Deadbolt

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STN
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Deadbolt

Post by STN » Mon Mar 06, 2017 10:26 am

Credits: Cielos


///
Update3
- added Weapon Change Mod.
Update2
- the functionalities of the 2 scripts were reversed, i.e. Undead grants you infinite ammo and Inf. Ammo gives you inf. health. it's fixed on this update.
- added pointers to weapon's type, dropdown list are prepared for easy weapon changes.
Update1
- added Undead.

///
Undead
- reaper won't be killed.

Inf. Ammo
- ammo still decrease as usual and stop when they reach 1.
- works on throw-able weapons as well.

Weapon Change Mod
- when activated, you can press and hold one of the following mod keys when changing weapon in-game to change the weapon to a weapon of your choice:
Z, X, C, V, B, 1, 2, 3, 4, 5
- for example, with the default weapon list, press and hold C then press Spacebar to change the weapon to SUPPRESSED SHOTGUN.
- dropdown list are prepared for each key.
- if you want to change the default keys' weapon list, edit Enable .3 script, lines 229-239.
- see screenshot for the default weapon of the mod keys.

plus some pointers
- see screenshot.
- if you change the current weapon type via the table, you need to toggle the weapon in-game once for the game to update the weapon's sprite.

///
scripts made with aob scans, though tested on GOG v2.2.0.5 only, may work on your game too.

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STN
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Re: Deadbolt

Post by STN » Mon Mar 06, 2017 10:28 am

Weapons, save file: .\AppData\Local\deadbolt_game\Save1.sav
You can edit them right there, if you just want to unlock the weapons.

Godmode, no success, yet.


[Weapon]
second_list="2D01000002000000000000000000000000001C40000000000000000000002640" // <- knife
primary_list="2D01000005000000000000000000000000000000000000000000000000003F40000000000000000000004040000000000000000000003340000000000000000000001840" // <- silenced 9mm or so pistole.
// dunno how they actually kept coding their weapon hashes.
second_grid[10]="0.000000"
primary_grid[10]="1.000000"
second_grid[9]="0.000000"
primary_grid[9]="1.000000"
second_grid[8]="0.000000"
primary_grid[8]="1.000000"
second_grid[7]="0.000000"
primary_grid[7]="1.000000"
second_grid[6]="0.000000"
primary_grid[6]="1.000000"
second_grid[5]="0.000000"
primary_grid[5]="1.000000"
second_grid[4]="1.000000"
primary_grid[4]="1.000000"
second_grid[3]="1.000000"
primary_grid[3]="1.000000"
second_grid[2]="1.000000"
primary_grid[2]="1.000000"
second_grid[1]="1.000000"
primary_grid[1]="1.000000"
second_grid[0]="1.000000"
primary_grid[0]="1.000000"
second_pref="7.000000" // <- knife, direct selection
primary_pref="6.000000" // <- pistole, direct selection

Change those "0.000000" into "1.000000". Same goes for casettes and co. Usual triggering stuff.

Thanks: blapanda


I willl give you the numbers of weapon I figured out for primary and second_pref:

0 = .32 revolver
1 = 9mm pistol
2 = sawn-off
3 = hammer
4 = notthing
5 = tommy gun
6 = suppressed 9mm pistol
7 = knife
9 = Headhunter
11 = flashbang
16= bolt action
15 = revolver
10 = 9mm SMG
17 = sickle
18 = crossbow
12 = 10mm pistol
19 = tactical smg
20 = sledgehammer
13 = combat shotgun
21 = .25 mousegun
14 = death + taxes
22 = blunderbuss
23 = throwing star
24 = old world rifle
25 = suppressed pdw
26 = burst rifle
27 = land mine
28 = grenade launcher
29 = severed lich arm
30 = semi auto-shotgun
31 = suppressed shotgin
32 = scythe
33 = auto grenade launcher

use 29
like 'primary_pref="29.000000"' lol Very Happy

Thanks: Ubergon

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