You can use AOBs too for the non-AOB Just implement a function that calculates the x64 address (can provide that), then just scan for an AOB where that static is used
Heh yeah I know. I have implemented that function somewhere in a Assassin's creed syndicate cheat table (the timestop one), I haven't bothered to update my AOB scanner to pull values from blocks that way, but I guess I have to do that to avoid updating the stuff every time (the rest works without problems).
Then click on an item. When CE breaks, "rcx+54" holds your amount
Apologies if this is already answered or in a table somewhere, but is there a way to automate this process?
"rcx+54" is (for me) always at Prey.exe+003EDC0, and running "Find out what addresses this instruction accesses" while clicking around will list the items well enough; but is there a script to pass this address to a list entry?
I know this sort of thing is used in other tables and such, but my knowledge of aobscan, assembly, and really all sort of CE scripting is null, so even reverse-engineering something from a different table is hard/impossible...
Anyways, thank you for the hard work, it's very much appreciated.
^ Thanks for the table. The only downside of that mission alone is the guys in Air Support (or whatever it was) get a nice visit from a Nightmare and one of them will die (if not all). No matter how you do it, if you go back to that map, someone's dead Not sure if that bug was fixed.
Vibrating with excite for the new table for 1.03 so I can have a second play through n mess with the game. Thank you for your past and current work!
Update 1.04 entered beta yesterday and was released on the public branch a few hours ago, seems to be some quest related fixes and a variety of bugs fixes as well. [Link]
Nice to hear, real life has to take priority of course and at least the game isn't like some of those early access projects that release patches on a daily basis.
The game isn't that buggy either but the developers aren't using the Steam beta client opt-in for maintaining earlier builds so once the game is updated it's not always easy to downgrade again.
Though not many are using it for this in the first place but instead there's alternate methods for downloading earlier depot versions. - [Link]
(Haven't tested this myself yet though.)
Hi, I tried running the lua under 1.04, I even removed all syntax checking from the table but it just won't start on the steam version.
Is there something that needs to be turned on specifically in CE 6.6 ?
[ENABLE]
{$lua}
if not syntaxcheck then
KeyExecLua( getAddress( "normaltimedilation" ) )
PrintMessageLua( "Game Speed back to normal." )
end
{$asm}
0:
nop
[DISABLE]
PS: current hotkeys aren't good when someone want to use item amount editor. Better change it to CTRL+numeric X, or SHIFT+numeric X
Did anyone have any luck getting the fabricator replacement script/table working on later versions of Prey? Specifically 1.03, but stories of 1.04 are nice as well I'm sure for others.
I realize it was probably written with 1.00 in mind, but you never know what addresses will stick around.
I trimmed down the possible addresses in the table because I didn't need half of the items (didn't want a jumbled mess in game with items from beta), was this my mistake? I mostly just wanted the weapons, but no matter what I do, it doesn't add items to the fabricator, and the existing items I have in the fabricator all make neuromods, instead of what I try to make, which I don't even have in my list.
Although I think it may be impossible, I would absolutely love a code that spawns Friendly Military Operators nearby, just suddenly make 50 robots shooting lasers at your enemies, y'know?