Borderlands 2

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SyskatCH
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Re: Borderlands 2

Post by SyskatCH »

Csimbi wrote:
Sun Oct 22, 2023 2:09 pm
I made a new table from scratch for the current version on Steam.
Much like my Borderlands GOTY Enhanced table, it comes with two scripts: a Main Script and a LUA script.
It's not exactly the same, some things are "less" some are "more".
Here's a breakdown of what's in there.

Notes on enabling the scripts.
There are a lot of memory scans that need to take place in the main script.
So, I opted to speed up scanning by looking through specific regions only.
That said, the script might not enable on different binaries than the original Steam EXE.
The good news is that it's fixable: just scan for the signatures manually and update the region start and end offsets in the script.

The rarity script is scanning a large amount of memory, so I did a similar optimization there.
I use pointers to guess the beginning and the end of the correct region.
If it breaks, you could turn these into normal AOB scans (not recommended as the script rescans these when you change profiles or disable the script, taking an excessive amount to time), or, you could scan for the signatures, find the correct pointers and try to update the start and end addresses near the top of the script.
I played a while before posting this, and I had to try different pointers every now and then, and now it seems to be stable for me.

Main script:
- Local Player ID; I included this just in case your local player ID is not zero. Keep increasing by 1 until you see the hacks are applied to you and your weapon.
Player Controls:
- Player Damage Dealt Mod; scales the damage you do onto others.
- Player Damage Taken Mod; scales the damage others do onto you.
- Skill Cooldown Rate Mod; scales the speed at which skills are cooling down. (tested Roland only)
Movement Controls:
- Step Height Mod; allows you to move onto perpendicular rises easier. Emphasis is on perpendicular: it won't work for surfaces that are diagonal and such; it has to be a 'vertical 'step', like boxes for example. Current value feels somewhere between the waist and chest. Consider it an auto-vault type of thing. Be careful on catwalks though ;-)
- Move Speed Mod; scales your based movement speed (seems to effect walk, run, crouch).
- Ladder Speed Mod; scales the speed you climb ladders.
- Jump Speed Mod; scales the speed you jump off surfaces.
- Air Control Mod; scales the strength of air control.
- Vehicle Top Speed Mod; scale the top speed your vehicle can achieve whilst boosting.
- Enable Infinite Vehicle Afterburner; never run out of boost fuel.
- Vehicle Afterburner Str Mod; scales the strength of vehicle boost.
Weapon Controls:
- Early Afterburner Activation Mod; allows you to scale the speed at which afterburner can be enabled. Do not set to zero or values close to zero as very low values cause issues (the game requires a very small speed).
- Weapon Full Auto; forces full auto for any weapon. No need to break your mouse.
- Weapon No Ammo Cost; scales the ammo your weapons consume upon firing. 0 means infinite ammo+no reload.
- Weapon Fire Interval Mod; scales the take it takes to fire your weapon.
- Weapon Spread Mod; scales the spread of your weapon.
- Weapon Recoil Mod; scales the recoil and recoil climb of your weapon.
- Projectile Speed Mod; scales the speed your bullets (not rockets).
Misc Controls:
- Interaction Distance Mod; allows you to scale the distance at this you can active objects. You will find some exceptions apply.
- Pickup Distance Mod; allows you to scale the distance at this you can pick up objects.
- Screen Shake Resist Mod; this is intended to reduce the screen shake when firing your weapon.
- Screen OnHit Scale Mod; this is intended to reduce the screen shake when you are hit with a ranged weapon (not melee). You will find some exceptions apply (e.g. scripted weapons).
- Quick Collect Missions; collect missions can be completed faster. In general, when you pick up the 3rd item, the counter will become max-1. E.g. you need to collect 4 out of, say, 50. The minimum value is intended to prevent issues. Please note this only works while the objective counter is visible on your screen. It may break some scripted quests and it will make arena fights shorter (skip some rounds; for best effect, get your crits then disable in arena fights). There is a check for individually counted items - so it won't break those quests at least. I know it does break the quest where you need to follow the totems and find the Firehawk and it does break the Uncle Teddy quest where you need to find audio logs; turn this hack off for these quests. Then, there's the quest for the Hyperion weapon. If you don't disable this script, you won't be able to get the bonus objectives because the main objective will complete too early.
- Mission Timer Hack; time is frozen during timed missions. Please note this only works while the objective counter is visible on your screen. Keep in mind there are some missions that requires the time to be passing - those missions won't progress until you let the timer run.
- Num Players Better Bosses; when there are more players in the game, there are better bossed and badasses, based on the number of the players. This forces just that. Impact is not as significant as it was in Borderlands GOTY Enhanced though.
- Players Better Drops; when there are more players in the game, the loot is more likely to upgrade to the next level, based on the number of the players. This forces just that.
- Free Skeleton Chests; changes the cost of opening the chest to zero while you are pointing at the chest.
Pointers:
- Num Players; the number of players the game thinks to be part of the game.
- Effective Num Players; the effective number of players the game thinks to be part of the game - this is directly related to the Better Bosses and Better Drops settings above.
- Seconds Until Shops Reset; as name suggests. Set to 0 manually for shops to reset immediately.
- Weapon Decks; pointer to the number of weapon decks you have.
- Backpack Slots; pointer to the number of backpack slots you have.
- Bank Slots; pointer to the number of bank slots you have.
- Skill Points; pointer to the number of skill points you have.
- Skills; a set of pointers from TechnoJacker's table, updated to work with this table.
- Badass Points; a set of pointers to the Badass challenge counters.
- Badass Challenges; a set of pointers from TechnoJacker's table, updated to work with this table.
- Badass Tokens Redeemed; a set of pointers to the Badass redeemed token counters (these represent the times a specific stat has been increased).
- Currencies; a set of pointers to currencies.
Rarity LUA script:
- Desired Preset; the rarity preset you would like to use. Select the one you want. A timer checks this value vs. the Current Preset and if different, the Desired Preset is applied. Timer to set to 1sec.
- Current Preset; the rarity preset currently in use. Updates after your desired preset has been applied. You can also change this to another preset to reapply the Desired Preset.
- Pointers: on set of pointers per rarity level. You can change things here manually.

