Why not do like. Easy part break?
I dunno if this possible because I kind of remember God eater 3 or Monster hunter World about cheat that : Easy part break
Why not do like. Easy part break?
Yeah, adding a power module with like 1m damage + a fire speed module with 1m fire rate on an already full auto weapon is hilarousOldman_Next_door wrote: ↑Sat Jan 18, 2025 2:51 amIf you want to increase the damage output, there are several means.Fallenleader wrote: ↑Fri Jan 17, 2025 6:01 pmThe one thing I haven't been able to track myself is damage output. I saw one table that was supposed to modify weapons, but couldn't get things to work. It would be awesome to be able to mod the weapon to have absurd values of each element, since you are limited on upgrade amounts, and each stat can only max to 100 at best with the exception of certain mods.
Would very much appreciate a modification to the sever damage output to basically instant sever parts. At this point running infinite ammo with a high willo EZ Katze is the fastest way I have to sever parts if I focus on them directly, and that's with a good hour of work. If severing isn't doable, modifying the fire rate of the weapons to be absurd will work just as well. Sadly I don't understand how to find pointers and such to do this myself, I was locking time and ammo prior to VampTY's table by searching it directly per match.
The inventory max has made this process far less painful, though I have a lot of resource gaps because of how long severing takes, in some cases making certain parts unseverable.
I also have a fully finished save with the exception of a zero sentence if this is needed for finding other cheats.
To increase the damage output of the weapon itself, make it a mutated weapon and select “Power” under “Variant Type. Next, set the “Variant Effect Value” to “0,” and the weapon's power value will be corrected with a yellow letter, which is a very large positive correction.
The second way to increase damage output is still to use a module.
For example, if you add a module that increases power (small) and set the module's “Effect Value” to “500000000”, you will have a weapon with tremendous firepower.
Also, if you add a module that increases the power of all attributes (small) and set the module's “Effect Value” to a ridiculous value, that value will be reflected as it is in the value of all attributes.
I have also confirmed that with these equipped, it is possible to amputate with a single blow.
As I mentioned in my post, most of the modules in this game manage the strength in the module name and the actual strength separately, so even if the strength in the name is (small), it is possible to make it crazy and outrageous firepower!
In Star Wars Battlefront Renegade Squadron, we had a Gatlin gun weapon. Someone made a cheat that turned the already fast fire rate into what I would describe as GAU-8/A Avenger from a warthog. Made for some serious giggle fits. With a fast run cheat, you just ran around the map spewing absurd amounts of damage. IDK why, but I still have fond memories of this, especially later on when someone in online pvp started doing similar and we all just enabled cheats for the match running around spewing rapid fire weapons. It was chaos and I loved every bit of it.budboy wrote: ↑Sat Jan 18, 2025 10:40 amYeah, adding a power module with like 1m damage + a fire speed module with 1m fire rate on an already full auto weapon is hilarousOldman_Next_door wrote: ↑Sat Jan 18, 2025 2:51 amIf you want to increase the damage output, there are several means.Fallenleader wrote: ↑Fri Jan 17, 2025 6:01 pmThe one thing I haven't been able to track myself is damage output. I saw one table that was supposed to modify weapons, but couldn't get things to work. It would be awesome to be able to mod the weapon to have absurd values of each element, since you are limited on upgrade amounts, and each stat can only max to 100 at best with the exception of certain mods.
Would very much appreciate a modification to the sever damage output to basically instant sever parts. At this point running infinite ammo with a high willo EZ Katze is the fastest way I have to sever parts if I focus on them directly, and that's with a good hour of work. If severing isn't doable, modifying the fire rate of the weapons to be absurd will work just as well. Sadly I don't understand how to find pointers and such to do this myself, I was locking time and ammo prior to VampTY's table by searching it directly per match.
The inventory max has made this process far less painful, though I have a lot of resource gaps because of how long severing takes, in some cases making certain parts unseverable.
I also have a fully finished save with the exception of a zero sentence if this is needed for finding other cheats.
To increase the damage output of the weapon itself, make it a mutated weapon and select “Power” under “Variant Type. Next, set the “Variant Effect Value” to “0,” and the weapon's power value will be corrected with a yellow letter, which is a very large positive correction.
The second way to increase damage output is still to use a module.
For example, if you add a module that increases power (small) and set the module's “Effect Value” to “500000000”, you will have a weapon with tremendous firepower.
Also, if you add a module that increases the power of all attributes (small) and set the module's “Effect Value” to a ridiculous value, that value will be reflected as it is in the value of all attributes.
I have also confirmed that with these equipped, it is possible to amputate with a single blow.
