Saved Game Editor: Cracking the Code
Posted: Wed Feb 06, 2013 8:07 pm
So, after it peaked my curiosity out of the blue this morning, I decided to be yet another person who took a stab at "cracking the code" to the SGE's weird number ranges that decide the final value for any given attribute in-game. I actually made progress with this, and compiled a fairly amount of data after extensive research.
About half of the attributes in the SGE, as we know, follow the basic 1-20 rating system. The other half, does not. People have previously speculated that there are different ranges for several of the remaining attributes that do not follow the 1-20 scale, and that age, CA, etc are a factor in how the scale works. I've come to realize, that the scale is not influenced by age, and is solely determined by CA; in addition to this, the scale follows a trend starting from 221 and 211 depending on the person's CA, up to 255, then overlaps back down to 0, up to 127. At 128 and up to the original value where the scale started, the attribute will be 1. This is true for all attributes that do not follow the 1-20 scale in the SGE.
I'm not so great at explaining things, so I've decided to just display some data in here for you all to look at yourself and understand what I mean. Below is a chart showing the SGE value ranges for each in-game attribute value from 1-20. I've compiled the ranges for CAs of 1, 50, 100, 150, and 200. We can thank Taylor Pyatt for being the guinea pig in this.

As you can see, The maximum value for all CAs, before reverting back to 1, is 127. From there, the attribute will be rated "1" until it hits between 222 and 212, depending on the CA. Then it will be rated '2" in game.
The interesting thing I have dragged from this, is that from where it breaks out of the 128 to 2## scale, and hits 2, it also, depending on the person's CA, will take a varied amount, to increase from there. For example, at 1 CA, it takes an increment of 10 to reach the next in-game value. So, at 222 it finally breaks out of "1," and hits "2." At 232 (+10), it hits "3." At 242, (+10 again), it hits "4," and so on. However, once it hits 255, and overlaps back to 0, the progression starts to take a static trend that is the same across all CAs: it will now take an increment of 8.33 to reach the next value.
So, the amount between each in-game value in the SGE slowly decreases the higher a player's CA is up until 255, then it will require the static value of 8.33 for each point up. I made a quick line-grape to represent the trend taken for this change:

I haven't yet managed to work out an exact formula to represent the trend, but I will try to work on it after I take a break from this. If anybody wants to take some stabs, have at it.
About half of the attributes in the SGE, as we know, follow the basic 1-20 rating system. The other half, does not. People have previously speculated that there are different ranges for several of the remaining attributes that do not follow the 1-20 scale, and that age, CA, etc are a factor in how the scale works. I've come to realize, that the scale is not influenced by age, and is solely determined by CA; in addition to this, the scale follows a trend starting from 221 and 211 depending on the person's CA, up to 255, then overlaps back down to 0, up to 127. At 128 and up to the original value where the scale started, the attribute will be 1. This is true for all attributes that do not follow the 1-20 scale in the SGE.
I'm not so great at explaining things, so I've decided to just display some data in here for you all to look at yourself and understand what I mean. Below is a chart showing the SGE value ranges for each in-game attribute value from 1-20. I've compiled the ranges for CAs of 1, 50, 100, 150, and 200. We can thank Taylor Pyatt for being the guinea pig in this.

As you can see, The maximum value for all CAs, before reverting back to 1, is 127. From there, the attribute will be rated "1" until it hits between 222 and 212, depending on the CA. Then it will be rated '2" in game.
The interesting thing I have dragged from this, is that from where it breaks out of the 128 to 2## scale, and hits 2, it also, depending on the person's CA, will take a varied amount, to increase from there. For example, at 1 CA, it takes an increment of 10 to reach the next in-game value. So, at 222 it finally breaks out of "1," and hits "2." At 232 (+10), it hits "3." At 242, (+10 again), it hits "4," and so on. However, once it hits 255, and overlaps back to 0, the progression starts to take a static trend that is the same across all CAs: it will now take an increment of 8.33 to reach the next value.
So, the amount between each in-game value in the SGE slowly decreases the higher a player's CA is up until 255, then it will require the static value of 8.33 for each point up. I made a quick line-grape to represent the trend taken for this change:
I haven't yet managed to work out an exact formula to represent the trend, but I will try to work on it after I take a break from this. If anybody wants to take some stabs, have at it.