A few remarks on rarity:
- An AOB scan will take place whenever enabled, disabled or a preset is applied. Hence, the optimizations mentioned above.
- The script, upon disabling it, will attempt to restore the default values, so keep it enabled.
- For best effect, enable and select the preset you want in main menu before your save is loaded.
- Experiment with the values as you wish. Mine are safe to use - tested it for a while - albeit there will be lower quality drops, too.
- Wrong values will result in your equipment (or parts thereof) disappearing. Backup your save before you experiment. Restore when something breaks and play with safe settings only.
- Better Bosses and Better Drops helps getting higher quality loot, but not as much as it did in Borderlands GOTY Enhanced though.
- Change the map after changing the values. I just apply the Legendary present before even loading the game and be done with it.
- In extended plays, the game might move the data to another location (I have not seen this year). If you suspect things are not right, close the game, start it again and things will be back to normal again for a few hours.
- If you find a good preset, be sure to post it for others to use!

No updates planned.
Enjoy!

Kudos to Cake-san for his UE Helper and TechnoJacker for the extensive work he put into his table earlier.
Hi!
I just bought the game on Steam and wanted to try your Rarity script :)
Unfortunately it gives me the message "Could not locate an address" :(
Can it be that there's been an update between your post and today?
Still, thanks for your hard work! I Appreciate

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

GabKarol
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Re: Borderlands 2

Post by GabKarol »

Csimbi wrote:
Sun Oct 22, 2023 2:09 pm
Spoiler
I made a new table from scratch for the current version on Steam.
Much like my Borderlands GOTY Enhanced table, it comes with two scripts: a Main Script and a LUA script.
It's not exactly the same, some things are "less" some are "more".
Here's a breakdown of what's in there.

