Shadow of the Tomb Raider +12+1 (table Update9)

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Cielos
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Shadow of the Tomb Raider +12+1 (table Update9)

Post by Cielos » Wed Sep 12, 2018 6:15 pm

made some scripts for Shadow of the Tomb Raider.

Updates
Update9
- added blinded enemies.
Update8
- added custom max ammo and access newgame+ skills.
Update7.2
- updated Unlimited Survival Instinct v2. it allows you to reactivate the Survival Instinct in succession without the need to wait for the cooldown now.
Update7.1
- updated Unlimited Survival Instinct to Unlimited Survival Instinct v2. the old approach is flawed. you may not be able to re-activate the Survival Instinct on some occasions. using the second approach shared by SunBeam now.
Update7
- included Unlimited Survival Instinct by SunBeam.
- updated undead. raised the default "min health" from 10 to 150.
- updated inf ammo pouch / arrow. it covers the alternate ammo for guns now.
- updated ignore weapon appearance change. it covers more weapon upgrades/parts now.
Update6.1
- updated ignore gold pieces. the game patch have a slight change of the code that my script injected to (1 byte), and the aobscan needed to be updated. also make another injection point to deal with the bulk purchase without enough gold pieces. before this update, you can only buy ONE of the stackable item if you don't have enough gold to buy 2 or more.
Update6
- added some flags fetch (working title).
- updated the pointers of ignore weapon appearance change, forgot to include the 2 weapon parts for custom flag switch. also changed the structure a little bit.
Update5
- added ignore gold pieces.
- updated ignore resources. it covers armour crafting now.
- updated ignore weapon appearance change. it covers the weapon parts for handguns (sight and suppressor), and some more weapons now.
Update4.1
- updated ignore weapon appearance change. made a bad edit, and you needed to re-activate the script to apply the script default values. now fixed.
Update4
- added ignore weapon appearance change. mainly because I hate the upgraded appearance of the handgun.. not covering much weapons now, will be updated as I get more.
- removed an unused structure.
Update3
- added ignore skill points.
- updated ignore resources. it covers the crafting in Camp now.
Update2
- added undead.
- updated inf ammo pouch / arrow, it won't set resource to 1 when collecting a resource now.
Update1
- added ignore resources.
- updated inf ammo pouch / arrow.
Options
undead
no reload
inf ammo pouch / arrow
custom max ammo
ignore resources
ignore skill points
ignore gold pieces
(new) blinded enemies (table Update9)
ignore weapon appearance change
access newgame+ skills
some flags fetch
walk key

Unlimited Survival Instinct v2 (by SunBeam)

Descriptions
undead
- health still drop when damaged, but you won't be killed.

no reload
- ammo clip still drop when firing weapon but it won't reach zero.

inf ammo pouch / arrow
- ammo pouch / arrow still drop when firing weapon but it won't drop below 1.
- you can reload to full clip even if you have only 1 ammo pouch left.

custom max ammo
- by script default, it raises the max arrows (all 4 types of arrows) your quiver can hold, and the max alt ammos of the guns you have.
- in thoery it can be expends to support all the ammos, but I'm lazy to fetch the hash of them. you can add them in yourself by editing the script (line 44).

access newgame+ skills
- allows you to learn the newgame+ skills in a non-newgame+ game.
- the requirement still intact. i.e., you still need to learn all the skills in a category before you can learn that category's newgame+ skills.

ignore resources
- you don't need any resources to craft.
- resources still decrease until they reach zero when you craft.

ignore skill points
- you don't need any skill points to learn new skills.
- skill points still decrease until it reaches zero when you learn skills.
- skill points pointer can be found after you activated the script, in case you want to reset it to zero. it's not advised to freeze this value though.

ignore gold pieces
- you don't need and gold pieces to trade with merchants.
- amount of gold pieces still decrease until it reaches zero after purchase.

