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Control +14 (table Update4.1)

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Luke76bg
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Re: Control +8 (table Update1.1)

Post by Luke76bg » Sat Aug 31, 2019 5:08 am

cfemen wrote:
Fri Aug 30, 2019 11:10 pm
Luke76bg wrote:
Fri Aug 30, 2019 9:56 pm
cfemen wrote:
Fri Aug 30, 2019 7:45 pm



ok im tuned for your feedback.
on my machine its the opposit, dx12 is slower and worse performance :/ coz this im playing dx11

but ofc i tested instant seize on dx12 ,i seized about ~30 enemy without problems

edit : and yeah new table has new script for infinite health, just enable for inf health
Very weird dx behavior! Do you have an nvidia card ? I have an amd card and the loadings between levels or when you die it's absolutely longer, for some people on resetera forum it's in this way too with dx11, very weird!

Thank you for the infinite health! I will try immediately ^_^

no i dont like nvidia, im using amd too :3

yeah this script should be way better for fast shortcut use.
Yes welcome to the club of who doesn't like nvidia XD

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Cielos
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Re: Control +9 (table Update2)

Post by Cielos » Sat Aug 31, 2019 10:58 am

sage3k wrote:
Sat Aug 31, 2019 12:16 am
[...]
Also, I'm playing with a game pad. is there anyway to enable the flight mod via the L3 (this is the same as the shift button via the keyboard set up). Is this possible?
[...]
Update2.1
- updated levitate mod. added support for controller. need testing!
so, re-download.
it uses getXBox360ControllerState(), it could work on other controllers as well... not sure.
also, my last controller die for about 2 years already, I have no way to test it myself... let me know~ (if it does work, I'll have a template ready for future key-activated function to cover controllers then...)
good luck!

EDIT:
ironman993 wrote:
Sat Aug 31, 2019 1:20 am
The issue with walk is that ingame walk has 2-3 phases before the character starts to run, I noticed 2 walk phases but there could be 3, there is a very slow walk and a very fast walk, if you use a controller you will notice this as you move the joystick slowly and then a bit faster until the character changes animations. So how do we toggle both/all walk phases? It seems to be there is only 1 walk phase provided in this table update?
for now, you can just change the walk speed value manually. value between 0.5 and 1.0 would be the fast walk. maybe I'd add another separate key for this speed later... maybe...

EDIT2:
ce0000 wrote:
Fri Aug 30, 2019 4:01 am
[...]
I still prefer the Ignore Ammo option because I want to see the reloading animation.
I prefer that too, with the same reason. and I actually did wrote an "ignore ammo" script. (you can find it from the blank entry at the bottom of the just-updated 2.2 table.)
problem is that, the game doesn't have a reload/recharge button. if you stop firing when your gun isn't emptied, your ammo would just be refilled slowly without the recharge animation.
the recharge animation would only kick in when the clip is emptied AFTER your last fire AND you're AIMING the gun.

the script I mentioned allows you to fire the gun when it's emptied, and the recharge animation would still kick in when the clip is emptied in aiming, AND you can keep fire the gun at the same time when the gun is in the recharge animation. it looks weird...
the other way around is to disable the emptied clip check for the recharge event after firing, then trace down the recharge event trigger and write a script to start the event by a key/button.
this time, the problem is my laziness...

so.
I wrote this:
Update2.2
- added fast recharge.
just deactivate max ammo and use this script instead.
the clip could still be emptied, but the recharge time is shorten drastically. so, you won't miss out the recharge animation, and you don't need to wait too long for it to end...
///
want a custom cheat? ask here. FRF have many talents!
if no one seems bothered...
prepare a paypal and PM me, or find a way for me to access the game in question.

///
I've set up my Patreon.
so if you like my tables... guess what I like besides cheating?

Luke76bg
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Re: Control +10 (table Update2.2)

Post by Luke76bg » Sat Aug 31, 2019 8:59 pm

@cfemen could you add the levitate mod as the cielos table, with shift function to levitate higher ? For dx12 of course, if it's not a problem and you have time of course!

