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Re: z Warhammer 40,000 Chaos Gate - Daemonhunters

Posted: Wed Jul 13, 2022 7:11 pm
by zarathustra_
Has anyone created a list of augments yet ?

Also, might we possibly get the Knight pointer expanded to include other attributes or even the passive skill?

Re: z Warhammer 40,000 Chaos Gate - Daemonhunters

Posted: Wed Jul 27, 2022 7:07 pm
by zch
Could someone ELI5 how to edit starting perks on knights.
I have no idea what am I doing don't even know where to download the cheat engine you mention.
Pls help

Re: z Warhammer 40,000 Chaos Gate - Daemonhunters

Posted: Thu Aug 04, 2022 8:11 am
by Graesholt
Is it possible to use this table to edit the corruption levels of planets?

I don't know if this is possible using the mission pointer, as that one does not seem to work for me for whatever reason...?

Re: z Warhammer 40,000 Chaos Gate - Daemonhunters

Posted: Sat Aug 06, 2022 4:19 pm
by Graesholt
Okay, mission pointer works now.
Not seeing that option though, it would be cool to have...
Anyway, thanks for the table!

Re: z Warhammer 40,000 Chaos Gate - Daemonhunters

Posted: Fri Sep 30, 2022 1:56 pm
by Gel214th
Any ideas on keeping Warp Surge at a fixed level in missions? Now starting the game and the randomness of Warp Surge is just brutal.

Re: z Warhammer 40,000 Chaos Gate - Daemonhunters

Posted: Tue Dec 06, 2022 4:50 pm
by RedTear09
Any plans on an update with the new patch and DLC?

Re: z Warhammer 40,000 Chaos Gate - Daemonhunters

Posted: Tue Dec 06, 2022 8:29 pm
by Malatar
+1 on the update for the DLC, please...

Re: z Warhammer 40,000 Chaos Gate - Daemonhunters

Posted: Wed Dec 07, 2022 11:08 am
by Killfromafar
An update or tips on getting the currenc pointer working again would be much appreciated

Re: z Warhammer 40,000 Chaos Gate - Daemonhunters

Posted: Wed Dec 07, 2022 8:01 pm
by stuka85
Hi Zanzer, Would it be possible for you to update the table? If so, I would appreciate it.

Re: z Warhammer 40,000 Chaos Gate - Daemonhunters

Posted: Fri Dec 09, 2022 2:15 pm
by VentAxel
Hello all, Would it be possible to somehow replace a knight with a dreadnought so you can use him in all missions? I assume it would require somehow getting the ID value of the dreadnought and replacing it with the knights ID.

Re: z Warhammer 40,000 Chaos Gate - Daemonhunters

Posted: Fri Dec 09, 2022 10:58 pm
by Zanzer
Fixed a few scripts

Re: z Warhammer 40,000 Chaos Gate - Daemonhunters

Posted: Sat Dec 10, 2022 12:17 pm
by BoehserOnkel
Zanzer wrote:
Fri May 13, 2022 1:10 am
Fast Construction [not fixed]
Fast Research [not fixed]
Fast Recovery
Fast Grandmaster
Equip Duplicate Gear
Currency Pointer
Knight Pointer
Unlimited Ammo
Unlimited Remains
Unlimited Action Points
Action Points Pointer [not fixed]
Campaign Pointer
Mission Pointer [not fixed]
Unlock All Equipment
New Recruit Has Max Rank
Force New Recruit's Class

Be VERY careful when changing reward strings within the Mission Pointer.
My suggestion would be to copy the 8-byte address of the rewards you want.
Overwrite the reward address of the mission you're going on.
Note, you can duplicate Ranged/Melee/Armor/Wargear in any of those slots.
The Reinforcement Knight reward cannot be changed into an item reward.
Best of luck! As always, backup your save before screwing around.
thanks for the update :)

Re: z Warhammer 40,000 Chaos Gate - Daemonhunters

Posted: Sat Dec 10, 2022 3:03 pm
by Mourisse
Hey do you guys know how to change talents and augmetics with the table ? I'm having a hard time doing it. Can't find adress/IDs for thems

Re: z Warhammer 40,000 Chaos Gate - Daemonhunters

Posted: Sat Dec 10, 2022 3:50 pm
by Drogan
I'm currently using the latest steam version at the time of writing this,
i updated OP's Fast construction script to work with my version, so far it's been working for me just fine:

Code: Select all

[ENABLE]
aobscanmodule(construction,GameAssembly.dll,E8 ?? ?? ?? ?? 0F 28 74 24 30 F2 0F 2C C0 2B F0 89 73 28)
construction+E:
  db 31 F6
registersymbol(construction)

[DISABLE]
construction+E:
  db 2B F0
unregistersymbol(construction)