blinded enemies
- when you're in stealth mode, enemies won't spot you even if you're in their line of sight.
- enemies can still hear noise, and would go to investigate the source of noise, that means you can still distract them with bottle/arrow if you want to.
- enemies can still enter battle if you open fire with loud weapons, or if you touch them physically.
- enemies will have "normal eyesight" in battle.

ignore weapon appearance change
- allows you to hide the weapons' upgrade/part appearance individually while the upgrades' benefits still applied.
- choose "ignored" to hide the upgrade/part appearance; "as is" to show the upgrade/part appearance (if you've craft the upgrade).
- by script default, all covered weapons' appearances changes will be "ignored".
- not covering all weapon upgrades/parts yet. will be updated when I get more.

some flags fetch
- allows you to toggle the "obtained" flag of some of the weapon's upgrade and weapon parts.
- not many flags are present for now.
- some flags, e.g., silencer, require you to re-visit a camp after you flip it to "obtained", for it to be applied to the weapon properly.
- not all flags are thoroughly tested.

walk key
- the awkward transition from idle pose to walk is still present in this instalment (you start with the ready-to-run animation, and suddenly switch back to walk animation), and turns out the whole module is the exact same, so here it is.
- when activated, hold the mod key to walk.
- you can choose from SHIFT, CTRL, ALT (default), or CAPS LOCK as the walk mod key, provided in the dropdown list.
- note that it's NOT done by modifying the walk behaviour of the game's default walk key, but manipulating the move speed directly instead. so you should have a separate key for this script's walk key that is different from the game's walk key. e.g. if you want to use ALT as this script walk key, make sure you've changed the game's walk key to a different key.
- if you don't like my prefer walk speed, you can change it via the "Speed" entry. by script default, it's slightly faster than the game own walk key speed, as it's too slow for me.
latest:
SOTTR.CT
+12+1, table Update9
(484.72 KiB) Downloaded 176 times
backup(s):
SOTTR.CT
+11+1, table Update8
(468.73 KiB) Downloaded 99 times
SOTTR.CT
+9+1, table Update7.2
(431.1 KiB) Downloaded 271 times
SOTTR.CT
+9, table Update6.1
(204.83 KiB) Downloaded 555 times
SOTTR.CT
+9, table Update6
(189.19 KiB) Downloaded 322 times
SOTTR.CT
+8, table Update5
(132.58 KiB) Downloaded 73 times
SOTTR.CT
+7, table Update4.1
(90.5 KiB) Downloaded 40 times
SOTTR.CT
+6, table Update3
(278.62 KiB) Downloaded 228 times
SOTTR.CT
+5. table Update2
(269.15 KiB) Downloaded 69 times
SOTTR.CT
+4, table Update1
(261.79 KiB) Downloaded 141 times
Last edited by Cielos on Sun Sep 23, 2018 2:10 pm, edited 16 times in total.
want a custom cheat that no one seems bothered?
prepare a paypal and PM me, or just find a way for me to access the game in question.

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Re: Shadow of Tomb Raider +3

Post by zachillios » Wed Sep 12, 2018 7:31 pm

Great as always, thank you Cielos.

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Re: Shadow of the Tomb Raider +4 (table Update1)

Post by Cielos » Wed Sep 12, 2018 7:57 pm

you're welcome~
I'm dozing off now, but I've yet to encounter any enemies, thus have no info to trace the health yet.
I'll continue tomorrow..
till then~

oh, do you, or does anyone know if we need to re-download the game or install new patches when it's the official release date? don't know the usual routine for this kind of "early access"...

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Re: Shadow of the Tomb Raider +4 (table Update1)

Post by Althalus » Wed Sep 12, 2018 8:04 pm

Thanks!!!

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Re: Shadow of the Tomb Raider +4 (table Update1)

Post by axess2016 » Wed Sep 12, 2018 8:10 pm

Has anyone had a problem enabling the cheats? I mean - putting the x in the box and opening the cheat list? I did everything I usually do with Cheat Engine when loading it with a game. But, with this game, I can't enable the cheats. It worked once. Then I closed it to open this new one - and now both won't start. I will restart the whole game and see if that helps.

