Let me see if I can help you with that. First, update CE to version 7. Next, copy the script from here (select all, right-click copy), and paste it in an empty space in the bottom window of CE (right-click paste), where normally table options appear. A table with a list of options should be created like that. If you do anything else, I can't help you cuz I have no clue what else you'd be doing.ishist wrote: ↑Sun Sep 01, 2019 9:45 pmThat wasn't executing the script that was opening the table itself.FlipFloppy wrote: ↑Sun Sep 01, 2019 9:21 pmDon't execute script, copy/paste in table window, you know where table options usually are.
[COMPLETED] ancestors: the human odyssey table/trainer request
-
- Expert Cheater
- Posts: 55
- Joined: Fri Apr 07, 2017 12:24 pm
- Reputation: 9
Re: ancestors: the human odyssey table/trainer request
Re: ancestors: the human odyssey table/trainer request
I understood all that. When I open the combined table, CE gives me the error I wrote above. When I copy paste the script itself into the box under memory view it shows up and give me no errors but also won't activate. It gave me the same error when I ctrl+alt+A and paste the script in there.SenjuLAN wrote: ↑Sun Sep 01, 2019 11:10 pmCopy the code of any script, then the empty big box under 'Memory view' you right click, and paste. that is what worked for me at least.ishist wrote: ↑Sun Sep 01, 2019 9:45 pmThat wasn't executing the script that was opening the table itself.FlipFloppy wrote: ↑Sun Sep 01, 2019 9:21 pm
Don't execute script, copy/paste in table window, you know where table options usually are.
That was precisely what I did before. I have downloaded the combined table above, and also made my own by copy/pasting the scripts into a fresh table.FlipFloppy wrote: ↑Mon Sep 02, 2019 12:05 amLet me see if I can help you with that. First, update CE to version 7. Next, copy the script from here (select all, right-click copy), and paste it in an empty space in the bottom window of CE (right-click paste), where normally table options appear. A table with a list of options should be created like that. If you do anything else, I can't help you cuz I have no clue what else you'd be doing.ishist wrote: ↑Sun Sep 01, 2019 9:45 pmThat wasn't executing the script that was opening the table itself.FlipFloppy wrote: ↑Sun Sep 01, 2019 9:21 pm
Don't execute script, copy/paste in table window, you know where table options usually are.
Re: ancestors: the human odyssey table/trainer request
It's working now despite the errors.
- Foul_Buccaneer
- Novice Cheater
- Posts: 20
- Joined: Thu Sep 20, 2018 7:34 pm
- Reputation: 1
Re: ancestors: the human odyssey table/trainer request
Eh, fuck knows then, might be an unintended side effect of using a trainer option or something, guess I'll never know since I'm just about finished with the game, just got like 500k years left of evolving.SenjuLAN wrote: ↑Sun Sep 01, 2019 11:14 pmWell, i played the game legit for 2 days without any cheats before i started using fearlessrevolution. i started using these scripts today actually. so perhaps the script has some abnormalities? Not really sure, since the scripts worked for me without any hassle, or at least i can't see any bugs with it.
Edit: Reading the comments for FLiNGs trainer.
R34LM 2019-09-01 at 23:56
I can confirm it does. Also, the Infinite Health cheat appears to make killing fauna a lot easier, only requiring one or two counter attacks, even with the base dead branch or rock.
So that might be it if you're using that option, going to have to start using that trainer myself haha.
Re: ancestors: the human odyssey table/trainer request
fearless123456 & Agasio thank u so much for the scirpts I really appreciate it. I was wondering if their was anyway to make a instant altering script its such a pain having to hit a rock 10 times to make one sharpen stick; if not its cool thanks for the work done to it so far its a lot more enjoyable now.
Re: ancestors: the human odyssey table/trainer request
Yeah, that's surely the case. i usually use Infinite Health because that's one thing less to worry about when i'm out exploring and completing feats. im at around 80%bloodaxis wrote: ↑Mon Sep 02, 2019 6:16 pmEh, fuck knows then, might be an unintended side effect of using a trainer option or something, guess I'll never know since I'm just about finished with the game, just got like 500k years left of evolving.SenjuLAN wrote: ↑Sun Sep 01, 2019 11:14 pmWell, i played the game legit for 2 days without any cheats before i started using fearlessrevolution. i started using these scripts today actually. so perhaps the script has some abnormalities? Not really sure, since the scripts worked for me without any hassle, or at least i can't see any bugs with it.