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Re: Control +10 (table Update2.2)

Post by pigeon » Sun Sep 01, 2019 1:23 am

Decided to see if there is possible to make fast FPS view switch. Well, need to figure out how to disable head or move it somewhere, also culling... but looks interesting :)
https://youtu.be/qC7dXbjjvmY
Last edited by pigeon on Sun Sep 01, 2019 1:53 am, edited 1 time in total.

urthor
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Re: Control +10 (table Update2.2)

Post by urthor » Sun Sep 01, 2019 1:38 am

Is anyone having an issue with upgrading weapon forms to lvl 2 for more weapon mod slots? So far I haven't been able to upgrade the Grip or others to level two at all, despite completing directorial override. Not sure if this is a bug or if I just need to go even further but I'm worried I've locked this part of the game out somehow

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sage3k
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Re: Control +9 (table Update2)

Post by sage3k » Sun Sep 01, 2019 4:18 am

Cielos wrote:
Sat Aug 31, 2019 10:58 am
sage3k wrote:
Sat Aug 31, 2019 12:16 am
[...]
Also, I'm playing with a game pad. is there anyway to enable the flight mod via the L3 (this is the same as the shift button via the keyboard set up). Is this possible?
[...]
Update2.1
- updated levitate mod. added support for controller. need testing!
so, re-download.
it uses getXBox360ControllerState(), it could work on other controllers as well... not sure.
also, my last controller die for about 2 years already, I have no way to test it myself... let me know~ (if it does work, I'll have a template ready for future key-activated function to cover controllers then...)
good luck!
I've tried all the button combinations and have not been able to get it working as intended. One thing I did notice, even when the button key for the controller is active, the key bind for the keyboard (shift) still works even when disabled. Thank you so much for your efforts here. Hopefully we can test a bit more and try again?

Luke76bg
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Re: Control +10 (table Update2.2)

Post by Luke76bg » Sun Sep 01, 2019 4:29 am

urthor wrote:
Sun Sep 01, 2019 1:38 am
Is anyone having an issue with upgrading weapon forms to lvl 2 for more weapon mod slots? So far I haven't been able to upgrade the Grip or others to level two at all, despite completing directorial override. Not sure if this is a bug or if I just need to go even further but I'm worried I've locked this part of the game out somehow
It happened to me too! I completed the game without upgrading the rocket launcher and the submachine gun!

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Re: Control +9 (table Update2)

Post by Cielos » Sun Sep 01, 2019 6:37 am

sage3k wrote:
Sun Sep 01, 2019 4:18 am
[...]
I've tried all the button combinations and have not been able to get it working as intended. One thing I did notice, even when the button key for the controller is active, the key bind for the keyboard (shift) still works even when disabled. Thank you so much for your efforts here. Hopefully we can test a bit more and try again?
first, about the shift key, it should work no matter what, as the script was meant to be used for both k+m and controllers.
that said. please try this:
- hook the table to the game as usual, then activate enable script.
- copy and paste the code at the bottom of this post ONTO the table. i.e., highlight an entry in your table, press Ctrl-V. you should see 1 blank entry and 10 named child-entries with 0x00000000 as value.
- now, try pressing and holding different buttons, see if any of them change from zero at all. if so, which entry represent which button.

this is to determine whether the problem lies at the lua keylistener part, or the asm manipulation part.
thanks~

also, do anyone else using xbox controller can confirm if this script works on xbox controller at all?

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>16354</ID>
      <Description>""</Description>
      <LastState Value="" RealAddress="13FBC001D"/>
      <VariableType>Array of byte</VariableType>
      <ByteLength>0</ByteLength>
      <Address>aControllerHotkeyPressed</Address>
      <CheatEntries>
        <CheatEntry>
          <ID>16355</ID>
          <Description>"A Button"</Description>
          <LastState Value="00000000" RealAddress="13FBC001D"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+0*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16356</ID>
          <Description>"B Button"</Description>
          <LastState Value="00000000" RealAddress="13FBC0021"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+1*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16357</ID>
          <Description>"X Button"</Description>
          <LastState Value="00000000" RealAddress="13FBC0025"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+2*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16358</ID>
          <Description>"Y Button"</Description>
          <LastState Value="00000000" RealAddress="13FBC0029"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+3*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16364</ID>
          <Description>"Left shoulder button"</Description>
          <LastState Value="00000000" RealAddress="13FBC002D"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+4*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16363</ID>
          <Description>"Right shoulder button"</Description>
          <LastState Value="00000000" RealAddress="13FBC0031"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+5*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16362</ID>
          <Description>"Left trigger"</Description>
          <LastState Value="00000000" RealAddress="13FBC0035"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+6*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16361</ID>
          <Description>"Right trigger"</Description>
          <LastState Value="00000000" RealAddress="13FBC0039"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+7*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16360</ID>
          <Description>"Left thumb stick down"</Description>
          <LastState Value="00000000" RealAddress="13FBC003D"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+8*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16359</ID>
          <Description>"Right thumb stick down"</Description>
          <LastState Value="00000000" RealAddress="13FBC0041"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+9*4</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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Re: Control +10 (table Update2.2)

Post by infogram » Sun Sep 01, 2019 1:23 pm

Sorry if this has been asked already, but is there any chance someone could make a noclip cheat for this?
Would be neat to get Jesse into that room with the jukebox and see if there's any interactions with it.
I know there's freecam for it, but afaik interactions are based on where Jesse's model is, so we'd probably need some kind of noclip for it...

