Re: Mass Effect Andromeda
Posted: Sat Apr 29, 2017 9:51 pm
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
i dont post here hardly at all if ever so please forgive me if im doing something wrong by asking this here or whatever, but i have a quick question to ask u if u dont mind:Cielos wrote: ↑Tue Mar 21, 2017 1:06 pmthe pointer is very east to locate, but it doesn't do much.Darkedone02 wrote: ↑Mon Mar 20, 2017 9:22 pmThank you for your contribution! I'm hoping we get a skill points pointer and the three research pointers as well? I hate having message spam saying "you have unused skill points" or "you have not use all of your research points, use them now!" every 10 minutes.
1st off the skill points would be recalculate with the skill points of your current level minus the sum of skill costs of all the skills you've learnt everytime you load a savegame.
then, when you're learning a skills, it again do the same as above to determine you can learn a skill or not. if you can, the game would just update the said pointer's value after you've learnt a skill.
in other words, the pointer is just for display only, and it won't even update the onscreen value itself when you change it yourself using CE.
that said, just updated the table with an ignore skill points script.
it won't messed with the skills' cost (won't force set them to zero), thus it won't show any skill points when you load a savegame that has used up the skill points already. plus you can still learn any skills with no skill points left.
then again, I didn't play for 10 mins to see the message would still pop up, let me know after testing.
to start, just activate the script, then load, or reload savegame.
**note that if you've somehow force set the skill costs to zero before on the current game seesion, you may need to reboot the game first.
I don't have the latest version of this game so I can't work on that, but listen what you can do.Wolv wrote: ↑Wed May 03, 2017 9:56 pmI know Kalas has responded to this once, but was wondering if anyone else has figured out a way to make the player turrets or Remnant VI with infinite health or undead status? Is it just too hard? I've spent hours trying to lock down the right pointers but just can't seem to find it. Seems like one or two shots and those things just die lickity split.
Wolv wrote: ↑Wed May 03, 2017 9:56 pmI know Kalas has responded to this once, but was wondering if anyone else has figured out a way to make the player turrets or Remnant VI with infinite health or undead status? Is it just too hard? I've spent hours trying to lock down the right pointers but just can't seem to find it. Seems like one or two shots and those things just die lickity split.
so, re-download and test~EDIT15.1
- updated the player team identification method. undead's team options should work on player summoned "Assault Turret" and "Remnant VI" (both TECH skills) now.
if you meant the ignore skill points script, it can be found on the first page, or here. it's been done for quite a while already...seekere wrote: ↑Wed May 03, 2017 1:05 pmi dont post here hardly at all if ever so please forgive me if im doing something wrong by asking this here or whatever, but i have a quick question to ask u if u dont mind:Cielos wrote: ↑Tue Mar 21, 2017 1:06 pmthe pointer is very east to locate, but it doesn't do much.Darkedone02 wrote: ↑Mon Mar 20, 2017 9:22 pm
Thank you for your contribution! I'm hoping we get a skill points pointer and the three research pointers as well? I hate having message spam saying "you have unused skill points" or "you have not use all of your research points, use them now!" every 10 minutes.
1st off the skill points would be recalculate with the skill points of your current level minus the sum of skill costs of all the skills you've learnt everytime you load a savegame.
then, when you're learning a skills, it again do the same as above to determine you can learn a skill or not. if you can, the game would just update the said pointer's value after you've learnt a skill.
in other words, the pointer is just for display only, and it won't even update the onscreen value itself when you change it yourself using CE.
that said, just updated the table with an ignore skill points script.
it won't messed with the skills' cost (won't force set them to zero), thus it won't show any skill points when you load a savegame that has used up the skill points already. plus you can still learn any skills with no skill points left.
then again, I didn't play for 10 mins to see the message would still pop up, let me know after testing.
to start, just activate the script, then load, or reload savegame.
**note that if you've somehow force set the skill costs to zero before on the current game seesion, you may need to reboot the game first.
have u made a Cheat Table with THIS option & if so where is it so i can download it(sorry i see that that was 2 questions, my bad). i admit im not the sharpest tool n the shed with this stuff anymore, but u seem to have solved, or found a potential solution, to fix a problem many of us have/have had. so if u could please point me n the right direction so i can get ur ct table id greatly appreciate it. thx! & i wish u well.
Wolv wrote: ↑Wed May 03, 2017 9:56 pmI know Kalas has responded to this once, but was wondering if anyone else has figured out a way to make the player turrets or Remnant VI with infinite health or undead status? Is it just too hard? I've spent hours trying to lock down the right pointers but just can't seem to find it. Seems like one or two shots and those things just die lickity split.
Firstly, damn you're fast Cielos. I have tested the new undead script. It now keeps the assault turret/remnants VI alive, but it also keeps all enemies alive as well. I'm sifting through your work now, I'll update if I figure it out.EDIT15.1
- updated the player team identification method. undead's team options should work on player summoned "Assault Turret" and "Remnant VI" (both TECH skills) now.
thanks for testing.Wolv wrote: ↑Fri May 05, 2017 6:33 amFirstly, damn you're fast Cielos. I have tested the new undead script. It now keeps the assault turret/remnants VI alive, but it also keeps all enemies alive as well. I'm sifting through your work now, I'll update if I figure it out.EDIT15.1
- updated the player team identification method. undead's team options should work on player summoned "Assault Turret" and "Remnant VI" (both TECH skills) now.
Thanks!
EDIT15.1
- updated the player team identification method. undead's team options should work on player summoned "Assault Turret" and "Remnant VI" (both TECH skills) now.
Firstly, damn you're fast Cielos. I have tested the new undead script. It now keeps the assault turret/remnants VI alive, but it also keeps all enemies alive as well. I'm sifting through your work now, I'll update if I figure it out.
Thanks!
Fully tested and functional for both the "Assault Turret" and "Remnant VI"...You just made my outer space experience rock! Nicely done man, thanks tons.thanks for testing.
turns out the identification doesn't work on remnants, as they were spawned as neutral, and only turn hostile when you provoke them, and the pointer I used would identify them as your team as well.
updating the script now. should be up for testing soon...
EDIT:
table uploaded. test away~