In Mass Effect Andromeda there is a skill the player can activate that allows the player to see all enemies through walls, makes them glow red, and increases bullet penetration.
I was able to find bytes that control whether enemies glow/are visible through walls. I did so by toggling the skill and searching a 0 or 1 depending on if I could see them. How can I make a script that does the same thing in place of activating the skill? I'd like to make it so that when I activate the script, all the enemies become visible in the same manner as activating the skill. Is there any way to do this?
Freezing the byte makes enemies still visible through walls as the skill expires, but new enemies are new addresses of bytes and must be found and toggled themselves. I've attempted tracing the code to find which comparison makes it run the code that enables that, but reversing the logic causes a crash. Any ideas?
Edit: Oh and the code that checks if the byte is a 0 or 1 and enables the functionality also handles other addresses that deal with rendering player body, world objects, etc. so a script that makes all the address to a 1 causes weird things to happen.
I was able to find bytes that control whether enemies glow/are visible through walls. I did so by toggling the skill and searching a 0 or 1 depending on if I could see them. How can I make a script that does the same thing in place of activating the skill? I'd like to make it so that when I activate the script, all the enemies become visible in the same manner as activating the skill. Is there any way to do this?
Freezing the byte makes enemies still visible through walls as the skill expires, but new enemies are new addresses of bytes and must be found and toggled themselves. I've attempted tracing the code to find which comparison makes it run the code that enables that, but reversing the logic causes a crash. Any ideas?
Edit: Oh and the code that checks if the byte is a 0 or 1 and enables the functionality also handles other addresses that deal with rendering player body, world objects, etc. so a script that makes all the address to a 1 causes weird things to happen.