Star Wars Jedi: Fallen Order

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

Post by Lucrass » Sun Dec 01, 2019 8:01 pm

Kurei wrote:
Sun Dec 01, 2019 3:49 pm
Lucrass wrote:
Fri Nov 29, 2019 4:08 am
Kurei wrote:
Fri Nov 29, 2019 12:26 am


+1 to this. Just like the perfect Guard deflect in Sekiro. No need to time the parry anymore.
I tried to figure this one out on mah own, but no luck. xD. I was doing scans every time I parried, but bleh. I think this requires some scripting skills I don't have currently lol.
Dude, have you had any luck with the perfect parry? I've tried playing around with several scans too, but no luck either.
Unfortunately no, Dx... I think it's beyond my current capabilities. I'm also studying for finals, so I haven't had a lot of time to mess with it.

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

Post by wyruzzah » Sun Dec 01, 2019 8:12 pm

Also all Cal's abilities etc. can be easily edited within .json files for instance "Abilities" below and afterwards just pack specific file to custom .pak, so game easily read that..


{
"#_TWK_TYPE_#" : "Motion"

//ascii blocks generated at http://www.network-science.de/ascii/ with font: starwars
/*
_______ ______ .______ ______ _______
| ____| / __ \ | _ \ / || ____|
| |__ | | | | | |_) | | ,----'| |__
| __| | | | | | / | | | __|
| | | `--' | | |\ \----.| `----.| |____
|__| \______/ | _| `._____| \______||_______|

.______ __ __ __ __
| _ \ | | | | | | | |
| |_) | | | | | | | | |
| ___/ | | | | | | | |
| | | `--' | | `----.| `----.
| _| \______/ |_______||_______|

*/
, "ForcePull" :
{
"ModelVersion" : 2
// Controller/Pad rotation
, "ControllerRotSpeedPitch" : 0.0
, "ControllerRotSpeedYaw" : 0.0
, "ControllerRotSpeedRoll" : 0.0

// Controller acceleration/speed - uniform values will be for the horizontal plane only
, "ForceUpright" : 360.0
, "Acceleration" : 0.0
, "MinSpeed" : 0.0
, "MaxSpeed" : 0.0
, "Friction": [ 0.25, 0.25, 0.25 ]
, "Gravity" : [ 0, 0, 0.0 ]
, "VelocityRotSpeedPitch" : 0.0
, "VelocityRotSpeedYaw" : 0.0
, "VelocityRotSpeedRoll" : 0.0
, "OrientationConstraintStrength" : 0.0
, "CharacterCollisionEnabled" : true
, "DominanceGroup" : "ForcePulled"
},

"ForcePullYank":
{
"IgnoreRootMotionTranslation" : false
},
/*
_______ ______ .______ ______ _______
| ____| / __ \ | _ \ / || ____|
| |__ | | | | | |_) | | ,----'| |__
| __| | | | | | / | | | __|
| | | `--' | | |\ \----.| `----.| |____
|__| \______/ | _| `._____| \______||_______|

.______ __ __ _______. __ __
| _ \ | | | | / || | | |
| |_) | | | | | | (----`| |__| |
| ___/ | | | | \ \ | __ |
| | | `--' | .----) | | | | |
| _| \______/ |_______/ |__| |__|

_______ .______ ______ __ __ .__ __. _______
/ _____|| _ \ / __ \ | | | | | \ | | | \
| | __ | |_) | | | | | | | | | | \| | | .--. |
| | |_ | | / | | | | | | | | | . ` | | | | |
| |__| | | |\ \----.| `--' | | `--' | | |\ | | '--' |
\______| | _| `._____| \______/ \______/ |__| \__| |_______/

*/

"ForceGlancingPushGround" :
{
"ModelVersion" : 2
// Controller/Pad rotation
, "ControllerRotSpeedPitch" : 0.0
, "ControllerRotSpeedYaw" : 0.0
, "ControllerRotSpeedRoll" : 0.0


