Star Wars Jedi: Fallen Order

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IcyPurpose99
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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by IcyPurpose99 »

TheByteSize wrote:
Sat Nov 23, 2019 1:36 am
Mobs telegraph is so boring. Extra contents has no meaning; they don't improve MC nor game play. I think if George Lucas was in charge of this project, he wouldn't approve it at all. I feel like I got into a BBQ party with just bones without meat to chew on.
Its a story driven game ,rather than a open world sandbox game, I think this sekiro-style star wars game would have been an amazing open world sandbox game, regarding replay value and customization with unique gameplay everytime, along with different enemy positions and types in same places. That, and scripthook style "GTA" improv would have made this game a hell of a jedi/sith game.

I could have seen the potential of the player choosing to take dark/light side as they progress too. But none the less good game, but true, there is no chance of improving it with more dlc or content.

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by Deskaar »

duducasarotto wrote:
Sat Nov 23, 2019 4:01 am
KS212 wrote:
Fri Nov 22, 2019 3:22 am
Yeah powers can probably be given but will definitely break progression mostly coz the game is done in such a way that if you go into areas you're not supposed to, you'll break shit. If you deliberately do not go into areas you're not supposed to until you legitimately have X power then you can probably avoid it, but its way too easy to forget where you're actually supposed to go.

EDIT: @Sunbeam
Was it you who said it was weird the game doesn't read from .ini? Or someone else?
Apparently files need to be .pak'd this time round. Someone on RIN made an easymode ver here: [Link]
no it wasnt me who said it was weird the game doesn't read from .ini but if powers can be given and someone discover it please tell me how to cause I just want to use it against enemies not go into areas that Im not suppose to go and the most part of the game that open areas that you're not suppose to go isnt powers but the BD-1 upgrades
I’m very much with this guy, we need an NG+ type option!!!

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by IcyPurpose99 »

RGB Color For LightSaber?
RGB For Face Value (NOT REAL)
---
7320320 Green
4161279 Blue
----

I ended up finding these, but I am not sure if these lead you to changing those. Code below is lightsaber data, should let you customize it. It seems to use RGB/ALPHA codes

SOURCE:

Also, you can have both sabers different colors:
SCREENSHOTS
Image
Image
Image
Spoiler
{ Game : starwarsjedifallenorder.exe
Version:
Date : 2019-11-23
Author : Marcus101RR

This script does blah blah blah
"starwarsjedifallenorder.exe"+1BB7187F
}

[ENABLE]

aobscanmodule(sabercolor,starwarsjedifallenorder.exe,0F 10 00 B0 01 41) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
movups xmm0,[rax]
mov al,01
jmp return

sabercolor:
jmp newmem
return:
registersymbol(sabercolor)

[DISABLE]

sabercolor:
db 0F 10 00 B0 01

unregistersymbol(sabercolor)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "starwarsjedifallenorder.exe"+1BB7187F

"starwarsjedifallenorder.exe"+1BB7185E: FF 90 58 02 00 00 - call qword ptr [rax+00000258]
"starwarsjedifallenorder.exe"+1BB71864: 49 89 E9 - mov r9,rbp
"starwarsjedifallenorder.exe"+1BB71867: 49 89 F0 - mov r8,rsi
"starwarsjedifallenorder.exe"+1BB7186A: 48 89 DA - mov rdx,rbx
"starwarsjedifallenorder.exe"+1BB7186D: 48 89 C1 - mov rcx,rax
"starwarsjedifallenorder.exe"+1BB71870: 4C 8B 10 - mov r10,[rax]
"starwarsjedifallenorder.exe"+1BB71873: 41 FF 52 58 - call qword ptr [r10+58]
"starwarsjedifallenorder.exe"+1BB71877: EB 13 - jmp starwarsjedifallenorder.exe+1BB7188C
"starwarsjedifallenorder.exe"+1BB71879: 48 83 C0 10 - add rax,10
"starwarsjedifallenorder.exe"+1BB7187D: 74 BB - je starwarsjedifallenorder.exe+1BB7183A
// ---------- INJECTING HERE ----------
"starwarsjedifallenorder.exe"+1BB7187F: 0F 10 00 - movups xmm0,[rax]
"starwarsjedifallenorder.exe"+1BB71882: B0 01 - mov al,01
// ---------- DONE INJECTING ----------
"starwarsjedifallenorder.exe"+1BB71884: 41 0F 11 00 - movups [r8],xmm0
"starwarsjedifallenorder.exe"+1BB71888: EB 02 - jmp starwarsjedifallenorder.exe+1BB7188C
"starwarsjedifallenorder.exe"+1BB7188A: 30 C0 - xor al,al
"starwarsjedifallenorder.exe"+1BB7188C: 48 8B 5C 24 30 - mov rbx,[rsp+30]
"starwarsjedifallenorder.exe"+1BB71891: 48 8B 6C 24 38 - mov rbp,[rsp+38]
"starwarsjedifallenorder.exe"+1BB71896: 48 8B 74 24 40 - mov rsi,[rsp+40]
"starwarsjedifallenorder.exe"+1BB7189B: 48 83 C4 20 - add rsp,20
"starwarsjedifallenorder.exe"+1BB7189F: 5F - pop rdi
"starwarsjedifallenorder.exe"+1BB718A0: C3 - ret
"starwarsjedifallenorder.exe"+1BB718A1: CC - int 3
}
Last edited by IcyPurpose99 on Sat Nov 23, 2019 8:39 pm, edited 2 times in total.

