I want to propose a little change to the [Pointers] section.
It's using entirely hard-coded addresses that reference the process (i.e. MonsterHunterWorld+XXXXXXXX).
While it's amenable to mass offset changes, it's not easily trackable in debugging and not very easy to alter without the game running. It's also not great for defining macros and all that.
I cooked up a little script to just register symbols for each hard-coded address. On each update, one needs only change the address in the script. About as easy as offset changes still without having to use any AOBScans.
Thanks, I need this...
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
I want to propose a little change to the [Pointers] section.
It's using entirely hard-coded addresses that reference the process (i.e. MonsterHunterWorld+XXXXXXXX).
While it's amenable to mass offset changes, it's not easily trackable in debugging and not very easy to alter without the game running. It's also not great for defining macros and all that.
I cooked up a little script to just register symbols for each hard-coded address. On each update one needs only change the address in the script. About as easy as offset changes still without having to use any AOBScans.
Although this does seem easy, you still have to recalculate them without using an AOB injection script that grabs the updated address from an instruction. Now don't get me wrong, but, you can just do Recalculate Addresses with the offset and it modifies them all.
Although this does seem easy, you still have to recalculate them without using an AOB injection script that grabs the updated address from an instruction. Now don't get me wrong, but, you can just do Recalculate Addresses with the offset and it modifies them all.
Can you elaborate a bit on that? You've got me curious now. Are you using the AOBs to grab the updated addresses automatically on every game update somehow? Do you then apply those updated addresses through mass offset recalculation manually?
From a user perspective it's easier to just copy the new script (regular people don't usually get how to recalculate addresses) and not touch anything that's a child of the script/header and keep your macros intact (there's also just one place to change things while recalculating addresses to some is quite automagical and harder to be 100% sure you didn't screw up).
And although i haven't tried it extensively I've been under the impression that hard-coded addresses can only be recalculated if the game is actually running and attached, otherwise the MonsterHunterWorld.exe+XXXXXXX means nothing to the CheatEngine process (it might just be me but i also like to mess with scripts without having the game running).
There's also the extra of easier access to memory view since you have registered symbols, and they can be self-documenting.
Not complaining about your work. It's amazing what you've been doing and love the dedication .
Guys, huh.. it's possible to edit the Wet value of the character ?
You know.. when you walking in the rain or in the water..
Or some attacks of some monsters..
Anyone know the "code point" used to get the highlighted weapon editor?
I tried scanning for weapon attack/raw/rarity/affinity/elemental attack but cant get any results, if i could get a value that updates when i change weapon then I can use that to update the weapons editor script
save editor pointer MonsterHunterWorld.exe+4ECA810
0xD38C0 offset for 'most' of them
You might be right, i was about to post it too.
PLAYER PARAMS: MonsterHunterWorld.exe+4EC8FB8
PLAYER ITEM PARAMS: MonsterHunterWorld.exe+4EC8FC0
PLAYER SKILL PARAMS: MonsterHunterWorld.exe+4EC8FC8
Time of Day: MonsterHunterWorld.exe+4ECA6F0
Gathering Pointers: MonsterHunterWorld.exe+4EC92A0
Kulve Taroth: MonsterHunterWorld.exe+507AB88