, "EnforceZeroVelocityRootMotion" : true
, "EnforceZeroRotationRootMotion" : false
// Controller acceleration/speed - uniform values will be for the horizontal plane only
, "ForceUpright" : 0.0
, "Acceleration" : 0.0
, "MinSpeed" : 0.0
, "MaxSpeed" : 550.0
//, "Friction": [ 0.0, 0.0, 0.0 ]
//, "Friction": [ 0.1, 0.1, 0.0 ]
, "RootMotionAdditiveTranslation" : [ 0,0,0 ]
, "RootMotionOverrideTranslation" : [ 1, 1, 0 ]
, "Gravity" : [ 0, 0, -1225]
, "VelocityRotSpeedPitch" : 0.0
, "VelocityRotSpeedYaw" : 0.0
, "VelocityRotSpeedRoll" : 0.0
},
"ForceStaggerPushGround" :
{
"ModelVersion" : 2
// Controller/Pad rotation
, "ControllerRotSpeedPitch" : 0.0
, "ControllerRotSpeedYaw" : 0.0
, "ControllerRotSpeedRoll" : 0.0


, "EnforceZeroVelocityRootMotion" : true
, "EnforceZeroRotationRootMotion" : false
// Controller acceleration/speed - uniform values will be for the horizontal plane only
, "ForceUpright" : 0.0
, "Acceleration" : 0.0
, "MinSpeed" : 0.0
, "MaxSpeed" : 550.0
//, "Friction": [ 0.0, 0.0, 0.0 ]
//, "Friction": [ 0.1, 0.1, 0.0 ]
, "RootMotionAdditiveTranslation" : [ 0,0,0 ]
, "RootMotionOverrideTranslation" : [ 1, 1, 0 ]
, "Gravity" : [ 0, 0, -1225]
, "VelocityRotSpeedPitch" : 0.0
, "VelocityRotSpeedYaw" : 0.0
, "VelocityRotSpeedRoll" : 0.0
},
"ForceDirectPushGround" :
{
"ModelVersion" : 2
// Controller/Pad rotation
, "ControllerRotSpeedPitch" : 0.0
, "ControllerRotSpeedYaw" : 0.0
, "ControllerRotSpeedRoll" : 0.0


, "EnforceZeroVelocityRootMotion" : true
, "EnforceZeroRotationRootMotion" : false
// Controller acceleration/speed - uniform values will be for the horizontal plane only
, "ForceUpright" : 0.0
, "Acceleration" : 0.0
, "MinSpeed" : 0.0
, "MaxSpeed" : 550.0
//, "Friction": [ 0.0, 0.0, 0.0 ]
//, "Friction": [ 0.1, 0.1, 0.0 ]
, "RootMotionAdditiveTranslation" : [ 0,0,0 ]
, "RootMotionOverrideTranslation" : [ 1, 1, 0 ]
, "Gravity" : [ 0, 0, -1225]
, "VelocityRotSpeedPitch" : 0.0
, "VelocityRotSpeedYaw" : 0.0
, "VelocityRotSpeedRoll" : 0.0
},
"ForcePushLand" :
{
"ModelVersion" : 2
// Controller/Pad rotation
, "ControllerRotSpeedPitch" : 0.0
, "ControllerRotSpeedYaw" : 0.0
, "ControllerRotSpeedRoll" : 0.0


, "EnforceZeroVelocityRootMotion" : true
, "EnforceZeroRotationRootMotion" : false
// Controller acceleration/speed - uniform values will be for the horizontal plane only
, "ForceUpright" : 0.0
, "Acceleration" : 0.0
, "MinSpeed" : 0.0
, "MaxSpeed" : 550.0
//, "Friction": [ 0.0, 0.0, 0.0 ]
//, "Friction": [ 0.1, 0.1, 0.0 ]
, "RootMotionAdditiveTranslation" : [ 0,0,0 ]
, "RootMotionOverrideTranslation" : [ 1, 1, 0 ]
, "Gravity" : [ 0, 0, -1225]
, "VelocityRotSpeedPitch" : 0.0
, "VelocityRotSpeedYaw" : 0.0
, "VelocityRotSpeedRoll" : 0.0
},
/*
_______ ______ .______ ______ _______
| ____| / __ \ | _ \ / || ____|
| |__ | | | | | |_) | | ,----'| |__
| __| | | | | | / | | | __|
| | | `--' | | |\ \----.| `----.| |____
|__| \______/ | _| `._____| \______||_______|

.______ __ __ _______. __ __
| _ \ | | | | / || | | |
| |_) | | | | | | (----`| |__| |
| ___/ | | | | \ \ | __ |
| | | `--' | .----) | | | | |
| _| \______/ |_______/ |__| |__|