Notes on enabling the scripts.
There are a lot of memory scans that need to take place in the main script.
So, I opted to speed up scanning by looking through specific regions only.
That said, the script might not enable on different binaries than the original Steam EXE.
The good news is that it's fixable: just scan for the signatures manually and update the region start and end offsets in the script.

The rarity script is scanning a large amount of memory, so I did a similar optimization there.
I use pointers to guess the beginning and the end of the correct region.
If it breaks, you could turn these into normal AOB scans (not recommended as the script rescans these when you change profiles or disable the script, taking an excessive amount to time), or, you could scan for the signatures, find the correct pointers and try to update the start and end addresses near the top of the script.
I played a while before posting this, and I had to try different pointers every now and then, and now it seems to be stable for me.

Main script:
- Local Player ID; I included this just in case your local player ID is not zero. Keep increasing by 1 until you see the hacks are applied to you and your weapon.
Player Controls:
- Player Damage Dealt Mod; scales the damage you do onto others.
- Player Damage Taken Mod; scales the damage others do onto you.
- Skill Cooldown Rate Mod; scales the speed at which skills are cooling down. (tested Roland only)
Movement Controls:
- Step Height Mod; allows you to move onto perpendicular rises easier. Emphasis is on perpendicular: it won't work for surfaces that are diagonal and such; it has to be a 'vertical 'step', like boxes for example. Current value feels somewhere between the waist and chest. Consider it an auto-vault type of thing. Be careful on catwalks though ;-)
- Move Speed Mod; scales your based movement speed (seems to effect walk, run, crouch).
- Ladder Speed Mod; scales the speed you climb ladders.
- Jump Speed Mod; scales the speed you jump off surfaces.
- Air Control Mod; scales the strength of air control.
- Vehicle Top Speed Mod; scale the top speed your vehicle can achieve whilst boosting.
- Enable Infinite Vehicle Afterburner; never run out of boost fuel.
- Vehicle Afterburner Str Mod; scales the strength of vehicle boost.
Weapon Controls:
- Early Afterburner Activation Mod; allows you to scale the speed at which afterburner can be enabled. Do not set to zero or values close to zero as very low values cause issues (the game requires a very small speed).
- Weapon Full Auto; forces full auto for any weapon. No need to break your mouse.
- Weapon No Ammo Cost; scales the ammo your weapons consume upon firing. 0 means infinite ammo+no reload.
- Weapon Fire Interval Mod; scales the take it takes to fire your weapon.
- Weapon Spread Mod; scales the spread of your weapon.
- Weapon Recoil Mod; scales the recoil and recoil climb of your weapon.
- Projectile Speed Mod; scales the speed your bullets (not rockets).
Misc Controls:
- Interaction Distance Mod; allows you to scale the distance at this you can active objects. You will find some exceptions apply.
- Pickup Distance Mod; allows you to scale the distance at this you can pick up objects.
- Screen Shake Resist Mod; this is intended to reduce the screen shake when firing your weapon.
- Screen OnHit Scale Mod; this is intended to reduce the screen shake when you are hit with a ranged weapon (not melee). You will find some exceptions apply (e.g. scripted weapons).
- Quick Collect Missions; collect missions can be completed faster. In general, when you pick up the 3rd item, the counter will become max-1. E.g. you need to collect 4 out of, say, 50. The minimum value is intended to prevent issues. Please note this only works while the objective counter is visible on your screen. It may break some scripted quests and it will make arena fights shorter (skip some rounds; for best effect, get your crits then disable in arena fights). There is a check for individually counted items - so it won't break those quests at least. I know it does break the quest where you need to follow the totems and find the Firehawk and it does break the Uncle Teddy quest where you need to find audio logs; turn this hack off for these quests. Then, there's the quest for the Hyperion weapon. If you don't disable this script, you won't be able to get the bonus objectives because the main objective will complete too early.
- Mission Timer Hack; time is frozen during timed missions. Please note this only works while the objective counter is visible on your screen. Keep in mind there are some missions that requires the time to be passing - those missions won't progress until you let the timer run.
- Num Players Better Bosses; when there are more players in the game, there are better bossed and badasses, based on the number of the players. This forces just that. Impact is not as significant as it was in Borderlands GOTY Enhanced though.
- Players Better Drops; when there are more players in the game, the loot is more likely to upgrade to the next level, based on the number of the players. This forces just that.
- Free Skeleton Chests; changes the cost of opening the chest to zero while you are pointing at the chest.
Pointers:
- Num Players; the number of players the game thinks to be part of the game.
- Effective Num Players; the effective number of players the game thinks to be part of the game - this is directly related to the Better Bosses and Better Drops settings above.
- Seconds Until Shops Reset; as name suggests. Set to 0 manually for shops to reset immediately.
- Weapon Decks; pointer to the number of weapon decks you have.
- Backpack Slots; pointer to the number of backpack slots you have.
- Bank Slots; pointer to the number of bank slots you have.
- Skill Points; pointer to the number of skill points you have.
- Skills; a set of pointers from TechnoJacker's table, updated to work with this table.
- Badass Points; a set of pointers to the Badass challenge counters.
- Badass Challenges; a set of pointers from TechnoJacker's table, updated to work with this table.
- Badass Tokens Redeemed; a set of pointers to the Badass redeemed token counters (these represent the times a specific stat has been increased).
- Currencies; a set of pointers to currencies.
Rarity LUA script:
- Desired Preset; the rarity preset you would like to use. Select the one you want. A timer checks this value vs. the Current Preset and if different, the Desired Preset is applied. Timer to set to 1sec.
- Current Preset; the rarity preset currently in use. Updates after your desired preset has been applied. You can also change this to another preset to reapply the Desired Preset.
- Pointers: on set of pointers per rarity level. You can change things here manually.

