My Time at Portia

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taxef9090
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My Time at Portia

Post by taxef9090 » Wed Jun 20, 2018 5:07 am

I've tried to use the "NoMaterialRequirement" script and it says Already at max capacity, I'm using the latest table. I've started a new game as well, not sure why its not working.
Last edited by taxef9090 on Thu Jan 01, 1970 12:00 am, edited 1 time in total.

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fantomas
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Post by fantomas » Wed Jun 20, 2018 8:03 am

[QUOTE="taxef9090, post: 49743, member: 17119"]I've tried to use the "NoMaterialRequirement" script and it says Already at max capacity, I'm using the latest table. I've started a new game as well, not sure why its not working.[/QUOTE]



Hi :)



You're talking about that one in CT, right??? But did you see what I wrote in brackets (does not work!!!)??? :)



Never mind, open that script and copy/past the code from the post #120 (page 6) of this topic: [URL]https://fearlessrevolution.com/threads/my-time-at-portia.5889/page-6#post-49519[/URL]



script disabled

[IMG]https://zupimages.net/up/18/25/g80b.png[/IMG]



script enabled

[IMG]https://zupimages.net/up/18/25/lz63.png[/IMG]



The new script will be added in the next CT update.
Last edited by fantomas on Wed Jun 20, 2018 8:16 am, edited 1 time in total.

taxef9090
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My Time at Portia

Post by taxef9090 » Wed Jun 20, 2018 10:19 am

Yea the first thing i did was copy and paste in that new code, i should have mentioned that first. I'll just wait for the update.



[update]

Strange for some reason its working now, not sure why it didn't the first time i pasted it in.
Last edited by taxef9090 on Wed Jun 20, 2018 10:26 am, edited 1 time in total.

ImpalaPUA
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Post by ImpalaPUA » Wed Jun 20, 2018 6:53 pm

any chance of getting NPC friendliness added?

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fantomas
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Post by fantomas » Wed Jun 20, 2018 9:00 pm

[QUOTE="ImpalaPUA, post: 49782, member: 2425"]any chance of getting NPC friendliness added?[/QUOTE]



It was planned (like some other people requests) in a near CT update :) - but I don't have an ETA.

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Pongozila
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Post by Pongozila » Fri Jun 22, 2018 2:44 pm

[QUOTE="fantomas, post: 49791, member: 1587"]It was planned (like some other people requests) in a near CT update :) - but I don't have an ETA.[/QUOTE]



Ok so I bought this on Sale (I've been looking forward to this game, fantastic!) And went to look for the Affection code to help out, I couldn't nail it, but here's my contribution:



Sonia's affection Pointer:

[CODE]







227

"Sonia"



4 Bytes

"mono.dll"+00264110




D4

C8

78

1F0

1D8







[/CODE]

And affection works on a +50 offset... so you can find them all by this method.



But I for a "add affection by clicking on portrait" code;



-> Find an affection address (sonia's pointer provided)

-> "Find what accesses this address"

-> Click on a portait IN GAME SOCIAL TAB (I.E. Sonia's) ->

-> Look for "48 63 56 34 - movsxd rdx,dword ptr [rsi+34]"

-> Autoassembled a "add [rsi+34],64"

-> PROFIT! -- Everytime you click on a character's portrait you gain a heart with that character, talk to the character and get the friendship upgrade!

BUT

-> Restart the game and rectivate the code to have the game crash when you click on a portrait (but the game does save the hearts)



So I hope this help's you [USER=1587]@fantomas[/USER] with the affection code! Keep up this table, it's amazing!

