Seems like you can have both Unicorn and Pegasus at the same time
Ps. You have to play on 1.3.2 and get Pegasus first then downgrade to 1.3.1 and use Niedzielan table to reset flag to get Unicorn
Ps2. If you update to 1.3.2 again your Unicorn will auto transform to Pegasus
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
Seems like you can have both Unicorn and Pegasus at the same time
Ps. You have to play on 1.3.2 and get Pegasus first then downgrade to 1.3.1 and use Niedzielan table to reset flag to get Unicorn
Ps2. If you update to 1.3.2 again your Unicorn will auto transform to Pegasus
If going from both on 1.3.1, when 1.3.2 autoconverts the unicorn to pegasus just switch one of the Pegasus to Unicorn, in Data Manager -> Inventory Status. Unicorn is ive000204 and Pegasus is ive000205
Also there was a code datamined for 1.3.1 that gave pegasus in gifts. Removed in 1.3.2 though.
To do it without downgrading you could get the pegasus from mail, then change it to unicorn as above, reset the GlobalBitFlag aoc_recieve_05 (I think this one), and get the pegasus again.
To aviod the EAC do not start the game with NFL1.exe in the game root folder. Instead go to FANTASY LIFE i\Game\Binaries\Win64\NFL1-Win64-Shipping.exe - using that bypasses the EAC.
Okay sweet I did that. Sometimes it works and sometimes it doesn't. I notice that I can't activate the cheats but on a different process they work. On the game itself, it doesn't work.
Seems like you can have both Unicorn and Pegasus at the same time
Ps. You have to play on 1.3.2 and get Pegasus first then downgrade to 1.3.1 and use Niedzielan table to reset flag to get Unicorn
Ps2. If you update to 1.3.2 again your Unicorn will auto transform to Pegasus
If going from both on 1.3.1, when 1.3.2 autoconverts the unicorn to pegasus just switch one of the Pegasus to Unicorn, in Data Manager -> Inventory Status. Unicorn is ive000204 and Pegasus is ive000205
Also there was a code datamined for 1.3.1 that gave pegasus in gifts. Removed in 1.3.2 though.
To do it without downgrading you could get the pegasus from mail, then change it to unicorn as above, reset the GlobalBitFlag aoc_recieve_05 (I think this one), and get the pegasus again.
Ok I try what u mean data manager -> inventory ... then what ? do we have a tuto somewhere ?
<<Lua error in the script at line 1:[string "local syntaxcheck,memrec=... ..."]:26: attempt to call a nil value (global 'genNameList')>>
I can't reproduce this, however that error means that the "Unreal Engine" script failed to run.
If you have another version of Cake's UE Helper table, remove it. The getNameStuff script calls a script of the name "Unreal Engine" and if you have another entry in the table of that name it might try to activate that one instead. My table includes a modified one in Debug / Backup -> Cake-san's UE Helper table, v7.3 hotfixed -> Unreal Engine where I added some functions to make things easier.
If you have no other versions of an "Unreal Engine", version, the errors to look for are in Debug / Backup -> Cake-san's UE Helper table, v7.3 hotfixed -> Unreal Engine or the LUA output (Ctrl + Alt + Shift + L to open the LUA window again). Sorry for the inconvenience.
When I launch the game, I get the ue gui but if I click DataManager I get a Fatal error. And the game crashes. Can't read the dmp file. I am on steam version 1.2.1. I did not update to 1.3 yet
I did not create the fli cmd file, so I don't know much about fixing it - perhaps it can't find your game exe, at the top of the cmd file find the "$WORKING_DIRECTORY = '" bit and change it to point to your "FANTASY LIFE i" folder directly, e.g. "$WORKING_DIRECTORY = 'C:\\Gaming\\Steam\\steamapps\\common\\FANTASY LIFE i'" using your own directory structure. The cmd file must be in the same location as the UE4SS.dll file.
If you get the GUI and DataManager tab though, sounds like it's working fine... I just checked, and it doesn't crash for me. Try the latest version: DataManager.zip though there shouldn't be much changed.
