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Dysmantle v1.3.0.56 +22

Posted: Sun Nov 21, 2021 7:00 pm
by all_my_sins
Working for Dysmantle v1.3.0.56. Steam/PC version.

Functions
  • =====COMBAT=====
  • God Mode
  • One Hit Kill/Destroy
  • Break Anything With Any Weapon (broken down into two functions: no weapon check and/or no max damage check)
  • Inf. Projectiles/Secondary Weapons
  • Melee Weapon Modifiers (multitarget, range, cone)
  • Explosion Modifiers (radius, speed, proximity)
  • =====MOVEMENT=====
  • No Fall Damage
  • Teleport to Marker
  • Ghost Mode (walk through walls and sometimes the ground lol)
  • =====MAP=====
  • Show All Map Markers (does not permanently discover them)
  • Show Enemy/Boss/Animal Markers
  • =====OTHER=====
  • Set Recipe Level to Max on Upgrade
  • Free Crafting/Upgrading
  • 8x XP (when XP is earned, multiplies it by 8)
  • Pass Timed Crate Check
  • No Temperature Buildup
  • Large Pickup Range
  • No Keys Needed to Open Doors (be mindful of advancing past quests, do not use on the surreal door idk what's going on there)
  • Set Inventory Slot Capacity
  • Inventory Slots (edit amounts in player inventory)
  • Player Info (X,Y,Z location, speed, temp. buildup, total deaths, total xp, current level)
UPDATE(21Nov21): Fixed God Mode, added Player Info, expanded Inventory Slots.
UPDATE(24Nov21): Added Set Recipe Level to Max on Upgrade, Break Anything With Any Weapon, and Free Crafting/Upgrading.
UPDATE(02Dec21): Updated for v1.0.1.14. Added No Fall Damage, Inf. Thrown Weapons, Teleport to Marker, and No Deaths for Surreal Key.
UPDATE(04Dec21): Added Ghost Mode, Zero Time Since Last Rest, No Temperature Buildup, and Large Pickup Range.
UPDATE(09Dec21): Improved: Teleport to Marker, Inf. Projectiles/Secondary Weapons, and No Temperature Buildup. Added: Player Info: Target Lock Distance, Show All Map Markers, Show Enemy/Boss/Animal Markers, Melee Weapon Modifiers, and Explosion Modifiers.
UPDATE(01Jan22): Improved: Teleport to Marker, Show Enemy/Boss/Animal Markers, and Break Anything With Any Weapon. Added: Player Info: Total Deaths/Total XP/Current Level, Set Inventory Slot Capacity, and No Keys Needed to Open Doors. Removed No Deaths for Surreal Key function as Total Deaths serves the same purpose with less fuss.
UPDATE(17Jan22): Updated for v1.0.2.10.
UPDATE(15Mar22): Updated for v1.0.3.14.
UPDATE(21May22): Updated for v1.0.4.7.
UPDATE(03Sep22): Updated for v1.1.0.48. Removed knockback because who cares. I don't have the DLC so ymmv if you do.
UPDATE(30Sep22): Updated for v1.1.1.18. No DLC so ymmv if you do.
UPDATE(29Mar23): Updated for v1.1.1.23. No DLC so ymmv if you do.
UPDATE(03May23): Updated for v1.2.1.5. No DLC so ymmv if you do.
UPDATE(23Oct23): Updated for v1.3.0.56. No DLC so ymmv if you do.

Credit: Thanks to Tim for autodisable code I lifted from his I2CE lua library.

Re: Dysmantle v1.0.0.3 +5

Posted: Mon Nov 22, 2021 2:03 pm
by fluffymigs
Thank you =)

Re: Dysmantle v1.0.0.3 +5

Posted: Wed Nov 24, 2021 6:04 am
by loller
all_my_sins wrote:
Sun Nov 21, 2021 7:00 pm
Working for Dysmantle v1.0.0.3. I know there are older tables out there, I didn't check them. You can if you want.


Functions
  • God Mode
  • One Hit Kill/Destroy
  • 8x XP (when XP is earned, multiplies it by 8)
  • Inventory Slots (edit amounts in player inventory)
  • Player Info (X,Y,Z location and speed)
UPDATE(21Nov21): Fixed God Mode, added Player Info, expanded Inventory Slots.
Can you add death count to player info?
One of 'secrets' requires death count being 0, so it would be nice to be able to edit it.

Re: Dysmantle v1.0.0.3 +5

Posted: Wed Nov 24, 2021 5:40 pm
by all_my_sins
It may not be as simple as that. On your first death, the skeleton necessary for that quest despawns. You wouldn't expect adjusting the value of deaths to change that. However, I found the code that checks your death count when you load a save or respawn and calls some behavior regarding that skeleton. What is promising is that it it checks to see if you have ever died and, if you have, it bypasses the calls and returns. This may mean that forcing us to pass that check on loading a save will respawn the skeleton. Unfortunately, I'm nowhere near that part of the game and even teleporting there I need a gas mask to get inside (which google says is a pain in the ass to get). So here is a table someone who has a gas mask and access to the spot where the skeleton spawns can test. Enable the cheat before loading the save.

If it doesn't work, someone will have to post a save for me to test further.