EDIT: Yep. Restarting the whole game worked. Weird.
Last edited by axess2016 on Wed Sep 12, 2018 8:13 pm, edited 1 time in total.

eTheBlack
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Re: Shadow of the Tomb Raider +4 (table Update1)

Post by eTheBlack » Wed Sep 12, 2018 8:11 pm

Cielos wrote:
Wed Sep 12, 2018 7:57 pm
oh, do you, or does anyone know if we need to re-download the game or install new patches when it's the official release date? don't know the usual routine for this kind of "early access"...
They might release new patches, but this is 1.0 release (or should be). Its same version as on official release date, but remember a lot of games get Day 1 or even Day 0 patch release these days (some even day 0 DLC...)

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Re: Shadow of the Tomb Raider +4 (table Update1)

Post by Meltic » Wed Sep 12, 2018 9:01 pm

The photo mode is really cool in this game but i can't move more than a feet from the main character in the game. Is there anyway to make a CE Table so that we can move further away from the player ? ( like unlocking the freecamera movement )

Althalus
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Re: Shadow of the Tomb Raider +4 (table Update1)

Post by Althalus » Wed Sep 12, 2018 9:38 pm

Just FYI, you were correct, the inf resources only works on the run. Crafting at the Campfire still needs resources.

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Re: Shadow of the Tomb Raider +4 (table Update1)

Post by NumberXer0 » Wed Sep 12, 2018 10:50 pm

Thanks for the trainer, the ammo thing is great. Unfortunately the resources need some work. It locks everything at 1, which makes campfire crafting impossible. The lock also persists after disabling the cheat. You have to restart the game to begin gathering again.

axess2016
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Re: Shadow of the Tomb Raider +4 (table Update1)

Post by axess2016 » Thu Sep 13, 2018 3:21 am

Someone figured out the Skill Points thing. But, they're charging money for the trainer - of course.

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Re: Shadow of the Tomb Raider +4 (table Update1)

Post by Sharkiller » Thu Sep 13, 2018 3:33 am

axess2016 wrote:
Thu Sep 13, 2018 3:21 am
Someone figured out the Skill Points thing. But, they're charging money for the trainer - of course.
fling trainer is out.

Image

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Re: Shadow of the Tomb Raider +4 (table Update1)

Post by zachillios » Thu Sep 13, 2018 3:51 am

axess2016 wrote:
Thu Sep 13, 2018 3:21 am
Someone figured out the Skill Points thing. But, they're charging money for the trainer - of course.
Skill points are just an easy 4byte search, no one should be paying for that lol.

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Re: Shadow of the Tomb Raider +4 (table Update1)

Post by peebeee » Thu Sep 13, 2018 4:16 am

Sharkiller wrote:
Thu Sep 13, 2018 3:33 am
axess2016 wrote:
Thu Sep 13, 2018 3:21 am
Someone figured out the Skill Points thing. But, they're charging money for the trainer - of course.
fling trainer is out.
And where would that be?
Last edited by peebeee on Thu Sep 13, 2018 10:57 am, edited 1 time in total.

axess2016
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Re: Shadow of the Tomb Raider +4 (table Update1)

Post by axess2016 » Thu Sep 13, 2018 4:30 am

Yes. Please link the Fling Trainer if legit.

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Re: Shadow of the Tomb Raider +4 (table Update1)

Post by axess2016 » Thu Sep 13, 2018 4:34 am

zachillios wrote:
Thu Sep 13, 2018 3:51 am
axess2016 wrote:
Thu Sep 13, 2018 3:21 am
Someone figured out the Skill Points thing. But, they're charging money for the trainer - of course.
Skill points are just an easy 4byte search, no one should be paying for that lol.
Yeah, I found the Skill Points, gold (1 of 3 addresses - haven't narrowed it down yet) and 3 of the crafting resources (Bolt looking things (I forget the name), Powder, and Fuel)

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