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Lords of the Fallen

Posted: Sat Jan 20, 2018 5:43 pm
by oyyzj
Game: Lords Of The Fallen™ 2014
Version: STEAM v1.6



- Mana
- Stamina
- Balance (new)
- infinite Potion (items) (activated alone will increase unwanted max potions)
* PotionA (prevent of unwanted increase of empty flask/max potions)
- Exp Distribute (works at crystal)
* editing amount
- Magic Distribute
* editing amount
- Stats Distribute
* editing amount
* Character stats scan / editing
- Armor (new)

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LordsOfTheFallen_oyyzj.CT
2023
(92.76 KiB) Downloaded 2499 times
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old table
LordsOfTheFallen.ct
updated 2018
(6.67 KiB) Downloaded 1996 times

updated the table and reworked scripts with knowledge i have gained.

Re: Lords of the Fallen

Posted: Sun Nov 18, 2018 4:12 pm
by beguiler
Here is my slightly modified version of the above CT by Made by oyyzj for the recently released GoG version of the game. Mainly I redid the infinite potion so it will work with the GoG version. It's not really infinite potions but infinite item use so I changed the name to that. I also removed the non-working code like the add stat/magic points and exp Distribute.

So the table has the following:
  1. Stats Distribute - same as original, must have 1 point but when used points never gets removed
  2. magic distribute - same as original, must have 1 point but when used points never gets removed
  3. Infinite Item use - doesn't use up an usable item. If you use a potion count doesn't decrease. If you unlock a rune you will still have an unlocked rune in your inventory. When you add a rune to a weapon if you have 2 or more it will never decrease (note if you have only 1 it will disappear from inventory). WARNING - disable when loading game or infinite loop happens and will crash your game if you leave it long enough!!
  4. Item count - added this so you can change the count in case you forget to disable on load and end up with like a million potions.
  5. Magic Mana - unchanged - enable for infinite magic use
  6. Stamina - unchanged - enable for infinite stamina
  7. Testing - partial attempt to get HP pointers - incomplete
Have fun :)

I tried to do infinite HP but it was a pain, and decided to forget about it. If you want to give it a try you can look for the 17 memory locations storing HP and locking it and it will work. I was able to find an AOB scan that would let me get 12 of the 17 but for the remaining 5 I couldn't find any that let me find them after reloading the game.

Re: Lords of the Fallen

Posted: Sun Nov 18, 2018 5:04 pm
by krul
Thank you @beguiler !!!!! Will try it.

Is it possible to make rapidfire for spellcasting ?

Re: Lords of the Fallen

Posted: Sun Nov 18, 2018 9:31 pm
by beguiler
It's probably possible to fix the cool down, but someone else will have to do it since I am not playing the game anymore.

Re: Lords of the Fallen

Posted: Mon Nov 19, 2018 1:41 am
by KS212
Requesting an option to add Fun into the game :P

Re: Lords of the Fallen

Posted: Mon Jan 07, 2019 11:42 pm
by Gvaz
Is this code still valid? I'm hoping to play the game since I got the GOTY on steam

Re: Lords of the Fallen

Posted: Mon Aug 16, 2021 11:43 am
by Wolverian
Hi is this engine still working i am unable to use the infinite items but everything else works fine?

Re: Lords of the Fallen

Posted: Tue Sep 05, 2023 3:32 pm
by oyyzj
Wolverian wrote:
Mon Aug 16, 2021 11:43 am
Hi is this engine still working i am unable to use the infinite items but everything else works fine?
bump

Re: Lords of the Fallen

Posted: Tue Sep 26, 2023 2:08 am
by 1lvl1
This is a table for GOG version with different Stat pointers. In order to edit Attributes, you need to have enough SP or AP first. For everything else - change it and freeze the value.

Hope everything works.

Re: Lords of the Fallen

Posted: Thu Dec 07, 2023 9:34 am
by Lost1k
1lvl1 wrote:
Tue Sep 26, 2023 2:08 am
This is a table for GOG version with different Stat pointers. In order to edit Attributes, you need to have enough SP or AP first. For everything else - change it and freeze the value.

Hope everything works.
Thank you, sometimes it is very useful for editing attributes.
But also interesting, is it possible to edit spells? I mean somehow make more than 1 magic type available for the first playthrough (as is allowed for NG+ or NG++) or activate spells of another magic type so that they are possible to use.