A few remarks on rarity:
- An AOB scan will take place whenever enabled, disabled or a preset is applied. Hence, the optimizations mentioned above.
- The script, upon disabling it, will attempt to restore the default values, so keep it enabled.
- For best effect, enable and select the preset you want in main menu before your save is loaded.
- Experiment with the values as you wish. Mine are safe to use - tested it for a while - albeit there will be lower quality drops, too.
- Wrong values will result in your equipment (or parts thereof) disappearing. Backup your save before you experiment. Restore when something breaks and play with safe settings only.
- Better Bosses and Better Drops helps getting higher quality loot, but not as much as it did in Borderlands GOTY Enhanced though.
- Change the map after changing the values. I just apply the Legendary present before even loading the game and be done with it.
- In extended plays, the game might move the data to another location (I have not seen this year). If you suspect things are not right, close the game, start it again and things will be back to normal again for a few hours.
- If you find a good preset, be sure to post it for others to use!

No updates planned.
Enjoy!

Kudos to Cake-san for his UE Helper and TechnoJacker for the extensive work he put into his table earlier.

Update #1
- Updated Rarity Script pointers, these might be more stable.
Noob here, so I ask for forgiveness if this is a stupid question.

I'm playing on Epic.

I tried scanning for signatures and got something like this: Borderlands2.exe+19EE94
If I am correct this should be a start address and the one in your code is 190000, would the end address be 1CEE94 since in your code it's 1C0000?

Also do I have to do something to make the rarity script work?

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Csimbi
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Re: Borderlands 2

Post by Csimbi »

GabKarol wrote:
Thu Nov 02, 2023 4:10 pm
I tried scanning for signatures and got something like this: Borderlands2.exe+19EE94
If I am correct this should be a start address and the one in your code is 190000, would the end address be 1CEE94 since in your code it's 1C0000?
Yes, I basically use a "window" that starts some 64k windows earlier and later.
I would use 190000 and 1D0000 but your 1C0000 is close enough.
With updates, the code is usually shifting to higher offsets, hence my higher tolerance.
You logic is also sound, well done.

Keep in mind that the end address only matters in case the signature is not found earlier; in other words, the entire region is scanned only in case the signature was not found. Getting the start address right is far more important to reduce scan times.
GabKarol wrote:
Thu Nov 02, 2023 4:10 pm
Also do I have to do something to make the rarity script work?
Yeah, this is much more work if you want to do it right.
If you want to make things simple, just write out the beginning and end optimization and be done with it - but doing these AOB scans then will take a LOT of time (each scan might scan 2GB+ memory).