senseirain
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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by senseirain »

Is there an Unlock all Skills / Light saber / costume ?

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by Deskaar »

Marcus101RR wrote:
Sat Nov 23, 2019 6:43 pm
RGB Color For LightSaber?
7320320 Green
4161279 Blue

I ended up finding these, but I am not sure if these lead you to changing those. Code below is lightsaber data, should let you customize it. It seems to use RGB/ALPHA codes

Also, you can have both sabers different colors:
Image
Spoiler
{ Game : starwarsjedifallenorder.exe
Version:
Date : 2019-11-23
Author : Marcus101RR

This script does blah blah blah
"starwarsjedifallenorder.exe"+1BB7187F
}

[ENABLE]

aobscanmodule(sabercolor,starwarsjedifallenorder.exe,0F 10 00 B0 01 41) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
movups xmm0,[rax]
mov al,01
jmp return

sabercolor:
jmp newmem
return:
registersymbol(sabercolor)

[DISABLE]

sabercolor:
db 0F 10 00 B0 01

unregistersymbol(sabercolor)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "starwarsjedifallenorder.exe"+1BB7187F

"starwarsjedifallenorder.exe"+1BB7185E: FF 90 58 02 00 00 - call qword ptr [rax+00000258]
"starwarsjedifallenorder.exe"+1BB71864: 49 89 E9 - mov r9,rbp
"starwarsjedifallenorder.exe"+1BB71867: 49 89 F0 - mov r8,rsi
"starwarsjedifallenorder.exe"+1BB7186A: 48 89 DA - mov rdx,rbx
"starwarsjedifallenorder.exe"+1BB7186D: 48 89 C1 - mov rcx,rax
"starwarsjedifallenorder.exe"+1BB71870: 4C 8B 10 - mov r10,[rax]
"starwarsjedifallenorder.exe"+1BB71873: 41 FF 52 58 - call qword ptr [r10+58]
"starwarsjedifallenorder.exe"+1BB71877: EB 13 - jmp starwarsjedifallenorder.exe+1BB7188C
"starwarsjedifallenorder.exe"+1BB71879: 48 83 C0 10 - add rax,10
"starwarsjedifallenorder.exe"+1BB7187D: 74 BB - je starwarsjedifallenorder.exe+1BB7183A
// ---------- INJECTING HERE ----------
"starwarsjedifallenorder.exe"+1BB7187F: 0F 10 00 - movups xmm0,[rax]
"starwarsjedifallenorder.exe"+1BB71882: B0 01 - mov al,01
// ---------- DONE INJECTING ----------
"starwarsjedifallenorder.exe"+1BB71884: 41 0F 11 00 - movups [r8],xmm0
"starwarsjedifallenorder.exe"+1BB71888: EB 02 - jmp starwarsjedifallenorder.exe+1BB7188C
"starwarsjedifallenorder.exe"+1BB7188A: 30 C0 - xor al,al
"starwarsjedifallenorder.exe"+1BB7188C: 48 8B 5C 24 30 - mov rbx,[rsp+30]
"starwarsjedifallenorder.exe"+1BB71891: 48 8B 6C 24 38 - mov rbp,[rsp+38]
"starwarsjedifallenorder.exe"+1BB71896: 48 8B 74 24 40 - mov rsi,[rsp+40]
"starwarsjedifallenorder.exe"+1BB7189B: 48 83 C4 20 - add rsp,20
"starwarsjedifallenorder.exe"+1BB7189F: 5F - pop rdi
"starwarsjedifallenorder.exe"+1BB718A0: C3 - ret
"starwarsjedifallenorder.exe"+1BB718A1: CC - int 3
}
How did you manage this?

