Warhammer 40,000: Space Marine 2 Trainer

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sigvicious
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by sigvicious »

doobiedoo wrote:
Sat Oct 19, 2024 6:37 pm
black750 wrote:
Sat Oct 19, 2024 3:54 pm
how to edit default_other.pak after patch?
game crashed
1, get bypass (see above, earlier posts on this/previous page)
2, get WinZip. other archive apps might work, but i know 7zip will not.
3, make backups of default_other.pak and default_other_cache.pak, just in case you need to restore them later. definitely having an unfucked version of default_other.pak is always useful. DELETE default_other_cache.pak from the paks folder
4, copy default_other.pak and rename the file extension into an archive that WinZip recognizes. i used the .001 extension since nothing else i have ever seen uses it and therefore i didn't have to do any shell integrations or extension linking when i installed.
5, open default_other.001 with WinZip
6, navigate to the files you want. they're probably at ssl\weapons\creator\firearm_library_pve.sso and ssl\weapons\melee\weapon_descriptions\melee_weapon_descs\... but feel free to explore, there's a lot in there. WinZip has a search function (remember to use wildcards: "*dodge*" will find all files with dodge in the name, searching for "dodge" will only find files named dodge). Enjoy.
7, open the files you want with Notepad or any other text editor. edit as you see fit. infinite ammo is entered on the line after the weapon's "maxAmmo =" entry. you want "isInfiniteClip = True" and "isInfiniteAmmo = True". you can find examples of these in the stock firearm_library_pve.sso file, there are a few weapons in there that have that, just copy the syntax. i adjust damage, parry windows on melee weapons, fire rates, infinite ammo, dodge windows, all kinds of shit. hooray.
8, after editing the files and storing them locally, replace them within your default_other.001 file using WinZip. note that when replacing the files, in the lower left there's a dropdown noting the Compression type; choose "Store". if the files are compressed i dont think the new PAK file will work
9, make a copy of default_other.001 and name the copy default_other.pak. you're keeping the 001 file just so it's easier to work with if you want to make further edits and make a new PAK. i also keep copies of the baseline files i'm editing so that post-patch i can tell if the new pak files are different from the ones i've edited: if they're the same, i don't need to remake the SSO files, i just need to make a new default_other.001 and drop in my preferred SSO files into it.
10, drop your new default_other.pak file into the paks folder.
If you become the host in OPS, will everyone have infinite ammo?

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doobiedoo
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by doobiedoo »

sigvicious wrote:
Wed Oct 23, 2024 11:46 am
If you become the host in OPS, will everyone have infinite ammo?
no idea.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Buckers74 »

No, it does not.

sigvicious
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by sigvicious »

doobiedoo wrote:
Wed Oct 23, 2024 12:33 pm
sigvicious wrote:
Wed Oct 23, 2024 11:46 am
If you become the host in OPS, will everyone have infinite ammo?
no idea.
Okay so i managed to make every gun have infinite ammo except for the bolter grenade launcher. Have you had it working and if you did, could you share how? I've edited the "aux_grenade_launcher" section in the firearm_library_pve.sso and nada.

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doobiedoo
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by doobiedoo »

sigvicious wrote:
Wed Oct 23, 2024 1:59 pm
Okay so i managed to make every gun have infinite ammo except for the bolter grenade launcher. Have you had it working and if you did, could you share how? I've edited the "aux_grenade_launcher" section in the firearm_library_pve.sso and nada.
the grenade launcher has two areas within it where you'll have to modify the magazine: default_clip, and grenade_launcher. it's like that in the damage section as well.

Code: Select all

      clipsSettings   =   {
         default_clip   =   {
            ammoType   =   "ammo_arifle"
            maxAmmo   =   25
			isInfiniteAmmo   =   True
			isInfiniteClip   =   True
            magazine   =   {
               type   =   {
                  properties   =   {
                     geom   =   {
                        nameTpl   =   "wpn_bolt_rifle_01_mag"
                     }
                  }
                  __type   =   "clip_drop"
               }
               __type   =   "IactorDesc"
            }
            __type   =   "ClipSettings"
         }
         grenade_launcher   =   {
            ammoType   =   "ammo_grenade"
            maxAmmo   =   5
			isInfiniteAmmo   =   True
			isInfiniteClip   =   True
            ammoPercToStartBlink   =   34
            hasHidableBullet   =   False
            __type   =   "ClipSettings"
         }
      }

sabichuong
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by sabichuong »

doobiedoo wrote:
Wed Oct 23, 2024 3:14 pm
sigvicious wrote:
Wed Oct 23, 2024 1:59 pm
Okay so i managed to make every gun have infinite ammo except for the bolter grenade launcher. Have you had it working and if you did, could you share how? I've edited the "aux_grenade_launcher" section in the firearm_library_pve.sso and nada.
the grenade launcher has two areas within it where you'll have to modify the magazine: default_clip, and grenade_launcher. it's like that in the damage section as well.

