Aliens: Fireteam Elite

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CaptainVegetable
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Re: Aliens: Fireteam Elite

Post by CaptainVegetable »

Just confirming that your "-XPGainMultiplier (Pointer Shortcut, untested)" works! thanks!

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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Akira
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Re: Aliens: Fireteam Elite

Post by Akira »

Idaidic wrote:
Wed Aug 25, 2021 5:33 am
does this table works with FTL version?
What's "FTL"?

bicento
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Re: Aliens: Fireteam Elite

Post by bicento »

Idaidic wrote:
Wed Aug 25, 2021 5:33 am
does this table works with FTL version?
yep!

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B0mak
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Re: Aliens: Fireteam Elite

Post by B0mak »

Thanks man, awesome job

ChainEatFace
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Re: Aliens: Fireteam Elite

Post by ChainEatFace »

Version 1.2 does not work for me. The previous two versions did and still do

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Akira
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Re: Aliens: Fireteam Elite

Post by Akira »

ChainEatFace wrote:
Wed Aug 25, 2021 5:27 pm
Version 1.2 does not work for me. The previous two versions did and still do
I check that tomorrow but I tested everything before I uploaded the table and it was all working fine.

Phazon
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Re: Aliens: Fireteam Elite

Post by Phazon »

I threw together a set of shortcut pointers for convenience, and figure I'll put them up here in case anyone else might find it useful. Add this table to the main one, the pointers may or may not work otherwise.

Absolutely all credit goes to Akira; all I did was duplicate one of his shortcut pointers, change the offsets and descriptions, and add a couple testing notes.
Attachments
ExtraPointerShortcuts.ct
(36.75 KiB) Downloaded 193 times

VeNoMLIVE_qc
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Re: Aliens: Fireteam Elite

Post by VeNoMLIVE_qc »

Possible to Inifnit Credit & one it kill plzz Thx Support

TrialMacameau
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Re: Aliens: Fireteam Elite

Post by TrialMacameau »

The Infinite Ability Charges doesn't seem to work after being checked... I tested a skill usage and it still has their full cooldown.

Nvm ! It seems to be for classes like Technicians who has a 3 grenades throws.

alked
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Re: Aliens: Fireteam Elite

Post by alked »

save game

all:
fully finished (insane mod and horde are unlocked)
classes are max lvl
classes are unlocked (including recon)
guns are max lvl
core and modifiers are unlocked
appearances are unlocked
weapon cosmetics are unlocked
emotes are unlocked
weapon attachments are unlocked
challenge cards unlocked
40K credits / 10K red scrip
contains some consumable

override your save in

C:\Users\"username"\AppData\Local\Endeavor

(dont forget to backup your save, some items may not be included due hidden boxes)

at one's own risk

edit1: more intels and hidden boxs found (more attachments and cosmetics)
edit2: hidden boxs found and cards & consumable are now (min 990)
edit3: 900 consumable causes cache box bug, so their amount returned to normal (cards are still 9999). new hidden boxs found (new guns(max lvl), attachments and cosmetics) this is last save, I wont update it again
Attachments
Endeavor-v3.rar
pass: 123
(144.73 KiB) Downloaded 496 times
Last edited by alked on Fri Aug 27, 2021 4:57 pm, edited 3 times in total.

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Akira
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Re: Aliens: Fireteam Elite

Post by Akira »

Phazon wrote:
Wed Aug 25, 2021 7:07 pm
I threw together a set of shortcut pointers for convenience, and figure I'll put them up here in case anyone else might find it useful. Add this table to the main one, the pointers may or may not work otherwise.

Absolutely all credit goes to Akira; all I did was duplicate one of his shortcut pointers, change the offsets and descriptions, and add a couple testing notes.
You might want to take a look into the "No Recoil" script for example, you will see that I used the pointer path in it.
Should be pretty easy to understand what you need to edit to add for example the pointer paths you've posted.
So you can just activate a script to change the values instead of changing all the values one by one.
Ofc you can also add hotkeys for the pointers to set 'em to a specific value or what ever you want :)

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Akira
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Re: Aliens: Fireteam Elite

Post by Akira »

ChainEatFace wrote:
Wed Aug 25, 2021 5:27 pm
Version 1.2 does not work for me. The previous two versions did and still do
It's working 100% fine on my end with table version 1.2 and game version 1.00 - DayOne_20210713-88437.
The only script that shoudn't work outside of a mission is Inf. Bot Health bc the bots don't exist at this point.
However it could very well be that the values which the scripts modify are getting used for something else while loading a level so that might indeed cause problems when you have a script activated.
AoB scripts can stay active all the time, it's just about the lua scripts.
So just activate the scripts after loading a level / deactivate the scripts before loading a level.
I recommand that you add hotkeys to the scripts so you can activate/deactivate them before/after loading a level.

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HEROES
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Re: Aliens: Fireteam Elite

Post by HEROES »

thanks it works

verchecker77
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Re: Aliens: Fireteam Elite

Post by verchecker77 »

Same here Game Crash idk where problem is ... tryed evrything out

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Akira
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Re: Aliens: Fireteam Elite

Post by Akira »

verchecker77 wrote:
Thu Aug 26, 2021 1:15 pm
Same here Game Crash idk where problem is ... tryed evrything out
Did you really try everything?
Akira wrote:
Thu Aug 26, 2021 3:10 am
It's working 100% fine on my end with table version 1.2 and game version 1.00 - DayOne_20210713-88437.
The only script that shoudn't work outside of a mission is Inf. Bot Health bc the bots don't exist at this point.
However it could very well be that the values which the scripts modify are getting used for something else while loading a level so that might indeed cause problems when you have a script activated.
AoB scripts can stay active all the time, it's just about the lua scripts.
So just activate the scripts after loading a level / deactivate the scripts before loading a level.
I recommand that you add hotkeys to the scripts so you can activate/deactivate them before/after loading a level.
You're not the only one talking about problems, however it's still working 100% fine on my end and I coudn't find any problems.
If you use scripts in an unintended way then that might cause problems, like using "No Recoil" on a weapon which does not have a recoil function but idk.

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