If you want to do it right, you need to find a pointer you can use for the start and end addresses.
On a high level, the way I did it was this:
- find lowest and highest object. These are AttributeInitializationDefinition GD_Balance.Weighting.Weight_3_Uncommoner and AttributeInitializationDefinition GD_Balance.Weighting.Weight_1_Common respectively, on Steam.
- the highest object cannot be used directly (we need to scan in that, too), so I had to find another object "after it" and that object for me was AttributeInitializationDefinition GD_Balance.RandomNumbers.Random_01-02_Weighted_Low
- then, you do pointerscans on these objects a few times (Level 6 scan should suffice). Close game, rescan, reboot, rescan, etc. to minimize the number of pointers. When you found some good ones, plug those into the stand and end values.
If you did it right, the script should enable much faster this way.
Keep the pointer scan files, so in case the point you chose break, you can refine the remaining pointers.

As a last resort, you could scan for those signatures manually and edit them one by one manually.

Good luck!

GabKarol
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Re: Borderlands 2

Post by GabKarol »

Csimbi wrote:
Thu Nov 02, 2023 4:42 pm
GabKarol wrote:
Thu Nov 02, 2023 4:10 pm
I tried scanning for signatures and got something like this: Borderlands2.exe+19EE94
If I am correct this should be a start address and the one in your code is 190000, would the end address be 1CEE94 since in your code it's 1C0000?
Yes, I basically use a "window" that starts some 64k windows earlier and later.
I would use 190000 and 1D0000 but your 1C0000 is close enough.
With updates, the code is usually shifting to higher offsets, hence my higher tolerance.
You logic is also sound, well done.

Keep in mind that the end address only matters in case the signature is not found earlier; in other words, the entire region is scanned only in case the signature was not found. Getting the start address right is far more important to reduce scan times.
GabKarol wrote:
Thu Nov 02, 2023 4:10 pm
Also do I have to do something to make the rarity script work?
Yeah, this is much more work if you want to do it right.
If you want to make things simple, just write out the beginning and end optimization and be done with it - but doing these AOB scans then will take a LOT of time (each scan might scan 2GB+ memory).

If you want to do it right, you need to find a pointer you can use for the start and end addresses.
On a high level, the way I did it was this:
- find lowest and highest object. These are AttributeInitializationDefinition GD_Balance.Weighting.Weight_3_Uncommoner and AttributeInitializationDefinition GD_Balance.Weighting.Weight_1_Common respectively, on Steam.
- the highest object cannot be used directly (we need to scan in that, too), so I had to find another object "after it" and that object for me was AttributeInitializationDefinition GD_Balance.RandomNumbers.Random_01-02_Weighted_Low
- then, you do pointerscans on these objects a few times (Level 6 scan should suffice). Close game, rescan, reboot, rescan, etc. to minimize the number of pointers. When you found some good ones, plug those into the stand and end values.
If you did it right, the script should enable much faster this way.
Keep the pointer scan files, so in case the point you chose break, you can refine the remaining pointers.

As a last resort, you could scan for those signatures manually and edit them one by one manually.

Good luck!
I see, the start and end was a range where it would search for an address.

Do you have an idea why only iNumPlayers, iEffectiveNumPlayers and fSecondsUntilShopReset are ?? value?

For the rarity, I take it you mean to signature scan with the ones inside RSignatures?
If so, my lowest is Weight_6_Legendary and my highest is Weight_2_Uncommon.
How do I find an object after that?