Code: Select all

      clipsSettings   =   {
         default_clip   =   {
            ammoType   =   "ammo_arifle"
            maxAmmo   =   25
			isInfiniteAmmo   =   True
			isInfiniteClip   =   True
            magazine   =   {
               type   =   {
                  properties   =   {
                     geom   =   {
                        nameTpl   =   "wpn_bolt_rifle_01_mag"
                     }
                  }
                  __type   =   "clip_drop"
               }
               __type   =   "IactorDesc"
            }
            __type   =   "ClipSettings"
         }
         grenade_launcher   =   {
            ammoType   =   "ammo_grenade"
            maxAmmo   =   5
			isInfiniteAmmo   =   True
			isInfiniteClip   =   True
            ammoPercToStartBlink   =   34
            hasHidableBullet   =   False
            __type   =   "ClipSettings"
         }
      }
I did exactly like this but both the bolt part and the grenade part of the GL rifle isn't working.

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doobiedoo
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by doobiedoo »

sabichuong wrote:
Wed Oct 23, 2024 5:40 pm
I did exactly like this but both the bolt part and the grenade part of the GL rifle isn't working.
just tested and you're correct. i hadn't bothered to test this (i only rarely play Tactical and havent even played w the Bolter + Grenade Launcher) but i have the same issue. other weapons that i've used with this syntax worked, but this doesn't.

not sure of a fix.

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wwhoo
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by wwhoo »

doobiedoo wrote:
Wed Oct 23, 2024 6:55 pm
sabichuong wrote:
Wed Oct 23, 2024 5:40 pm
I did exactly like this but both the bolt part and the grenade part of the GL rifle isn't working.
just tested and you're correct. i hadn't bothered to test this (i only rarely play Tactical and havent even played w the Bolter + Grenade Launcher) but i have the same issue. other weapons that i've used with this syntax worked, but this doesn't.

not sure of a fix.
The file your looking for is ssl\weapons\creator\customization\firearm_modificators_library.sso. There are several entries for the grenade launcher towards the end. Why it's in here instead of the other file IDK.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by itskwan66 »

Klerik wrote:
Wed Oct 23, 2024 6:03 am
itskwan66 wrote:
Tue Oct 22, 2024 10:13 pm


parryEnabledDuration = 3
riposteEnabledStartTime = 0
riposteEnabledDuration = 3

One thing I've noticed is that sometimes your parry window can last far longer after the animation has completed, but you can't actually still engage the parry.
You might want to look upon ssl\melee\customization\melee_modifiers_library.sso too.
Also, if your duration exceeds animation time, it just might start animation again, which is quite annoying if you ask me.
Thanks, I'll start digging around in there and see what I come up with.
Also, I haven't noticed the animations starting up again, just the blue circle persisting throughout until the duration ends. Hope I don't run into those issues haha.

EDIT: I've noticed the parry animation repeating itself if you use it without any incoming attacks, can be quite annoying when swarmed but ah well.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by sigvicious »

wwhoo wrote:
Wed Oct 23, 2024 8:43 pm
doobiedoo wrote:
Wed Oct 23, 2024 6:55 pm
sabichuong wrote:
Wed Oct 23, 2024 5:40 pm
I did exactly like this but both the bolt part and the grenade part of the GL rifle isn't working.
just tested and you're correct. i hadn't bothered to test this (i only rarely play Tactical and havent even played w the Bolter + Grenade Launcher) but i have the same issue. other weapons that i've used with this syntax worked, but this doesn't.

not sure of a fix.
The file your looking for is ssl\weapons\creator\customization\firearm_modificators_library.sso. There are several entries for the grenade launcher towards the end. Why it's in here instead of the other file IDK.
Thanks, will give it a whirl in a few hours.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by sabichuong »

sigvicious wrote:
Thu Oct 24, 2024 1:05 am
wwhoo wrote:
Wed Oct 23, 2024 8:43 pm
doobiedoo wrote:
Wed Oct 23, 2024 6:55 pm


just tested and you're correct. i hadn't bothered to test this (i only rarely play Tactical and havent even played w the Bolter + Grenade Launcher) but i have the same issue. other weapons that i've used with this syntax worked, but this doesn't.

not sure of a fix.
The file your looking for is ssl\weapons\creator\customization\firearm_modificators_library.sso. There are several entries for the grenade launcher towards the end. Why it's in here instead of the other file IDK.
Thanks, will give it a whirl in a few hours.
New patch dropping soon tomorrow so you might wanna take a go fast lol.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by kekmeister »

New patch just drop few minute ago

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by DiegoAmorim »

Changing the weapons stats in the pak files affects other player too or just me? (online pve)

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Rhagoss »

The game has just been updated, does the bypass still work?

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by sigvicious »

Rhagoss wrote:
Thu Oct 24, 2024 1:19 pm
The game has just been updated, does the bypass still work?
I get crashes anytime I try and modify .pak files

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