Death Stranding | Cheat Engine Table v1.0

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SunBeam
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Re: Death Stranding | Cheat Engine Table v1.0

Post by SunBeam »

Teleporting won't teleport the vehicle. Just the player.

EDIT: Found the vehicle's CapsuleComponent as well. So I can teleport Vehicles as well, as long as you're attached to them.

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

stanko11
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Re: Death Stranding | Cheat Engine Table v1.0

Post by stanko11 »

SunBeam wrote:
Mon Aug 03, 2020 8:37 pm
Teleporting won't teleport the vehicle. Just the player.

EDIT: Found the vehicle's CapsuleComponent as well. So I can teleport Vehicles as well, as long as you're attached to them.
After you said its possible, I found the addresses of veh and player coords, didn't find the pointer or a static addr though. But adding a BP on a function that wrote the coords allowed me to get the address from a register. Couldn't find a less gangsta way of doing it though.

So here are some coords I collected so far, if anyone needs them feel free to add them to your table:
Spoiler
Junk Dealer
1610.4
-278.4
137

Chiral Artist
2145.5
-910.5
158

South Knot City
1391.458496
-1286.89624
141

Timefall Farm
100.846817
-1612.257324
111

Veteran Porter
-412.5089417
-1164.817017
252

Paleontologist
-1234.89917
-1249.999146
413

Evo-Devo Biologist
-1829.706299
-713.3994751
468

Geologist
-895.9885864
-781.7462769
627

Heartman
-1219.250977
-229.3609924
534

Mountain Knot City
-1098.804932
280.7072144
355

Doctor
-1430.511475
65.7715683
362

Mountaineer
-929.1706543
1061.399414
601

Spiritualist
-323.4281616
982.0930176
738

First prepper
-214.199295
719.5950317
789

Weather Station
46.33728409
-70.74594879
312

Cosplayer
728.8
-666.6
106

Dist Center Nort of MKC
-1754.573364
2039.450684
229

Photographer
-2163.706543
609.9367065
267

Waystation North of MKC
174.1320343
1643.591553
263

Craftman
1227.765381
1309.247314
186

Engineer
2183.913818
1188.339966
180

Roboticist
-647.9436646
-136.9763336
538

Dist center south of LKC
1057.098511
420.69
146

Collector above
1155.992676
27.24745178
145

Collector
1152.616455
28.19960022
137

Film maker
1993.952881
-21.19820023
155

Lake Knot city
2576.49585
2017.650391
210.3165894





Musician
-975.0991821
-114.7096252
185

Dist center west of ckc
-432.895874
264.685791
139

Waystation west of CKC
314.9682922
1162.223022
164

Capital Knot City
1442.644531
701.5897217
139

Ludens Fan
93.71511841
539.0169067
208

Wind Farm
-1487.044067
656.2145386
207

Port Knot City
-1990.685425
-487.6762695
141
I'm nearing the end of this wonderful game, and I urge everyone to enjoy it and explore yourself first.
At this point I only have some remaining time trial quests and I feel like they don't have much to add.

Edit: Added more locations
Last edited by stanko11 on Thu Aug 06, 2020 11:33 am, edited 2 times in total.

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SunBeam
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Re: Death Stranding | Cheat Engine Table v1.0

Post by SunBeam »

stanko11 wrote:
Tue Aug 04, 2020 8:01 pm
I'm nearing the end of this wonderful game, and I urge everyone to enjoy it and explore yourself first.
I'm urging everyone to do the same. The game is simply beautiful. Fucking ignore all the marketed crap, all the shit you've known about Kojima, Metal Gear Solid and other crap. This is a TOTALLY different experience. After finishing the game I feel like I've read a long-3-volume novel and I keep wanting more. Here's to hoping for more games from the new Konami-free Kojima :)

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Re: Death Stranding | Cheat Engine Table v1.0

Post by AnhPlays »

stanko11 wrote:
Tue Aug 04, 2020 8:01 pm
So here are some coords I collected so far, if anyone needs them feel free to add them to your table:
Spoiler
Junk Dealer
1610.4
-278.4
137