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TemptingIcarus
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Re: Control +10 (table Update2.2)

Post by TemptingIcarus » Sun Sep 01, 2019 3:23 pm

I'm on a PS4 Controller. The Fly Mod works, but I can't go up/down like I'd want to.

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Cielos
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Re: Control +10 (table Update2.2)

Post by Cielos » Sun Sep 01, 2019 3:36 pm

Update3
- added recharge key and instant charge.
note that instant charge has nothing to do with the recharge/reload, it's actually for the Pierce form and Charge form. read the descriptions for details~

///**********************************************///
TemptingIcarus wrote:
Sun Sep 01, 2019 3:23 pm
I'm on a PS4 Controller. The Fly Mod works, but I can't go up/down like I'd want to.
yea I know. I said it's hard to control when I post the update notes... but I got used to it after a while.
anyway, too lazy to write a proper no clip script... need to find the coord, the normalized vectors.... well the deta were found when I was writing the walk key script, but I didn't use that and I forgot to save the findings...
and I've yet to complete the game. finally got the clearance 6, taking my time to explore slowly..

anyway, glad to know it's working on PS4 controller. anyone using XBOX controller?
///
want a custom cheat? ask here. FRF have many talents!
if no one seems bothered...
prepare a paypal and PM me, or find a way for me to access the game in question.

///
I've set up my Patreon.
so if you like my tables... guess what I like besides cheating?

infogram
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Re: Control +10 (table Update2.2)

Post by infogram » Sun Sep 01, 2019 6:11 pm

infogram wrote:
Sun Sep 01, 2019 1:23 pm
Sorry if this has been asked already, but is there any chance someone could make a noclip cheat for this?
Would be neat to get Jesse into that room with the jukebox and see if there's any interactions with it.
I know there's freecam for it, but afaik interactions are based on where Jesse's model is, so we'd probably need some kind of noclip for it...
Hmm, found some "Expeditions" menu which looks related to the jukebox, looks like something they're maybe adding in a later update.
Seems to require some "jukebox token" to work though, haven't had any luck adding any to my inventory yet, nor making it ignore the tokens check :/

Image

Maybe someone here would have better luck than me, to get this working I just patched the EXE so that opening the outfits menu would load up this expedition menu instead.
You can try it with these EXE patches (tested on DX12, should work on DX11 too I hope)
5275AF: 5D -> 3D
527727: C5 -> E5
EDIT: think I found where it's checking the tokens, managed to get it a little bit further, screenshot: https://i.imgur.com/SP2w7P1.png
Pressing begin expedition does bring up a loading screen, but then the game crashes about halfway through..
Same thing seems to happen when loading a map that doesn't exist from the dev mission select, so looks like it's probably trying to load a map that isn't included :(
Maybe there's a way to make it run on an existing map, not sure.

E2: Managed to force it to load a different map instead of the expedition one, but seems with that nothing happens, the map just loads in as normal...
I guess we need the expedition maps for the mode itself to work, too bad there doesn't even seem to be a trace of them left in here :(

All I know is that the game tries loading into map "expedition", at jump point "Start_JumpPoint".
The "hub" map (aka Executive) also has a jump point "Exp_Return_Point", which spawns you in front of the Jukebox.
Looks like jukebox is interactive too, using it seems to open up the expedition menu, without needing any hacks (other than a hack to get into the jukebox room anyway :P)

Anyway, sorry for rambling over the thread with all this, just wanted to post it somewhere people might find use of it, sadly I guess we can't really do much until they add the maps in an update or something.

