Can you clarify which features are not enabling? There should not be a limit on hotkeys. If you are using PageUp to freeze values or set values that are not active until a script is activated, then that will be handled differently. A simple way to circumvent this would be to simply hit PageUp twice. That is what I do to freeze and set my outfit colors.
It depends. Like for example like this time it enables all. But when I double clicked PageUp, some of the newer function like Infinite melee weapon, nulify attack will get unchecked.
EDIT: btw
I just found out there's some problem in the One-hit-kill function. The character seems to be consider alive in the game even they are motionless and when I aim at their health bar if seems there still one slot left.
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
It depends. Like for example like this time it enables all. But when I double clicked PageUp, some of the newer function like Infinite melee weapon, nulify attack will get unchecked.
-It sounds like you may have the hotkey set up to 'toggle' instead of 'enable'. I have mine set up so that PageUp enables what I want, and PageDown disables what I want. That way, there are no issues with scripts toggling on/off when I do not want them to.
I just found out there's some problem in the One-hit-kill function. The character seems to be consider alive in the game even they are motionless and when I aim at their health bar if seems there still one slot left.
-Yes. It should be fixed already and will be released in the next update. I was experimenting with a new approach because I noticed that some special characters will automatically die with the old routine. But, I discovered when testing, as you say, that with the new method, characters are not actually dead. I decided to revert back to the old method. The downside is that you might have to disable one-hit kills from time-to-time, but at least all of the features should work as intended.
It depends. Like for example like this time it enables all. But when I double clicked PageUp, some of the newer function like Infinite melee weapon, nulify attack will get unchecked.
-It sounds like you may have the hotkey set up to 'toggle' instead of 'enable'. I have mine set up so that PageUp enables what I want, and PageDown disables what I want. That way, there are no issues with scripts toggling on/off when I do not want them to.
Oh I think you're right, I did set my hotkey to toggle instead of enable the script. I think this should be a fix now.
Yes. It should be fixed already and will be released in the next update. I was experimenting with a new approach because I noticed that some special characters will automatically die with the old routine. But, I discovered when testing, as you say, that with the new method, characters are not actually dead. I decided to revert back to the old method. The downside is that you might have to disable one-hit kills from time-to-time, but at least all of the features should work as intended.
Glad to know it is part of the update, I thought there is sth wrong on my ends
Hello. I'm trying to mess with Sleeping Dogs but when I attach CE's veh debugger it just crashes. I tried to use Page exceptions in debugger options but I can't use the "Find what addresses this function writes/reads to", nothing shows up. Any advice?
Thanks
1. Fixed Teleport to Reticle so that player does not fall through the map.
2. Fixed Vehicle Teleport to Map Marker so that vehicle does not collide with objects so much.
3. Fixed Vehicle Teleport to Map Marker so that newly-entered vehicles no longer teleport shortly after teleporting player.
4. Added Auto-Block feature.
5. Added Animation Speed with speed modifiers for player and enemies.
6. Added Disable Arrest Grab.
7. Added Weapon Changer (***work in-progress***).
8. Added Disable Mission Timer.
9. Added Free Storefront Items (e.g. clothes and vehicles).
10. Added Collision Mode for player and enemies.
Thanks.
I have been sitting on this for a few weeks now and have not worked on this much during that time. I apologize for that. I think that this table is pretty well-rounded now, though, and I am pretty happy with how it has turned out. That being said, I will probably slow down on the updates going forward.
I did not want to publish this yet, but I do not know when I will be able to invest more time and I wanted you guys to be able to test the new features out.
The weapon changer feature is not finished! It may never get finished. That being said, feel free to expand on the weapon ID's and share them here, and I will incorporate them into the table, as I only have a few of them included so far.
Although this update has not been finalized, it is definitely worth downloading, especially as the fixed teleport features are a big improvement.
As per usual, I have not had much time to test these features properly, so please report any issues.
I still don't quite understand what the collision feature does so far.
-Inside the script, there are different collision types that can be assigned. You can use the values that are listed inside of the script to set them. Most of them are useless in my opinion. However, the collision type for DEAD is useful since it can disable collision for vehicles so that you do not get hit by a vehicle (it will also allow you to access some special areas). You can also set DISABLED for enemies and they will fall through the map. Probably, most people will not use this feature, to be honest.
The weapon changer feature is working but it does not change the weapon model, but that's okay, it's still functioning as the desired weapon.
-Yes, the weapon feature is a work in-progress and is not finished. I may finish it some day but things like this can be really tedious and it can be difficult to get back into the mood to work on them.
Thank you for implementing the animation speed function. Unfortunately the punching mechanics doesn't seem to match the animation speed. I tired to modified the spee value to just 2, even when the punch did land on the target, the npc doesn't seem to react on it. But it is still fun to run around with it, it has way better control than before
The weapon changer is working for me, but sometimes the game will freeze for awhile, not sure why is that happening
There's so much great functions in this cheat table. Thank you once again for investing so much time for this game. Will get back to you once I test it more
Unfortunately the punching mechanics doesn't seem to match the animation speed. I tired to modified the spee value to just 2, even when the punch did land on the target, the npc doesn't seem to react on it.
-Yes, this is the result of how the game handles this sort of thing, as there are checks and timers for things like this that make it kind of limiting. It can be fixed, but I do not know if I will ever bother with it. Frankly, I only incorporated this feature as a request and am not really interested in it. (sorry)
The weapon changer is working for me, but sometimes the game will freeze for awhile, not sure why is that happening
-I have not experienced this problem. Do you have any hotkeys or other features that might be interfering? Unless someone else reports this issue, I have to assume that the problem is local to your machine.
The weapon changer feature is not finished! It may never get finished. That being said, feel free to expand on the weapon ID's and share them here, and I will incorporate them into the table, as I only have a few of them included so far.
Thank you so much for this feature! Even if it is a work-in-progress it is the closest we ever had to a weapon selector since the game launched. You are awesome for going further with this game than any of us managed.
Out of curiosity, may I ask just how you managed to discover those ids for the weapons within the game?
Out of curiosity, may I ask just how you managed to discover those ids for the weapons within the game?
-Once we have the instruction that handles that data, it becomes easy; just pick up a different weapon and you will see the value change in the cheat table. The reason that the list is not complete is because I did not have access to other weapons at the time.
As far as possible items (for anyone that is interested): Spoiler