___ __ .______
/ \ | | | _ \
/ ^ \ | | | |_) |
/ /_\ \ | | | /
/ _____ \ | | | |\ \----.
/__/ \__\ |__| | _| `._____|

*/

"ForceGlancingPushAir" :
{
"ModelVersion" : 2
// Controller/Pad rotation
, "ControllerRotSpeedPitch" : 0.0
, "ControllerRotSpeedYaw" : 0.0
, "ControllerRotSpeedRoll" : 0.0


, "EnforceZeroVelocityRootMotion" : false
// Controller acceleration/speed - uniform values will be for the horizontal plane only
, "ForceUpright" : 0.0
, "Acceleration" : 0.0
, "MinSpeed" : 0.0
, "MaxSpeed" : 550.0
, "Friction": [ 0.01, 0.01, 0.01 ]
//, "Friction": [ 1.0, 1.0, 1.0 ]
, "RootMotionAdditiveTranslation" : [ 0,0,0 ]
, "RootMotionOverrideTranslation" : [ 1, 1, 0 ]
, "Gravity" : [ 0, 0, -3225]
, "VelocityRotSpeedPitch" : 0.0
, "VelocityRotSpeedYaw" : 0.0
, "VelocityRotSpeedRoll" : 0.0
},

"ForceStaggerPushAir" :
{
"ModelVersion" : 2
// Controller/Pad rotation
, "ControllerRotSpeedPitch" : 0.0
, "ControllerRotSpeedYaw" : 0.0
, "ControllerRotSpeedRoll" : 0.0


, "EnforceZeroVelocityRootMotion" : false
// Controller acceleration/speed - uniform values will be for the horizontal plane only
, "ForceUpright" : 0.0
, "Acceleration" : 0.0
, "MinSpeed" : 0.0
, "MaxSpeed" : 550.0
, "Friction": [ 0.01, 0.01, 0.01 ]
//, "Friction": [ 1.0, 1.0, 1.0 ]
, "RootMotionAdditiveTranslation" : [ 0,0,0 ]
, "RootMotionOverrideTranslation" : [ 1, 1, 0 ]
, "Gravity" : [ 0, 0, -3225]
, "VelocityRotSpeedPitch" : 0.0
, "VelocityRotSpeedYaw" : 0.0
, "VelocityRotSpeedRoll" : 0.0
},

"ForceDirectPushAir" :
{
"ModelVersion" : 2
// Controller/Pad rotation
, "ControllerRotSpeedPitch" : 0.0
, "ControllerRotSpeedYaw" : 0.0
, "ControllerRotSpeedRoll" : 0.0


, "EnforceZeroVelocityRootMotion" : false
// Controller acceleration/speed - uniform values will be for the horizontal plane only
, "ForceUpright" : 0.0
, "Acceleration" : 0.0
, "MinSpeed" : 0.0
, "MaxSpeed" : 550.0
, "Friction": [ 0.01, 0.01, 0.01 ]
//, "Friction": [ 1.0, 1.0, 1.0 ]
, "RootMotionAdditiveTranslation" : [ 0,0,0 ]
, "RootMotionOverrideTranslation" : [ 1, 1, 0 ]
, "Gravity" : [ 0, 0, -3225]
, "VelocityRotSpeedPitch" : 0.0
, "VelocityRotSpeedYaw" : 0.0
, "VelocityRotSpeedRoll" : 0.0
},
/*
_______ ______ .______ ______ _______
| ____| / __ \ | _ \ / || ____|
| |__ | | | | | |_) | | ,----'| |__
| __| | | | | | / | | | __|
| | | `--' | | |\ \----.| `----.| |____
|__| \______/ | _| `._____| \______||_______|

_______. __ ______ ____ __ ____
/ || | / __ \ \ \ / \ / /
| (----`| | | | | | \ \/ \/ /
\ \ | | | | | | \ /
.----) | | `----.| `--' | \ /\ /
|_______/ |_______| \______/ \__/ \__/
*/

"ForceSlow" :
{
"ModelVersion" : 2

// Controller/Pad rotation
, "ControllerRotSpeedYaw" : 0.0

// Velocity rotation
, "VelocityRotSpeedYaw" : 0.0

// Controller acceleration
, "Acceleration" : 0.0

, "Friction": [ 0.0, 0.0, 0.0 ]