Edit: Reading the comments for FLiNGs trainer.
R34LM 2019-09-01 at 23:56
I can confirm it does. Also, the Infinite Health cheat appears to make killing fauna a lot easier, only requiring one or two counter attacks, even with the base dead branch or rock.
So that might be it if you're using that option, going to have to start using that trainer myself haha.
Re: ancestors: the human odyssey table/trainer request
Hi, I'm new to this site, as well as to cheat engine, but I'm trying to make a teleport hack for this game, but I can't get the values of xyz, I get the y and it works. I even found something like "no gravity", a float that if you freeze and jump you can fly indefinitely. idk if im doing something wrong or if someone already done it, i would like a bit of help. Thanks..
- fearless123456
- Expert Cheater
- Posts: 80
- Joined: Wed Jan 30, 2019 6:19 am
- Reputation: 94
Re: ancestors: the human odyssey table/trainer request
Teleport script
Spoiler
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>121</ID>
<Description>"Teleport test"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Ancestors-Win64-Shipping.exe
Version:
Date : 2019-09-05
Author : 0
This script does blah blah blah
}
[ENABLE]
aobscanmodule(tele,Ancestors-Win64-Shipping.exe,F2 0F 10 00 F2 0F 11 87 9C 08 00 00) // should be unique
alloc(newmem,$1000,"Ancestors-Win64-Shipping.exe"+36784B)
alloc(store_coord,256)
label(xpos)
label(ypos)
label(zpos)
label(en_load) //flags
label(en_save) //flags
label(save) //initialising save script
label(load) //initialising load script
registersymbol(en_load)
registersymbol(en_save)
label(code)
label(return)
store_coord:
xpos:
dd 0
ypos:
dd 0
zpos:
dd 0
en_save: //flag state saved within store_coord memory
dd 0
en_load:
dd 0
newmem:
cmp [en_save],1
je save
cmp [en_load],1
je load
jmp code //jmp over the scripts
save:
mov [en_save],0 //turn off flag after loading script important so it doesn't loop
push rbx //borrowing a register, just one that is not being used
Mov rbx,[rax] //use the x pos address
mov [xpos],rbx
Mov rbx,[rax+4] //use the y pos address
mov [ypos],rbx
Mov rbx,[rax+8] //use the x pos address
mov [zpos],rbx
pop rbx
jmp code //jump to originalcode
load: //similar to save script - see above - but in reverse in relation to moving data across using the ebx register
mov [en_load],0
push rbx
mov rbx,[xpos]
mov [rax],rbx
mov rbx,[ypos]
mov [rax+4],rbx
mov rbx,[zpos]
mov [rax+8],rbx
pop rbx
jmp code
code:
movsd xmm0,[rax]
movsd [rdi+0000089C],xmm0
jmp return
tele:
jmp newmem
nop 7
return:
registersymbol(tele)
[DISABLE]
tele:
db F2 0F 10 00 F2 0F 11 87 9C 08 00 00
unregistersymbol(tele)
dealloc(newmem)
dealloc(store_coord)
unregistersymbol(en_load)
unregistersymbol(en_save)
{
// ORIGINAL CODE - INJECTION POINT: "Ancestors-Win64-Shipping.exe"+36784B
"Ancestors-Win64-Shipping.exe"+36781A: 89 87 0C 01 00 00 - mov [rdi+0000010C],eax
"Ancestors-Win64-Shipping.exe"+367820: EB 3E - jmp Ancestors-Win64-Shipping.exe+367860
"Ancestors-Win64-Shipping.exe"+367822: F2 0F 10 05 FE AA F2 02 - movsd xmm0,[Ancestors-Win64-Shipping.exe+3292328]
"Ancestors-Win64-Shipping.exe"+36782A: F2 0F 11 87 9C 08 00 00 - movsd [rdi+0000089C],xmm0
