Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

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Re: Star Wars Jedi: Fallen Order | Lightsaber Color Changer

Post by SunBeam » Sun Nov 24, 2019 5:10 pm

duducasarotto wrote:
Sun Nov 24, 2019 4:13 pm
can I put your table on nexus with a link that lead here if I can or if I cant to a description link that lead here and explaining how to use it to the people that dont know how
We do not appreciate having the FRF content moved to some other forum or site so they build their user population or content off of ours. If Marcus so wishes to post his work there, please ask him to do so. Do not ask for direct identical content to be ported over. While your intention is to help others or spread the news, Nexus has other plans with your "contributions". In the end, remember this content is free and the one who posted it chose to post I here for a reason :P Otherwise it would have been posted on Nexus directly...

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Re: Star Wars Jedi: Fallen Order | Lightsaber Color Changer

Post by duducasarotto » Sun Nov 24, 2019 6:38 pm

SunBeam wrote:
Sun Nov 24, 2019 5:10 pm
duducasarotto wrote:
Sun Nov 24, 2019 4:13 pm
can I put your table on nexus with a link that lead here if I can or if I cant to a description link that lead here and explaining how to use it to the people that dont know how
We do not appreciate having the FRF content moved to some other forum or site so they build their user population or content off of ours. If Marcus so wishes to post his work there, please ask him to do so. Do not ask for direct identical content to be ported over. While your intention is to help others or spread the news, Nexus has other plans with your "contributions". In the end, remember this content is free and the one who posted it chose to post I here for a reason :P Otherwise it would have been posted on Nexus directly...
Ok got the message

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by duducasarotto » Sun Nov 24, 2019 6:41 pm

SunBeam wrote:
Wed Nov 20, 2019 10:06 am
^ There is a console command called "UnlockDataBank" that does just that. I've not checked to see if it unlocks outfits and other crap; but the whole Data Bank was available, even if I was on Bogano, just having stepped off the ship (early beginning).
I used the command but doesnt work how can I made this work and I dont care if it breaks the game I want to test it for myself

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by Kurei » Wed Nov 27, 2019 12:36 am

cfemen wrote:
Sat Nov 16, 2019 11:45 pm

-Main
activate it if you are in the level, not in the main menu,and not while fighting with enemy!

-Max Health Pointer

Health

Stamina Pointer

Force Pointer

-Easy Kills
works best with monster, stormtroopers have protection against the lightsabers.

-Skill Pointer

Added:
-Stim Pointer @rambo99jose!
----------------------------------------------------------------------------------------------------------
info : if you are dying you need to refresh the pointer -> Hotkey F1
i made this because i didnt look yet for a compare, coz this i made sure my main scripts stops updating if its found the player pointer ( this function also gets used while fighting with bosses)
----------------------------------------------------------------------------------------------------------
Updated Table:
added an table without the need for refresh the pointer.
only tested on updated version
Hi cfemen,

Sorry for bothering you again. It appears that the Skill points and Stim canister pointer are no longer working. Their values are just showing ??. This seem to have started after the recent update.

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by cfemen » Wed Nov 27, 2019 12:46 am

Kurei wrote:
Wed Nov 27, 2019 12:36 am
cfemen wrote:
Sat Nov 16, 2019 11:45 pm

-Main
activate it if you are in the level, not in the main menu,and not while fighting with enemy!

-Max Health Pointer

Health

Stamina Pointer

Force Pointer

-Easy Kills
works best with monster, stormtroopers have protection against the lightsabers.

-Skill Pointer

Added:
-Stim Pointer @rambo99jose!
----------------------------------------------------------------------------------------------------------
info : if you are dying you need to refresh the pointer -> Hotkey F1
i made this because i didnt look yet for a compare, coz this i made sure my main scripts stops updating if its found the player pointer ( this function also gets used while fighting with bosses)
----------------------------------------------------------------------------------------------------------
Updated Table:
added an table without the need for refresh the pointer.
only tested on updated version
Hi cfemen,

Sorry for bothering you again. It appears that the Skill points and Stim canister pointer are no longer working. Their values are just showing ??. This seem to have started after the recent update.
oh i already deinstalled the game :mellow:
maybe i will look if i have time and update the table for current version.
you like my tables and want to support me? my patreon :)

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by miotishi » Wed Nov 27, 2019 9:55 pm

I second the last post. As long as you dont get the BD-1 abilities, and you arnt using like a super jump from a trainer or something. Is it a least possible to make a ghost mode/walk through walls? I have seen it mentioned earlier, and see it in the ct table, but it does not work. One of my saves is stuck because i used a super jump and now im stuck in the flash back when the trianing facility gets attacked when you are a kid. Cause i dont have the force pull yet and i screwed around a little to much on that planet. Nothing else on that save is messed up. Just need to get through that vent in the flash back. Any help at all would be apprecieted.

