How it works is you activate the script, go into the Upgrades menu, back out of it, save and reload, and all your weapons in your inventory (and dukes?) should be max upgraded.
EDIT: If you encounter a weapon that doesn't max at 5, you can replace mov [r14+10],#5 with inc [r14+10] and then just enter and exit the Gunsmithy until it's maxed.
Ok, now this one is something I did not think about! Great addition!
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
Good things first:
Just wanted to provide a quick update on where things stand with my Resident Evil 8 endeavors. The game is still very much on my radar, and I've been diving deep into refining the teleportation aspect. Excitingly, I've discovered a workaround for the game's "Clipping" challenges, which opens up new possibilities.
I've been hard at work reworking the overall table layout, enhancing scripts, and making various improvements. There's a lot more to explore and optimize, even though the current table already boasts a substantial set of features. I'm gearing up for a complete overhaul of the table, but the catch is that it's quite a task, especially when juggling with Resident Evil 7 and its two DirectX versions (11 and 12). The DirectX11 part is already sorted out, and I'm currently deep into the works for DirectX12.
Bad thing:
After dedicating a significant amount of time to the comprehensive rework of the tables for both Resident Evil 8 and Resident Evil 7 (DirectX 11 and 12), and gaining a deeper understanding of the intricacies of the game behavior, I've made the decision to offer the updated tables exclusively to my supporters.
The public tables will stay public, they will still work as normal. They are just not as good as the private release. Sorry.
Max upgrade everything.
...
How it works is you activate the script, go into the Upgrades menu, back out of it, save and reload, and all your weapons in your inventory (and dukes?) should be max upgraded.
EDIT: If you encounter a weapon that doesn't max at 5, you can replace mov [r14+10],#5 with inc [r14+10] and then just enter and exit the Gunsmithy until it's maxed.
Your script uses the ItemCore.InstanceWork.makeCustomParameter() Function, which also contains ItemCore.InstanceWork.CustomParameter. Last contains:
As this structure is also used by the Duke it might actually access everything that is somewhat weapon related and therfore also the items Duke can offer. One can simply skip all that by changing the ShopAssortment Hash to something rather specific... That way the Duke will offer literally any weapon there is as well as their custom parts as well as their upgrades. I mean, your way is still better! Good job there.
This is an amazing table... what about in game time? I really don't feel like rushing the game in under 3 hours... is there a way to like pause the in game timer or manipulate it in any way?