IcyPurpose99
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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by IcyPurpose99 »

Deskaar wrote:
Sat Nov 23, 2019 7:51 pm
Marcus101RR wrote:
Sat Nov 23, 2019 6:43 pm
RGB Color For LightSaber?
7320320 Green
4161279 Blue

I ended up finding these, but I am not sure if these lead you to changing those. Code below is lightsaber data, should let you customize it. It seems to use RGB/ALPHA codes

Also, you can have both sabers different colors:
Image
Spoiler
{ Game : starwarsjedifallenorder.exe
Version:
Date : 2019-11-23
Author : Marcus101RR

This script does blah blah blah
"starwarsjedifallenorder.exe"+1BB7187F
}

[ENABLE]

aobscanmodule(sabercolor,starwarsjedifallenorder.exe,0F 10 00 B0 01 41) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
movups xmm0,[rax]
mov al,01
jmp return

sabercolor:
jmp newmem
return:
registersymbol(sabercolor)

[DISABLE]

sabercolor:
db 0F 10 00 B0 01

unregistersymbol(sabercolor)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "starwarsjedifallenorder.exe"+1BB7187F

"starwarsjedifallenorder.exe"+1BB7185E: FF 90 58 02 00 00 - call qword ptr [rax+00000258]
"starwarsjedifallenorder.exe"+1BB71864: 49 89 E9 - mov r9,rbp
"starwarsjedifallenorder.exe"+1BB71867: 49 89 F0 - mov r8,rsi
"starwarsjedifallenorder.exe"+1BB7186A: 48 89 DA - mov rdx,rbx
"starwarsjedifallenorder.exe"+1BB7186D: 48 89 C1 - mov rcx,rax
"starwarsjedifallenorder.exe"+1BB71870: 4C 8B 10 - mov r10,[rax]
"starwarsjedifallenorder.exe"+1BB71873: 41 FF 52 58 - call qword ptr [r10+58]
"starwarsjedifallenorder.exe"+1BB71877: EB 13 - jmp starwarsjedifallenorder.exe+1BB7188C
"starwarsjedifallenorder.exe"+1BB71879: 48 83 C0 10 - add rax,10
"starwarsjedifallenorder.exe"+1BB7187D: 74 BB - je starwarsjedifallenorder.exe+1BB7183A
// ---------- INJECTING HERE ----------
"starwarsjedifallenorder.exe"+1BB7187F: 0F 10 00 - movups xmm0,[rax]
"starwarsjedifallenorder.exe"+1BB71882: B0 01 - mov al,01
// ---------- DONE INJECTING ----------
"starwarsjedifallenorder.exe"+1BB71884: 41 0F 11 00 - movups [r8],xmm0
"starwarsjedifallenorder.exe"+1BB71888: EB 02 - jmp starwarsjedifallenorder.exe+1BB7188C
"starwarsjedifallenorder.exe"+1BB7188A: 30 C0 - xor al,al
"starwarsjedifallenorder.exe"+1BB7188C: 48 8B 5C 24 30 - mov rbx,[rsp+30]
"starwarsjedifallenorder.exe"+1BB71891: 48 8B 6C 24 38 - mov rbp,[rsp+38]
"starwarsjedifallenorder.exe"+1BB71896: 48 8B 74 24 40 - mov rsi,[rsp+40]
"starwarsjedifallenorder.exe"+1BB7189B: 48 83 C4 20 - add rsp,20
"starwarsjedifallenorder.exe"+1BB7189F: 5F - pop rdi
"starwarsjedifallenorder.exe"+1BB718A0: C3 - ret
"starwarsjedifallenorder.exe"+1BB718A1: CC - int 3
}
How did you manage this?
The code above will give you the closest address to it, you just have to sniff them out, they are close to the player pointers mostly.

In any case, they are floats and are always between 0 and 1. There are 4 sets, 3 each (RGB). 2 for the saber color, and 2 for the glow color. I'm no expert at parsing the information and making this into a saber script, but changing these values will result in the saber colors changing. If you want to easily get it:

starwarsjedifallenorder.exe+1BB11D7E - 0F11 41 10 - movups [rcx+10],xmm0

Goto that address, change your saber color via the station, then change any/all the accessed addresses that show up as 1, these are the bases, make sure to add +4 and +8 to each one as the first one is always RED, so you need GREEN and BLUE to edit the full color spectrum.

