Hi all. Thank you SunBeam for the great work. Please help. We have already written about this problem before, but have not found a solution. Quest Sea of Sands - received diving mask before it should be made on the workbench, the quest does not continue. Remove Item By InventoryItemResource did not help, the mask disappeared from the inventory (it was saved and teleported), but the workbench writes that the item has already been made. Sorry for my English, I am writing through a translator.
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
Hi all. Thank you SunBeam for the great work. Please help. We have already written about this problem before, but have not found a solution. Quest Sea of Sands - received diving mask before it should be made on the workbench, the quest does not continue. Remove Item By InventoryItemResource did not help, the mask disappeared from the inventory (it was saved and teleported), but the workbench writes that the item has already been made. Sorry for my English, I am writing through a translator.
No solution, sorry. If the game records that you've created or obtained the item, even if you remove it, it will reconstruct and give it to you on a reload or reopen of game.
Either you load from earlier save before crafting diving mask, or start from beginning. AFAIK
Sadly, yes.
In general, I would advise against using item multipliers, breaking game boundaries, etc. -- doing typically anything that would later result in a progression blocker. The game is HEAVILY scripted with triggers and conditions, so you fucking around then whining after.. doesn't really show restraint and moderation. More like abuse
Table is pretty sweet SunBeam...thanks! I did try searching this so if it's been asked/answered blame the topic search machinery. Anyway, have you looked into making a noclip cheat for the table? Would love to just be able to mess around w/that if it's a possibility at all.
Hey guys I just reverted back to previous build and the cheats work again. Just letting you guys know. I'll just keep playing on this build until the cheats get updated for the newest patch
Hey guys I just reverted back to previous build and the cheats work again. Just letting you guys know. I'll just keep playing on this build until the cheats get updated for the newest patch
I try the fix with initiate, line 205, using code
u = u + 0x10 -- 0xF90
unregisterSymbol( "g_DebugSettings" )
registerSymbol( "g_DebugSettings", t + u, true )
It seem to make some option work beside the Burst size mode option. When you have time, is it possible to check it? Thank you
Hey guys I just reverted back to previous build and the cheats work again. Just letting you guys know. I'll just keep playing on this build until the cheats get updated for the newest patch
Hey guys I just reverted back to previous build and the cheats work again. Just letting you guys know. I'll just keep playing on this build until the cheats get updated for the newest patch
It's a different issue. The FindNamedComponentByRTTIClass hook isn't working, as I reported. I don't have time to fix it, nor does SunBeam AFAICT. Look at lines 463-480 of the Initialize code, the offsets or byte arrays it's scanning for are wrong. Need to find the correct offsets.
Are there any other hardlocks besides Embassy quest with NG+ function? (no shieldwing if ng+ on during fresh ng)
Thank god i haven't done much to restart from it.
It's a different issue. The FindNamedComponentByRTTIClass hook isn't working, as I reported. I don't have time to fix it, nor does SunBeam AFAICT. Look at lines 463-480 of the Initialize code, the offsets or byte arrays it's scanning for are wrong. Need to find the correct offsets.
That wasn't the issue. It's true that function would not stop looping, but that's because the array table pointer it's supposed to search in is wrong. If you printf it, you'll get 0000000600000006 and that's not a pointer And that's due to this:
local WieldableOrDroppableItemOffset = readInteger( getAddressSafe( "WieldableOrDroppableItemOffset" ) )
-- changed from 0xB0 to 0xC8
local InventoryWeapon = readPointer( PlayerWeaponController + WieldableOrDroppableItemOffset )
Will post the updated table in a bit.
EDIT: Update #5 is live. There are some cosmetic adjustments, added some more messages to some of the scripts, Arena timer can now be frozen, as well as finally implemented the "Undetected By AIFaction (AIFaction = "Neutral")" script. And yeah, simplified a bit the dumper scripts, file is now in your %HOMEPATH% folder (which will open automatically when dumping is done).
It's a different issue. The FindNamedComponentByRTTIClass hook isn't working, as I reported. I don't have time to fix it, nor does SunBeam AFAICT. Look at lines 463-480 of the Initialize code, the offsets or byte arrays it's scanning for are wrong. Need to find the correct offsets.
That wasn't the issue. It's true that function would not stop looping, but that's because the array table pointer it's supposed to search in is wrong. If you printf it, you'll get 0000000600000006 and that's not a pointer And that's due to this:
local WieldableOrDroppableItemOffset = readInteger( getAddressSafe( "WieldableOrDroppableItemOffset" ) )
-- changed from 0xB0 to 0xC8
local InventoryWeapon = readPointer( PlayerWeaponController + WieldableOrDroppableItemOffset )
Will post the updated table in a bit.
EDIT: Update #5 is live. There are some cosmetic adjustments, added some more messages to some of the scripts, Arena timer can now be frozen, as well as finally implemented the "Undetected By AIFaction (AIFaction = "Neutral")" script. And yeah, simplified a bit the dumper scripts, file is now in your %HOMEPATH% folder (which will open automatically when dumping is done).
Thank you for the update, so far everything is working beside burst size. It just crashes the game