Far Cry 3 - table v: 2.0.4 CT
Game Name: Far Cry 3
Game Vendor: Steam
Game Version: 1.05
Game Process: farcry3.exe & farcry3_d3d11.exe
Game File Version: 0.1.0.1
Made by Zero Cool
Features:Features
I2CETState
Saves and loads table state (i.e.: what memory records are enabled).
Any address with a description starting with "AUTO SET:" will have value and frozen state saved.
Uses named states (i.e.: 'default', 'testState', or 'SuperCheated'), if no name is given then 'default' is used.
Save Table State: Default
Save Table State: Casual
Save Table State: Full
Save Table State: Test
---------------------------
Load Table State: None
Load Table State: Default
Load Table State: Casual
Load Table State: Full
Load Table State: Test
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I2CETeleporter
Save Name
Save Location
Teleport To: Save (Save Name)
Teleport To: Waypoint
Teleport To: Last Shot
Teleport: Back
Saves
Helpers - I2CETeleporter
Debug - I2CETeleporter
Time
Trial Timer Scale Hook
Scale Multiplier
Increase Multiplier
End Trial
Mission Timer Scale Hook
Scale Multiplier
Race Timer Scale Hook
Scale Multiplier
Time Scale Hook
Scale Multiplier
Disable Time Stop When Not Moving
Sync with Real Time
Time Setters
Set Time: 00:00 - 12 am
Set Time: 03:00 - 3 am
Set Time: 06:00 - 6 am
Set Time: 09:00 - 9 am
Set Time: 12:00 - 12 pm
Set Time: 15:00 - 3 pm
Set Time: 18:00 - 6 pm
Set Time: 21:00 - 9 pm
Time of Day (Military Hours) : 0000, 0300, 0600, 0900, 1200, 1500, 1800, 2100
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One Hit Kills -> Combatant Health Dec. Hook (with one hit kills and decrease multiplier options)
Animal One Hit Kills -> Animal Health Dec. Hook (with one hit kills and decrease multiplier options)
Vehicle Health Wrt. Hook -> Vehicle Health Dec. Hook
v 2.0.2: Added:
No Sway
No C4 Throw Limit
Race Timer Scale Hook
v 2.0.2: Updated Lua Modules.
v 2.0.3: Fixed "Health Dec. Hook".
v 2.0.4: Fixed module names for DX9 version.
[/list]
For simplicity I'll post a table for both "farcry3.exe" & "farcry3_d3d11.exe"; But the only difference will be in the table Lua script.
For "farcry3" (At line 18):
If you want to use the same table on both EXEs; just set the USE_DX9_EXE as needed, then save and reload the table.
Current Tables:
Errors and Bugs:Errors and Bugs, follow these steps
[Link]
Open CE and open the settings window (Edit -> Settings).
Then check that you are allowing Lua scripts to run, you can select any one of the three shown here. [Link]
Click Ok and then close CE.
Start the game.
Open the CE table file by double clicking it.
Give the table a second to load, run the Lua scripts, and attach to the game.
[Link], if not auto attached.
Print the game module infromation. [Link]
Activate the "Main Hooks". [Link]
Activate any of the scripts/hooks that you wish to use.
You can also load the table state "test".
If error is during deactivation of scripts, then deactivate all scripts.
You can load the table state "none".
Open the log file created in the CT's folder ("~I2CETLogger.log"), and copy all file text.
Post the output text here in side code blocks. i.e. [code][/code] [Link]
If you find anything you want to know more about how it works (the Lua stuff, or any of the AA scripts), just let me know. For editing/updating
Just extract the CEA table files in to a folder named "ceaFiles" for running local files instead of the table files.
See this Lua extension with helper tools for extracting the table files into folders used by my Lua modules: [Link]
Older Table Versions:
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
Last edited by TimFun13 on Thu Sep 13, 2018 2:13 am, edited 5 times in total.