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by defiant »

Marcus101RR wrote:
Sat Nov 23, 2019 8:29 pm
Deskaar wrote:
Sat Nov 23, 2019 7:51 pm
Marcus101RR wrote:
Sat Nov 23, 2019 6:43 pm
RGB Color For LightSaber?
7320320 Green
4161279 Blue

I ended up finding these, but I am not sure if these lead you to changing those. Code below is lightsaber data, should let you customize it. It seems to use RGB/ALPHA codes

Also, you can have both sabers different colors:
Image
Spoiler
{ Game : starwarsjedifallenorder.exe
Version:
Date : 2019-11-23
Author : Marcus101RR

This script does blah blah blah
"starwarsjedifallenorder.exe"+1BB7187F
}

[ENABLE]

aobscanmodule(sabercolor,starwarsjedifallenorder.exe,0F 10 00 B0 01 41) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
movups xmm0,[rax]
mov al,01
jmp return

sabercolor:
jmp newmem
return:
registersymbol(sabercolor)

[DISABLE]

sabercolor:
db 0F 10 00 B0 01

unregistersymbol(sabercolor)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "starwarsjedifallenorder.exe"+1BB7187F

"starwarsjedifallenorder.exe"+1BB7185E: FF 90 58 02 00 00 - call qword ptr [rax+00000258]
"starwarsjedifallenorder.exe"+1BB71864: 49 89 E9 - mov r9,rbp
"starwarsjedifallenorder.exe"+1BB71867: 49 89 F0 - mov r8,rsi
"starwarsjedifallenorder.exe"+1BB7186A: 48 89 DA - mov rdx,rbx
"starwarsjedifallenorder.exe"+1BB7186D: 48 89 C1 - mov rcx,rax
"starwarsjedifallenorder.exe"+1BB71870: 4C 8B 10 - mov r10,[rax]
"starwarsjedifallenorder.exe"+1BB71873: 41 FF 52 58 - call qword ptr [r10+58]
"starwarsjedifallenorder.exe"+1BB71877: EB 13 - jmp starwarsjedifallenorder.exe+1BB7188C
"starwarsjedifallenorder.exe"+1BB71879: 48 83 C0 10 - add rax,10
"starwarsjedifallenorder.exe"+1BB7187D: 74 BB - je starwarsjedifallenorder.exe+1BB7183A
// ---------- INJECTING HERE ----------
"starwarsjedifallenorder.exe"+1BB7187F: 0F 10 00 - movups xmm0,[rax]
"starwarsjedifallenorder.exe"+1BB71882: B0 01 - mov al,01
// ---------- DONE INJECTING ----------
"starwarsjedifallenorder.exe"+1BB71884: 41 0F 11 00 - movups [r8],xmm0
"starwarsjedifallenorder.exe"+1BB71888: EB 02 - jmp starwarsjedifallenorder.exe+1BB7188C
"starwarsjedifallenorder.exe"+1BB7188A: 30 C0 - xor al,al
"starwarsjedifallenorder.exe"+1BB7188C: 48 8B 5C 24 30 - mov rbx,[rsp+30]
"starwarsjedifallenorder.exe"+1BB71891: 48 8B 6C 24 38 - mov rbp,[rsp+38]
"starwarsjedifallenorder.exe"+1BB71896: 48 8B 74 24 40 - mov rsi,[rsp+40]
"starwarsjedifallenorder.exe"+1BB7189B: 48 83 C4 20 - add rsp,20
"starwarsjedifallenorder.exe"+1BB7189F: 5F - pop rdi
"starwarsjedifallenorder.exe"+1BB718A0: C3 - ret
"starwarsjedifallenorder.exe"+1BB718A1: CC - int 3
}
How did you manage this?
The code above will give you the closest address to it, you just have to sniff them out, they are close to the player pointers mostly.

In any case, they are floats and are always between 0 and 1. There are 4 sets, 3 each (RGB). 2 for the saber color, and 2 for the glow color. I'm no expert at parsing the information and making this into a saber script, but changing these values will result in the saber colors changing. If you want to easily get it:

starwarsjedifallenorder.exe+1BB11D7E - 0F11 41 10 - movups [rcx+10],xmm0

Goto that address, change your saber color via the station, then change any/all the accessed addresses that show up as 1, these are the bases, make sure to add +4 and +8 to each one as the first one is always RED, so you need GREEN and BLUE to edit the full color spectrum.
how do i load this in cheat engine? or can someone put it in a ct file for cheat engine?

