Search found 21 matches

by MateySwag
Tue May 19, 2020 1:27 am
Forum: Tables
Topic: Batman: Arkham Knight [Engine:Unreal 3.5] « revisited »
Replies: 57
Views: 32658

Batman: Arkham Knight [Engine:Unreal 3.5] « revisited »

[QUOTE="SunBeam, post: 135669, member: 12587"]

^ So you confirm it works, then, right? :)

[/QUOTE]

Yes console window opened and no crashing.
by MateySwag
Mon May 18, 2020 6:56 pm
Forum: Tables
Topic: Batman: Arkham Knight [Engine:Unreal 3.5] « revisited »
Replies: 57
Views: 32658

Re: Batman: Arkham Knight [Engine:Unreal 3.5] « revisited »

I get this error The error refers an .ini file I do not mention in my instructions. Are you sure you created/edited the RIGHT ini file? Doesn't look like that to me. https://i.imgur.com/Sbc9CPH.png It's BmInput.ini . I swear to God.. one of these days.. BR, Sun Yes you're right I must've skipped pa...
by MateySwag
Mon May 18, 2020 12:53 am
Forum: Tables
Topic: Batman: Arkham Knight [Engine:Unreal 3.5] « revisited »
Replies: 57
Views: 32658

Re: Batman: Arkham Knight [Engine:Unreal 3.5] « revisited »

It's not working I've tried the d3d9.dll with no success with the tilde key. Then I went to into \DLC\356474\Content\BmGame\Config to add the lines to the .ini and after starting up the game I get this error https://gyazo.com/7fd05e595ba49a4a9358c333964d2673 then tried the dinput8.dll still no conso...
by MateySwag
Thu Sep 26, 2019 1:37 am
Forum: Tables
Topic: Borderlands 3 +30
Replies: 1028
Views: 888794

Re: Borderlands 3 +14

So how do I start using the tooltip table correctly? Is there an actual guide in what you do to have highest amount of components/etc?
by MateySwag
Wed Sep 18, 2019 12:46 am
Forum: Tables
Topic: Borderlands 3 +30
Replies: 1028
Views: 888794

Re: Borderlands 3 +6

Yes https://i.imgur.com/aE1uHlv.jpg Sooo he got past the hard cap with out the value going into negative anyway to get this to happen?? yup and he wont tell us exactly how he did it He probably found addresses with the corresponding values to those stats. These did exist in previous games like bein...
by MateySwag
Sat May 11, 2019 5:50 pm
Forum: Tables
Topic: Borderlands GOTY Enhanced - table v: 1.0.5 CT
Replies: 159
Views: 131317

Re: Borderlands GOTY Enhanced - table v: 1.0.4 CT

Like I said, you won't see a spawner. Let's stop the fantasy talk here. I'm not asking for you to make it I'm asking if it's "feasible" or is it not possible to create at all? I'm more than happy to make my own stuff but I'm not well versed with UE or inner workings of BL (that's why I asked you gu...
by MateySwag
Fri May 10, 2019 8:50 pm
Forum: Tables
Topic: Borderlands GOTY Enhanced - table v: 1.0.5 CT
Replies: 159
Views: 131317

Re: Borderlands GOTY Enhanced - table v: 1.0.4 CT

Can change rarity, yes. About the spawner, don't think I've seen one in BL tables across time. I did see a pool swapper, whereas the mobs that get out of the spawn places can be changed to the uber/mega/ultra versions of them (like bosses). But am getting way ahead of myself. A spawner would be int...
by MateySwag
Fri May 10, 2019 1:37 am
Forum: Tables
Topic: Borderlands GOTY Enhanced - table v: 1.0.5 CT
Replies: 159
Views: 131317

Re: Borderlands GOTY Enhanced - table v: 1.0.4 CT

@SunBeam
@Tim

Do you guys think a possible item spawn is doable? Like a script that lets you spawn any gun/shield/COM/GM and even change rarity/level?
by MateySwag
Sun Apr 21, 2019 3:59 am
Forum: Tables
Topic: Borderlands GOTY Enhanced - table v: 1.0.5 CT
Replies: 159
Views: 131317

Re: Borderlands GOTY Enhanced - table v: 1.0.2 CT

Not necessary at all. Some of the console commands can be replicated with scripts and a few are just straight addresses (dbm_ToggleShowDebug, notarget, stat fps, etc.) Though I never did get the more interesting commands to even work at all like spawning the vehicles and dbm_toggleghost. So you did...
by MateySwag
Sun Apr 14, 2019 6:30 pm
Forum: Tables
Topic: Borderlands GOTY Enhanced - table v: 1.0.5 CT
Replies: 159
Views: 131317

Re: Borderlands GOTY Enhanced - table v: 1.0.2 CT

I had high hopes someone else knew how to enable the console in UE games but me. Guess I'll keep reading and have a go at it when I get back. Uruguay time for now! :) Not necessary at all. Some of the console commands can be replicated with scripts and a few are just straight addresses (dbm_ToggleS...
by MateySwag
Wed Mar 27, 2019 8:30 pm
Forum: Tables
Topic: Sekiro™: Shadows Die Twice +15 +1 (table Update7.3)
Replies: 488
Views: 577525

Re: Sekiro™: Shadows Die Twice +14 (table Update6.3)

Has anyone found a value for unseen aid or maybe an address that controls who has rot/who doesn't?
by MateySwag
Tue Mar 12, 2019 1:01 am
Forum: Tables
Topic: Assassin’s Creed® Odyssey - InventoryEditor
Replies: 1361
Views: 1025180

Re: Assassin’s Creed® Odyssey - InventoryEditor

xp/drachmae boosters don't work. they turn on and show up in-game correctly but nothing actually changes like 300% xp boost and if i do something like a camp i still get the same amount as before.
by MateySwag
Mon Feb 25, 2019 6:14 pm
Forum: Tables
Topic: RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)
Replies: 1011
Views: 1485803

Re: RESIDENT EVIL 2 +16 +3 (table Update12)

i'm curious but is it at all possible to find stat values for guns? things like reload speed, swap times, zoom fov, damage, etc?
by MateySwag
Fri Feb 22, 2019 9:04 pm
Forum: Tables
Topic: RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)
Replies: 1011
Views: 1485803

Re: RESIDENT EVIL 2 +16 +3 (table Update12)

character model script still isn't working with latest update. if i open it the lua engine just says "Error:[string "lua_aobscan("charIDReadForLoadoutOnLoadAOB","..."]:1: attempt to call a nil value (global 'lua_aobscan')". maybe the aobscan somehow doesn't work on your game. before I re-install th...
by MateySwag
Thu Feb 21, 2019 11:07 pm
Forum: Tables
Topic: RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)
Replies: 1011
Views: 1485803

Re: RESIDENT EVIL 2 +16 +3 (table Update12)

character model script still isn't working with latest update. if i open it the lua engine just says "Error:[string "lua_aobscan("charIDReadForLoadoutOnLoadAOB","..."]:1: attempt to call a nil value (global 'lua_aobscan')".