Dying Light - table v: 3.0.3 CT

Upload your cheat tables here (No requests)
User avatar
TheyCallMeTim13
Administration
Administration
Posts: 1626
Joined: Fri Mar 03, 2017 12:31 am
Reputation: 597

Dying Light - table v: 3.0.3 CT

Post by TheyCallMeTim13 » Wed Mar 07, 2018 11:52 am

Dying Light - table v: 3.0.3 CT
Game Name: Dying Light
Game Vendor: Steam
Game Version:
Game Process: DyingLightGame.exe
Game File Version: 1.18.0.0


Made by
Batuo


Features:
FeaturesShow
  • I2CETState
    Saves and loads table state (i.e.: what memory records are enabled).
    Uses named states (i.e.: 'default', 'testState', or 'SuperCheated'), if no name is given then 'default' is used.
    • Save Table State : Default
    • Load Table State : Default
  • I2CETeleporter
    • Teleport To: Waypoint
    • Teleport: Back
    • All named locations have "Teleport To" save scripts in "Saves" section.
    • Save Location (saves location to local file)
    • Helpers
      • Generate Memory Records (helper script for generating "teleport to save" scripts from saves)
      • Zero Camera Rotation Angle
      • Write Saves To File
      • Print Saves
      • Rename Save
      • Read From File
      • Delete Save
  • I2CETState
    Saves and loads table state (i.e.: what memory records are enabled).
    Uses named states (i.e.: 'default', 'testState', or 'SuperCheated'), if no name is given then 'default' is used.
    • Save Table State : Default
    • Load Table State : Default
  • I2CETeleporter
    • Teleport To: Way Point
    • Teleport: Back
    • Some locations have "Teleport To" save scripts in "Saves" section.
    • Save Location (saves location to local file)
    • Helpers
      • Generate Memory Records (helper script for generating "teleport to save" scripts from saves)
      • Zero Camera Rotation Angle
      • Write Saves To File
      • Print Saves
      • Rename Save
      • Read From File
      • Delete Save
  • Time manipulation
    • Stop Timers
    • Sync with Real Time
    • Time Scale Hook
    • Time Display (Standard & Military)
    • Time Setters
  • XP Multiplier
  • Infinite Health
  • Infinite Combat Stamina
  • Infinite Stamina
  • Infinite Money
  • Money Multiplier
  • Infinite Ammo
  • No Reload
  • Inventory Cap. Hook
  • Infinite Inventory & Supple Drops
  • Inventory Multiplier
  • Delta Multiplier (modified from Soul Reaver's table)
  • Jump Multiplier (from Soul Reaver's table)
  • Infinite UV Light
  • No Grappling Hook Cooldown
  • No Flare Cooldown
  • Infinite Drug Duration
  • Attack Speed Multiplier
  • Infinite Weapon Condition
  • Fire Rate Multiplier
  • No Spread
  • No Recoil
  • Instant Bow Draw
  • Increased Camo
  • Infinite Camo
  • Invisible(ish) to Volatiles & Virals - Only with Camo
  • NPC Health Hook - Player Proximity
  • NPC Health Dec. Hook
  • Infinite Flash Light Batt.
  • Auto Flash Light
  • Easy Lockpicking (from Soul Reaver's table)
  • Weapons in Safe Zones
  • No Blueprint Requirements
  • Auto Trap Reset
  • Easy Action Taps
  • Easy Action Hold (from Soul Reaver's table)
  • Instant Level Ups (modified from Soul Reaver's table)
  • Fall Hack (Dumb Fly hack)
General Helper Scripts:
  • Fill Health
  • Fill Combat Stamina
  • Fill Camo
  • Clear Camo
  • +$500
  • +$5,000
  • +$50,000
  • +50 Rounds
  • +100 Rounds
  • +5,000 XP (Last)
The Fallowing:
  • Features:
    • Infinite Gas
    • No Vehicle Repairs
    • No Vehicle FlameThrower Cooldown
    • Infinite Nitrous
    • Nitrous Multiplier
  • General Helper Scripts:
    • Fill Gas
    • Fill Nitrous
General Helper Scripts:
Other Features:
  • Auto Table Updater
  • Auto Attach to process
  • Simple Logger (with levels)
  • Debug Section:
    • Helpers:
      • Print Game Module Info
      • Print Game Module Version
      • Enable Compact Mode
      • Disable Compact Mode
      • Set Logger Level : WARN (Default)
      • Set Logger Level : INFO
      • Set Logger Level : DEBUG
      • Set Logger Level : TRACE
    • All hooks have their own section, check scripts for real hook names.

