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Re: [REQUEST] 9th Dawn III

Posted: Wed Oct 21, 2020 3:14 pm
by cfemen
Necrosx wrote:
Tue Oct 20, 2020 10:02 pm
Looking forward to that fishing script. Takes way too long as it is now.
so now i had time and made the Easy Fishing script.
fish will always be weak and the line never breaks.

Edit:
uploaded a table with some changes
-integrated the PlayerEntitie Pointer Scan into Enable
-fixed a bug on inventory editor (sometimes it generated too much items)
-added a NoClip script

Re: [REQUEST] 9th Dawn III

Posted: Sun Oct 25, 2020 12:08 am
by Necrosx
Fishing is an absolute life saver. Sitting there doing the back and forth with the fish was my least favourite part about the game, but at least now it's bearable.

Re: [REQUEST] 9th Dawn III

Posted: Wed Nov 04, 2020 3:48 am
by imhere2askingHelp
hello, and I need some help.(my english isn't good, please understand me.)

I used inventory editor for gaining some materials for craft and quited it, then the inventory editor doesn't show me to less than what I have Actually is.
(ex - i need some cooking salt, but inventory editor doesn't show me to)

how do I fix this?

Re: [REQUEST] 9th Dawn III

Posted: Wed Nov 11, 2020 5:13 pm
by Valatros
For anyone using this table on later versions, the easy fishing script is broken, but it seems to be broken because of the line strength part of the code. If you just remove the line about fishing strength and the line directly beneath it, under both Enable and Disable for a total of four lines, it works fine. Just stop reeling once you get to 0.0 distance and it'll catch properly.

Re: [REQUEST] 9th Dawn III

Posted: Fri Dec 11, 2020 4:48 am
by zuffassa
I'm on my 3rd play through and was hoping to mess around a bit. I tried the latest upload on the previous page but it would not enable. I get the pop up telling me it failed to inject. This seems to be a recent thread so is there any chance you could update the table. They had a patch on December 8th implementing the rogue style game mode so that may have outdated the table. I've tried opening and closing both the game and table at multiple points as was suggested but that does not work for me. Thank you in advance if you could.

On a side note for those who try to directly manipulate the stats. It doesn't work as straight forward as other games. You can't add points when you level up as they will reset once you hit your original +5. If you decide to manipulate the totals on your stats the game will automatically take that out of future level ups so your stat points you get when you level will be in the negative. So instead of +5 each level it will read say -100, then -95, -90, etc with each level. I recommend waiting on a table from someone who is better with CE.

Re: [REQUEST] 9th Dawn III

Posted: Sat Dec 12, 2020 10:50 am
by xduduhao
Update for v1.40 please.

Re: [REQUEST] 9th Dawn III

Posted: Thu Dec 17, 2020 3:48 am
by zuffassa
Would love it if there were a way to remove the fog of war LoS mess. I actually think that takes away from the game experience for no real reason.

Re: [REQUEST] 9th Dawn III

Posted: Tue Jun 15, 2021 10:10 am
by xduduhao
v1.60

Re: [REQUEST] 9th Dawn III

Posted: Sun Jul 04, 2021 11:03 am
by xduduhao
v1.70

Re: [REQUEST] 9th Dawn III

Posted: Sat Aug 07, 2021 10:45 pm
by rudm09
i also would like an update for this game!

Re: [REQUEST] 9th Dawn III

Posted: Tue Aug 10, 2021 9:03 am
by NoobFragged
Moderator, please delete, thank you.

Re: [REQUEST] 9th Dawn III

Posted: Wed Aug 11, 2021 9:48 am
by xduduhao
v1.71

Re: [REQUEST] 9th Dawn III

Posted: Wed Aug 11, 2021 8:13 pm
by cfemen
NoobFragged wrote:
Tue Aug 10, 2021 9:03 am
~

What are the odds you could figure out a way to make a cheat table where you can remove the "DEAD" from a game with perma death enabled?
I had to show incredible restraint tonight when my kid was messing around with my game, which is at level 80 with perma death on hard mode and when he left, he had put my pets away and left me idle at a spawn point. I have no idea what killed me, but I came home from walking my dog to see You have died... thanks for playing.

It would go a long way towards his future if you might be able to figure this one out, not to mention something I know people are looking for and not finding.
Hi,
pls do not quote a whole big post :mellow:

the "DEAD" flag is easy to find in the cGameSaveManager->cGameSaveData(mCurrentSaveGame) static instance:

Code: Select all

{$lua}
if syntaxcheck then return end

[ENABLE]
LaunchMonoDataCollector()
local cId = mono_findClass('', 'cGameSaveManager')

local publicField = mono_class_getStaticFieldAddress(mono_enumDomains()[1], cId)
local currentGame = readPointer(publicField+0x10)
if (currentGame > 0) then
   writeBytes(currentGame+0x32,0x0)
else
    print("click on a savegame first")
    error("no savegame")
end

print("death flag removed - click on >Enter Game<")
return("assert(true)")

[DISABLE]

how to add the script:
Cheat Engine Memory View -> CTRL +A and then paste the code above.
File -> Assign to current table

how to use:
click on the dead character savegame (The "Enter Game" Screen) and execute the script and click on "Enter Game", then the game will load your character and the flag is removed.

//

table works on my machine on the current update most of the time, sometimes its crashing, i will maybe rework the complete table, but i dont know when i will have time for it :/