Should work with Steam 1.027, 1.028 and HOODLUM release(s).
BR,
Sun
[ 25 Nov 2019 - First Release ]
Game Name: Terminator: Resistance Game Vendor: Steam (compatible with HOODLUM) Game Version: 1.027, 1.028 Game Process: Terminator-Win64-Shipping.exe
Hi folks,
Without any further ado:
1) Run the game, get to main menu.
2) Run 'IGCSInjector.exe'. You can close it when asked.
3) Takes 3-4 seconds for the DLL to find the stuff and StaticCreate the Console UObject and dump Names/Objects to disk in the Win64 folder (e.g.: D:\SteamLibrary\steamapps\common\Terminator Resistance\Terminator\Binaries\Win64)
4) Note that the console will only appear in-game (doesn't show up at main menu)!
Add <amount|int> <item|string>
Adds amount + item to inventory. List added in 2nd post below.
AddApprovalRatingPoints <NPC> <points>
Not tested.
AddLocation <location|string>
Not tested.
AddWeapon <item|string>
Adds weapon to inventory. List added in 2nd post below.
Chip <config|string>
Not tested.
DebugAimAssist
Sets a BOOL value to 0x1 in MyPlayerController @ offset 0x778. Not used in the game functions.
DebugSaveGameAssets
Unknown.
Dialogue
Unknown.
Edit
In the development build it would open up the Quest Editor. Code stripped; not functional. Or maybe I've not pursued the internal UnrealScript that far to disable some constrictions.
Exp <value|int>
Will award the specified amount of XP points. (e.g.: Exp 100 - gives you 100 XP)
FreeCam
Spawns a free camera that is a bit quirky to maneuver. Q,G to rotate, WASD to move in XY plane. No idea for Z. Wouldn't use it.
HideHud
Guess. Doesn't have undo.
Invisibility
Toggles a BOOL (0/1) in GameplayComponent (offset 0x190). Renders you invisible to AI. They can still HEAR you!
Money <amount|int>
Gives you the specified amount of 'Trade resources'.
RemoveAllLocations
Not tested.
RemoveLocation <location|string>
Not tested.
ShowAllEnemies
Reveals all currently spawned enemies on the current map (you will see red arrows on your mini-map). Open big map with M key. If map has spawn points triggered by events, those AIs won't show on map. Re-run the command once you feel like the engine loaded something (load lag spikes)
ShowApprovalRatings
Not tested.
Spawn <alias|string>
Spawns the item/weapon model at GUI cross-hair position. Use the Add/AddWeapon lists if you wanna try this out. And get close to that appointed location, as the textures are flickering and you might not see the item
TurnOffAimAssist
Guess.
TurnOnAimAssist
Guess.
UnlockAll
Am guessing it unlocks everything.
UnlockAllLocations
Guess.
UnlockLocation <location|string>
Not tested.
UnlockSkill <skill|string>
Not tested.
WalkSpeed <speed|float>
Adjusts walk speed. The float value is a multiplier. Location in memory: derived from FPPMovementComponent, offset 0x79C in a read UObject. Default value is 600. Now, setting value to 2 will double the movement speed (e.g.: 600 * 2).
Do provide feedback on what's not tested in the list above and I will update the descriptions.
Kindly credit this properly wherever you intend to leech it off to. According to google, this content isn't anywhere but here. Yet...
Ammo
B_Ammo762 (for some reason this one doesn't work)
B_AmmoMedium
B_AmmoPlasmaCellRed
B_AmmoPlasmaCellViolet
B_AmmoRocketHeatHoming
B_AmmoRocketLaserGuided
B_AmmoShotgunShell
B_AmmoSmall
Note that these work only if they EXIST in your current map. If the map doesn't have that particular AI in the story progression, it won't get summoned. Example: can't summon CH_T800PlasmaV in Warehouse District, at the very beginning; only CH_DroneScout and other types you encounter in the level.
I was disappointed when the UE4 console unlocker I use with Code Vein didn't seem to work for this game in particular , but alas, you've come to the rescue.
Both your freecam command and UE4's default 'toggledebugcamera' command worked like a charm for screenshots, although the game appears to lock the camera in certain cutscenes, even though they're still in-engine (you can imagine which ones those are lol), but 'hidehud' and a fov of 90-120 work very well as an alternative workaround.
I was disappointed when the UE4 console unlocker I use with Code Vein didn't seem to work for this game in particular , but alas, you've come to the rescue.
Both your freecam command and UE4's default 'toggledebugcamera' command worked like a charm for screenshots, although the game appears to lock the camera in certain cutscenes, even though they're still in-engine (you can imagine which ones those are lol), but 'hidehud' and a fov of 90-120 work very well as an alternative workaround.
Noticed that too. Wanted to do some screens of the sex scenes with engine frozen and moving around with debug camera. But after you let those end, you can use the camera to actually check those body parts hidden away by fabric or hands over (boobs) Was curious if the developers took the time to render those or used some pre-existing market templates. Will post some more later on
P.S.: `slomo 0` works as well to basically 'pause' the engine.
Thank you for your work! Tried "summon" command on different locations and with different enemies. Didn`t work. I need to type "summon CH_T800PlasmaR"?
^ I don't think you have that kind of AI in the locations you tried. Especially since they appear in the last maps. Read my comment again, please. Summon something else, AI that you have seen for yourself in the map you are in.
Gave myself a free V-25A in the first Chapter. Good times, much appreciated.
Never worked with Unreal Engine before, so I don't know how you managed to pull the list of valid strings to use with the Add / AddWeapon / Summon commands.
Would it be possible to extrapolate the valid config strings used for the Chip command as well? I'm guessing it has to do with the Skynet upgrade chips.
^ You usually unpack the game's PAK archives and check the folder hierarchy for Items, AI, etc. The names are self-explanatory. Each game object has a category, the category is in the folder name; each folder contains the individual-named object files in the category. Just extract the names and list them out
Updated main post, adding a table with several options.
Ammo
B_Ammo762 (for some reason this one doesn't work)
B_AmmoMedium
B_AmmoPlasmaCellRed
B_AmmoPlasmaCellViolet
B_AmmoRocketHeatHoming
B_AmmoRocketLaserGuided
B_AmmoShotgunShell
B_AmmoSmall
Note that these work only if they EXIST in your current map. If the map doesn't have that particular AI in the story progression, it won't get summoned. Example: can't summon CH_T800PlasmaV in Warehouse District, at the very beginning; only CH_DroneScout and other types you encounter in the level.
Is it possible to add the Skynet chips of varying qualities with any console/debug commands?