Versions:
Table Versions InfoShow
  • v 1.0.3:
    Initial release.
  • v 1.0.4:
    Updated "I2CETeleporter" to V 1.0.8, Added camera rotation angle.
    Added Features:
    • Inventory Cap. Hook
    • Teleport: Back (Added to Teleporter)
  • v 2.0.1:
    Added new logger module to other modules and table. "I2CETLogger" (v1.0.1)
    Added table helpers as module. "I2CETableHelpers" (v1.0.1)
    Updated "I2CETableCEA" (v2.1.1).
    • Logger change.
    • AOB scans and asserts are now split so logger can know more about failed scripts.
      AOB not found error messages example:

      Code: Select all

      I2CETLogger::CETlog - ERROR: aobScan:
      	Error with "CoordHook.CEA", AOB pattern not found: "9090909048xxxxxxxxxxxx48xxxxxxxxF3xxxxxxxxxxF3xxxxxxxxxxF3xxxxxxxxxxF3xxxxxxxxxxE8xxxxxxxxF3xxxxxxxxxxF3xxxxxxxxxx48xxxxF3xxxxxxxxxxxxxxF3xxxxxxxxxxxxxxF3xxxxxxF3xxxxxxxxxxF3xxxxxxxxF3xxxxxxxxxxxxxx48xxxxxxxxF3xxxxxxxx48xxxxxxxxxx"
      Assert failed error messages example:

      Code: Select all

      I2CETLogger::CETlog - ERROR: runChecks:
      	Error with "CoordHook.CEA", bytes don't match injection point.
      	  At: 000007FEEB660CB3
      	 Got: 9090909090909090
      	Read: F30F5883BC000000
      	-------------------- CODE --------------------
      	7FEEB660C8D - F3 41 0F10 40 08  - movss xmm0,[r8+08]
      	7FEEB660C93 - F3 0F11 4C 24 24  - movss [rsp+24],xmm1
      	7FEEB660C99 - F3 0F11 44 24 28  - movss [rsp+28],xmm0
      	7FEEB660C9F - E8 5CFDFEFF - call 7FEEB650A00
      	7FEEB660CA4 - F3 0F10 44 24 20  - movss xmm0,[rsp+20]
      	7FEEB660CAA - F3 0F10 4C 24 24  - movss xmm1,[rsp+24]
      	7FEEB660CB0 - 48 8B C7  - mov rax,rdi
      	7FEEB660CB3 - F3 0F58 83 BC000000  - addss xmm0,[rbx+000000BC]   <<<---- $INJaddr
      	7FEEB660CBB - F3 0F58 8B C0000000  - addss xmm1,[rbx+000000C0]
      	7FEEB660CC3 - F3 0F11 07  - movss [rdi],xmm0
      	7FEEB660CC7 - F3 0F10 44 24 28  - movss xmm0,[rsp+28]
      	7FEEB660CCD - F3 0F11 4F 04  - movss [rdi+04],xmm1
      	7FEEB660CD2 - F3 0F58 83 C4000000  - addss xmm0,[rbx+000000C4]
      	7FEEB660CDA - 48 8B 5C 24 40  - mov rbx,[rsp+40]
      	7FEEB660CDF - F3 0F11 47 08  - movss [rdi+08],xmm0
      	7FEEB660CE4 - 48 83 C4 30 - add rsp,30
      	------------------ CODE END ------------------
    Updated "I2CETeleporter" (v1.0.10). Logger change.
    Debug section reworked, "Helpers" section added.
    (Debug) Helpers:
    • Print Game Module Info
    • Print Game Module Version
    • Enable Compact Mode
    • Disable Compact Mode
    • Set Logger Level : WARN (Default)
    • Set Logger Level : INFO
    • Set Logger Level : DEBUG
    • Set Logger Level : TRACE
    Added Features:
    • Sync with Real Time (Added to Time section)
  • v 2.0.2:
    "I2CETableCEA" AOB scans and asserts are now ONLY setup as Auto Assembler commands, it just works better now.
    Added Features:
    • I2CETState
      Saves and loads table state (i.e.: what memory records are enabled).
      Uses named states (i.e.: 'default', 'testState', or 'SuperCheated'), if no name is given then 'default' is used.
      • Save Table State : default
      • Load Table State : default
  • v 2.0.3:
    Fixed changes with "WayPointHook" code (offsets) after game update (File Version: 1.16.0.0).
  • v 2.0.4:
    Fixed error with setting game time type "Military Hours".
  • v 3.0.3:
    Updated table to game file version "1.18.0.0".


