Ghost of a Tale

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Csimbi
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Ghost of a Tale

Post by Csimbi » Sat Mar 17, 2018 9:42 pm

I just started with this game.
It is looking pretty neat at the start, let's hope it lives up to the expectations at later stages, too.
I miss a dagger so I could backstab people, but it's all right.
There are plenty of flickering textures - corruption on ALT+TAB? - I guess these will be hashed out later.

Anyway, here's a table with three scripts.
The main script gives you:
- God mode
- Infinite stamina
- Run speed mod; note: speed has a direct impact on 'sneakiness'. The more speed, the easier to detect.
- Jump speed mod; has a direct impact on jump height (it's the speed at which you launch). Also effects sneakiness.
- Lantern range mod; allows you to change the radius that your lantern lits up.
- Sight range mod; allows you to tweak the sight range of enemies. For some reason, it also used for hearing (incorrectly - bug?). The lower, the easier to sneak.
- Visual discretion mod; allows you to mod the visual discretion bonus provided by your attire (not shown on screen). The higher, the easier to sneak.
- Auditive discretion mod; allows you to mod the auditive discretion bonus provided by your attire (not shown on screen). The higher, the easier to sneak.
- Daytime progress mod; lets you change how fast game time progresses during the day. =1 original, >1 day goes faster, <1 day goes slower, 0 stops it (great for having constant daylight). Note: events require game time to progress!
- Nighttime progress mod; lets you change how fast game time progresses during the night. =1 original, >1 night goes faster, <1 night goes slower, 0 stops it (great for picking mushrooms at night). Note: events require game time to progress!

The main scripts can be activated once you have run a few steps and opened your inventory.

Additional scripts included:
- Candle "fuel"; enabling requires using the candle for a moment
- Lantern fuel; enabling requires using the lantern for a moment
- Min. money; enabling requires changing the amount of money you have (i.e. pick up)
- XP gain mod; enabling requires gaining some XP (burn a flag, for example)
- Red Mist range mod ; I assume it requires using this skill at least once.
I did not merge these into the main script because these may prevent you from enabling the script.

Props to TechnoJacker.

I might add s'more later as I progress through the game, this is all I could do in a half days' work.

Well, good luck!

Update #1
- Found a better hook for infinite stamina.
- Added XP gain mod.

Update #2
- Added min. money.

Update #3
- Split min. money into a separate script so you can enable the main script even if you cannot change the amount of money you have.
- Added Daytime progress mod
- Added Nighttime progress mod

Update #4
- Split XP gain script into a separate script so you can enable the main script even if you cannot gain XP before you want activate main script.
- Added lantern range mod.

Update #5
- Added Red Mist range mod (as a separate script).
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Last edited by Csimbi on Fri Mar 23, 2018 6:25 pm, edited 1 time in total.

jesjames79
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Re: Ghost of a Tale

Post by jesjames79 » Thu Mar 22, 2018 7:57 pm

Right on thank you!

machine4578
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Re: Ghost of a Tale

Post by machine4578 » Fri Mar 23, 2018 5:19 am

thanks alot!

Kanelakis
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Re: Ghost of a Tale

Post by Kanelakis » Fri Mar 23, 2018 10:19 pm

Thx
Hello, the code of the florins can not activate it, nor when I collect them, and when I spend them, there is a moment in particular how to activate it?

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Csimbi
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Re: Ghost of a Tale

Post by Csimbi » Sat Mar 24, 2018 5:49 pm

From my experience, all I had to do is pick up some florins and then it worked.
I see there was a new patch again, it may now be broken.
I'll have a look later (I have no intention of updating it for each patch; doing Deus Ex MD right now).
The florins are stored as a 32bit int, so it should be easily found and changed.

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Re: Ghost of a Tale

Post by bandit5 » Tue Mar 27, 2018 3:15 am

for some reason the rats still see me when i use the table.

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daniman
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Re: Ghost of a Tale

Post by daniman » Mon Apr 09, 2018 2:20 am

anyway to make the explosives dont go BOOM¡¡¡¡¡¡¡ when you walk :? :?:

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