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by Beanflicker »

kay0 wrote:
Fri Nov 22, 2019 8:24 pm
TheByteSize wrote:
Fri Nov 22, 2019 6:19 pm
I cannot seems to pull myself together to finish this game.
How come?
The game lacks a New Game+ mode. And stuff is locked behind parts of the game which you can't access until later in the game.

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by macslayerz »

is there a code to set the qty of stims bd-1 can carry or unlimited stim?

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by duducasarotto »

Marcus101RR wrote:
Sat Nov 23, 2019 6:43 pm
RGB Color For LightSaber?
RGB For Face Value (NOT REAL)
---
7320320 Green
4161279 Blue
----

I ended up finding these, but I am not sure if these lead you to changing those. Code below is lightsaber data, should let you customize it. It seems to use RGB/ALPHA codes

SOURCE:

Also, you can have both sabers different colors:
SCREENSHOTS
Image
Image
Image
Spoiler
{ Game : starwarsjedifallenorder.exe
Version:
Date : 2019-11-23
Author : Marcus101RR

This script does blah blah blah
"starwarsjedifallenorder.exe"+1BB7187F
}

[ENABLE]

aobscanmodule(sabercolor,starwarsjedifallenorder.exe,0F 10 00 B0 01 41) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
movups xmm0,[rax]
mov al,01
jmp return

sabercolor:
jmp newmem
return:
registersymbol(sabercolor)

[DISABLE]

sabercolor:
db 0F 10 00 B0 01

unregistersymbol(sabercolor)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "starwarsjedifallenorder.exe"+1BB7187F

"starwarsjedifallenorder.exe"+1BB7185E: FF 90 58 02 00 00 - call qword ptr [rax+00000258]
"starwarsjedifallenorder.exe"+1BB71864: 49 89 E9 - mov r9,rbp
"starwarsjedifallenorder.exe"+1BB71867: 49 89 F0 - mov r8,rsi
"starwarsjedifallenorder.exe"+1BB7186A: 48 89 DA - mov rdx,rbx
"starwarsjedifallenorder.exe"+1BB7186D: 48 89 C1 - mov rcx,rax
"starwarsjedifallenorder.exe"+1BB71870: 4C 8B 10 - mov r10,[rax]
"starwarsjedifallenorder.exe"+1BB71873: 41 FF 52 58 - call qword ptr [r10+58]
"starwarsjedifallenorder.exe"+1BB71877: EB 13 - jmp starwarsjedifallenorder.exe+1BB7188C
"starwarsjedifallenorder.exe"+1BB71879: 48 83 C0 10 - add rax,10
"starwarsjedifallenorder.exe"+1BB7187D: 74 BB - je starwarsjedifallenorder.exe+1BB7183A
// ---------- INJECTING HERE ----------
"starwarsjedifallenorder.exe"+1BB7187F: 0F 10 00 - movups xmm0,[rax]
"starwarsjedifallenorder.exe"+1BB71882: B0 01 - mov al,01
// ---------- DONE INJECTING ----------
"starwarsjedifallenorder.exe"+1BB71884: 41 0F 11 00 - movups [r8],xmm0
"starwarsjedifallenorder.exe"+1BB71888: EB 02 - jmp starwarsjedifallenorder.exe+1BB7188C
"starwarsjedifallenorder.exe"+1BB7188A: 30 C0 - xor al,al
"starwarsjedifallenorder.exe"+1BB7188C: 48 8B 5C 24 30 - mov rbx,[rsp+30]
"starwarsjedifallenorder.exe"+1BB71891: 48 8B 6C 24 38 - mov rbp,[rsp+38]
"starwarsjedifallenorder.exe"+1BB71896: 48 8B 74 24 40 - mov rsi,[rsp+40]
"starwarsjedifallenorder.exe"+1BB7189B: 48 83 C4 20 - add rsp,20
"starwarsjedifallenorder.exe"+1BB7189F: 5F - pop rdi
"starwarsjedifallenorder.exe"+1BB718A0: C3 - ret
"starwarsjedifallenorder.exe"+1BB718A1: CC - int 3
}
what is the code for the red colored and if possible the red with black in the middle

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by Mr_HengeHog »

