Hello brother can you please add sensitivity modifier to allow for sensitivity below 10? Because the game doesn't allow that even through .ini files apparently and google says you would need to use CheatEngine to have low sensitivity.
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
Hello brother can you please add sensitivity modifier to allow for sensitivity below 10? Because the game doesn't allow that even through .ini files apparently and google says you would need to use CheatEngine to have low sensitivity.
Not necessary at all. Some of the console commands can be replicated with scripts and a few are just straight addresses (dbm_ToggleShowDebug, notarget, stat fps, etc.)
Though I never did get the more interesting commands to even work at all like spawning the vehicles and dbm_toggleghost.
So you didn't unlock the console but instead you searched for strings and find the references and find out where it stored the function callbacks?
^ Seriously now.. check my dumper for Batman series, dump UObjects (it's UE3), then also use UE Explorer to have a look at the .upk files. Most functions are UScript bytecode, so you can't just "call" them. And to execute bytecode in the single threaded UE handler, you need to hook ProcessEvent (else the interlocks will crash your ass).
Apart from that, I meant god, fly, ghost, slomo, playersonly. Those commands or their effects.This..
^ Seriously now.. check my dumper for Batman series, dump UObjects (it's UE3), then also use UE Explorer to have a look at the .upk files. Most functions are UScript bytecode, so you can't just "call" them. And to execute bytecode in the single threaded UE handler, you need to hook ProcessEvent (else the interlocks will crash your ass).
Apart from that, I meant god, fly, ghost, slomo, playersonly. Those commands or their effects.This..
[Link]
So the cheats are not compiled to be native
I am in the middle of patching all the functions that call objectref::getlevel / actorbase::getlevel() in skyrimSE related to leveledlists right now. And I am only doing it on a weekend after marking all the assignments of some students. So no time for other stuff ....
So.. GOTY Enhanced is basically the old game.. + new gfx (plus some possibly fixed UE3 logic)? Meh.. Had hopes I can perhaps do more with it
They did actually add some stuff that was in later games, controller support is a lot better with this compared to the original. But yeah mostly just 64 bit with larger textures and improved graphics.
Not necessary at all. Some of the console commands can be replicated with scripts and a few are just straight addresses (dbm_ToggleShowDebug, notarget, stat fps, etc.)
Though I never did get the more interesting commands to even work at all like spawning the vehicles and dbm_toggleghost.
So you didn't unlock the console but instead you searched for strings and find the references and find out where it stored the function callbacks?
Didn't even need the console I just set the commands with keybinds. I have most of the commands but the more interesting ones seem to not work period.
Can you add in the cheat table function to unblocking cheats, developer console and so on?
How to have to obtain initial Borderlands engine commands, i.e.:
behindview (0/1) = camera firstperson (thirdperson)
playeronly = notarged
ghost = ?
fly = ?
walk = ?
slomo = ?
....
In some sources i readed that in Borderlands direct input of engine command (of unreal engine itself) was blocked by gearbox.
But they used own command list.
I tested the first table you linked in BL2 and patching "Disable Console Say" + the rest. It doesn't do shit aside from allowing some basic engine commands to pass the "say" filter That being said fly, god, etc. won't work anyway because they're not part of the runtime autocomplete list.
But then again, I found this post: [Link] Will see what it is that "Enable Developer Commands" actually does.
There are 2 way to obtain cheats:
1 - with debug information find new commands from gearbox like i wrote above matched to original UE cheats
2 - inject the cheats commands by ChEn like at this cheat table "Borderlands_UEcheats.ct" (on Enhanced doesnt work)
Incorrect. Number #2 is not working as you're explaining it. I had to determine the native functions' effects and replicate that in all UE3 games I wrote tables for. That's not "injecting", it's simply code rebuilding. In some games just emulating the CheatManager and allowing console access will also allow you to use the native commands. But that is because those commands exist. In BL games they don't.
I'm currently working out the x64 part and enabling the shitz in Enhanced as well. Hold tight.
So that it does 'return true' and allow these commands to be typed in:
However, the "say" patching doesn't work with the current .upk files (the UScript bytecode's changed). The other methods do work (replacing the 's' in 'say' with a NULL is the easiest one).
BR,
Sun
EDIT: Aaaaand they're not in there for BL1/E:
So you'll have to do with what I'll post for fly, god, etc. - - the stock UE3 command effects.
"Find and replace the hex values 1B E9 47 with 1B A5 14 (two occurances)" - - I'm using a BL2 pack from like 2013 These are in "Function Console.Open.InputKey" and "Function Console.Typing.InputKey".
Reason I'm posting these is they've not been updated in a long while for BL2. Will post the same soon for BL1E.
Yep, you are correct. Found no traces of natives, so doing it via patching UE3 bytecode in the .upk files won't help. My bad; thought it was a simple patching job. Guess we'll have to stick to the re-purposed code in my table for x64. Soon.