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by SunBeam » Wed Nov 27, 2019 10:10 pm

^ It does work.. in the sense that the code does exactly what's supposed to be doing in any default UE4 game. But SW isn't any default UE4 game :) So the reason nothing happens is the movement is un-linked from the standard Movement::Tick functionality. Am currently working to figure out where the effin' movement functions are (MoveForward and MoveRight) so I can achieve something like this:



or this:



BR,
Sun

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by sebastianyyz » Fri Nov 29, 2019 11:35 pm

The game is great, I don't think is similar to Dark Souls. I enjoyed it a lot. I'm going to unlock everything. It's good shit. BTW, thank you for the table.

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by SunBeam » Sat Nov 30, 2019 12:37 am

Meanwhile:



EDIT #1: "god" is reset in here -> "Function BP_Hero.BP_Hero_C.ExecuteUbergraph_BP_Hero". This runs whenever you die or your Hero's status changes.

EDIT #2: Not yet 100% on Ilum. No idea where the fuck's that 2% unexplored; it is in those Crystal Caves though. -- Found the last echo, so I got Ilum 100% -> https://i.imgur.com/ru5nZa6.png.

EDIT #3: Apparently, there are several functions that fiddle with the God Mode status.

The BoolProperty is first read from this UObject:

[00005411] 0x000000001BFB3280 BoolProperty Engine.Actor.bCanBeDamaged = x
[x+44] = 0x92 == the bool for God; you can see this bool in the UCheatManager::God function

Code: Select all

000000014EB2669E | 0FB681 92000000     | MOVZX EAX,BYTE PTR DS:[RCX+92]         | << here
000000014EB266A5 | A8 01               | TEST AL,1                              |
000000014EB266A7 | 74 28               | JE starwarsjedifallenorder.14EB266D1   |
000000014EB266A9 | 24 FE               | AND AL,FE                              |
000000014EB266AB | 48:C745 F8 0C000000 | MOV QWORD PTR SS:[RBP-8],C             |
000000014EB266B3 | 8881 92000000       | MOV BYTE PTR DS:[RCX+92],AL            | << here
000000014EB266B9 | 48:8D4D F0          | LEA RCX,QWORD PTR SS:[RBP-10]          |
000000014EB266BD | E8 EE8F84F1         | CALL starwarsjedifallenorder.14036F6B0 |
000000014EB266C2 | 41:B8 18000000      | MOV R8D,18                             |
000000014EB266C8 | 48:8D15 210E21F4    | LEA RDX,QWORD PTR DS:[142D374F0]       | 0000000142D374F0:L"God mode on"
000000014EB266CF | EB 46               | JMP starwarsjedifallenorder.14EB26717  |
000000014EB266D1 | 0C 01               | OR AL,1                                |
000000014EB266D3 | 48:C745 F8 0D000000 | MOV QWORD PTR SS:[RBP-8],D             |
000000014EB266DB | 8881 92000000       | MOV BYTE PTR DS:[RCX+92],AL            |
000000014EB266E1 | 48:8D4D F0          | LEA RCX,QWORD PTR SS:[RBP-10]          |
000000014EB266E5 | E8 C68F84F1         | CALL starwarsjedifallenorder.14036F6B0 |
000000014EB266EA | 41:B8 1A000000      | MOV R8D,1A                             |
000000014EB266F0 | 48:8D15 110E21F4    | LEA RDX,QWORD PTR DS:[142D37508]       | 0000000142D37508:L"God Mode off"
Then there are several functions that get run on various events, which will reset "god":

- when falling off ground and as soon as you reset -> ON/OFF (for any respawn event):
[00099581] 0x000000005F8601C0 Function BP_Hero.BP_Hero_C.ExecuteUbergraph_BP_Hero

- when you press E on a meditation circle:
[00087793] 0x0000000054083AC0 Function BP_SavePointVOID.BP_SavePointVOID_C.ExecuteUbergraph_BP_SavePointVOID | ON
[00096576] 0x000000003F1F1780 Function notify_SetInvulnerable.notify_SetInvulnerable_C.Received_NotifyBegin | ON
[00087793] 0x0000000054083AC0 Function BP_SavePointVOID.BP_SavePointVOID_C.ExecuteUbergraph_BP_SavePointVOID | OFF