Original Topic with Soul Reaver's table:
Dying Light


Current Communal Table:
DyingLightGame.[v3.0.3].CT
Game File Version: 1.18.0.0
(547.13 KiB) Downloaded 6562 times


Errors and Bugs:
Errors and Bugs, follow these stepsShow
  1. Steam: Verify Integrity of Game Files
  2. Open CE and open the settings window (Edit -> Settings).
    Then check that you are allowing Lua scripts to run, you can select any one of the three shown here.
    Image
  3. Click Ok and then close CE.
  4. Start the game.
  5. Open the CE table file by double clicking it.
    Give the table a second to load, run the Lua scripts, and attach to the game.
  6. Print the game module infromation.
    Image
  7. Set the Logger level to "Debug".
    Image
  8. Activate the "Main Hooks".
    Image
    Activate any of the scripts/hooks that you wish to use.
    You can also load the table state "test".
  9. If error is during deactivation of scripts, then deactivate all scripts.
    You can load the table state "none".
  10. Copy all the output text of the CE's "Lua Engine" window.
    Image
  11. Post the output text here in side code blocks. i.e. [code][/code]
    Image


If you find any thing you want to know more about how it works (the Lua stuff, or any of the AA scripts), just let me know.

For editing/updatingShow
Just extract the CEA table files in to a folder named "ceaFiles" for running local files instead of the table files.
See this Lua extension with helper tools for extracting the table files into folders used by my Lua modules:
Add Table Helpers to Tools Menu.

Older Table Versions:
Attachments
DyingLightGame.[v3.0.2].CT
Game File Version: 1.16.0.0
(544.77 KiB) Downloaded 6725 times
DyingLightGame.[v2.0.4].CT
Game File Version: 1.15.0.0
(593.88 KiB) Downloaded 1476 times
DyingLightGame.[v2.0.2].CT
Game File Version: 1.15.0.0
(596.29 KiB) Downloaded 333 times
DyingLightGame.[v2.0.1].CT
Game File Version: 1.15.0.0
(609.74 KiB) Downloaded 284 times
DyingLightGame.[v1.0.4].CT
Game File Version: 1.15.0.0
(559.72 KiB) Downloaded 366 times
DyingLightGame.[v1.0.3].CT
Game File Version: 1.15.0.0
(535.94 KiB) Downloaded 354 times
Last edited by TheyCallMeTim13 on Sat Aug 18, 2018 7:54 pm, edited 13 times in total.
CE wiki - Tutorials CE wiki - Auto Assembler Basics - CE wiki - Lua Basics If it's not a Personal Message don't PM me, use the forum. I ignore PMs that should be asked on the forum.

User avatar
TheyCallMeTim13
Administration
Administration
Posts: 1626
Joined: Fri Mar 03, 2017 12:31 am
Reputation: 597

Re: Dying Light - table v: 1.0.3 CT

Post by TheyCallMeTim13 » Sat Mar 10, 2018 4:15 am

By request (Metal Gear Survive (Single Player Mode) Teleport to waypoint):
A stripped down table with just the teleporter (No auto attach, just whats needed for importing and the teleporter it self):
DyingLightGame.TeleporterOnly.CT
DyingLightGame.TeleporterOnly.CT
(80.38 KiB) Downloaded 250 times
CE wiki - Tutorials CE wiki - Auto Assembler Basics - CE wiki - Lua Basics If it's not a Personal Message don't PM me, use the forum. I ignore PMs that should be asked on the forum.

User avatar
TheyCallMeTim13
Administration
Administration
Posts: 1626
Joined: Fri Mar 03, 2017 12:31 am
Reputation: 597

Re: Dying Light - table v: 1.0.4 CT

Post by TheyCallMeTim13 » Sun Mar 11, 2018 3:13 pm

Table Updated:
  • v 1.0.4:
    Updated "I2CETeleporter" to V 1.0.8, Added camera rotation angle.
    Added Features:
    • Inventory Cap. Hook
    • Teleport: Back (Added to Teleporter)
CE wiki - Tutorials CE wiki - Auto Assembler Basics - CE wiki - Lua Basics If it's not a Personal Message don't PM me, use the forum. I ignore PMs that should be asked on the forum.

