Seven: The Days Long Gone +5 (table Update2.3)

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stonetoes
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Re: Seven: The Days Long Gone +5 (table Update2.3)

Post by stonetoes » Mon Dec 18, 2017 2:20 am

fireundubh wrote:
Mon Dec 18, 2017 1:39 am
Works fine in 1.0.6.
Not for me it doesn't...

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Re: Seven: The Days Long Gone +5 (table Update2.3)

Post by fireundubh » Mon Dec 18, 2017 6:00 am

stonetoes wrote:
Mon Dec 18, 2017 2:20 am
Not for me it doesn't...
GOG or Steam?

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Re: Seven: The Days Long Gone +5 (table Update2.3)

Post by 2bad » Mon Dec 18, 2017 3:43 pm

Steam for me. Weight is funky and does not zero out as before.

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Re: Seven: The Days Long Gone +5 (table Update2.3)

Post by stonetoes » Mon Dec 18, 2017 9:18 pm

GOG for me. The item weight script has zero effect.

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Re: Seven: The Days Long Gone +5 (table Update2.3)

Post by fireundubh » Mon Dec 18, 2017 9:23 pm

Well, with the Steam version, the zero weight cheat does work in 1.06, but you have to drop some things first, and as you loot containers, total weight drops to zero.

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Re: Seven: The Days Long Gone +5 (table Update2.3)

Post by xaxxa » Tue Dec 19, 2017 12:15 pm

Nope. The item weight for each item does set to 0, but somehow it's still calculating the weight and teriel is still immobile/overloaded. So no, the weight hack stopped working with 1.06 (steam). I have to resort to overriding the weight limit to "something high", but it's tedious, as on every reload the pointer changes.

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Re: Seven: The Days Long Gone +5 (table Update2.3)

Post by fireundubh » Tue Dec 19, 2017 2:17 pm

xaxxa wrote:
Tue Dec 19, 2017 12:15 pm
Nope. The item weight for each item does set to 0, but somehow it's still calculating the weight and teriel is still immobile/overloaded. So no, the weight hack stopped working with 1.06 (steam). I have to resort to overriding the weight limit to "something high", but it's tedious, as on every reload the pointer changes.
The zero weight cheat never reset the overburdened state. You still had to drop enough items to return to walkability on reload, and that's still the case now. I can show you video of the cheat working in a legit Steam copy of 1.06. I don't know what you're doing or what you're not understanding, but the cheat is most definitely working. There's also nobody in this thread who can make any fixes to the cheat table, if any fixes were needed (and they aren't, at least not for the Steam version), and Cielos is out for the holidays.

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Re: Seven: The Days Long Gone +5 (table Update2.3)

Post by xaxxa » Tue Dec 19, 2017 3:11 pm

fireundubh wrote:
Tue Dec 19, 2017 2:17 pm
xaxxa wrote:
Tue Dec 19, 2017 12:15 pm
(...)
The zero weight cheat never reset the overburdened state. You still had to drop enough items to return to walkability on reload, and that's still the case now. I can show you video of the cheat working in a legit Steam copy of 1.06. I don't know what you're doing or what you're not understanding, but the cheat is most definitely working. There's also nobody in this thread who can make any fixes to the cheat table, if any fixes were needed (and they aren't, at least not for the Steam version), and Cielos is out for the holidays.
Huh. Once again, disagreed. Previously the following worked for me:

Load the game with my char lugging around 2k weight, be stuck.
Enable CE, load the table.
Back to the game - now all the items have a weight of 0, but Teriel would still be overburdened - so I would drop a thing then pick it up.
Total weight reset to 0, problem solved, teriel walks again. The 0 calculated total weight even kept working even after loading the game. I would only have to do that again if the game crashed. Exactly this part no longer works.

As to who can fix it, that's another topic. Just done 3 endings, but I suppose there is a 4th one, judging by the files in the game content.

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Re: Seven: The Days Long Gone +5 (table Update2.3)

Post by fireundubh » Wed Dec 20, 2017 1:55 am

Ah, I'm not using the latest table. Sorry. The older table with version .2 of the enable script works fine.

