because they can use different AP costs and / or do their damage all in 1 hit... or in 10, or 20, or 30 >.>
So ya, I calculated the "Damage per AP" via this formula:
=((Min Damage + Max Damage / 2) * Num Hits) / AP Cost

Here were the results:
Name
DPAP
Range
Notes
The Great Communicator
161
27
Cone AoE
Payaso Turret
145
24
Applies Burning
Helix Turret
135
20
Plasma Spitter
134
20
Flexible AP
Fullborer
117
25
Circle AoE, Ability=99 DPAP
Clearcutter
114
27
Ability = 48 DPAP & Applies Bleed
Magneto Cannon
97
20
Ability = 52 DPAP
Railgun
92
30
Ability = 95 DPAP
Nitro-Ray
82
20
Ability = 46 DPAP
Shredder Turret
55
24
Rhino Cannon
28
18
*ALL* above DPAP values are SINGLE TARGET numbers; if it can hit more than one target then multiple by 2 if it hits 2, 3 if it hits 3, etc
Conclusion
I am an advocate for "fair and balanced" cheating - aka cheating to fix bugs, or cheating to get something you could have obtained during normal play but are now locked out of, or would otherwise have to grind for X hours to *maybe* see it spawn / drop / have enough units in-order to buy.
You are free to cheat however you choose to; download a trainer and turn on infinite ammo, one shot kill, immortal modes... these things just do not appeal to me and you won't be able to do such things with a save edit.

On the other side of the spectrum are the purists; "Why even play the game if you don't like the mechanics?!" I like collecting things, and nothing irks me more than finding out something is unavailable to me either because I missed it, or it was only available if you made other choices, or worst of all - pre-order exclusives. If I can cheat to collect those items then cheating is improving the game for me.
Likewise, I dislike losing progress. If I later come to regret a choice and have progressed too far and / or overwrote all the saves from before the choice was made... I'd much rather edit the save than have to replay it through all over again.

These things improve the game and my enjoyment of it.
Respect others' opinions even if you do not understand them.
If you have any constructive critismism or helpful comments - I welcome such feedback.
Or if you have any questions I'll do my best to help out.
Otherwise thank you for taking a look at my guide. :)
And remember to rate, like, and favorite this guide if you found it helpful :D
23 Comments
PlanetFall 21 Sep, 2024 @ 1:40pm 
Why?
Drake Ravenwolf  [author] 14 Apr, 2024 @ 12:05pm 
Possible? Yes.
Can I tell you how to? eh...

Best bet would be to go back to a save where they were alive, get them killed and compare the before and after save files to each other to figure out what to add to your most recent save where they are presumably long dead. There would likely be a lot of other changes you'd have to sort through to find the right parts tho
Vague 14 Apr, 2024 @ 1:59am 
Can you get unique animal companions back through this? Like Major Tom or the Honey Badger?
Techpriest Eh 3 Mar, 2024 @ 8:44am 
Hi, I have some questions regarding Kodiak Chassis'? I'm trying to find their line in the unpacked XML for my save but can't seem to find them even with the search function. If anyones able to find them and copy the lines and placement to me so I can re-add them since they've dissappeared from the vendor that'd be appreciated/
N2Marine 25 Jan, 2024 @ 9:41pm 
@Drake Ravenwolf So trial and error and not editing at the starting of the game the way to go?
Drake Ravenwolf  [author] 24 Jan, 2024 @ 6:45pm 
Some info could certainly be out of date; I wrote this when I was doing it so it "worked for me" but there was an entire dlc released between then and now
N2Marine 24 Jan, 2024 @ 6:41pm 
@Drake Ravenwolf was only able to get 6 or so thing before it got screwy with me is it because I did it at the start of the game?
carlosdlt94 5 Dec, 2023 @ 11:23pm 
The latest version of the save editor is not working for me. The zip file won't open lol compared to the og file that asked the password. Anyways, I completed the game on 4 different runs but it would be fun to see what the save editor can offer for a play-through.
Nelth 29 Oct, 2023 @ 12:20pm 
Hi! thank's for your guide, sadly, the save editor bug ...
thank's for all
Drake Ravenwolf  [author] 1 Jun, 2023 @ 1:09pm 
Thank you, only thing missing would be DLC items released after the guide was written - I still haven't gone back and looked at the latest DLC