Thank you again for the help

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Csimbi
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Re: Borderlands 2

Post by Csimbi »

GabKarol wrote:
Thu Nov 02, 2023 7:25 pm
Do you have an idea why only iNumPlayers, iEffectiveNumPlayers and fSecondsUntilShopReset are ?? value?
I guess that's because the pointer have not been picked up (it's zero).
GabKarol wrote:
Thu Nov 02, 2023 7:25 pm
For the rarity, I take it you mean to signature scan with the ones inside RSignatures?
Yes.

thetimmy996
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Re: Borderlands 2

Post by thetimmy996 »

Csimbi wrote:
Sun Oct 22, 2023 2:09 pm
I made a new table from scratch for the current version on Steam.
Much like my Borderlands GOTY Enhanced table, it comes with two scripts: a Main Script and a LUA script.
It's not exactly the same, some things are "less" some are "more".
Here's a breakdown of what's in there.

Notes on enabling the scripts.
There are a lot of memory scans that need to take place in the main script.
So, I opted to speed up scanning by looking through specific regions only.
That said, the script might not enable on different binaries than the original Steam EXE.
The good news is that it's fixable: just scan for the signatures manually and update the region start and end offsets in the script.

The rarity script is scanning a large amount of memory, so I did a similar optimization there.
I use pointers to guess the beginning and the end of the correct region.
If it breaks, you could turn these into normal AOB scans (not recommended as the script rescans these when you change profiles or disable the script, taking an excessive amount to time), or, you could scan for the signatures, find the correct pointers and try to update the start and end addresses near the top of the script.
I played a while before posting this, and I had to try different pointers every now and then, and now it seems to be stable for me.

Main script:
- Local Player ID; I included this just in case your local player ID is not zero. Keep increasing by 1 until you see the hacks are applied to you and your weapon.
Player Controls:
- Player Damage Dealt Mod; scales the damage you do onto others.
- Player Damage Taken Mod; scales the damage others do onto you.
- Skill Cooldown Rate Mod; scales the speed at which skills are cooling down. (tested Roland only)
Movement Controls:
- Step Height Mod; allows you to move onto perpendicular rises easier. Emphasis is on perpendicular: it won't work for surfaces that are diagonal and such; it has to be a 'vertical 'step', like boxes for example. Current value feels somewhere between the waist and chest. Consider it an auto-vault type of thing. Be careful on catwalks though ;-)
- Move Speed Mod; scales your based movement speed (seems to effect walk, run, crouch).
- Ladder Speed Mod; scales the speed you climb ladders.
- Jump Speed Mod; scales the speed you jump off surfaces.
- Air Control Mod; scales the strength of air control.
- Vehicle Top Speed Mod; scale the top speed your vehicle can achieve whilst boosting.
- Enable Infinite Vehicle Afterburner; never run out of boost fuel.
- Vehicle Afterburner Str Mod; scales the strength of vehicle boost.
Weapon Controls:
- Early Afterburner Activation Mod; allows you to scale the speed at which afterburner can be enabled. Do not set to zero or values close to zero as very low values cause issues (the game requires a very small speed).
- Weapon Full Auto; forces full auto for any weapon. No need to break your mouse.
- Weapon No Ammo Cost; scales the ammo your weapons consume upon firing. 0 means infinite ammo+no reload.
- Weapon Fire Interval Mod; scales the take it takes to fire your weapon.
- Weapon Spread Mod; scales the spread of your weapon.
- Weapon Recoil Mod; scales the recoil and recoil climb of your weapon.
- Projectile Speed Mod; scales the speed your bullets (not rockets).
Misc Controls:
- Interaction Distance Mod; allows you to scale the distance at this you can active objects. You will find some exceptions apply.
- Pickup Distance Mod; allows you to scale the distance at this you can pick up objects.
- Screen Shake Resist Mod; this is intended to reduce the screen shake when firing your weapon.
- Screen OnHit Scale Mod; this is intended to reduce the screen shake when you are hit with a ranged weapon (not melee). You will find some exceptions apply (e.g. scripted weapons).
- Quick Collect Missions; collect missions can be completed faster. In general, when you pick up the 3rd item, the counter will become max-1. E.g. you need to collect 4 out of, say, 50. The minimum value is intended to prevent issues. Please note this only works while the objective counter is visible on your screen. It may break some scripted quests and it will make arena fights shorter (skip some rounds; for best effect, get your crits then disable in arena fights). There is a check for individually counted items - so it won't break those quests at least. I know it does break the quest where you need to follow the totems and find the Firehawk and it does break the Uncle Teddy quest where you need to find audio logs; turn this hack off for these quests. Then, there's the quest for the Hyperion weapon. If you don't disable this script, you won't be able to get the bonus objectives because the main objective will complete too early.
- Mission Timer Hack; time is frozen during timed missions. Please note this only works while the objective counter is visible on your screen. Keep in mind there are some missions that requires the time to be passing - those missions won't progress until you let the timer run.
- Num Players Better Bosses; when there are more players in the game, there are better bossed and badasses, based on the number of the players. This forces just that. Impact is not as significant as it was in Borderlands GOTY Enhanced though.
- Players Better Drops; when there are more players in the game, the loot is more likely to upgrade to the next level, based on the number of the players. This forces just that.
- Free Skeleton Chests; changes the cost of opening the chest to zero while you are pointing at the chest.
Pointers:
- Num Players; the number of players the game thinks to be part of the game.
- Effective Num Players; the effective number of players the game thinks to be part of the game - this is directly related to the Better Bosses and Better Drops settings above.
- Seconds Until Shops Reset; as name suggests. Set to 0 manually for shops to reset immediately.
- Weapon Decks; pointer to the number of weapon decks you have.
- Backpack Slots; pointer to the number of backpack slots you have.
- Bank Slots; pointer to the number of bank slots you have.
- Skill Points; pointer to the number of skill points you have.
- Skills; a set of pointers from TechnoJacker's table, updated to work with this table.
- Badass Points; a set of pointers to the Badass challenge counters.
- Badass Challenges; a set of pointers from TechnoJacker's table, updated to work with this table.
- Badass Tokens Redeemed; a set of pointers to the Badass redeemed token counters (these represent the times a specific stat has been increased).
- Currencies; a set of pointers to currencies.
Rarity LUA script:
- Desired Preset; the rarity preset you would like to use. Select the one you want. A timer checks this value vs. the Current Preset and if different, the Desired Preset is applied. Timer to set to 1sec.
- Current Preset; the rarity preset currently in use. Updates after your desired preset has been applied. You can also change this to another preset to reapply the Desired Preset.
- Pointers: on set of pointers per rarity level. You can change things here manually.