-when you click Leave to exit the above:
[00096578] 0x000000003FA3CB80 Function notify_SetInvulnerable.notify_SetInvulnerable_C.Received_NotifyEnd | OFF
[00096576] 0x000000003F1F1780 Function notify_SetInvulnerable.notify_SetInvulnerable_C.Received_NotifyBegin | ON
[00096578] 0x000000003FA3CB80 Function notify_SetInvulnerable.notify_SetInvulnerable_C.Received_NotifyEnd | OFF

- when you perform a critical blow (with slomo movie):
[00096576] 0x000000003F1F1780 Function notify_SetInvulnerable.notify_SetInvulnerable_C.Received_NotifyBegin | ON
[00096578] 0x000000003FA3CB80 Function notify_SetInvulnerable.notify_SetInvulnerable_C.Received_NotifyEnd | OFF

- when you perform a projectile repel action with your light-saber:
[00096576] 0x000000003F1F1780 Function notify_SetInvulnerable.notify_SetInvulnerable_C.Received_NotifyBegin | ON
[00096578] 0x000000003FA3CB80 Function notify_SetInvulnerable.notify_SetInvulnerable_C.Received_NotifyEnd | OFF

- when droid explodes near you (or a bomb explodes near you):
[00096576] 0x000000003F1F1780 Function notify_SetInvulnerable.notify_SetInvulnerable_C.Received_NotifyBegin | ON
[00096578] 0x000000003FA3CB80 Function notify_SetInvulnerable.notify_SetInvulnerable_C.Received_NotifyEnd | OFF

Having 'god' enabled disables parrying on AIs (like the ones with electric batons).

Then the healing part is done with these:
[00092460] 0x000000005746BB00 BlueprintGeneratedClass notify_Heal.notify_Heal_C
[00092461] 0x000000005490A340 FloatProperty notify_Heal.notify_Heal_C.HealPercentage_01
[00092462] 0x0000000039982740 Function notify_Heal.notify_Heal_C.Received_Notify

EDIT #4: Here's a PERFECT GOD. You need [Enable] script active.

Code: Select all

[ENABLE]

alloc( Hook, 0x1000, starwarsjedifallenorder.exe )

Hook:
push rsi
push rdi
mov rsi,[SwPlayerCharacter] // get PlayerCharacter
lea rsi,[rsi+92]            // offset to god bool
lea rdi,[rcx+r14]           // processed UObject for bool setting
cmp rsi,rdi                 // check if a == b
pop rdi
pop rsi
jne short @f                // if not, exit
  xor dl,dl                 // else set flag always to 0
Hook_exit:
and al,[rcx+r14]
or al,dl                    // this OR will always be between current value and 0, thus the value will never change
                            // enable god, then enable this script and try any of the above scenarios
jmp starwarsjedifallenorder.exe+CEBEACB

// hook's inside "UObject::execLetBool" function
starwarsjedifallenorder.exe+CEBEAC5:
jmp Hook
db 90

[DISABLE]

starwarsjedifallenorder.exe+CEBEAC5:
db 42 22 04 31 08 D0

dealloc( Hook )
BR,
Sun

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by SunBeam » Sat Nov 30, 2019 6:48 am

Here's the little stowaway :) The so-called companion :P

Image

Image

Image

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by SunBeam » Sat Nov 30, 2019 6:54 am

..and one for the collection:

Image

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by budboy » Sat Nov 30, 2019 7:30 am

SunBeam wrote:
Sat Nov 30, 2019 6:48 am
Here's the little stowaway :) The so-called companion :P

Image

Image

Image
For some reason after getting that little bugger I can't find it, or maybe I just didn't look hard enough

Greez did complain about food disappearing though lol

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by ShenLongKazama » Sat Nov 30, 2019 9:32 am

The trouble with european keyboards, tilde keys ain't working and so far i was not able to open the console. xD

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by AncientV25 » Sat Nov 30, 2019 1:47 pm

In response to your statement about cosmetic unlocks in your video, Sunbeam -- there is no adverse behavior(that I've noticed while debugging, at least) related to cosmetic unlocks and boxes -- they seem to just overwrite their respective value in memory (and the savefile) and the game will still act like you've unlocked them normally regardless.

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by ShenLongKazama » Sat Nov 30, 2019 2:06 pm

But you can open the console i assume?

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