As I mentioned in my post, most of the modules in this game manage the strength in the module name and the actual strength separately, so even if the strength in the name is (small), it is possible to make it crazy and outrageous firepower!![]()
One hit kill would be a nice to have option, but this game already has the cheats imo to deal damage fast enough to make this moot, especially if you pump out 10,000 rounds a second.
it's basically god mode now... aside from high recoil.Oldman_Next_door wrote: ↑Sun Jan 19, 2025 1:38 amHello, I have corrected an issue in the code and reflected a new clarification.
The code for granting the yellow icon marker for mutated weapons has been fixed.
The markers are not only used to differentiate between close-range and long-range weapons but also to assign effects like life-stealing and auto-lock-on. We encountered an issue where attaching a close-range weapon marker to a life-stealing weapon caused the weapon to fail to display, which has now been resolved.
We discovered that module effects such as movement speed and bullet accuracy, which were previously unclear, are handled as negative values. To address this, we set the "Byte type" to "Signed." However, actual tests revealed that slow speed caps at around +100 to +200, while fast movement caps at around -50.
The list of boosters has been updated. As we near the final stages, we have crafted all the boosters available in the creation screen. However, entries corresponding to numbers "37" and "45" remain unknown. These may be special boosters with unique acquisition methods.
Gotta learn how to use thatFallenleader wrote: ↑Sun Jan 19, 2025 2:20 pmit's basically god mode now... aside from high recoil.Oldman_Next_door wrote: ↑Sun Jan 19, 2025 1:38 amHello, I have corrected an issue in the code and reflected a new clarification.
The code for granting the yellow icon marker for mutated weapons has been fixed.
The markers are not only used to differentiate between close-range and long-range weapons but also to assign effects like life-stealing and auto-lock-on. We encountered an issue where attaching a close-range weapon marker to a life-stealing weapon caused the weapon to fail to display, which has now been resolved.
We discovered that module effects such as movement speed and bullet accuracy, which were previously unclear, are handled as negative values. To address this, we set the "Byte type" to "Signed." However, actual tests revealed that slow speed caps at around +100 to +200, while fast movement caps at around -50.
The list of boosters has been updated. As we near the final stages, we have crafted all the boosters available in the creation screen. However, entries corresponding to numbers "37" and "45" remain unknown. These may be special boosters with unique acquisition methods.
This is honestly fun as heck to play.
![]()
If you're using Barbara, Variants are recommended for ammo count rather than damage value.Fallenleader wrote: ↑Sun Jan 19, 2025 2:20 pmit's basically god mode now... aside from high recoil.Oldman_Next_door wrote: ↑Sun Jan 19, 2025 1:38 amHello, I have corrected an issue in the code and reflected a new clarification.
The code for granting the yellow icon marker for mutated weapons has been fixed.
The markers are not only used to differentiate between close-range and long-range weapons but also to assign effects like life-stealing and auto-lock-on. We encountered an issue where attaching a close-range weapon marker to a life-stealing weapon caused the weapon to fail to display, which has now been resolved.
We discovered that module effects such as movement speed and bullet accuracy, which were previously unclear, are handled as negative values. To address this, we set the "Byte type" to "Signed." However, actual tests revealed that slow speed caps at around +100 to +200, while fast movement caps at around -50.
The list of boosters has been updated. As we near the final stages, we have crafted all the boosters available in the creation screen. However, entries corresponding to numbers "37" and "45" remain unknown. These may be special boosters with unique acquisition methods.
This is honestly fun as heck to play.
![]()
Add in an insane effective range and your all setOldman_Next_door wrote: ↑Mon Jan 20, 2025 2:53 amSorry, but I still find Barbara's recoil troublesome...![]()
Barbara is good, but I found the EZ Katze, which can achieve unbelievable firing rates with added rate of fire, to be much easier to use![]()
1 is normal behavior. That said the ability to define max value would prevent a new stack and still give more than enough. Default of 800 will give you the ability to gain 199 per mission before a new stack is a problem, and the cheat SHOULD decrease it back to 800 to remain comfortable.kamikaze00007 wrote: ↑Mon Jan 20, 2025 11:56 pm@VampTY thanks for the table. I've been trying to use it and am encountering some snags so I'll just report this here as a tester.
1. The max item codes work and they give me 999 of available items in my inventory accordingly per tab, but the game seems to not consider the 999 cap and adds another stack of the item if I get drops of the same item from a mission. I end up having multiple stacks of 999 of the same item and I have to discard/sell them all off to prevent inventory getting full of multiples.
2. For the 999 Weapon Module option, it makes it super time-consuming to scroll and look for the mod you want to equip because each single module of that 999 is listed separately in the Module equip menu as one entry.
3. Not really an option in the table now but rather a request. Does anybody have a code for Citizens so they don't get "consumed" after using the factory to craft something?
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