A few remarks on rarity:
- An AOB scan will take place whenever enabled, disabled or a preset is applied. Hence, the optimizations mentioned above.
- The script, upon disabling it, will attempt to restore the default values, so keep it enabled.
- For best effect, enable and select the preset you want in main menu before your save is loaded.
- Experiment with the values as you wish. Mine are safe to use - tested it for a while - albeit there will be lower quality drops, too.
- Wrong values will result in your equipment (or parts thereof) disappearing. Backup your save before you experiment. Restore when something breaks and play with safe settings only.
- Better Bosses and Better Drops helps getting higher quality loot, but not as much as it did in Borderlands GOTY Enhanced though.
- Change the map after changing the values. I just apply the Legendary present before even loading the game and be done with it.
- In extended plays, the game might move the data to another location (I have not seen this year). If you suspect things are not right, close the game, start it again and things will be back to normal again for a few hours.
- If you find a good preset, be sure to post it for others to use!

No updates planned.
Enjoy!

Kudos to Cake-san for his UE Helper and TechnoJacker for the extensive work he put into his table earlier.

Update #1
- Updated Rarity Script pointers, these might be more stable.
I think I found a bug with Axton. Currently, I have all the cheats disabled but Axton gets a massive speed boost whenever I get a kill permanently (does not go away unless game is restarted), I think it has something to do with his skill "Onslought" but I'm not really sure since it was fine until I opted to that skill. Any workarounds besides not picking the skill? XD Thanks!

