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Alan Wake 2 +10 (table Update1.1)

Posted: Fri Oct 27, 2023 2:01 pm
by Cielos
[Link]

may add more as I play, but update could be very slow. don't wait up.
Update1.1
- updated ignore ammo pouch/batteries and ignore flashlight charges, they work on the latest game patch (as of 31-12-2023) now.
- added pointers to the learnt flags of Saga's [Weapon Upgrades]

Update1.0
- added ignore flashlight charges.
- updated undead. it works on the latest game patch (as of 20231120) now.
- updated ignore ammo pouch/batteries, added special treatment to Pump-Action Shotgun and Hunting Rifle so that they won't be reload to max clip immediately, instead you'd reload them bullet by bullet like the game intended now.

Update.9 & Update.9a
- (.9a) updated the string check method, change the string end char from 0x00 to 0xff.
- (.9) updated enable scripts, changed the string check method for the inf. items script.
- (.9) updated inf. ammo pouch to inf. ammo pouch/quiver, it covers more arrows and more ammo now, and the string check method is changed.

Update.8
- updated ignore battery to ignore ammo pouch/batteries.
- updated inf. throwables, added support for Rocket Flare.
Update.7a
- uploaded a wrong file.... fixed.
Update.7
- added pointers to the Words of Power's levels.
- updated inf. ammo pouch, removed the injection that by-pass the object elimination when its quantity reached zero to avoid potential undesired results.
Update.6
- updated enable script, change the player health fetch to a different injection point, as the previous could be fetching both playing characters at the same time and thus render the undead script unstable.
- updated undead script, added the option to change the script's behaviour.
- added inf. throwables and inf. batteries scripts.
- updated inf. ammo pouch and inf. health items scripts, they also modify the stack size now.
Update.3 & Update.4 & Update.5
- (.4) added undead script.
- (.3) added inf. health items script.
- (.3) added pointer to the upgrade points (manuscript fragments).
- (.3) updated inf. ammo pouch script, it covers saw-off shotgun cartridges now.
- (.5) updated slower walk script, removed come CE hot-keys that could mess up the script's logic.
Update.2
- updated slower walk script, its offset somehow shifted +10. also, added back aobscan.
Update.1
- added inf. ammo pouch and ignore battery scripts.
undead
- health still drop when being hit but you won't die.
- four methods can be chosen from the drop-down-list:
-- lock full: lock health at full.
-- default: health still drop until "red" but you won't die.
-- near death: same as default, except you can be grab-killed instantly when you're near death, but you will back up again in seconds.
-- disabled: disabled

ignore ammo clip
- allows you to fire your gun with emptied clip.
- clip would still be emptied as you fire your gun.

ignore ammo pouch/batteries
- allows you to reload guns/flashlight without any ammo pouch/battery in your inventory.
- ammo pouch/battery quantity still drop until it reaches zero.

ignore flashlight charges
- allows you to keep using flashlight boost regardless of remaining charges.
- don't spam the boost key/button when the charge is emptied or you'd auto reload the flashlight.

inf. ammo pouch/quiver
- for handguns and shotguns ammo pouch:
-- quantity won't drop below 20.
-- increased stack size to 200.
- for flare gun ammo and arrows:
-- quantity won't drop below 2.
-- increased stack size to 80.
- you still need at least 1 in your inventory first for the script's effect to kick in.

inf. health items, inf. throwables, inf. batteries
- quantity won't drop below 2.
- increased stack size to 80.
- for the inf. throwables script, it supports propane tanks, hand flares, flash grenades and rocket flare now. 'll add more as I acquire more.
- you still need at least 1 in your inventory first for the script's effect to kick in.

rapid fire
- allows you to fire next shot in immediate succession.

slower walk
- when activated, you'd walk a little bit slower, which is very subtle, most likely you'd notice the change only if you walk diagonally with keyboard and mouse.
- also allows you to do a slow walk by holding a specified key, default: CapsLock Key.

pointers to:
Saga's Manuscript Fragments quantity

learnt flags of Saga's [Weapon Upgrades]
- access the Mind Palace menu as Saga to populate the pointers.
- most pointers would take effects on flipping on, though some weapon appearances would be updated only after you swapped to a different weapon once if you decided to flip its flag off.

levels of Alan's [Words of Power]
- access the Words of Power menu as Alan Wake to populate the pointers.
- after you changed a value, you need to save and reload for them to actually take effects.
- make a separate save is advised, just in case.

Re: Alan Wake 2 +5 (table Update.2)

Posted: Fri Oct 27, 2023 10:29 pm
by machine4578
thanks alot for sharing!

Re: Alan Wake 2 +5 (table Update.2)

Posted: Fri Oct 27, 2023 11:13 pm
by gir489
Anyone got a pointer to the weapon upgrade magazine crap?