AtomicFarts
Cheater
Cheater
Posts: 38
Joined: Sat Jul 22, 2017 4:46 pm
Reputation: 3

Re: Dying Light - table v: 1.0.4 CT

Post by AtomicFarts » Sat Mar 17, 2018 8:18 am

Nice table. Everything works except for Fall Hack, it gives an error. May I ask what it is supposed to do?

User avatar
TheyCallMeTim13
Administration
Administration
Posts: 1626
Joined: Fri Mar 03, 2017 12:31 am
Reputation: 597

Re: Dying Light - table v: 2.0.1 CT

Post by TheyCallMeTim13 » Fri Mar 23, 2018 11:11 pm

Table Updated:
  • v 2.0.1:
    Added new logger module to other modules and table. "I2CETLogger" (v1.0.1)
    Added table helpers as module. "I2CETableHelpers" (v1.0.1)
    Updated "I2CETableCEA" (v2.1.1).
    • Logger change.
    • AOB scans and asserts are now split so logger can know more about failed scripts.
      AOB not found error messages example:

      Code: Select all

      I2CETLogger::CETlog - ERROR: aobScan:
      Error with "CoordHook.CEA", AOB pattern not found: "9090909048xxxxxxxxxxxx48xxxxxxxxF3xxxxxxxxxxF3xxxxxxxxxxF3xxxxxxxxxxF3xxxxxxxxxxE8xxxxxxxxF3xxxxxxxxxxF3xxxxxxxxxx48xxxxF3xxxxxxxxxxxxxxF3xxxxxxxxxxxxxxF3xxxxxxF3xxxxxxxxxxF3xxxxxxxxF3xxxxxxxxxxxxxx48xxxxxxxxF3xxxxxxxx48xxxxxxxxxx"
      Assert failed error messages example:

      Code: Select all

      I2CETLogger::CETlog - ERROR: runChecks:
      Error with "CoordHook.CEA", bytes don't match injection point.
        At: 000007FEEB660CB3
       Got: 9090909090909090
      Read: F30F5883BC000000
      -------------------- CODE --------------------
      7FEEB660C8D - F3 41 0F10 40 08  - movss xmm0,[r8+08]
      7FEEB660C93 - F3 0F11 4C 24 24  - movss [rsp+24],xmm1
      7FEEB660C99 - F3 0F11 44 24 28  - movss [rsp+28],xmm0
      7FEEB660C9F - E8 5CFDFEFF - call 7FEEB650A00
      7FEEB660CA4 - F3 0F10 44 24 20  - movss xmm0,[rsp+20]
      7FEEB660CAA - F3 0F10 4C 24 24  - movss xmm1,[rsp+24]
      7FEEB660CB0 - 48 8B C7  - mov rax,rdi
      7FEEB660CB3 - F3 0F58 83 BC000000  - addss xmm0,[rbx+000000BC]   <<<---- $INJaddr
      7FEEB660CBB - F3 0F58 8B C0000000  - addss xmm1,[rbx+000000C0]
      7FEEB660CC3 - F3 0F11 07  - movss [rdi],xmm0
      7FEEB660CC7 - F3 0F10 44 24 28  - movss xmm0,[rsp+28]
      7FEEB660CCD - F3 0F11 4F 04  - movss [rdi+04],xmm1
      7FEEB660CD2 - F3 0F58 83 C4000000  - addss xmm0,[rbx+000000C4]
      7FEEB660CDA - 48 8B 5C 24 40  - mov rbx,[rsp+40]
      7FEEB660CDF - F3 0F11 47 08  - movss [rdi+08],xmm0
      7FEEB660CE4 - 48 83 C4 30 - add rsp,30
      ------------------ CODE END ------------------
    Updated "I2CETeleporter" (v1.0.10). Logger change.
    Debug section reworked, "Helpers" section added.
    (Debug) Helpers:
    • Print Game Module Info
    • Print Game Module Version
    • Enable Compact Mode
    • Disable Compact Mode
    • Set Logger Level : WARN (Default)
    • Set Logger Level : INFO
    • Set Logger Level : DEBUG
    • Set Logger Level : TRACE
    Added Features:
    • Sync with Real Time (Added to Time section)
CE wiki - Tutorials CE wiki - Auto Assembler Basics - CE wiki - Lua Basics If it's not a Personal Message don't PM me, use the forum. I ignore PMs that should be asked on the forum.