Chiral Artist
2145.5
-910.5
158

South Knot City
1391.458496
-1286.89624
141

Timefall Farm
100.846817
-1612.257324
111

Veteran Porter
-412.5089417
-1164.817017
252

Paleontologist
-1234.89917
-1249.999146
413

Evo-Devo Biologist
-1829.706299
-713.3994751
468

Geologist
-895.9885864
-781.7462769
627

Heartman
-1219.250977
-229.3609924
534

Mountain Knot City
-1098.804932
280.7072144
355

Doctor
-1430.511475
65.7715683
362

Mountaineer
-929.1706543
1061.399414
601

Spiritualist
-323.4281616
982.0930176
738

First prepper
-214.199295
719.5950317
789

Weather Station
46.33728409
-70.74594879
312

Cosplayer
728.8
-666.6
106

Dist Center Nort of MKC
-1754.573364
2039.450684
229

Photographer
-2163.706543
609.9367065
267

Waystation North of MKC
174.1320343
1643.591553
263

Craftman
1227.765381
1309.247314
186

Engineer
2183.913818
1188.339966
180

Roboticist
-647.9436646
-136.9763336
538

Dist center south of LKC
1057.098511
420.69
146

Collector above
1155.992676
27.24745178
145

Collector
1152.616455
28.19960022
137

Film maker
1993.952881
-21.19820023
155

Lake Knot city
2576.49585
2017.650391
210.3165894





Musician
-975.0991821
-114.7096252
185

Dist center west of ckc
-432.895874
264.685791
139

Waystation west of CKC
314.9682922
1162.223022
164

Capital Knot City
1442.644531
701.5897217
139

Ludens Fan
93.71511841
539.0169067
208

Wind Farm
-1487.044067
656.2145386
207

Port Knot City
-1990.685425
-487.6762695
141
Edit: Added more locations
Please forgive my audacious request, may I humbly ask you to make a table with these wonderful discovery?

nemesis688
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Re: Death Stranding | Cheat Engine Table v1.0

Post by nemesis688 »

What would I need to look at to make it so I can set my max stamina to less than 25% (I suppose fatigue greater than 75%). I hear you get a different ex grenade for it but man it is taking me hours to burn that much stamina.

Edit: I jumped the gun on posting. I managed to edit the script for 'No Fatigue' on the second table posted. The number just had to be changed to something much much higher than I expected.

stanko11
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Re: Death Stranding | Cheat Engine Table v1.0

Post by stanko11 »

AnhPlays wrote:
Thu Aug 06, 2020 1:03 pm
Please forgive my audacious request, may I humbly ask you to make a table with these wonderful discovery?
I don't have a pointer for the vehicle coords unfortunately, but you can add this to your code list ds.exe +0x1ee083d and see write access, when you move your vehicle it will be the one with least hits, so now you have X and need to add it to the address list, you can use this, just edit the X address with the one you just got. (it will reset every time you reload the game)
Spoiler
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>117</ID>
<Description>"Veh X"</Description>
<VariableType>Float</VariableType>
<Address>4036AC0C480</Address>
<CheatEntries>
<CheatEntry>
<ID>114</ID>
<Description>"Veh Y"</Description>
<VariableType>Float</VariableType>
<Address>+0x4</Address>
</CheatEntry>
<CheatEntry>
<ID>115</ID>
<Description>"Veh Z"</Description>
<VariableType>Float</VariableType>
<Address>+0x8</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
I'm sure there's a less gangsta way of doing it but i'm not experienced with making cheat tables

xfaustx
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Re: Death Stranding | Cheat Engine Table v1.0

Post by xfaustx »

Quick info for "fight club" value for boss HP is based on Float amount 5000 on highest difficulty... hope it will help in future to someone =)
PS needed if ya want S rank
PS2 dont use FLING script for inf health (in ranking it will give ya 99999dmg and change yar rank to C)

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Re: Death Stranding | Cheat Engine Table v1.0

Post by spiderraider »

SunBeam wrote:
Mon Aug 03, 2020 8:37 pm
Teleporting won't teleport the vehicle. Just the player.

EDIT: Found the vehicle's CapsuleComponent as well. So I can teleport Vehicles as well, as long as you're attached to them.
really looking forward to your release. i don't know how many vehicles i've just had to leave behind alone that weekend x)

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Re: Death Stranding | Cheat Engine Table v1.0

Post by ToonFox »

Game updated again
No visible damage broken now

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Re: Death Stranding | Cheat Engine Table v1.0

Post by CJacobsLP »

Hey gang, I'm a super cheat engine novice but I figured it was worth asking if it's actually doable before I jump in: I want to be able to freeze my 'last login date', or even change it to an arbitrary time and day. This controls several of the asynchronous multiplayer elements in the player's game world including desire paths, upgrade level of structures, number of signs and cairns and so on. The longer it's been since you last played, the more stuff will appear in your game world.

