(Almost)Each block that would interest you contains a byte 8A to start the block, a block identifier byte to tell the game what the block is for, then data for the block which has a data type identifier and a value identifier: Block Identifiers 0x0A = Face 0xC2 = Head Tattoo 0x0D = Hair 0xB4 = Hat 0xB7 = Hat Logo 0x24 = Hat hair 0xB3 = Glasses 0x0B = Shirt Style 0xB1 = Shirt Front Logo 0xB2 = Shirt back Logo 0x13 = Chest Tattoo 0x14 = Back Tattoo 0x17 = L. Arm Tattoo 1 0x15 = L. Arm Tattoo 2 0x1B = R. Arm Tattoo 1 0x16 = R. Arm Tattoo 2 0x09 = Elbow Pads 0xBC = L. Accessory 0xBD = R. Accessory 0x26 = Gloves 0xBE = Misc Items 0x0E = backpack 0x0C = Pants 0x18 = left leg Tattoo 0x19 = Right Leg Tattoo 0x07 = kneepads 0x08 = Socks 0xB0 = Shoes 0xD0 = Deck Scaling 0xD1 = Body Scaling 0xC4 = Head Top Scaling 0xC7 = Face Scaling 0xC6 = Nose Scaling 0xC5 = Jaw Scaling 0xC8 = Chest Scaling 0xC9 = Waist Scaling 0xCA = Biceps Scaling 0xCB = Forearm Scaling 0xCC = Hands Scaling 0xCD = Thighs Scaling? 0xCE = Calves Scaling 0xCF = Feet Scaling 0xBB = Deck Graphic 0xBA = Griptape Data Type Identifiers 0x8D = QBKey 0x90 = 1 Byte (char) 0x91 = 2 Bytes (short) 0x92 = 4 Bytes (long) Value Identifiers 0x1E = Dunno, always used for QBKeys 0x1F = Hue for colors? 0x20 = Saturation for colors? 0x21 = Valence for colors? <- These 3 are for colors, not sure of what each one is for 0xA5 = X Axis Scaling 0xA6 = Y Axis Scaling 0xA7 = Z Axis Scaling <- 0xA7 MIGHT BE for Y and 0xA6 MIGHT BE for Z, not sure. 8A0A8D1E42FC381B00 <- Placing this in a female cas will put 'Dark Head 4' on it. ^To color this all you do is add the color info DIRECTLY after the qbkey 8A0A8D1E42FC381B901FFF9020FF9021FF922200 Color starts at the first 0x90 and ends at that 0x92, not sure why the 0x9222 are needed but they are, for scaling info there always seems to be a 0x921A after