//, "EnforceZeroVelocityRootMotion" : true
},
/*
______ ______ __ __ __ _______. __ ______ .__ __.
/ | / __ \ | | | | | | / || | / __ \ | \ | |
| ,----'| | | | | | | | | | | (----`| | | | | | | \| |
| | | | | | | | | | | | \ \ | | | | | | | . ` |
| `----.| `--' | | `----.| `----.| | .----) | | | | `--' | | |\ |
\______| \______/ |_______||_______||__| |_______/ |__| \______/ |__| \__|

_______ ___ .___ ___. ___ _______ _______
| \ / \ | \/ | / \ / _____|| ____|
| .--. | / ^ \ | \ / | / ^ \ | | __ | |__
| | | | / /_\ \ | |\/| | / /_\ \ | | |_ | | __|
| '--' | / _____ \ | | | | / _____ \ | |__| | | |____
|_______/ /__/ \__\ |__| |__| /__/ \__\ \______| |_______|

*/
"CollisionDamage" :
{
"ModelVersion" : 2
, "KeepInWorld" : true
, "RequestDynamicWorld": true
, "WallBumper" :
{
"Mode" : "ActiveAxis"
, "Offset" : 20.0
, "QueryOffset" : [0.0, 0.0, 150.0] // Offset of the character's origin to the environment query origin
, "ProximityThreshold" : 50.0
, "MaxSlope" : 40.0
, "StepUpHeight" : 50.0
, "StepDownHeight" : 50.0
, "Dimension" : 150.0
, "UseComplexCollision" : false
, /*[Optional.Tech]*/"CoefficientOfRestitution" : 1 // Factor of how much of the topology target correction is applied - the lower, the more gentle the correction
, /*[Optional.Tech]*/"MaxPositionCorrection": 1 // Maximum position correction that can be applied in one constraint step

, "OverrideTargetLOD" : "StaticVertical"
}
},
/*
_______.___________. ______ .______ ___ __ __
/ | | / __ \ | _ \ / \ | | | |
| (----`---| |----`| | | | | |_) | / ^ \ | | | |
\ \ | | | | | | | ___/ / /_\ \ | | | |
.----) | | | | `--' | | | / _____ \ | `----.| `----.
|_______/ |__| \______/ | _| /__/ \__\ |_______||_______|

.___ ___. ______ ____ ____ _______ .___ ___. _______ .__ __. .___________.
| \/ | / __ \ \ \ / / | ____|| \/ | | ____|| \ | | | |
| \ / | | | | | \ \/ / | |__ | \ / | | |__ | \| | `---| |----`
| |\/| | | | | | \ / | __| | |\/| | | __| | . ` | | |
| | | | | `--' | \ / | |____ | | | | | |____ | |\ | | |
|__| |__| \______/ \__/ |_______||__| |__| |_______||__| \__| |__|

*/
"StopAllMovement" :
{
"ModelVersion" : 2
// Controller/Pad rotation
, "ControllerRotSpeedPitch" : 0.0
, "ControllerRotSpeedYaw" : 0.0
, "ControllerRotSpeedRoll" : 0.0


//, "EnforceZeroVelocityRootMotion" : true
// Controller acceleration/speed - uniform values will be for the horizontal plane only
, "ForceUpright" : 0.0
, "Acceleration" : 0.0
, "MinSpeed" : 0.0
, "MaxSpeed" : 0.0
//, "Friction": [ 1.0, 1.0, 1.0 ]
, "Gravity" : [ 0, 0, 0 ]
, "VelocityRotSpeedPitch" : 0.0
, "VelocityRotSpeedYaw" : 0.0
, "VelocityRotSpeedRoll" : 0.0
, "IgnoreRootMotionTranslation" : true
, "IgnoreRootMotionRotation" : true
, "OrientationConstraintStrength" : 0.0

, "Ground" :
{
"Mode" : "Disable"
}

, "WallBumper" :
{
"Mode" : "Disable"
}
},

/*
_______.___________. ______ .______
/ | | / __ \ | _ \
| (----`---| |----`| | | | | |_) |
\ \ | | | | | | | ___/
.----) | | | | `--' | | |
|_______/ |__| \______/ | _|