I also have yet to update to 1.3.1, so there may be some delay if any of my scripts have broken.
Okay so it seems like the combined table (NFL1-Win64-Shipping.CT + fli_013.CT) I'm using ended up working again after restarting the game a few times. I wonder if CE (or the table, not sure how it's done exactly) was grabbing the wrong "section" of memory or something. Either way things are working as they should now!
Is it possible to modify our move speed by any chance? That could help clear Groves a bit faster and not be too broken in my opinion. Just like a QoL cheat, you know?
Okay so it seems like the combined table (NFL1-Win64-Shipping.CT + fli_013.CT) I'm using ended up working again after restarting the game a few times. I wonder if CE (or the table, not sure how it's done exactly) was grabbing the wrong "section" of memory or something. Either way things are working as they should now!
Is it possible to modify our move speed by any chance? That could help clear Groves a bit faster and not be too broken in my opinion. Just like a QoL cheat, you know?
In my table, PlayerController -> Character -> CharacterMovement -> MaxWalkSpeed (also MaxAcceleration if needed).
Maybe also BtlRunMaxSpeed or RpgWalkMaxSpeed in that same section for move speed in battle - can't recall which.
I should note that my table does not Disable fully - it populates a list of current objects and locations, so if you're closing the game and reopening without restarting the table it might have the wrong stuff.
Okay so it seems like the combined table (NFL1-Win64-Shipping.CT + fli_013.CT) I'm using ended up working again after restarting the game a few times. I wonder if CE (or the table, not sure how it's done exactly) was grabbing the wrong "section" of memory or something. Either way things are working as they should now!
Is it possible to modify our move speed by any chance? That could help clear Groves a bit faster and not be too broken in my opinion. Just like a QoL cheat, you know?
In my table, PlayerController -> Character -> CharacterMovement -> MaxWalkSpeed (also MaxAcceleration if needed).
Maybe also BtlRunMaxSpeed or RpgWalkMaxSpeed in that same section for move speed in battle - can't recall which.
I should note that my table does not Disable fully - it populates a list of current objects and locations, so if you're closing the game and reopening without restarting the table it might have the wrong stuff.
Oh my gosh thank you! I completely forgot about that section of your table! I've mainly been using just the item editor section, lol. I'll start checking that out now. Thanks again
I’ve been noticing an intermittent movement bug while using a custom combined table setup. Here’s what’s happening:
My character’s movement becomes slightly floaty, with some momentum after stopping.
More significantly, I lose the ability to descend terrain: I can walk up slopes, stairs, or ledges just fine, but once elevated, I get stuck at that height and can’t move back down.
It seems like my character no longer properly registers elevation changes—once I’m on higher ground, I can continue moving in a straight line, even across edges where I’d normally drop down. The character remains suspended and can even walk over objects or areas below, like being stuck slightly above the ground with standard descent logic disabled.
I always wait until my save file is fully loaded and I’m in control of my character before enabling anything—not at the main menu.
The behavior doesn’t happen every time, but I’ve seen it crop up consistently during the same sequence of events.
At this point, the only way I’ve found to reset the issue is to fully close and relaunch the game. One time, I tried quick-traveling using Skelegon while the bug was active, and the game hard crashed to the desktop.
So far, I’ve encountered the issue in:
Base Camp
Guild Office
Treasure Grove
I’m using a custom merged table, based on NFL1-Win64-Shipping.CT, where I removed unused scripts and added:
fli_013.CT
FantasyLifeI-AffinityMultiplier.CT
FantasyLifeI-CropInstantGrowth.CT
I saved the result as a standalone file to simplify loading. I’m currently playing the Steam version 1.3.2, as shown on the title screen. Do you think maybe the new version could be causing this issue? I started using these tables when the game was version 1.2.1.
Here’s the script activation flow I typically follow:
Load my custom table
Enable the parent "Activate Trainer" script
Enable "Special Skills Always Full"
Enable "Initialize FNames"
Followed by "getNameStuff"
Then "getHoveredItem_with_FName"
The bug generally surfaces around that final step, but not always.