User avatar
TheyCallMeTim13
Administration
Administration
Posts: 1626
Joined: Fri Mar 03, 2017 12:31 am
Reputation: 597

Re: Dying Light - table v: 2.0.1 CT

Post by TheyCallMeTim13 » Fri Mar 23, 2018 11:18 pm

AtomicFarts wrote:
Sat Mar 17, 2018 8:18 am
Nice table. Everything works except for Fall Hack, it gives an error. May I ask what it is supposed to do?
Sorry, I didn't see your post. But if I got the same error when updating, then I fixed it on this last table.

It's just a lazy/dumb fly hack. I just noticed that when falling you had full control of direction and momentum; so it just locks the Y coordinate and allows increase and decrease with use of a key reader, and also has an on and off state with the key reader. When enabled (now) it will show child records with button/key assignments described in the descriptions.
CE wiki - Tutorials CE wiki - Auto Assembler Basics - CE wiki - Lua Basics If it's not a Personal Message don't PM me, use the forum. I ignore PMs that should be asked on the forum.

AtomicFarts
Cheater
Cheater
Posts: 38
Joined: Sat Jul 22, 2017 4:46 pm
Reputation: 3

Re: Dying Light - table v: 2.0.1 CT

Post by AtomicFarts » Sat Mar 24, 2018 10:54 pm

TheyCallMeTim13 wrote:
Fri Mar 23, 2018 11:18 pm
AtomicFarts wrote:
Sat Mar 17, 2018 8:18 am
Nice table. Everything works except for Fall Hack, it gives an error. May I ask what it is supposed to do?
Sorry, I didn't see your post. But if I got the same error when updating, then I fixed it on this last table.

It's just a lazy/dumb fly hack. I just noticed that when falling you had full control of direction and momentum; so it just locks the Y coordinate and allows increase and decrease with use of a key reader, and also has an on and off state with the key reader. When enabled (now) it will show child records with button/key assignments described in the descriptions.
Oh I see. Thanks for replying. c:
Edit: Thanks for the table as well.

User avatar
TheyCallMeTim13
Administration
Administration
Posts: 1626
Joined: Fri Mar 03, 2017 12:31 am
Reputation: 597

Re: Dying Light - table v: 2.0.2 CT

Post by TheyCallMeTim13 » Sun Mar 25, 2018 2:47 am

Table Updated:
  • v 2.0.2:
    "I2CETableCEA" AOB scans and asserts are now ONLY setup as Auto Assembler commands, it just works better now.
    Added Features:
    • I2CETState
      Saves and loads table state (i.e.: what memory records are enabled).
      Uses named states (i.e.: 'default', 'testState', or 'SuperCheated'), if no name is given then 'default' is used.
      • Save Table State : default
      • Load Table State : default
CE wiki - Tutorials CE wiki - Auto Assembler Basics - CE wiki - Lua Basics If it's not a Personal Message don't PM me, use the forum. I ignore PMs that should be asked on the forum.

Maki Tsuki
Noobzor
Noobzor
Posts: 8
Joined: Sun Mar 18, 2018 4:28 pm
Reputation: 0

Re: Dying Light - table v: 2.0.2 CT

Post by Maki Tsuki » Wed Mar 28, 2018 7:00 pm

the table doesn't work I get this error when starting checking main hooks

I2CETLogger::CETlog - ERROR: aobScan:
Error with "CoordHook.CEA", AOB pattern not found: "48xxxxxxxxxxxx48xxxxxxxxF3xxxxxxxxxxF3xxxxxxxxxxF3xxxxxxxxxxF3xxxxxxxxxxE8xxxxxxxxF3xxxxxxxxxxF3xxxxxxxxxx48xxxxF3xxxxxxxxxxxxxxF3xxxxxxxxxxxxxxF3xxxxxxF3xxxxxxxxxxF3xxxxxxxxF3xxxxxxxxxxxxxx48xxxxxxxxF3xxxxxxxx48xxxxxxxxxx"