"Ancestors-Win64-Shipping.exe"+367832: 8B 05 F8 AA F2 02 - mov eax,[Ancestors-Win64-Shipping.exe+3292330]
"Ancestors-Win64-Shipping.exe"+367838: EB 20 - jmp Ancestors-Win64-Shipping.exe+36785A
"Ancestors-Win64-Shipping.exe"+36783A: 40 84 F6 - test sil,sil
"Ancestors-Win64-Shipping.exe"+36783D: 74 21 - je Ancestors-Win64-Shipping.exe+367860
"Ancestors-Win64-Shipping.exe"+36783F: 48 8B 8F 80 08 00 00 - mov rcx,[rdi+00000880]
"Ancestors-Win64-Shipping.exe"+367846: E8 25 54 00 00 - call Ancestors-Win64-Shipping.exe+36CC70
// ---------- INJECTING HERE ----------
"Ancestors-Win64-Shipping.exe"+36784B: F2 0F 10 00 - movsd xmm0,[rax]
"Ancestors-Win64-Shipping.exe"+36784F: F2 0F 11 87 9C 08 00 00 - movsd [rdi+0000089C],xmm0
// ---------- DONE INJECTING ----------
"Ancestors-Win64-Shipping.exe"+367857: 8B 40 08 - mov eax,[rax+08]
"Ancestors-Win64-Shipping.exe"+36785A: 89 87 A4 08 00 00 - mov [rdi+000008A4],eax
"Ancestors-Win64-Shipping.exe"+367860: 48 8B 4D D0 - mov rcx,[rbp-30]
"Ancestors-Win64-Shipping.exe"+367864: 48 85 C9 - test rcx,rcx
"Ancestors-Win64-Shipping.exe"+367867: 74 45 - je Ancestors-Win64-Shipping.exe+3678AE
"Ancestors-Win64-Shipping.exe"+367869: 44 0F B6 4D 10 - movzx r9d,byte ptr [rbp+10]
"Ancestors-Win64-Shipping.exe"+36786E: 4C 8D 45 D0 - lea r8,[rbp-30]
"Ancestors-Win64-Shipping.exe"+367872: 48 8B 55 D8 - mov rdx,[rbp-28]
"Ancestors-Win64-Shipping.exe"+367876: E8 B5 CA FF FF - call Ancestors-Win64-Shipping.exe+364330
"Ancestors-Win64-Shipping.exe"+36787B: 48 8B 4D E0 - mov rcx,[rbp-20]
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>122</ID>
<Description>"Save location - Alt-X"</Description>
<LastState Value="0" RealAddress="7FF7450E100C"/>
<VariableType>Byte</VariableType>
<Address>en_save</Address>
<Hotkeys>
<Hotkey>
<Action>Set Value</Action>
<Keys>
<Key>18</Key>
<Key>88</Key>
</Keys>
<Value>1</Value>
<ID>0</ID>
<ActivateSound>Activate</ActivateSound>
<DeactivateSound>Deactivate</DeactivateSound>
</Hotkey>
</Hotkeys>
</CheatEntry>
<CheatEntry>
<ID>123</ID>
<Description>"Load location - Alt-V"</Description>
<LastState Value="0" RealAddress="7FF7450E1010"/>
<VariableType>Byte</VariableType>
<Address>en_load</Address>
<Hotkeys>
<Hotkey>
<Action>Set Value</Action>
<Keys>
<Key>18</Key>
<Key>86</Key>
</Keys>
<Value>1</Value>
<ID>0</ID>
<ActivateSound>Activate</ActivateSound>
</Hotkey>
</Hotkeys>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Re: ancestors: the human odyssey table/trainer request
Hey thanks for the script, its about the same code that I made but I think I chosen a different address. Btw I was having problems with my script when I change to a different monkey, it's seem to store like a individual xyz to every monkey I think is for the follow mechanic, I would test this with your script, and make a teleport to places script using this as a base.fearless123456 wrote: ↑Thu Sep 05, 2019 8:04 amTeleport script
Spoiler
Code: Select all
