DOOM Eternal [Engine:idTech 7]

Gopo

Gopo

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Nov 15, 2017
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In addition to the above, if you've run out of series XP sources because, let's say, you've completed the campaing and all the challenges and you're not really a multiplayer person which is my case, then you can just start a new Ultra Nightmare campaign using SunBeam's console enabler, enable all missions, then activate mission select, navigate to Sentinel Prime, give yourself all the maxed out weapons, complete the level, and boom 10000 series XP.
 
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terax21

What is cheating?
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Mar 31, 2020
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how do i unlock all maps i cant find that command
 
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SirCabby

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Mar 30, 2020
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terax21 said:
how do i unlock all maps i cant find that command
I dove through the cvars and commands and found these:
Code:
<i>
</i>ActivateMissionSelect
mainMenu_unlockAllMissionSelectMaps 1
 
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dethboy

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Dec 20, 2018
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I am an incompetent apparently and need help. Anyone know is there are any exp cvars? Or any other unlock cvars? The stuff that SunBeam sshowed looked awesome...
 
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terax21

What is cheating?
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Mar 31, 2020
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SirCabby said:
terax21 said:
how do i unlock all maps i cant find that command
I dove through the cvars and commands and found these:
Code:
<i>
</i>ActivateMissionSelect
mainMenu_unlockAllMissionSelectMaps 1
love you sir :) thx
 
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SirCabby

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Mar 30, 2020
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I was able to get the exp trick to work with standard exp but not event exp, and only because the standard exp was unique enough on the first search ;p
 
RaZ0R_R

RaZ0R_R

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Mar 9, 2017
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Has anyone been able to find anything related to the passive suit perks, or the sentinel crystal routing (more max health/armor/ammo & more passives) stuff?
Only hint from searching in cvars/commands/etc was 'give all' printing "Unknown command 'givePlayerAllSuitMods' "
 
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Drivium

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Apr 4, 2017
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I found a few different commands related to warnings, but haven't been successful at switching them off in the console. Has this been solved? Thx!

Things tried:
Code:
    warning_disable  
    g_showEntityWarnings             "0"
 
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infogram

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Sep 1, 2019
Messages
17
Update on the savegame stuff for anyone interested:

idProfile 0.34 - tool to (de)serialize profile.bin to/from human-readable JSON (allows modifying your profile.bin!)
This can deserialize all the data from a profile to an easy to modify <inputPath>.json file, or convert a .json back to the profile.bin format.
Either drag-drop a decrypted profile.bin (via DOOMSaveManager export function) or a modified profile.bin.json, or run it like "idProfile.exe <path/to/profile.bin/or/profile.json>"

If idProfile fails to create a new profile from your modified .json you might have accidentally broken the JSON formatting, maybe try checking it with https://jsonlint.com.
If that doesn't show any problems, you might have exceeded the range of a certain data type (eg. UInt8 values can only go from 0 - 255, Int8 values are -128 to 127, etc...)

Note that some variables could contain multiple values, or might contain child variables, these are reflected as "Values" / "KeyValues" fields.
I think all data types should be getting decoded properly, but if you encounter a "unhandled value type" message with your profile please let me know!
(EDIT: updated to 0.34, now uses JSON instead of XML, much more compact output, and helps idProfile work closer to how game itself works :))

Download: see attachment below (password is idProfile)
Source code: https://pastebin.com/zQGXSVQQ

idResourceId 0.3 - tool to calculate DOOM Eternal resource/item IDs.
Usage: idResId.exe <resource/path> [resource-type]
If resource-type isn't set, will use warehouseItem by default.
(eg. "idResId.exe character_skin/doomslayer/doomslayer_skin_milestone_e2m4_complete" should return the hash 18176129181975243555)
Download: https://cdn.discordapp.com/attachments/693113846688383029/694996747037966467/idResId.zip
Source code (includes the farmhash modification needed): https://pastebin.com/VtD9pWCW
 

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SirCabby

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Mar 30, 2020
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infogram said:
tried the profile exe but got:
Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object.
at idProfile.ProfileVariableValue.Read(BinaryReader reader, ProfileString Key)
at idProfile.DOOMProfile.Read(BinaryReader reader)
at idProfile.Program.Main(String[] args)
 
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SirCabby

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Mar 30, 2020
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infogram said:
Holy shit this xml is huge... How do you find which ones correlate to unlocking milestones? Trying to get some pesky deathmatch ones unlocked...
 
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infogram

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Sep 1, 2019
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SirCabby said:
infogram said:
Holy shit this xml is huge... How do you find which ones correlate to unlocking milestones? Trying to get some pesky deathmatch ones unlocked...
No idea yet, so much to go through I've only really figured out how to add unlocked items.
Maybe milestones are done with the STAT_ etc variables, or could be something to do with achievementBits maybe...

If you find out anything let us know. Maybe once more is figured out someone could make a save editor UI or something.
 
Knightmare077

Knightmare077

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Mar 22, 2020
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Hell yea! thank you infogram!
 
skacikpl

skacikpl

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Mar 18, 2017
Messages
36
The process is just a bit convoluted.
The proper flow is:
  • Extract save with save manager (this decrypts the files)
  • Grab profile.bin from the backup.zip and use it on idprofile.exe
  • Do whatever you want within xml file and then use idprofile on the xml
  • Put the reserialized .bin file INTO the backup.zip
  • Reimport backup with savemanager

STAT_ stuff is handling milestones (or more likely milestones just read STAT_ values), it seems there's more of those than there are currently implemented in game.
It appears they're all integers of various sizes, regardless of their ingame functionality (having progress or just being boolean locked/unlocked milestone). And apparently under the hood they just always keep incrementing how many times you've done whatever it tracks, for example the milestone for dashing the pinky is practically boolean but the value in my save is 2, same goes for one for punching slayer gates - you can only unlock it once upon first punch but my value is 3. The game never stops tracking STAT_ stuff, each milestone is just set to unlock at different treshold, even if it's just 1.


Bottomline is: Yes this can be used to "unlock" milestones, however if you unlock it directly via editing the save file, it will never fire the event to award you with the item it should grant, you would need to edit the save further to give yourself specific item ID.
For milestones with progress you could just give yourself 99% of the progress and finish it manually to have the completion event fired in game.


As last bit of info it seems the pistol is really not scrapped but upcoming DLC content as it has distinctive HAND_CANNON identifier with acquisition, upgrades, kills and mastery stats (there are also leftover 2016 stats for the charge pistol and its stuff).

There's also LOTS of STAT_ leftovers from 2016
 
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SirCabby

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Mar 30, 2020
Messages
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skacikpl said:
Have you tested this? It's possible the game checks the stats at the end of a round and if it's past the threshold it might award it anyway, ie: just put things past the cap to unlock and play a round.

Then we just need to start mapping stats to milestones.
 
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