I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "CoordHook.CEA"

I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "_Main.CEA"

Daniil145
What is cheating?
What is cheating?
Posts: 4
Joined: Wed Mar 28, 2018 8:37 pm
Reputation: 0

Re: Dying Light - table v: 2.0.2 CT

Post by Daniil145 » Wed Mar 28, 2018 8:38 pm

Game update today. table dont work

User avatar
TheyCallMeTim13
Administration
Administration
Posts: 1626
Joined: Fri Mar 03, 2017 12:31 am
Reputation: 597

Re: Dying Light - table v: 2.0.3 CT

Post by TheyCallMeTim13 » Thu Mar 29, 2018 3:02 am

Daniil145 wrote:
Wed Mar 28, 2018 8:38 pm
Game update today. table dont work

Table Updated:
  • v 2.0.3:
    Fixed changes with "WayPointHook" code (offsets) after game update (File Version: 1.16.0.0).

Maki Tsuki wrote:
Wed Mar 28, 2018 7:00 pm
the table doesn't work I get this error when starting checking main hooks

I2CETLogger::CETlog - ERROR: aobScan:
Error with "CoordHook.CEA", AOB pattern not found: "48xxxxxxxxxxxx48xxxxxxxxF3xxxxxxxxxxF3xxxxxxxxxxF3xxxxxxxxxxF3xxxxxxxxxxE8xxxxxxxxF3xxxxxxxxxxF3xxxxxxxxxx48xxxxF3xxxxxxxxxxxxxxF3xxxxxxxxxxxxxxF3xxxxxxF3xxxxxxxxxxF3xxxxxxxxF3xxxxxxxxxxxxxx48xxxxxxxxF3xxxxxxxx48xxxxxxxxxx"

I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "CoordHook.CEA"

I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "_Main.CEA"
But I didn't get any error or make any changes to "CoordHook". Try this new table and see if it works, let me know if you get the same error.
CE wiki - Tutorials CE wiki - Auto Assembler Basics - CE wiki - Lua Basics If it's not a Personal Message don't PM me, use the forum. I ignore PMs that should be asked on the forum.

Daniil145
What is cheating?
What is cheating?
Posts: 4
Joined: Wed Mar 28, 2018 8:37 pm
Reputation: 0

Re: Dying Light - table v: 2.0.3 CT

Post by Daniil145 » Thu Mar 29, 2018 4:18 pm

All ok. table work
Error only after reopen process game

Maki Tsuki
Noobzor
Noobzor
Posts: 8
Joined: Sun Mar 18, 2018 4:28 pm
Reputation: 0

Re: Dying Light - table v: 2.0.3 CT

Post by Maki Tsuki » Thu Mar 29, 2018 6:51 pm

it works now but as Daniil145 said I get it after I restart the table.

sportled
Expert Cheater
Expert Cheater
Posts: 249
Joined: Thu May 18, 2017 4:50 pm
Reputation: 7

Re: Dying Light - table v: 2.0.3 CT

Post by sportled » Thu Mar 29, 2018 7:22 pm

Thank you for the update Tim! <3

User avatar
TheyCallMeTim13
Administration
Administration
Posts: 1626
Joined: Fri Mar 03, 2017 12:31 am
Reputation: 597

Re: Dying Light - table v: 2.0.3 CT

Post by TheyCallMeTim13 » Thu Mar 29, 2018 9:13 pm

Table Updated:
  • v 2.0.4:
    Fixed error with setting game time type "Military Hours".

Daniil145 wrote:
Thu Mar 29, 2018 4:18 pm
All ok. table work
Error only after reopen process game
It sounds like you're closing CE with the "Main Hooks" still enabled. If you're closing CE and not closing the process without disabling the hooks then you will have code still injected, thus messing up the AOBs. But you should (i.e.: I can) reopen the process as many times as you like with hooks enabled with out errors, so long as you don't close CE.
CE wiki - Tutorials CE wiki - Auto Assembler Basics - CE wiki - Lua Basics If it's not a Personal Message don't PM me, use the forum. I ignore PMs that should be asked on the forum.

Post Reply

Who is online

Users browsing this forum: Aasimar, Bing [Bot], cfemen, Chensunset, delta17, demorest, Google [Bot], iicecube, Majestic-12 [Bot], mephistopheles13