<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>121</ID> <Description>"Teleport test"</Description> <LastState Activated="1"/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>{ Game : Ancestors-Win64-Shipping.exe Version: Date : 2019-09-05 Author : 0 This script does blah blah blah } [ENABLE] aobscanmodule(tele,Ancestors-Win64-Shipping.exe,F2 0F 10 00 F2 0F 11 87 9C 08 00 00) // should be unique alloc(newmem,$1000,"Ancestors-Win64-Shipping.exe"+36784B) alloc(store_coord,256) label(xpos) label(ypos) label(zpos) label(en_load) //flags label(en_save) //flags label(save) //initialising save script label(load) //initialising load script registersymbol(en_load) registersymbol(en_save) label(code) label(return) store_coord: xpos: dd 0 ypos: dd 0 zpos: dd 0 en_save: //flag state saved within store_coord memory dd 0 en_load: dd 0 newmem: cmp [en_save],1 je save cmp [en_load],1 je load jmp code //jmp over the scripts save: mov [en_save],0 //turn off flag after loading script important so it doesn't loop push rbx //borrowing a register, just one that is not being used Mov rbx,[rax] //use the x pos address mov [xpos],rbx Mov rbx,[rax+4] //use the y pos address mov [ypos],rbx Mov rbx,[rax+8] //use the x pos address mov [zpos],rbx pop rbx jmp code //jump to originalcode load: //similar to save script - see above - but in reverse in relation to moving data across using the ebx register mov [en_load],0 push rbx mov rbx,[xpos] mov [rax],rbx mov rbx,[ypos] mov [rax+4],rbx mov rbx,[zpos] mov [rax+8],rbx pop rbx jmp code code: movsd xmm0,[rax] movsd [rdi+0000089C],xmm0 jmp return tele: jmp newmem nop 7 return: registersymbol(tele) [DISABLE] tele: db F2 0F 10 00 F2 0F 11 87 9C 08 00 00 unregistersymbol(tele) dealloc(newmem) dealloc(store_coord) unregistersymbol(en_load) unregistersymbol(en_save) { // ORIGINAL CODE - INJECTION POINT: "Ancestors-Win64-Shipping.exe"+36784B "Ancestors-Win64-Shipping.exe"+36781A: 89 87 0C 01 00 00 - mov [rdi+0000010C],eax "Ancestors-Win64-Shipping.exe"+367820: EB 3E - jmp Ancestors-Win64-Shipping.exe+367860 "Ancestors-Win64-Shipping.exe"+367822: F2 0F 10 05 FE AA F2 02 - movsd xmm0,[Ancestors-Win64-Shipping.exe+3292328] "Ancestors-Win64-Shipping.exe"+36782A: F2 0F 11 87 9C 08 00 00 - movsd [rdi+0000089C],xmm0 "Ancestors-Win64-Shipping.exe"+367832: 8B 05 F8 AA F2 02 - mov eax,[Ancestors-Win64-Shipping.exe+3292330] "Ancestors-Win64-Shipping.exe"+367838: EB 20 - jmp Ancestors-Win64-Shipping.exe+36785A "Ancestors-Win64-Shipping.exe"+36783A: 40 84 F6 - test sil,sil "Ancestors-Win64-Shipping.exe"+36783D: 74 21 - je Ancestors-Win64-Shipping.exe+367860 "Ancestors-Win64-Shipping.exe"+36783F: 48 8B 8F 80 08 00 00 - mov rcx,[rdi+00000880] "Ancestors-Win64-Shipping.exe"+367846: E8 25 54 00 00 - call Ancestors-Win64-Shipping.exe+36CC70 // ---------- INJECTING HERE ---------- "Ancestors-Win64-Shipping.exe"+36784B: F2 0F 10 00 - movsd xmm0,[rax] "Ancestors-Win64-Shipping.exe"+36784F: F2 0F 11 87 9C 08 00 00 - movsd [rdi+0000089C],xmm0 // ---------- DONE INJECTING ---------- "Ancestors-Win64-Shipping.exe"+367857: 8B 40 08 - mov eax,[rax+08] "Ancestors-Win64-Shipping.exe"+36785A: 89 87 A4 08 00 00 - mov [rdi+000008A4],eax "Ancestors-Win64-Shipping.exe"+367860: 48 8B 4D D0 - mov rcx,[rbp-30] "Ancestors-Win64-Shipping.exe"+367864: 48 85 C9 - test rcx,rcx "Ancestors-Win64-Shipping.exe"+367867: 74 45 - je Ancestors-Win64-Shipping.exe+3678AE "Ancestors-Win64-Shipping.exe"+367869: 44 0F B6 4D 10 - movzx r9d,byte