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Csimbi
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Re: Borderlands 2

Post by Csimbi »

I never used Axton, so I had to look it up :D
Killing an enemy increases your Gun Damage and Movement Speed for a short time.
Are you sure the boost is permanent?
I am playing a Mechromancer atm, she also has a move speed boost skill - and the boost was not permanent -, however, I chose not to pick that skill because the inconsistent speed is more annoying the useful.
You can have all the gun damage and speed boost you want anyhow, why not pick a more useful skill? :P

thetimmy996
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Re: Borderlands 2

Post by thetimmy996 »

Csimbi wrote:
Fri Nov 03, 2023 1:52 pm
I never used Axton, so I had to look it up :D
Killing an enemy increases your Gun Damage and Movement Speed for a short time.
Are you sure the boost is permanent?
I am playing a Mechromancer atm, she also has a move speed boost skill - and the boost was not permanent -, however, I chose not to pick that skill because the inconsistent speed is more annoying the useful.
You can have all the gun damage and speed boost you want anyhow, why not pick a more useful skill? :P
Yep, it was permanent. I tried waiting for an hour, dying, fast travel to another location, respec (kill skill active then respecing) but still the movement speed is still there XD

Also, I think that the reason for this is that all Kill Skills are now permanent when scripts have been activated (At least for Axton, never tried with others). I noticed this since I was not receiving any damage to my shields due to the skill below being active all the time instead of being a few seconds.
Quick Charge is a tier 3 skill in Axton's Survival skill tree. Upon killing an enemy, your shield will recharge a percent of its max capacity for a few seconds.
Edit: Kill Skill's are permanent even with Gunzerker.
Edit2: Found it. It was the EnableNumPlayerBetterDrops that was causing it. I disabled it and the kill skills now reset accordingly. I probably overlooked this when I disabled everything lol. Thanks for the table btw!

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Csimbi
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Re: Borderlands 2

Post by Csimbi »

thetimmy996 wrote:
Fri Nov 03, 2023 11:37 pm
Edit2: Found it. It was the EnableNumPlayerBetterDrops that was causing it. I disabled it and the kill skills now reset accordingly. I probably overlooked this when I disabled everything lol. Thanks for the table btw!
Interesting. That should not have anything to do with Kill Skills.
Maybe next time I'll do an Axton build and check it out.

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Re: Borderlands 2

Post by GabKarol »

Csimbi wrote:
Thu Nov 02, 2023 9:17 pm
GabKarol wrote:
Thu Nov 02, 2023 7:25 pm
Do you have an idea why only iNumPlayers, iEffectiveNumPlayers and fSecondsUntilShopReset are ?? value?
I guess that's because the pointer have not been picked up (it's zero).
GabKarol wrote:
Thu Nov 02, 2023 7:25 pm
For the rarity, I take it you mean to signature scan with the ones inside RSignatures?
Yes.
Tried replacing RStartS and REndS, still getting 'Unable to open process. Is it selected/alive?' error. Am I doing something wrong? The addresses I found from scanning RSignatures become 00000000 if changed to 4 bytes.

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Re: Borderlands 2

Post by Csimbi »

All that tells you is that CE could not read the memory. Maybe your pointer is broken?

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Re: Borderlands 2

Post by SyskatCH »

GabKarol wrote:
Sat Nov 04, 2023 4:48 pm
Csimbi wrote:
Thu Nov 02, 2023 9:17 pm
GabKarol wrote:
Thu Nov 02, 2023 7:25 pm
Do you have an idea why only iNumPlayers, iEffectiveNumPlayers and fSecondsUntilShopReset are ?? value?
I guess that's because the pointer have not been picked up (it's zero).
GabKarol wrote:
Thu Nov 02, 2023 7:25 pm
For the rarity, I take it you mean to signature scan with the ones inside RSignatures?
Yes.
Tried replacing RStartS and REndS, still getting 'Unable to open process. Is it selected/alive?' error. Am I doing something wrong? The addresses I found from scanning RSignatures become 00000000 if changed to 4 bytes.
Got the same error as you, and then tried to change the values of RThisStart and RThisEnd directly with the lowest and highest (well, a little higher because it has to read the full array) address I got from the search of array of bytes from signatures...
Now the script is running, but it didn't affect the drop rates/rarity :(
Am I doing something wrong here?

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