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fantomas
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Post by fantomas » Sat Jun 23, 2018 9:25 am

[USER=1790]@Pongozila[/USER]



Thank you, I'll take a look ;)



@All



[ [B]+Inf Tree Kick [/B]]

[CODE=cea][ENABLE]

Pathea.TreeNs:MyTreeInstance:CanKick+46+3:

db 90

//4C 63 40 90

//movsxd r8,dword ptr [rax-70]



[DISABLE]

Pathea.TreeNs:MyTreeInstance:CanKick+46+3:

db 70

//4C 63 40 70

//movsxd r8,dword ptr [rax+70]

[/CODE]



Here's another one, [B]'NoCostFarmUpgrading'[/B] a.k.a [B]'NoItemRequirement (Farm Upgrade)'[/B] BUT it is working at 85%... Why I say that? Because the script allows you to upgrade (or a create a new one) any build you have + machines (workshop, bla bla bla...) but it will not you allow to upgrade your gate and fence. I didn't find the proper code yet but I guess it is just a matter of time or of knowledge, like some people would say. ?



Anyway, I just wanted to share it for you to enjoy, despite its current state. ;)



[ [B]NoCostFarmUpgrading[/B] ]

[CODE=cea][ENABLE]

//Farm Upgrade Money Cost

Pathea.HomeNs:FarmUpgradeMgr:MoneyCost+e0+2:

db 4C

//48 0F 4C C1

//cmovl rax,rcx



//Farm Upgrade Material Cost

Pathea.HomeNs:FarmUpgradeMgr:MaterialCost+e0+2:

db 4C

//48 0F 4C C1

//cmovl rax,rcx

[DISABLE]

Pathea.HomeNs:FarmUpgradeMgr:MoneyCost+e0+2:

db 4D

//48 0F 4D C1

//cmovge rax,rcx



Pathea.HomeNs:FarmUpgradeMgr:MaterialCost+e0+2:

db 4D

//48 0F 4D C1

//cmovge rax,rcx[/CODE]



Before

[IMG]https://zupimages.net/up/18/25/wqtd.png[/IMG]



After

[IMG]https://zupimages.net/up/18/25/3r5x.png[/IMG]
Last edited by fantomas on Sat Jun 23, 2018 1:38 pm, edited 1 time in total.

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Pongozila
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Post by Pongozila » Sun Jun 24, 2018 1:14 pm

So I THINK I got this... They're working perfectly for me now... If anyone else can confirm these to work, I'd thank you very much! Also [USER=1587]@fantomas[/USER] fell free to incorporate these codes, as is or adapt, to the table! ?



Instant tree/crops Growth

[CODE]







1104

"Instant tree/crops Growth"



Auto Assembler Script

{ Game : Portia.exe

Version:

Date : 2018-06-24

Author : Marcelo



This script does blah blah blah

}



[ENABLE]



aobscan(etteet,F3 0F 11 6E 28 66) // should be unique

alloc(newmem,$1000,etteet)



label(code)

label(return)



newmem:



code:

movss [rsi+28],xmm5

mov [rsi+28],(float)999

jmp return



etteet:

jmp newmem

return:

registersymbol(etteet)



[DISABLE]



etteet:

db F3 0F 11 6E 28



unregistersymbol(etteet)

dealloc(newmem)



{

// ORIGINAL CODE - INJECTION POINT: 1289A37E3C5



1289A37E3A0: 48 8B C8 - mov rcx,rax

1289A37E3A3: 83 39 00 - cmp dword ptr [rcx],00

1289A37E3A6: 48 8B 40 18 - mov rax,[rax+18]

1289A37E3AA: 48 63 40 4C - movsxd rax,dword ptr [rax+4C]

1289A37E3AE: F2 0F 2A C8 - cvtsi2sd xmm1,eax

1289A37E3B2: 66 0F 2F C8 - comisd xmm1,xmm0

1289A37E3B6: 76 1F - jna 1289A37E3D7

1289A37E3B8: F3 0F 10 45 E8 - movss xmm0,[rbp-18]