{
// OLD - ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+8424B47

GameAssembly.dll+8424B1B: 48 8B 0D 16 68 86 FA  - mov rcx,[GameAssembly.dll+2C8B338]
GameAssembly.dll+8424B22: F6 81 33 01 00 00 02  - test byte ptr [rcx+00000133],02
GameAssembly.dll+8424B29: 74 0E                 - je GameAssembly.dll+8424B39
GameAssembly.dll+8424B2B: 83 B9 E0 00 00 00 00  - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+8424B32: 75 05                 - jne GameAssembly.dll+8424B39
GameAssembly.dll+8424B34: E8 37 E8 CA F7        - call GameAssembly.dll+D3370
GameAssembly.dll+8424B39: 31 C9                 - xor ecx,ecx
GameAssembly.dll+8424B3B: E8 50 DA A6 F8        - call GreyKnights.ConstructionProject.CalculateProgressPerDay
GameAssembly.dll+8424B40: 31 D2                 - xor edx,edx
GameAssembly.dll+8424B42: E8 29 50 77 F9        - call UnityEngine.Mathf.CeilToInt
// ---------- INJECTING HERE ----------
GameAssembly.dll+8424B47: 29 C3                 - sub ebx,eax
// ---------- DONE INJECTING  ----------
GameAssembly.dll+8424B49: 89 5F 28              - mov [rdi+28],ebx
GameAssembly.dll+8424B4C: 48 8B 5C 24 30        - mov rbx,[rsp+30]
GameAssembly.dll+8424B51: 48 83 C4 20           - add rsp,20
GameAssembly.dll+8424B55: 5F                    - pop rdi
GameAssembly.dll+8424B56: C3                    - ret 
GameAssembly.dll+8424B57: E8 34 C1 D2 F7        - call GameAssembly.dll+150C90
GameAssembly.dll+8424B5C: CC                    - int 3 
GameAssembly.dll+8424B5D: CC                    - int 3 
GameAssembly.dll+8424B5E: 14 0B                 - adc al,0B
GameAssembly.dll+8424B60: 82 01 4C              - add byte ptr [rcx],4C
}

{
// UPDATED - ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+EA706D

GameAssembly.dll+EA703C: C6 05 52 26 93 02 01  - mov byte ptr [GameAssembly.dll+37D9695],01
GameAssembly.dll+EA7043: 48 8B 0D 56 BA 70 02  - mov rcx,[GameAssembly.dll+35B2AA0]
GameAssembly.dll+EA704A: 83 B9 E0 00 00 00 00  - cmp dword ptr [rcx+000000E0],00
GameAssembly.dll+EA7051: 75 05                 - jne GameAssembly.dll+EA7058
GameAssembly.dll+EA7053: E8 98 F0 3B FF        - call GameAssembly.dll+2660F0
GameAssembly.dll+EA7058: 0F 57 C0              - xorps xmm0,xmm0
GameAssembly.dll+EA705B: F3 0F 5A C6           - cvtss2sd xmm0,xmm6
GameAssembly.dll+EA705F: E8 34 E9 43 FF        - call GameAssembly.dll+2E5998
GameAssembly.dll+EA7064: 0F 28 74 24 30        - movaps xmm6,[rsp+30]
GameAssembly.dll+EA7069: F2 0F 2C C0           - cvttsd2si eax,xmm0
// ---------- INJECTING HERE ----------
GameAssembly.dll+EA706D: 2B F0                 - sub esi,eax
// ---------- DONE INJECTING  ----------
GameAssembly.dll+EA706F: 89 73 28              - mov [rbx+28],esi
GameAssembly.dll+EA7072: 45 33 C0              - xor r8d,r8d
GameAssembly.dll+EA7075: 48 8B D3              - mov rdx,rbx
GameAssembly.dll+EA7078: 48 8B CF              - mov rcx,rdi
GameAssembly.dll+EA707B: E8 90 07 00 00        - call GreyKnights.ShipConstructionManager.ProjectUpdated
GameAssembly.dll+EA7080: 0F B6 0D C6 2A 93 02  - movzx ecx,byte ptr [GameAssembly.dll+37D9B4D]
GameAssembly.dll+EA7087: 84 C9                 - test cl,cl
GameAssembly.dll+EA7089: 75 14                 - jne GameAssembly.dll+EA709F
GameAssembly.dll+EA708B: 48 8D 0D AE 30 72 02  - lea rcx,[GameAssembly.dll+35CA140]
GameAssembly.dll+EA7092: E8 B9 48 3E FF        - call GameAssembly.dll+28B950
}



Re: z Warhammer 40,000 Chaos Gate - Daemonhunters

Posted: Sun Dec 11, 2022 10:57 am
by DocNessuno
Zanzer wrote:
Fri Dec 09, 2022 10:58 pm
Fixed a few scripts
Thanks for the update.

Seconding the already requested ability to modify augumentics and the random starting talent of each knight.
Also requesting the ability to alter the ship's speed if possible.