Here's what you can do to fix the new table:

1. Restart the game and attach Cheat Engine with the table.
2. Right-click "enable .3" and click "Change script."
3. Find the following line near the top of the file:

Code: Select all

aobscanmodule(someFloatReadAOB,Seven-Win64-Shipping.exe,F3 0F 10 02 0F 5A C0 C3)
4. Change that line to:

Code: Select all

aobscanmodule(someFloatReadAOB,Seven-Win64-Shipping.exe,0F 57 C0 F2 0F 5A C2 F3 0F 11 02 C3)
5. You can now enable the table.
6. In the game, enable the zero weight cheat.
7. You'll notice all items have zero weight, but you will be overburdened.
8. Drop something. You'll notice your carried weight has decreased.
9. Drop something else. You'll notice your carried weight has decreased again.
10. Dropping or looting items will further decrease your carried weight until it hits zero.

I'd recommend just downgrading the table though.

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Re: Seven: The Days Long Gone +5 (table Update2.3)

Post by Tymur » Sun Jan 14, 2018 8:44 pm

For version 1.0.6.1 GOG not working weight (weight is still present) and randomly crushes tge game, any chance to obtain table for 1.0.6 version?
Thanx

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Re: Seven: The Days Long Gone +5 (table Update2.3)

Post by Meltic » Thu Jan 18, 2018 7:19 pm

can you add a freecamera mode for the game

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Re: Seven: The Days Long Gone +5 (table Update2.3)

Post by Csimbi » Fri Feb 23, 2018 9:30 pm

Hi guys,
just started with this game.
Here's a table I made for 1.0.8 - it's an AOB script so it may work with others.
The script gives you:
- Infinite Health; won't protect from insta-death! There are two types of insta-deaths. With one of those you can still walk around so make sure you don't save. Always load a quick-save rather than an autosave!
- Infinite Energy
- Move Speed Mod; too slow for me; not sure what the devs were thinking(!)
- Movement Noise Mod; better sneaking
- Loot Speed Mod; too slow for me; not sure what the devs were thinking(!)
- Zero Weight; for best effect, load the game after you enabled the script (or just pick up/drop an item with non-zero weight).
Enjoy!

Pffft...
This game is so buggy - very slow load times, crashes with concurrency and fatal errors...
Seems like an unfinished product...
I might revisit a few patches later; right now it's unplayable.
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kanggg
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Re: Seven: The Days Long Gone +5 (table Update2.3)

Post by kanggg » Fri Feb 23, 2018 9:39 pm

Very nice. Thank you!

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Seven: The Days Long Gone +5 (table Update2.3)

Post by randz12 » Thu Jun 14, 2018 12:00 pm

[QUOTE="Csimbi, post: 33757, member: 3723"]Hi guys,

just started with this game.

Here's a table I made for 1.0.8 - it's an AOB script so it may work with others.

The script gives you:

- [B]Infinite Health[/B]; won't protect from insta-death! There are two types of insta-deaths. With one of those you can still walk around so make sure you don't save. Always load a quick-save rather than an autosave!

- [B]Infinite Energy[/B]

- [B]Move Speed Mod[/B]; too slow for me; not sure what the devs were thinking(!)

- [B]Movement Noise Mod[/B]; better sneaking

- [B]Loot Speed Mod[/B]; too slow for me; not sure what the devs were thinking(!)

- [B]Zero Weight[/B]; for best effect, load the game after you enabled the script (or just pick up/drop an item with non-zero weight).

Enjoy!



Pffft...

This game is so buggy - very slow load times, crashes with concurrency and fatal errors...

Seems like an unfinished product...

I might revisit a few patches later; right now it's unplayable.[/QUOTE]

Can you update for GOG 1.1.0 64bit please?

Also infinite money and no enemy sight would be great.

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Seven: The Days Long Gone +5 (table Update2.3)

Post by Csimbi » Fri Jun 15, 2018 3:24 pm

Not in the near future, sorry. We have been blessed with a newborn, so I can't get much time at the PC for a while now.

But, the game was not bad - apart from the bugs - so I am going to have another look at some point for sure.

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