1289A37E3BD: F3 0F 5A C0 - cvtss2sd xmm0,xmm0

1289A37E3C1: F2 0F 5A E8 - cvtsd2ss xmm5,xmm0

// ---------- INJECTING HERE ----------

1289A37E3C5: F3 0F 11 6E 28 - movss [rsi+28],xmm5

// ---------- DONE INJECTING ----------

1289A37E3CA: 66 0F 57 C0 - xorpd xmm0,xmm0

1289A37E3CE: F2 0F 5A C0 - cvtsd2ss xmm0,xmm0

1289A37E3D2: E9 8B 03 00 00 - jmp 1289A37E762

1289A37E3D7: 48 8B 46 10 - mov rax,[rsi+10]

1289A37E3DB: 48 8B C8 - mov rcx,rax

1289A37E3DE: 83 39 00 - cmp dword ptr [rcx],00

1289A37E3E1: 48 8B 40 18 - mov rax,[rax+18]

1289A37E3E5: 48 63 40 4C - movsxd rax,dword ptr [rax+4C]

1289A37E3E9: F2 0F 2A C0 - cvtsi2sd xmm0,eax

1289A37E3ED: F3 0F 10 4E 28 - movss xmm1,[rsi+28]

}







[/CODE]



Instant Fruits on trees Growth

[CODE]







1116

"Instant Fruits on trees Growth"



Auto Assembler Script

{ Game : Portia.exe

Version:

Date : 2018-06-24

Author : Marcelo



This script does blah blah blah

}



[ENABLE]



aobscan(INJECT,F3 0F 11 6E 2C 66) // should be unique

alloc(newmem,$1000,INJECT)



label(code)

label(return)



newmem:





code:

movss [rsi+2C],xmm5

mov [rsi+2c],(float)999

jmp return



INJECT:

jmp newmem

return:

registersymbol(INJECT)



[DISABLE]



INJECT:

db F3 0F 11 6E 2C



unregistersymbol(INJECT)

dealloc(newmem)



{

// ORIGINAL CODE - INJECTION POINT: 19721274E7F



19721274E56: 48 8B C8 - mov rcx,rax

19721274E59: 83 39 00 - cmp dword ptr [rcx],00

19721274E5C: 48 8B 40 18 - mov rax,[rax+18]

19721274E60: 48 63 40 5C - movsxd rax,dword ptr [rax+5C]

19721274E64: F2 0F 2A C8 - cvtsi2sd xmm1,eax

19721274E68: 66 0F 2F C8 - comisd xmm1,xmm0

19721274E6C: 0F 86 1F 00 00 00 - jbe 19721274E91

19721274E72: F3 0F 10 45 F0 - movss xmm0,[rbp-10]

19721274E77: F3 0F 5A C0 - cvtss2sd xmm0,xmm0

19721274E7B: F2 0F 5A E8 - cvtsd2ss xmm5,xmm0

// ---------- INJECTING HERE ----------

19721274E7F: F3 0F 11 6E 2C - movss [rsi+2C],xmm5

// ---------- DONE INJECTING ----------

19721274E84: 66 0F 57 C0 - xorpd xmm0,xmm0

19721274E88: F2 0F 5A C0 - cvtsd2ss xmm0,xmm0

19721274E8C: E9 31 01 00 00 - jmp 19721274FC2

19721274E91: 48 8B 46 10 - mov rax,[rsi+10]

19721274E95: 48 8B C8 - mov rcx,rax

19721274E98: 83 39 00 - cmp dword ptr [rcx],00

19721274E9B: 48 8B 40 18 - mov rax,[rax+18]

19721274E9F: 48 63 40 5C - movsxd rax,dword ptr [rax+5C]

19721274EA3: F2 0F 2A C0 - cvtsi2sd xmm0,eax

19721274EA7: F3 0F 10 4E 2C - movss xmm1,[rsi+2C]

}







[/CODE]



Portrait +1 Love

[CODE]







1118

"Portrait +1 Love"





Auto Assembler Script

{ Game : Portia.exe

Version:

Date : 2018-06-24

Author : Marcelo



This script does blah blah blah

}



[ENABLE]



aobscan(lovpotion,48 63 56 34 48 8B C8 41) // should be unique

alloc(newmem,$1000,lovpotion)



label(code)

label(return)



newmem:

add [rsi+34],#100



code:

movsxd rdx,dword ptr [rsi+34]

mov rcx,rax

jmp return



lovpotion:

jmp newmem

nop

nop

return:

registersymbol(lovpotion)



[DISABLE]



lovpotion:

db 48 63 56 34 48 8B C8



unregistersymbol(lovpotion)

dealloc(newmem)



{

// ORIGINAL CODE - INJECTION POINT: 16B3682BC4E



16B3682BC25: 48 8B D0 - mov rdx,rax

16B3682BC28: 48 8B 45 E8 - mov rax,[rbp-18]

16B3682BC2C: 48 8B C8 - mov rcx,rax

16B3682BC2F: 48 83 EC 20 - sub rsp,20

16B3682BC33: 83 38 00 - cmp dword ptr [rax],00

16B3682BC36: 49 BB E0 F5 FA E4 6A 01 00 00 - mov r11,0000016AE4FAF5E0

16B3682BC40: 41 FF D3 - call r11

16B3682BC43: 48 83 C4 20 - add rsp,20

16B3682BC47: 48 8B 47 18 - mov rax,[rdi+18]

16B3682BC4B: 83 3E 00 - cmp dword ptr [rsi],00

// ---------- INJECTING HERE ----------

16B3682BC4E: 48 63 56 34 - movsxd rdx,dword ptr [rsi+34]

16B3682BC52: 48 8B C8 - mov rcx,rax

// ---------- DONE INJECTING ----------

16B3682BC55: 41 B8 E8 03 00 00 - mov r8d,000003E8

16B3682BC5B: 41 B9 64 00 00 00 - mov r9d,00000064

16B3682BC61: 48 83 EC 20 - sub rsp,20

16B3682BC65: 83 38 00 - cmp dword ptr [rax],00

16B3682BC68: 49 BB 30 5C 82 36 6B 01 00 00 - mov r11,0000016B36825C30

16B3682BC72: 41 FF D3 - call r11

16B3682BC75: 48 83 C4 20 - add rsp,20

16B3682BC79: 48 8B 47 18 - mov rax,[rdi+18]

16B3682BC7D: 48 8B 4F 78 - mov rcx,[rdi+78]

16B3682BC81: 48 8B D1 - mov rdx,rcx

}







1119

"click on a portrait to gain +1 heart with that character - interact with that character to update the status"



1









[/CODE]



PS: they're slow to activate, but once activated it's all good.
Last edited by Pongozila on Thu Jan 01, 1970 12:00 am, edited 1 time in total.

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fantomas
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Post by fantomas » Sun Jun 24, 2018 6:47 pm

[QUOTE="fantomas, post: 50001, member: 1587"]but it will not you allow to upgrade your gate and fence.[/QUOTE]



I finally found out the missing code - Now it works as intended :)



[B]'NoCostFarmUpgrading'[/B] (The final script)

[CODE=cea][ENABLE]

//Farm Upgrade Money Cost

Pathea.HomeNs:FarmUpgradeMgr:MoneyCost+e0+2:

db 4C

//48 0F 4C C1

//cmovl rax,rcx



//Farm Upgrade Material Cost

Pathea.HomeNs:FarmUpgradeMgr:MaterialCost+e0+2:

db 4C

//48 0F 4C C1

//cmovl rax,rcx



//Farm Change Appearance Money Cost

Pathea.UISystemNs:FarmEditModeNonUnit:ExitPay+a4:

db 90 90 90

{

nop

nop

nop

}



//Farm Change Appearance Material Cost

Pathea.UISystemNs:FarmEditModeNonUnit:ExitPay+1c2:

db 90 90 90

{

nop

nop

nop

}



[DISABLE]