ptr [rbp+10] "Ancestors-Win64-Shipping.exe"+36786E: 4C 8D 45 D0 - lea r8,[rbp-30] "Ancestors-Win64-Shipping.exe"+367872: 48 8B 55 D8 - mov rdx,[rbp-28] "Ancestors-Win64-Shipping.exe"+367876: E8 B5 CA FF FF - call Ancestors-Win64-Shipping.exe+364330 "Ancestors-Win64-Shipping.exe"+36787B: 48 8B 4D E0 - mov rcx,[rbp-20] } </AssemblerScript> <CheatEntries> <CheatEntry> <ID>122</ID> <Description>"Save location - Alt-X"</Description> <LastState Value="0" RealAddress="7FF7450E100C"/> <VariableType>Byte</VariableType> <Address>en_save</Address> <Hotkeys> <Hotkey> <Action>Set Value</Action> <Keys> <Key>18</Key> <Key>88</Key> </Keys> <Value>1</Value> <ID>0</ID> <ActivateSound>Activate</ActivateSound> <DeactivateSound>Deactivate</DeactivateSound> </Hotkey> </Hotkeys> </CheatEntry> <CheatEntry> <ID>123</ID> <Description>"Load location - Alt-V"</Description> <LastState Value="0" RealAddress="7FF7450E1010"/> <VariableType>Byte</VariableType> <Address>en_load</Address> <Hotkeys> <Hotkey> <Action>Set Value</Action> <Keys> <Key>18</Key> <Key>86</Key> </Keys> <Value>1</Value> <ID>0</ID> <ActivateSound>Activate</ActivateSound> </Hotkey> </Hotkeys> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatTable>
- fearless123456
- Expert Cheater
- Posts: 80
- Joined: Wed Jan 30, 2019 6:19 am
- Reputation: 94
Re: ancestors: the human odyssey table/trainer request
Instant Alter - need one success
Spoiler
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>0</ID>
<Description>"Instant alter - need one success"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : Ancestors-Win64-Shipping.exe
Version:
Date : 2019-09-06
Author : 0
This script does blah blah blah
}
[ENABLE]
aobscanmodule(INJECT,Ancestors-Win64-Shipping.exe,0F 47 C8 44 3B E1) // should be unique
alloc(newmem,$1000,"Ancestors-Win64-Shipping.exe"+44CCF7)
label(code)
label(return)
newmem:
code:
cmova ecx,eax
mov r12d,ecx
cmp r12d,ecx
jmp return
INJECT:
jmp newmem
nop
return:
registersymbol(INJECT)
[DISABLE]
INJECT:
db 0F 47 C8 44 3B E1
unregistersymbol(INJECT)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "Ancestors-Win64-Shipping.exe"+44CCF7
"Ancestors-Win64-Shipping.exe"+44CCD8: 74 12 - je Ancestors-Win64-Shipping.exe+44CCEC
"Ancestors-Win64-Shipping.exe"+44CCDA: 0F 14 C0 - unpcklps xmm0,xmm0
"Ancestors-Win64-Shipping.exe"+44CCDD: 0F 50 C0 - movmskps eax,xmm0
"Ancestors-Win64-Shipping.exe"+44CCE0: 83 E0 01 - and eax,01
"Ancestors-Win64-Shipping.exe"+44CCE3: 2B C8 - sub ecx,eax
"Ancestors-Win64-Shipping.exe"+44CCE5: 66 0F 6E C1 - movd xmm0,ecx
"Ancestors-Win64-Shipping.exe"+44CCE9: 0F 5B C0 - cvtdq2ps xmm0,xmm0
"Ancestors-Win64-Shipping.exe"+44CCEC: F3 0F 2C C0 - cvttss2si eax,xmm0
"Ancestors-Win64-Shipping.exe"+44CCF0: B9 01 00 00 00 - mov ecx,00000001
"Ancestors-Win64-Shipping.exe"+44CCF5: 3B C1 - cmp eax,ecx
// ---------- INJECTING HERE ----------
"Ancestors-Win64-Shipping.exe"+44CCF7: 0F 47 C8 - cmova ecx,eax
"Ancestors-Win64-Shipping.exe"+44CCFA: 44 3B E1 - cmp r12d,ecx
// ---------- DONE INJECTING ----------
"Ancestors-Win64-Shipping.exe"+44CCFD: 0F 82 C7 00 00 00 - jb Ancestors-Win64-Shipping.exe+44CDCA
"Ancestors-Win64-Shipping.exe"+44CD03: 49 8B CE - mov rcx,r14