Basically it seems that when you log in for the first time in a play session, the game compares the previous last login date (stored in your save file) with the current realtime date/time. From there it changes several elements of your world based on the realtime difference between the two dates. I want to be able to freeze that value. Is that possible? Or is it an online function and not touchable or freeze-able by the player?

You can find this date in the Bridge Links menu ingame. The date shown before you log in is the one stored on your save file, and the one shown after you log in is the current time in your timezone.

EDIT: I have done some fiddling around since posting this and I've come to the conclusion that it must be stored SOMEWHERE while you're playing, I just can't figure out where. Save files (checkpoint.dat) list the time in milliseconds since Jan 1 0001 in your timezone as 'ModificationTime', but this is just when the save file was created, your last login date is a different time altogether. HOWEVER, I converted my last login time to milliseconds with that same process and was able to find it scattered in chunks in multiple addresses! The problem is, I have no idea what to do now. How do I find the static address for such a huge number, if there even is one?

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Re: Death Stranding | Cheat Engine Table v1.0

Post by SenorPlebeian »

So I've screwed around a bit trying to grab the coordinates, the player coordinates were simple enough and I'm sure others have already found and utilized the coordinates for their teleportation scripts, and I think mine is under risk of being called by different function since I just grabbed the first instruction that accessed it that seemingly only was used by just the player, but nonetheless:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>552</ID>
      <Description>"GRAB PLAYER COORDINATES"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : ds.exe
  Version: 
  Date   : 2020-08-15
  Author : SenorPlebeian

  This script grabs the coordinates of the player that
  you can alter to move Sam's position
}

[ENABLE]

aobscanmodule(GRABPLAYERCOORDINATES,ds.exe,C5 FA 10 82 80 00 00 00 * * * * C4) // should be unique
alloc(newmem,$1000,"ds.exe"+19C3DA1)
alloc(coordinates, 8)
registersymbol(coordinates)
label(code)
label(return)

newmem:

code:
  mov [coordinates], rdx
  vmovss xmm0,[rdx+00000080]
  jmp return

GRABPLAYERCOORDINATES:
  jmp newmem
  nop 3
return:
registersymbol(GRABPLAYERCOORDINATES)

[DISABLE]

GRABPLAYERCOORDINATES:
  db C5 FA 10 82 80 00 00 00

unregistersymbol(GRABPLAYERCOORDINATES)
unregistersymbol(coordinates)
dealloc(coordinates)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "ds.exe"+19C3DA1