Pathea.HomeNs:FarmUpgradeMgr:MoneyCost+e0+2:

db 4D

//48 0F 4D C1

//cmovge rax,rcx



Pathea.HomeNs:FarmUpgradeMgr:MaterialCost+e0+2:

db 4D

//48 0F 4D C1

//cmovge rax,rcx



Pathea.UISystemNs:FarmEditModeNonUnit:ExitPay+a4:

db 41 FF D3

//call r11



Pathea.UISystemNs:FarmEditModeNonUnit:ExitPay+1c2:

db 41 FF D3

//call r11[/CODE]





[USER=1790]@Pongozila[/USER]



Thank you for your sharing - I do not have any problem to incorporate them - But as I like scripts with less code as possible, I prefer my approach which is somewhat different from yours, even if in the end, the result is the same - It works!!! :D



I sincerely hope that it does not disappoint you. :(



BR, bro

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Pongozila
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Post by Pongozila » Sun Jun 24, 2018 11:06 pm

[QUOTE="fantomas, post: 50158, member: 1587"]

Thank you for your sharing - I do not have any problem to incorporate them - But as I like scripts with less code as possible, I prefer my approach which is somewhat different from yours, even if in the end, the result is the same - It works!!! :D



I sincerely hope that it does not disappoint you. :(

[/QUOTE]



No way man, all I want is for this table to grow! I'll keep sharing when I find something new hope it helps! :)

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Post by fantomas » Mon Jun 25, 2018 11:33 am

[QUOTE="ImpalaPUA, post: 49782, member: 2425"]any chance of getting NPC friendliness added?[/QUOTE]



Try this, pls - Copy/past this code in text editor (notepad++) and save it with .CT extension (use Save as...)

[CODE=xml]







238

"SetNpcRelationship"





008000

Auto Assembler Script

define(address,Pathea.FavorSystemNs:FavorUtility:GetGradeName+17)

define(bytes,48 63 56 2C 48 8B C8)



[ENABLE]

assert(address,bytes)

alloc(newmem,$100,Pathea.FavorSystemNs:FavorUtility:GetGradeName+17)



label(code)

label(return)



globalalloc(setFavorGradeName_ptr,8)



newmem:

mov [setFavorGradeName_ptr],rsi



code:

movsxd rdx,dword ptr [rsi+2C]

mov rcx,rax

jmp return



address:

jmp newmem

nop

nop

return:



[DISABLE]

address:

db bytes

// movsxd rdx,dword ptr [rsi+2C]

// mov rcx,rax



dealloc(newmem)



{

// ORIGINAL CODE - INJECTION POINT: Pathea.FavorSystemNs:FavorUtility:GetGradeName+17



4DFF556A: 00 00 - add [rax],al

4DFF556C: 00 00 - add [rax],al

4DFF556E: 00 00 - add [rax],al

4DFF5570: 55 - push rbp

4DFF5571: 48 8B EC - mov rbp,rsp

4DFF5574: 56 - push rsi

4DFF5575: 48 83 EC 08 - sub rsp,08

4DFF5579: 48 8B F1 - mov rsi,rcx

4DFF557C: 48 8B 04 25 40 C3 93 04 - mov rax,[0493C340]

4DFF5584: 83 3E 00 - cmp dword ptr [rsi],00

// ---------- INJECTING HERE ----------

4DFF5587: 48 63 56 2C - movsxd rdx,dword ptr [rsi+2C]

4DFF558B: 48 8B C8 - mov rcx,rax

// ---------- DONE INJECTING ----------

4DFF558E: 48 83 EC 20 - sub rsp,20

4DFF5592: 83 38 00 - cmp dword ptr [rax],00

4DFF5595: 49 BB 40 37 E5 3E 00 00 00 00 - mov r11,Pathea.NpcRepositoryNs:NpcRepository:GetNpcData

4DFF559F: 41 FF D3 - call r11

4DFF55A2: 48 83 C4 20 - add rsp,20

4DFF55A6: 48 63 88 A4 00 00 00 - movsxd rcx,dword ptr [rax+000000A4]