"Ancestors-Win64-Shipping.exe"+44CD06: E8 C5 16 00 00 - call Ancestors-Win64-Shipping.exe+44E3D0
"Ancestors-Win64-Shipping.exe"+44CD0B: 49 8D 4F 08 - lea rcx,[r15+08]
"Ancestors-Win64-Shipping.exe"+44CD0F: E8 5C C5 FF FF - call Ancestors-Win64-Shipping.exe+449270
"Ancestors-Win64-Shipping.exe"+44CD14: 48 8D 4D CF - lea rcx,[rbp-31]
"Ancestors-Win64-Shipping.exe"+44CD18: 48 8B F0 - mov rsi,rax
"Ancestors-Win64-Shipping.exe"+44CD1B: E8 E0 E1 52 01 - call Ancestors-Win64-Shipping.exe+197AF00
"Ancestors-Win64-Shipping.exe"+44CD20: 49 8B 16 - mov rdx,[r14]
"Ancestors-Win64-Shipping.exe"+44CD23: 49 8B CE - mov rcx,r14
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
-
- What is cheating?
- Posts: 2
- Joined: Sat Sep 07, 2019 1:14 am
- Reputation: 0
Re: ancestors: the human odyssey table/trainer request
I tried using the cheats that unlock all skills and mutations using instructions mentioned on previous pages on an existing save file with the last evolution and majority of skills/mutations/feats unlocked legitimately. I was also missing about <20 nodes total of skills and mutations combined, but after using the cheats for skills and mutations, I was able to unlock all but 2 nodes. Seems like it isn't bug proof yet.
Re: ancestors: the human odyssey table/trainer request
How long did you play the game, because if you don't evolve to Lucy there are 2 nodes at the middle bottom (kind of), they are specific to Lucy.anonymouse wrote: ↑Sat Sep 07, 2019 1:17 amI tried using the cheats that unlock all skills and mutations using instructions mentioned on previous pages on an existing save file with the last evolution and majority of skills/mutations/feats unlocked legitimately. I was also missing about <20 nodes total of skills and mutations combined, but after using the cheats for skills and mutations, I was able to unlock all but 2 nodes. Seems like it isn't bug proof yet.
Re: ancestors: the human odyssey table/trainer request
Is there any script or trainer out there that lets you always evolve, I have loads of things ready but I can't actually evolve because I've done most of the things and can't find something to complete so I'm allowed to evolve.
-
- What is cheating?
- Posts: 2
- Joined: Sat Sep 07, 2019 1:14 am
- Reputation: 0
Re: ancestors: the human odyssey table/trainer request
I'm currently on the evolution just before the end of the game (I think this is after Lucy?). The nodes I'm missing belong to the venom poisoning and healing injuries (broken bones) branches.AbaZe wrote: ↑Sat Sep 07, 2019 12:35 pmHow long did you play the game, because if you don't evolve to Lucy there are 2 nodes at the middle bottom (kind of), they are specific to Lucy.anonymouse wrote: ↑Sat Sep 07, 2019 1:17 amI tried using the cheats that unlock all skills and mutations using instructions mentioned on previous pages on an existing save file with the last evolution and majority of skills/mutations/feats unlocked legitimately. I was also missing about <20 nodes total of skills and mutations combined, but after using the cheats for skills and mutations, I was able to unlock all but 2 nodes. Seems like it isn't bug proof yet.
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