Assassin's Creed: Origins
Re: Assassin's Creed: Origins
Thanks Cielos. I'm actually a noob in all this, so have no idea on even how to find flags, or do any of the other stuff you mentioned. The best I can do is probably find the money pointer and change that, lol.Cielos wrote: ↑Sat Nov 04, 2017 8:40 amfor the first part, you can start by searching for the HUD flag first, then try to switch the flag(s) on/off in-game and see if the game would recognize them on the fly without actually switching them inside the settings menu. if it does, the job is done, if not, you still need to force the game to run the HUD on/off routine everytime you flip the switch outside of the settings menu.
for the second part, it seems fun, but I skipped the building the item structure part when I was writing the inf/ignore items script, and now I want to actually play the game for a while first. so, in the mean time, please share any info you learnt so that others who're interested can have a better start off point if they are interested in building one.
All good though. Enjoy the game, and take your time. Will look forward to your updates whenever you get around to them.
Re: Assassin's Creed: Origins
I got a table as well, I'm not really experienced with what STN did in his table but I tried to copy them (FULLACCESS) to all those 4 scripts I have, as for what Cielos said It may cause issues? I have no idea but you can use the AOB's anyways If you wish.
Options:
Unlimited Health
Unlimited Ammo
Unlimited Ability Points
Unlimited Adrenaline
Game Version: PATCH 1.03
Options:
Unlimited Health
Unlimited Ammo
Unlimited Ability Points
Unlimited Adrenaline
Game Version: PATCH 1.03
Re: Assassin's Creed: Origins
Cielos wrote: ↑Sat Nov 04, 2017 8:40 amjust updated the table from this post.
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I imagine it can be done in 2 ways at least.
1. observe the time of day value (in hour, can be found after the script is activated), and determine the current scale the game uses, then we can use this as the base to build our own scale and apply it. something like this: as we know what's the game scale uses, we can revert it back to 1:1, than apply our own scale. the problem is it seems the game doesn't always update the time of day regularly, it'd stop the updating on some occasions. this would mean the scale we applied won't be as accurate.
2. trace the code to locate where/when/how the game translate the internal clock into the game clock, we may find the actual scale the game used and manipulate the time scale there.
Cielos, Do you know if there is any way to play as aya when you want?
Great work.
Re: Assassin's Creed: Origins
Yes I need to grow up.SunBeam wrote: ↑Sun Nov 05, 2017 12:27 pm@Kalas: Thank you, but we know how to use STN's table:
You have this stupid habit of copying other people's work into your tables for affirmation. What is your work here? Changing label names? Grow up already, don't think we forgot your level (ever since day one on Discord I said this would happen; and it happened/happens).
Apparently someone didn't read what I wrote
Re: Assassin's Creed: Origins
Hey, "ignore adrenaline" works well so far, except for weapons which only work for a certain duration (of adrenaline) and even if you reactivate them they run out of adrenaline immediately... Maybe you can look into that?Cielos wrote: ↑Thu Nov 02, 2017 6:08 pmmade some scripts for the game.
- the table uses the same injection point from STN's Unlimited Health script, thus you can't activate this if you're using that script.
- the table uses vng21092's aobscan lua script, the original thread can be found here: http://forum.cheatengine.org/viewtopic.php?t=584799
- to avoid crash upon script activation, activate "general", "time of day mod", and "movement mod" in the title screen ("press any key" screen after the logo vids) first, and let them stay activated for the whole game session. then you can freely activate/deactivate the child scripts in-game.
- remember to read the scripts' description.
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