4DFF55AD: 83 3E 00 - cmp dword ptr [rsi],00

4DFF55B0: 48 63 56 38 - movsxd rdx,dword ptr [rsi+38]

4DFF55B4: 48 83 EC 20 - sub rsp,20

4DFF55B8: 49 BB F0 55 FF 4D 00 00 00 00 - mov r11,Pathea.FavorSystemNs:FavorRelationshipUtil:GetGenderRelation

}







239

"BaseAddress"



String

0

0

0

1

setFavorGradeName_ptr




0







240

"NPC_Name"

4000006:Nora

4000008:Gale

4000011:Django

4000033:Sonia

4000035:Phyllis

4000040:Presley

4000052:Mei

4000053:Lucy

4000063:Arlo

4000069:Pinky



4 Bytes

+2C






241

"relationship"

1:Nemesis

2:Adversary

3:Stranger

4:Associate

5:Buddy

6:Friend

7:Good Friend

8:Best Friend

9:BFF

10:Girlfriend/Boyfriend

11:Sweetheart

12:Lover

13:Soulmate

14:Wife/Husband

15:Soulmate

16:Unhappy Wife/Husband



4 Bytes

+38



















Once in game, activate the script (be sure Mono features are still activated), then tape keyboard key 'H' to open Social popup window and click on a NPC (in my example here, Sonia) and your values should show up.



[IMG]https://zupimages.net/up/18/26/0k57.png[/IMG]



Change the value under 'relationship' (click on it to open the drop-down list) and save the game (go into the bed). Let's check my new relationship with Sonia again.



[IMG]https://zupimages.net/up/18/26/lydm.png[/IMG]





It works!!! :D



As you can see, you do not have to have full hearts to see your relationship(s) evolving. But if you still want to have an eye on it, then just copy/past 'relationship' pointer and change the offset to 34 and rename it on your convenance. ;)



[IMG]https://zupimages.net/up/18/26/n3mi.png[/IMG]



[ 1 full heart/star = 100 ]



[IMG]https://zupimages.net/up/18/26/kpwa.png[/IMG]



The most important thing is the 'relationship' value - it's that value which will unlock your npc relation perks.



[B][SIZE=6][COLOR=rgb(44, 130, 201)]EDIT:[/COLOR][/SIZE][/B]



From the code above, you'll notice that I didn't put all npc id's values simply because I didn't meet them all yet. So if you meet a Npc which is not in the CT list (you should have something like 4000025), check the list under 'NPC_Name' and add it like I did (right click on the value, then Set/Change dropdown selection options).
Last edited by fantomas on Mon Jun 25, 2018 11:47 am, edited 3 times in total.

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Post by ImpalaPUA » Mon Jun 25, 2018 9:28 pm

When do you usually combine all these scripts into the main one? It's getting to be a lot at the moment

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Post by fantomas » Mon Jun 25, 2018 11:02 pm

[QUOTE="ImpalaPUA, post: 50242, member: 2425"]When do you usually combine all these scripts into the main one? It's getting to be a lot at the moment[/QUOTE]



Hey, If I'm not wrong, they should release a new major update (v8.0.xxxxxx) very soon (current this week???), I planned to update the CT at that time. But if you guys could no longer wait for it, then just tell me and I'll post it. ;)

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Post by ImpalaPUA » Mon Jun 25, 2018 11:26 pm

[QUOTE="fantomas, post: 50247, member: 1587"]Hey, If I'm not wrong, they should release a new major update (v8.0.xxxxxx) very soon (current this week???), I planned to update the CT at that time. But if you guys could no longer wait for it, then just tell me and I'll post it. ;)[/QUOTE]



No thats fine, I was just curious when it gets updated

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Post by darkdex52 » Mon Jul 02, 2018 8:57 pm

Unselecting options seems to crash the game 100% of the time. And "Never Attacked" causes game crash report screen when you're about to get attacked.
Last edited by darkdex52 on Mon Jul 02, 2018 9:02 pm, edited 1 time in total.

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