______ ______ .__ __. .___________..______ ______ __ __ _______ .______
/ | / __ \ | \ | | | || _ \ / __ \ | | | | | ____|| _ \
| ,----'| | | | | \| | `---| |----`| |_) | | | | | | | | | | |__ | |_) |
| | | | | | | . ` | | | | / | | | | | | | | | __| | /
| `----.| `--' | | |\ | | | | |\ \----.| `--' | | `----.| `----.| |____ | |\ \----.
\______| \______/ |__| \__| |__| | _| `._____| \______/ |_______||_______||_______|| _| `._____|

.______ ______ .___________. ___ .___________. __ ______ .__ __.
| _ \ / __ \ | | / \ | || | / __ \ | \ | |
| |_) | | | | | `---| |----` / ^ \ `---| |----`| | | | | | | \| |
| / | | | | | | / /_\ \ | | | | | | | | | . ` |
| |\ \----.| `--' | | | / _____ \ | | | | | `--' | | |\ |
| _| `._____| \______/ |__| /__/ \__\ |__| |__| \______/ |__| \__|
*/
"StopControllerRotation" :
{
"ModelVersion" : 2
// Controller/Pad rotation
, "ControllerRotSpeedPitch" : 0.0
, "ControllerRotSpeedYaw" : 0.0
, "ControllerRotSpeedRoll" : 0.0
, "VelocityRotSpeedYaw" : 0.0
}
}

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

Post by wyruzzah » Mon Dec 02, 2019 12:44 am

SunBeam wrote:
Mon Dec 02, 2019 12:34 am
wyruzzah wrote:
Sun Dec 01, 2019 8:12 pm
Also all Cal's abilities etc. can be easily edited within .json files for instance "Abilities" below and afterwards just pack specific file to custom .pak, so game easily read that..
Please show us a video of actually changing those. Because I've heard people saying stuff like the above, that "you could do this and that", yet I've never seen proof of the actual mods themselves.
I did not tested that yet, but when we can change sounds, textures, meshes (all possible in Unreal Engine 4 games) i believe this files can be edited also. Tomorrow i will test it..

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

Post by wyruzzah » Mon Dec 02, 2019 1:10 am

SunBeam wrote:
Mon Dec 02, 2019 12:45 am
wyruzzah wrote:
Mon Dec 02, 2019 12:44 am
I did not tested that yet, but when we can change sounds, textures, meshes (all possible in Unreal Engine 4 games) i believe this files can be edited also. Tomorrow i will test it..
Sure thing, waiting to see if this works or not.
I will and this http://www.mediafire.com/file/wour13xwj ... s.rar/file are tweak files that im talking about, if you wanna look in to it too. Folder structure is preserved for potential packing to .pak files with http://modderbase.com/showthread.php?tid=834 that game reads.

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

Post by saltso » Mon Dec 02, 2019 8:06 am

zachsp2 wrote:
Sun Dec 01, 2019 5:06 pm
use the graphics driver that launched with the game, i think the newer on broke it for me.

{$LUA}
if syntaxcheck then return end

[ENABLE]
memrec.OnActivate = function(memrec, preState, curState)
if (not preState) and curState then
local b = createTimer()
b.Interval = 200
b.OnTimer = function(b)
b.destroy()
memrec.Active = false
end
end
return true
end

writeFloat(muppetBase1R, 1)
writeFloat(muppetBase1G, 1)
writeFloat(muppetBase1B, 1)
--Back middle color
writeFloat(muppetBase2R, 0)
writeFloat(muppetBase2G, 0)
writeFloat(muppetBase2B, 0)

writeFloat(muppetBase3R, 1)
writeFloat(muppetBase3G, 1)
writeFloat(muppetBase3B, 1)
--Back ring
writeFloat(muppetBase4R, .01)
writeFloat(muppetBase4G, .01)
writeFloat(muppetBase4B, .01)

writeFloat(muppetBase5R, 1)
writeFloat(muppetBase5G, 1)
writeFloat(muppetBase5B, 1)
--front middle color
writeFloat(muppetBase6R, 0)
writeFloat(muppetBase6G, 0)
writeFloat(muppetBase6B, 0)

writeFloat(muppetBase7R, 1)
writeFloat(muppetBase7G, 1)
writeFloat(muppetBase7B, 1)
--frontring
writeFloat(muppetBase8R, .01)
writeFloat(muppetBase8G, .01)
writeFloat(muppetBase8B, .01)
--Glow on character
writeFloat(muppetSaber1GlowR, .1)
writeFloat(muppetSaber1GlowG, .1)
writeFloat(muppetSaber1GlowB, .1)
writeFloat(muppetSaber2GlowR, .1)
writeFloat(muppetSaber2GlowG, .1)
writeFloat(muppetSaber2GlowB, .1)

writeInteger(muppetPL1Color, 0x007f7f7f)
writeInteger(muppetPL2Color, 0x007f7f7f)

--writeFloat(muppetPL1Intensity, 5000)
--writeFloat(muppetPL2Intensity, 5000)

[DISABLE]
Where and how do i make those edits?