EDIT: The script is unnecessary. You can edit deaths with the current cheat table. Just make sure you set deaths to 0 before entering the tomb.

Re: Dysmantle v1.0.0.3 +5

Posted: Wed Nov 24, 2021 8:45 pm
by loller
all_my_sins wrote:
Wed Nov 24, 2021 5:40 pm
It may not be as simple as that. On your first death, the skeleton necessary for that quest despawns. You wouldn't expect adjusting the value of deaths to change that. However, I found the code that checks your death count when you load a save or respawn and calls some behavior regarding that skeleton. What is promising is that it it checks to see if you have ever died and, if you have, it bypasses the calls and returns. This may mean that forcing us to pass that check on loading a save will respawn the skeleton. Unfortunately, I'm nowhere near that part of the game and even teleporting there I need a gas mask to get inside (which google says is a pain in the ass to get). So here is a table someone who has a gas mask and access to the spot where the skeleton spawns can test. Enable the cheat before loading the save.

If it doesn't work, someone will have to post a save for me to test further.
Quite sure I remember people telling that they simlpy edited death count(although in save file but I don't think there is difference?) and it spawned for them. I will test your CT myself when I reach that in up to 24 hours.
Would help if you could also add death count cheat so I can test for you if that also changes something.

Re: Dysmantle v1.0.0.3 +5

Posted: Wed Nov 24, 2021 8:54 pm
by all_my_sins
Editing a save file is different, but that does support my assumptions. Not sure what you mean by "Would help if you could also add death count cheat..." I attached a cheat table with a script that sets death count to 0 and (redundantly) bypasses a check on that death count to (possibly) cause the skeleton to spawn on loading a save (or dying since that calls the same code).

Re: Dysmantle v1.0.0.3 +5

Posted: Thu Nov 25, 2021 1:46 am
by loller
all_my_sins wrote:
Wed Nov 24, 2021 8:54 pm
Editing a save file is different, but that does support my assumptions. Not sure what you mean by "Would help if you could also add death count cheat..." I attached a cheat table with a script that sets death count to 0 and (redundantly) bypasses a check on that death count to (possibly) cause the skeleton to spawn on loading a save (or dying since that calls the same code).
Oh, sorry, misunderstood you then.
I tried your solution and it worked :)

Made save backups just in case - if someone wants to get surreal key, you can use my save file with cheat table above -my save is close to 100% completion, so you only have to go up to the pyramid and claim the key :)
Save file location is %userprofile%\AppData\Roaming\10tons\DYSMANTLE\

I tried to password protect my archive, but I am unsure if it worked, since it still does not ask me for password for whatever reason? Maybe being an owner of the file or it not working?
If it worked out - password is 'fearless' with no '

Gave me the surreal key just fine.

Re: Dysmantle v1.0.0.3 +8

Posted: Thu Nov 25, 2021 2:16 am
by all_my_sins
Glad it worked!

Re: Dysmantle v1.0.0.3 +8

Posted: Thu Nov 25, 2021 6:57 pm
by ronnie25
Thanks all_my_sins for the table, it's great and very helpful

but can you please add teleport to marker ?

I teleport now by entering the coordinates to player info after multiplying each coordinate by 60 but it takes times to make

if you can add it to the table it would be great

thanks again for youo help

Re: Dysmantle v1.0.0.3 +8

Posted: Thu Nov 25, 2021 7:10 pm
by all_my_sins
I didn't even know there was an in-game coordinate system. I can probably adjust the x,y to match the in-game coordinates for ease of use, but teleporting to a marker sounds like it would involve invoking methods/sending commands and that's beyond me atm. Added Teleport to Marker.

Re: Dysmantle v1.0.0.3 +8

Posted: Sun Nov 28, 2021 2:19 am
by fluffymigs
I would recommend also using this mod : cap of holding from nexus mods
it automattically sends all items to storage when the stack is full. so you dont have to run back all the time.

Btw i have found a developermode in the Data. im trying to find a way to activate it at the moment.i'll give you guys an update as soon as i have found how to activate it.

Re: Dysmantle v1.0.0.3 +8

Posted: Tue Nov 30, 2021 7:55 am
by WhiteRau
great table. thanks! :)

Re: Dysmantle v1.0.0.3 +8

Posted: Tue Nov 30, 2021 8:13 am
by LeFiXER
WhiteRau wrote:
Tue Nov 30, 2021 7:55 am
great table. thanks! :)
I am sure you will have no issue clicking the reputation button to show your support? :). If only more people took a minute to show their appreciation it would be better for all.

Re: Dysmantle v1.0.0.3 +8

Posted: Tue Nov 30, 2021 6:44 pm
by igromanru
Thanks for the table, do you think you can make a script for "Infinite Consumable", so no throwing knifes etc. got consumed.

Re: Dysmantle v1.0.0.3 +8

Posted: Tue Nov 30, 2021 9:22 pm
by WhiteRau
LeFiXER wrote:
Tue Nov 30, 2021 8:13 am
WhiteRau wrote:
Tue Nov 30, 2021 7:55 am
great table. thanks! :)
I am sure you will have no issue clicking the reputation button to show your support? :). If only more people took a minute to show their appreciation it would be better for all.
sure... if i knew what that was. :P is it the 'thumbs-up' button? i've been on this board forever and never noted rep before... :P