Re: Alan Wake 2 +5 (table Update.2)

Posted: Sat Oct 28, 2023 1:08 am
by Cielos
gir489 wrote:
Fri Oct 27, 2023 11:13 pm
Anyone got a pointer to the weapon upgrade magazine crap?
if you meant the upgrade points, the item id is "Item_Upgrade_Currency_Saga" for Saga (yet to play as Alan Wake) (in fact I only just got to the very first manual save points.... no time to play......), quantity and flags are treated like regular items it seems. know nothing else other than this though, didn't investigate on the upgrade system itself. still it could be a good starting point if you're interested.

Re: Alan Wake 2 +5 (table Update.2)

Posted: Sat Oct 28, 2023 1:46 am
by gir489
Cielos wrote:
Sat Oct 28, 2023 1:08 am
gir489 wrote:
Fri Oct 27, 2023 11:13 pm
Anyone got a pointer to the weapon upgrade magazine crap?
if you meant the upgrade points, the item id is "Item_Upgrade_Currency_Saga" for Saga (yet to play as Alan Wake) (in fact I only just got to the very first manual save points.... no time to play......), quantity and flags are treated like regular items it seems. know nothing else other than this though, didn't investigate on the upgrade system itself. still it could be a good starting point if you're interested.
For some reason infinite pouch ammo keeps disabling itself every time I pickup ammo. I have to untoggle it and retoggle it to get it working again.

Re: Alan Wake 2 +5 (table Update.2)

Posted: Sat Oct 28, 2023 2:18 am
by Cielos
gir489 wrote:
Sat Oct 28, 2023 1:46 am
[...]
For some reason infinite pouch ammo keeps disabling itself every time I pickup ammo. I have to untoggle it and retoggle it to get it working again.
re-read the script, seems ok, no typo and such, it seems.
I'll have to play more to see if I can re-create this first.

but similar thing happened to my walk script though, sometime it just stop working and I need to re-toggle it. and I still can't pin-point the problem yet.

Re: Alan Wake 2 +6 (table Update.5)

Posted: Sat Oct 28, 2023 9:05 am
by Nobumon
After the cult attacks the lodge and Wake gets a new flashlight / the shotgun the ignore battery stops working for Wake and Saga.

Re: Alan Wake 2 +6 (table Update.5)

Posted: Sat Oct 28, 2023 5:32 pm
by qamartheone
for which version of the game is this?

Re: Alan Wake 2 +6 (table Update.5)

Posted: Sat Oct 28, 2023 7:30 pm
by gir489
Alan's upgrades are dictated by words he finds called Words of Power. They don't seem to be in the inventory like Saga's are. There's 7 word categories total.

Re: Alan Wake 2 +6 (table Update.5)

Posted: Sat Oct 28, 2023 9:05 pm
by [h+]³
qamartheone wrote:
Sat Oct 28, 2023 5:32 pm
for which version of the game is this?
Curious as well, since none of these options work for me.

Re: Alan Wake 2 +6 (table Update.5)

Posted: Sat Oct 28, 2023 9:21 pm
by jonaaa
[h+]³ wrote:
Sat Oct 28, 2023 9:05 pm
qamartheone wrote:
Sat Oct 28, 2023 5:32 pm
for which version of the game is this?
Curious as well, since none of these options work for me.
Only ignore battery doesn't seem to work, it stopped working after a specific event in-game, the rest works fine for me. Running the 1.06 version.

Re: Alan Wake 2 +6 (table Update.5)

Posted: Sun Oct 29, 2023 12:47 am
by Cielos
jonaaa wrote:
Sat Oct 28, 2023 9:21 pm
[...]
Only ignore battery doesn't seem to work, it stopped working after a specific event in-game, the rest works fine for me. Running the 1.06 version.
what the ignore battery script does, is to by-pass the "can do reload" flag check, which is used by both guns and Alan and Saga first flashlights. what you and gir describing is that it seems the game uses another method to handle the reload of this particular flashlight in a latter game, which is kinda strange...

anyway, got to play as Alan for the first time just now.... still yet to re-create the scenario you describe. so, I've added a simple inf. batteries script, see if it's more stable. remember, for this new script, you need at least one battery in your inventory first.

Re: Alan Wake 2 +9 (table Update.6)

Posted: Sun Oct 29, 2023 2:19 am
by makotech222
seems like the new inf ammo cheat also affects key items, getting duplicates in my inventory now :P

Re: Alan Wake 2 +9 (table Update.6)

Posted: Sun Oct 29, 2023 4:31 am
by gir489
makotech222 wrote:
Sun Oct 29, 2023 2:19 am
seems like the new inf ammo cheat also affects key items, getting duplicates in my inventory now :P
I have the same thing happening because I NOP'd AlanWake2.exe+1930F3F and it's just ignoring all sub calls, but there doesn't seem to be an issue with this.

Re: Alan Wake 2 +9 (table Update.6)

Posted: Sun Oct 29, 2023 5:06 am
by Cielos
makotech222 wrote:
Sun Oct 29, 2023 2:19 am
seems like the new inf ammo cheat also affects key items, getting duplicates in my inventory now :P
removed an unnecessary injection point form the script, the problem should be fixed now...