This table is awesome. Thank you. I started playing the game again to try it.
The syringe cap is amazing. I wonder if you can do the same thing with the arrow quivers and their capacity, that would be great.
Yeah I should be able to, for now there is a pointer for it in "Pointers"->"Ammo" you should see one for arrows, there is the value it's max. and the pickup multiplier. You can just set the value to what ever you want. But I'll make a script for it like the syringe one.
EDIT: Not sure if it will save with the game for the ammo max., but I think it might.
This table is awesome. Thank you. I started playing the game again to try it.
The syringe cap is amazing. I wonder if you can do the same thing with the arrow quivers and their capacity, that would be great.
Yeah I should be able to, for now there is a pointer for it in "Pointers"->"Ammo" you should see one for arrows, there is the value it's max. and the pickup multiplier. You can just set the value to what ever you want. But I'll make a script for it like the syringe one.
EDIT: Not sure if it will save with the game for the ammo max., but I think it might.
Yup, I found that one but I was taking about the special arrows cap (Explosive & Incendiary) which is maximized at 10
- After teleporting, all of the attachments are no longer visible on the guns for some reason, but the effect is only visual as they are still functioning
- A stealth option would be nice.
- After teleporting, all of the attachments are no longer visible on the guns for some reason, but the effect is only visual as they are still functioning
- A stealth option would be nice.
First, I am working on the first request of yours (well I will be later today most likely), can't believe I didn't think of it.
The teleporting issue I've noticed too, the only way I know to fix it (most times) is to fast travel after it does this.
And stealth, that one has been haunting me. But yeah still not giving up, I've found the visible meter and some flags just gotta keep digging to find the right values to change.
- After teleporting, all of the attachments are no longer visible on the guns for some reason, but the effect is only visual as they are still functioning
- A stealth option would be nice.
First, I am working on the first request of yours (well I will be later today most likely), can't believe I didn't think of it.
The teleporting issue I've noticed too, the only way I know to fix it (most times) is to fast travel after it does this.
And stealth, that one has been haunting me. But yeah still not giving up, I've found the visible meter and some flags just gotta keep digging to find the right values to change.
Thanks a lot.
No one remember the special arrows, there isn't a single option anywhere to make them unlimited, I just though it may not be possible.
I tried the fast travel solution and it works, thanks a lot.
Well, I didn't find the cap. for it but I added them to infinite ammo, so at least you won't run out. They seem to be tied to regular arrows and I haven't found the right spot for the compare; Yet. It doesn't read the value before you try to craft them.
---- Table Updated: farcry3.[v1.0.2].CT farcry3_d3d11.[v1.0.2].CT
Well, I didn't find the cap. for it but I added them to infinite ammo, so at least you won't run out. They seem to be tied to regular arrows and I haven't found the right spot for the compare; Yet. It doesn't read the value before you try to craft them.
---- Table Updated: farcry3.[v1.0.2].CT farcry3_d3d11.[v1.0.2].CT
v 1.0.2:
Added: Special arrows to "Infinite Ammo"
Well, whether I activate it before or after crafting them, the option "infinite ammo" now crashes my game once I try to fire any special arrows.
I did make a "crafting multiplier", but I want to test it on a new game with crafting the upgrade/expansion stuff like the bigger rucksack. Don't know if the upgrade/expansion addresses run in this code, but if they do that won't be all bad.
Still can't seem to find that cap. But if you run out of regular arrows you can't fire any of the special ones, so they are tied together in some way. Instead of just a different type of ammo, it's actually a different type of arrow in the code I'm betting. And not being able to upgrade the cap. isn't helping.
Fixed: Crashing with "AmmoArrowSplDecHook" in "Infinite Ammo".
----
This one seems to fix the crashing. But now it just keeps the value above zero, instead of freezing it.
The new version works perfectly. It does keep the arrows at one instead of freezing them but that is better anyway as it allows me to craft other kinds of special arrows without worrying about reaching the cap.