Hi guys, I have one problem on Kashyyyk, the BD1 script does not work after the first battle with flamethrowers stoormtroper . When we climb the wall BD1 mast hack the panel end moved the wall-barrier , but this does not happen. :(
Only noclip can help me, but I do not know how to do it .
Please I need help with this problem , don't want to start from the beginning.
P.s I so sorry for my english. :shock:
Image
Image

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by Theo75 »

Mr_HengeHog wrote:
Mon Nov 25, 2019 1:20 am
Hi guys, I have one problem on Kashyyyk, the BD1 script does not work after the first battle with flamethrowers stoormtroper . When we climb the wall BD1 mast hack the panel end moved the wall-barrier , but this does not happen. :(
Only noclip can help me, but I do not know how to do it .
Please I need help with this problem , don't want to start from the beginning.
P.s I so sorry for my english. :shock:
Image
Image
Start your game over.

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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by duducasarotto »

SunBeam wrote:
Mon Nov 25, 2019 1:39 pm
Deskaar wrote:
Mon Nov 25, 2019 12:40 pm
Any chance of an unlock all abilities option?
This is mainly the reason why I am slowly losing interest in posting stuff. Not worth it. It's been said 20 times so far that unlocking abilities early on will break the game; who reads? No, no, let me just post my question anyway.. cuz I can..
I get it you said it a lot but you tested this things just playing the things you have to play without going on areas you're not suppose before you really unlock the powers cause for me is just the powers that I want unlocked cause I want to kill enemies in multiple ways from the beggining of the game and not the end where I have literally nothing to do cause I already collected all and if you dont know that God of War the last game is a metroidvania type of game and it has a ng+ feature and for the surprise of everyone it doesnt break the game even you been able to unlock the game stuff early cause even that been possible you can still get the cutscenes ok when you have to unlock the chaos blades for example already having them and sorry but I think this is a dev excuse to not put a ng+ into the game just removing the BD-1 upgrades and I know that there is some areas that youre not suppose to go but I dont want to go to this areas I just want to enjoy the powers more and more I think the game lack enemies there is so little enemies in the game for me but ok it isnt a bad game and it isnt a game that I want to play again if I have to begin with only the force slow cause the lightsaber throw and the 2 lightsabers attack is a very endgame thing so sorry if I want to enjoy the powers and I didnt see anyone here saying I unlocked all the powers tested played the game without going to parts that you're not suppose to go and it breaked the game

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Mr-Sulky
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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by Mr-Sulky »

duducasarotto wrote:
Tue Nov 26, 2019 5:47 am
SunBeam wrote:
Mon Nov 25, 2019 1:39 pm
Deskaar wrote:
Mon Nov 25, 2019 12:40 pm
Any chance of an unlock all abilities option?
This is mainly the reason why I am slowly losing interest in posting stuff. Not worth it. It's been said 20 times so far that unlocking abilities early on will break the game; who reads? No, no, let me just post my question anyway.. cuz I can..
I get it you said it a lot but you tested this things just playing the things you have to play without going on areas you're not suppose before you really unlock the powers cause for me is just the powers that I want unlocked cause I want to kill enemies in multiple ways from the beggining of the game and not the end where I have literally nothing to do cause I already collected all and if you dont know that God of War the last game is a metroidvania type of game and it has a ng+ feature and for the surprise of everyone it doesnt break the game even you been able to unlock the game stuff early cause even that been possible you can still get the cutscenes ok when you have to unlock the chaos blades for example already having them and sorry but I think this is a dev excuse to not put a ng+ into the game just removing the BD-1 upgrades and I know that there is some areas that youre not suppose to go but I dont want to go to this areas I just want to enjoy the powers more and more I think the game lack enemies there is so little enemies in the game for me but ok it isnt a bad game and it isnt a game that I want to play again if I have to begin with only the force slow cause the lightsaber throw and the 2 lightsabers attack is a very endgame thing so sorry if I want to enjoy the powers and I didnt see anyone here saying I unlocked all the powers tested played the game without going to parts that you're not suppose to go and it breaked the game
That was implemented by a team of devs likely also implementing a safeguard to prevent saves breaking, something that these fine table creators cannot do.

Think for a moment instead of spamming please.

I actually created an account just to respond to this absurdity.
Last edited by Mr-Sulky on Tue Nov 26, 2019 8:28 am, edited 1 time in total.

s0ulty
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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by s0ulty »

Is there a way to reset skill points allocation? Tnx.

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