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Re: Control +9 (table Update2)

Post by sage3k » Sun Sep 01, 2019 8:26 pm

Cielos wrote:
Sun Sep 01, 2019 6:37 am
sage3k wrote:
Sun Sep 01, 2019 4:18 am
[...]
I've tried all the button combinations and have not been able to get it working as intended. One thing I did notice, even when the button key for the controller is active, the key bind for the keyboard (shift) still works even when disabled. Thank you so much for your efforts here. Hopefully we can test a bit more and try again?
first, about the shift key, it should work no matter what, as the script was meant to be used for both k+m and controllers.
that said. please try this:
- hook the table to the game as usual, then activate enable script.
- copy and paste the code at the bottom of this post ONTO the table. i.e., highlight an entry in your table, press Ctrl-V. you should see 1 blank entry and 10 named child-entries with 0x00000000 as value.
- now, try pressing and holding different buttons, see if any of them change from zero at all. if so, which entry represent which button.

this is to determine whether the problem lies at the lua keylistener part, or the asm manipulation part.
thanks~

also, do anyone else using xbox controller can confirm if this script works on xbox controller at all?

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>16354</ID>
      <Description>""</Description>
      <LastState Value="" RealAddress="13FBC001D"/>
      <VariableType>Array of byte</VariableType>
      <ByteLength>0</ByteLength>
      <Address>aControllerHotkeyPressed</Address>
      <CheatEntries>
        <CheatEntry>
          <ID>16355</ID>
          <Description>"A Button"</Description>
          <LastState Value="00000000" RealAddress="13FBC001D"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+0*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16356</ID>
          <Description>"B Button"</Description>
          <LastState Value="00000000" RealAddress="13FBC0021"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+1*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16357</ID>
          <Description>"X Button"</Description>
          <LastState Value="00000000" RealAddress="13FBC0025"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+2*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16358</ID>
          <Description>"Y Button"</Description>
          <LastState Value="00000000" RealAddress="13FBC0029"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+3*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16364</ID>
          <Description>"Left shoulder button"</Description>
          <LastState Value="00000000" RealAddress="13FBC002D"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+4*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16363</ID>
          <Description>"Right shoulder button"</Description>
          <LastState Value="00000000" RealAddress="13FBC0031"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+5*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16362</ID>
          <Description>"Left trigger"</Description>
          <LastState Value="00000000" RealAddress="13FBC0035"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+6*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16361</ID>
          <Description>"Right trigger"</Description>
          <LastState Value="00000000" RealAddress="13FBC0039"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+7*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16360</ID>
          <Description>"Left thumb stick down"</Description>
          <LastState Value="00000000" RealAddress="13FBC003D"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+8*4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>16359</ID>
          <Description>"Right thumb stick down"</Description>
          <LastState Value="00000000" RealAddress="13FBC0041"/>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>4 Bytes</VariableType>
          <Address>+9*4</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
I greatly appreciate your efforts on this request. Thank you! The script provided seems to only show the buttons labeled as shoulder working, but they are actually the triggers) in game the I can levitate indefinitely, but can not increase height as I can when using the original joker command via the shift key. I'll keep trying !

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Re: Control +10 (table Update2.2)

Post by urthor » Mon Sep 02, 2019 1:52 am

Luke76bg wrote:
Sun Sep 01, 2019 4:29 am
urthor wrote:
Sun Sep 01, 2019 1:38 am
Is anyone having an issue with upgrading weapon forms to lvl 2 for more weapon mod slots? So far I haven't been able to upgrade the Grip or others to level two at all, despite completing directorial override. Not sure if this is a bug or if I just need to go even further but I'm worried I've locked this part of the game out somehow
It happened to me too! I completed the game without upgrading the rocket launcher and the submachine gun!
So it turns out the upgrade options for those only appear when you have at least 1 of all the component parts in your inventory. Which is weird but that's how it works

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Re: Control +12 (table Update3)

Post by Otis_Inf » Mon Sep 02, 2019 9:35 am

Our cheat table for screenshotting, using the game's own built-in freecam ;) (@Pigeon, it's 2 bytes :) )
Fov control also for gameplay, motion blur removal (also for dx12), hud toggle, timestop etc.

DX11: https://framedsc.github.io/CheatTables/ ... 11_Otis.CT
DX12: https://framedsc.github.io/CheatTables/ ... 12_Otis.CT

Only thing that's bugged here is the outlines on objects. I can't find that. rend::RenderOptions::RenderObjectOutlines apparently doesn't work. (yes all renderoptions are available as bytes, just look at rend::RenderOptions. E.g. rend::RenderOptions::Wireframe -> change from 0 to 1 and you have wireframe rendering ;)

All my notes: https://github.com/FransBouma/Injectabl ... ontrol.txt

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