"ds.exe"+19C3D6C: C5 E8 58 C6                 -  vaddps xmm0,xmm2,xmm6
"ds.exe"+19C3D70: C5 F8 28 74 24 60           -  vmovaps xmm6,[rsp+60]
"ds.exe"+19C3D76: 49 8B C0                    -  mov rax,r8
"ds.exe"+19C3D79: C5 F8 58 E2                 -  vaddps xmm4,xmm0,xmm2
"ds.exe"+19C3D7D: C5 F2 59 15 3B FB D9 01     -  vmulss xmm2,xmm1,[ds.exe+37638C0]
"ds.exe"+19C3D85: C5 EA 58 05 07 38 DB 01     -  vaddss xmm0,xmm2,[ds.exe+3777594]
"ds.exe"+19C3D8D: C5 C2 5A D7                 -  vcvtss2sd xmm2,xmm7,xmm7
"ds.exe"+19C3D91: C5 F8 28 7C 24 50           -  vmovaps xmm7,[rsp+50]
"ds.exe"+19C3D97: C5 E0 57 DB                 -  vxorps xmm3,xmm3,xmm3
"ds.exe"+19C3D9B: C4 E3 61 21 D8 20           -  unknown avx 0F3A 21 xmm3,xmm3,xmm0,20
// ---------- INJECTING HERE ----------
"ds.exe"+19C3DA1: C5 FA 10 82 80 00 00 00     -  vmovss xmm0,[rdx+00000080]
// ---------- DONE INJECTING  ----------
"ds.exe"+19C3DA9: C5 FA 5A C0                 -  vcvtss2sd xmm0,xmm0,xmm0
"ds.exe"+19C3DAD: C4 C1 7B 58 C8              -  vaddsd xmm1,xmm0,xmm8
"ds.exe"+19C3DB2: C5 D8 58 EB                 -  vaddps xmm5,xmm4,xmm3
"ds.exe"+19C3DB6: C5 D2 5A C5                 -  vcvtss2sd xmm0,xmm5,xmm5
"ds.exe"+19C3DBA: C5 F3 5C C8                 -  vsubsd xmm1,xmm1,xmm0
"ds.exe"+19C3DBE: C4 C1 7B 11 08              -  vmovsd [r8],xmm1
"ds.exe"+19C3DC3: C5 D0 C6 C5 55              -  vshufps xmm0,xmm5,xmm5,55
"ds.exe"+19C3DC8: C4 41 39 15 C0              -  vunpckhpd xmm8,xmm8,xmm8
"ds.exe"+19C3DCD: C4 C1 6B 58 C8              -  vaddsd xmm1,xmm2,xmm8
"ds.exe"+19C3DD2: C5 78 28 44 24 40           -  vmovaps xmm8,[rsp+40]
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>553</ID>
          <Description>"Player X"</Description>
          <VariableType>Float</VariableType>
          <Address>coordinates</Address>
          <Offsets>
            <Offset>80</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>554</ID>
              <Description>"Player Y"</Description>
              <VariableType>Float</VariableType>
              <Address>+4</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>555</ID>
              <Description>"Player Z"</Description>
              <VariableType>Float</VariableType>
              <Address>+8</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Vehicle coordinates were a little more finicky, but I think I found at least one part of the addresses responsible for the vehicle's placement. The first set of coordinates seems to control where the vehicle is once it starts moving while the second one seems responsible for loading where they are in general. Whether it will actually teleport or not is slightly intermittent, I believe the vehicle needs to come to a complete stop or it will simply just revert the coordinates back to it was before, but maybe someone can find a more clever use of it.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>565</ID>
      <Description>"GRAB VEHICLE COORDINATES"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : ds.exe
  Version: 
  Date   : 2020-08-15
  Author : SenorPlebeian

  This script grabs the coordinates of the vehicle when
  You start moving it and allows you to change the vehicles
  Coordinates while you're inside it (Kind of finicky)
}

[ENABLE]

aobscanmodule(GRAB_VEHICLE_COORDS,ds.exe,1F * * * * C8 00 00 00 C5 F8 11 87 78 08 00 00) // should be unique
alloc(newmem,$1000,"ds.exe"+2BF86A6)
alloc(vehcoordinates, 8)
registersymbol(vehcoordinates)
label(code)
label(return)

newmem:
  mov [vehcoordinates], rdi
code:
  vmovups [rdi+00000878],xmm0
  jmp return

GRAB_VEHICLE_COORDS+09:
  jmp newmem
  nop 3
return:
registersymbol(GRAB_VEHICLE_COORDS)

[DISABLE]

GRAB_VEHICLE_COORDS+09:
  db C5 F8 11 87 78 08 00 00

unregistersymbol(GRAB_VEHICLE_COORDS)
unregistersymbol(vehcoordinates)
dealloc(vehcoordinates)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "ds.exe"+2BF86A6