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

Post by Sidhe » Mon Dec 02, 2019 2:03 pm

Thank you for the cheat table. I was wondering if anyone has the default code for the orange lightsabre. A user called Defiant, if I recall his name correctly, already asked twice but nobody answers. And there's no mod about it either, as people care more about turning Cal's hair black or green, for some reason I'll never understand.
Last edited by Sidhe on Tue Dec 03, 2019 11:29 pm, edited 1 time in total.

Stalker4589
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Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..

Post by Stalker4589 » Mon Dec 02, 2019 2:39 pm

Sidhe wrote:
Mon Dec 02, 2019 2:03 pm
Thank you for the cheat table. I was wondering if anyone has the default code for the orange lightsabre. A user called Deviant, if I recall his name correctly, already asked twice but nobody answers. And there's no mod about it either, as people care more about turning Cal's hair black or green, for some reason I'll never understand.
This should be it.
Image

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Star Wars Jedi: Fallen Order

Post by SunBeam » Mon Dec 02, 2019 3:25 pm

Opened this one up and will port here all the random discussions about anything else but this topic's purpose.

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

Post by wyruzzah » Tue Dec 03, 2019 12:19 pm

wyruzzah wrote:
Mon Dec 02, 2019 12:44 am
SunBeam wrote:
Mon Dec 02, 2019 12:34 am
wyruzzah wrote:
Sun Dec 01, 2019 8:12 pm
Also all Cal's abilities etc. can be easily edited within .json files for instance "Abilities" below and afterwards just pack specific file to custom .pak, so game easily read that..
Please show us a video of actually changing those. Because I've heard people saying stuff like the above, that "you could do this and that", yet I've never seen proof of the actual mods themselves.
I did not tested that yet, but when we can change sounds, textures, meshes (all possible in Unreal Engine 4 games) i believe this files can be edited also. Tomorrow i will test it..
So i finally tested this tweaks files and i tried for example Hero_ForcePowers (3 files), first with editing only Hero_ForcePowers.json (Force Slowdown from 5 to 9) and Hero_ForcePowers.uexp same values with basic hex edit.. game did not read that at all in this custom .pak, but game was launchable, after that i figured out that custom .pak with this kind of files needs prefix _P (something like higher patch priority i guess), but there is third file Hero_ForcePowers.uasset which probably needs some higher skill editing hex, cause when i run game now.. error writes that file is corrupted, so i think Hero_ForcePowers.uasset needs to hex fit to other 2 edited files, but im just guessing here :)

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

Post by Rainroom » Wed Dec 04, 2019 11:16 am

Hi, guys. Sorry to bother you and sorry for my miserable English. I have one small request. Modern slashers have rage/adrenaline system. It's good, but not suitable for this game because we play as jedi, not as sith. Jedi use meditation and force regeneration like in older Star Wars games. So my request is to add a script for force regeneration to regen about 10% of maximum per second (but customisable parameters like percentage and regen speed would be better). I've seen here some table with current force and max force pointers, but i'm not coder and don't understand how to use assembler, only *simple* lua scripts. Thank you, guys.

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Re: Star Wars Jedi: Fallen Order

Post by SunBeam » Thu Dec 05, 2019 6:41 am

^ Please mind the topic you're posting your questions into. The one you chose to does not take in requests.

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Re: Star Wars Jedi: Fallen Order

Post by Rainroom » Thu Dec 05, 2019 11:50 am

SunBeam wrote:
Thu Dec 05, 2019 6:41 am
^ Please mind the topic you're posting your questions into. The one you chose to does not take in requests.
Sorry, i'm newbie on this forum. Where should I send the request? In that thread, which already exists? - viewtopic.php?t=10911 Or do I need to create a new one?

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