Re: Horizon Forbidden West [Engine:Decima]
Posted: Wed Apr 03, 2024 8:05 pm
Open Accessibility Settings and change "Hold" to "Toggle" for the options you desire
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
Open Accessibility Settings and change "Hold" to "Toggle" for the options you desire
That would be awesome! Thank you for all your hard work! I tried removing the item by setting it's value to 0, but it stays in the inventory, just as 0. Frustrating, but hopefully I can get past that main quest finally!
Did you try saving and reloading the save?
Look for Nukem's mod on Nexus.
I crafted the item very early on and did not have a save to reload from.
cheat menu on nexus has that option alongside other useful stuff, like stack multipliers.
Thank you for the help. I have what I need nowMasterVegito wrote: ↑Thu Apr 04, 2024 7:33 amcheat menu on nexus has that option alongside other useful stuff, like stack multipliers.
Well.. I removed the entire inventory, saved, rebooted the game, loaded save and the Shieldwing is still there. I can't tell if, removing it with the table (Inventory::RemoveItemByResource) does help in that direction. Point to the matter is I don't see it in the Inventory anymore, however I am not sure how the game is checking whether or not you've unlocked it. If it's based on some bool someplace, I won't be able to do much. If it's based on UUID of the item's Resource, then you could try searching for that UUID in memory and replacing every occurrence with the UUID of another item's Resource. Then try to progress, see if the game still complains (yes, you'll do this in active gameplay, not saving and reloading).
There is one single Inventory to be listed out. I know those other 2 offsets might seem valid in the logic, but not how you'd expect I learned the hard way (see [ Debug ] > Inventory : Dump Item Info script). I initially made it loop through all 3 lists, but I found that there are dupes. So I dug a bit deeper and found a function that would parse 0x60 (it looks in 0x70 and 0x80 as well) and compiles a nice array of unique InventoryItem pointers