"ds.exe"+2BF8669: 48 8D 8F 90 08 00 00     -  lea rcx,[rdi+00000890]
"ds.exe"+2BF8670: C5 F8 28 74 24 30        -  vmovaps xmm6,[rsp+30]
"ds.exe"+2BF8676: 48 8B 5C 24 50           -  mov rbx,[rsp+50]
"ds.exe"+2BF867B: 74 21                    -  je ds.exe+2BF869E
"ds.exe"+2BF867D: C5 F8 10 87 F8 08 00 00  -  vmovups xmm0,[rdi+000008F8]
"ds.exe"+2BF8685: C5 F8 11 87 78 08 00 00  -  vmovups [rdi+00000878],xmm0
"ds.exe"+2BF868D: C5 FB 10 8F 08 09 00 00  -  vmovsd xmm1,[rdi+00000908]
"ds.exe"+2BF8695: 48 8D 87 10 09 00 00     -  lea rax,[rdi+00000910]
"ds.exe"+2BF869C: EB 1F                    -  jmp ds.exe+2BF86BD
"ds.exe"+2BF869E: C5 F8 10 87 C8 00 00 00  -  vmovups xmm0,[rdi+000000C8]
// ---------- INJECTING HERE ----------
"ds.exe"+2BF86A6: C5 F8 11 87 78 08 00 00  -  vmovups [rdi+00000878],xmm0
// ---------- DONE INJECTING  ----------
"ds.exe"+2BF86AE: C5 FB 10 8F D8 00 00 00  -  vmovsd xmm1,[rdi+000000D8]
"ds.exe"+2BF86B6: 48 8D 87 E0 00 00 00     -  lea rax,[rdi+000000E0]
"ds.exe"+2BF86BD: C5 FB 11 8F 88 08 00 00  -  vmovsd [rdi+00000888],xmm1
"ds.exe"+2BF86C5: 48 3B C8                 -  cmp rcx,rax
"ds.exe"+2BF86C8: 74 0E                    -  je ds.exe+2BF86D8
"ds.exe"+2BF86CA: C5 FC 10 00              -  vmovups ymm0,[rax]
"ds.exe"+2BF86CE: C5 FC 11 01              -  vmovups [rcx],ymm0
"ds.exe"+2BF86D2: 8B 40 20                 -  mov eax,[rax+20]
"ds.exe"+2BF86D5: 89 41 20                 -  mov [rcx+20],eax
"ds.exe"+2BF86D8: 83 8F 38 05 00 00 04     -  or dword ptr [rdi+00000538],04
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>566</ID>
          <Description>"Veh X"</Description>
          <Options moRecursiveSetValue="1"/>
          <VariableType>Double</VariableType>
          <Address>vehcoordinates</Address>
          <Offsets>
            <Offset>878</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>575</ID>
              <Description>"Secondary Veh X"</Description>
              <VariableType>Double</VariableType>
              <Address>-7B0</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>573</ID>
          <Description>"Veh Y"</Description>
          <Options moRecursiveSetValue="1"/>
          <VariableType>Double</VariableType>
          <Address>vehcoordinates</Address>
          <Offsets>
            <Offset>880</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>576</ID>
              <Description>"Secondary Veh Y"</Description>
              <VariableType>Double</VariableType>
              <Address>-7B0</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>574</ID>
          <Description>"Veh Z"</Description>
          <Options moRecursiveSetValue="1"/>
          <VariableType>Double</VariableType>
          <Address>vehcoordinates</Address>
          <Offsets>
            <Offset>888</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>577</ID>
              <Description>"Secondary Veh Z"</Description>
              <VariableType>Double</VariableType>
              <Address>-7B0</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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WarStalkeR
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Re: Death Stranding | Cheat Engine Table v1.0

Post by WarStalkeR »

SunBeam wrote:
Tue Aug 04, 2020 8:08 pm
I'm urging everyone to do the same. The game is simply beautiful. Fucking ignore all the marketed crap, all the shit you've known about Kojima, Metal Gear Solid and other crap. This is a TOTALLY different experience. After finishing the game I feel like I've read a long-3-volume novel and I keep wanting more. Here's to hoping for more games from the new Konami-free Kojima :)
I'm eager to see the cargo size change function, because rifle is medium cargo and anchors are small cargo. If you can give me advice where to look exactly (and what to change), it will be perfect. Thanks!

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Re: Death Stranding | Cheat Engine Table v1.0

Post by WarStalkeR »

Has anybody found a way to allow to ignore backpack equipment/modules placement limitations?

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Re: Death Stranding | Cheat Engine Table v1.0

Post by TracerFox »

WarStalkeR wrote:
Sat Aug 22, 2020 4:20 pm
Has anybody found a way to allow to ignore backpack equipment/modules placement limitations?
Now I'm picturing stacks of small cargo as tall as the backpack can hold, but attached to the shoulders and hips.

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Re: Death Stranding | Cheat Engine Table v1.0

Post by Ownsin »

SunBeam wrote:
Tue Aug 04, 2020 8:08 pm
stanko11 wrote:
Tue Aug 04, 2020 8:01 pm
I'm nearing the end of this wonderful game, and I urge everyone to enjoy it and explore yourself first.
I'm urging everyone to do the same. The game is simply beautiful. Fucking ignore all the marketed crap, all the shit you've known about Kojima, Metal Gear Solid and other crap. This is a TOTALLY different experience. After finishing the game I feel like I've read a long-3-volume novel and I keep wanting more. Here's to hoping for more games from the new Konami-free Kojima :)
It has been over a month, but I'm wondering if we are ever going to get to try your table? We would really appreciate it, especially after teasing us about it ^_^

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