Control - AWE patch (DX12) +? (table Update6)

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zimpirate
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Re: Control - AWE patch (DX12) +? (table Update5)

Post by zimpirate »

Not sure if it is possible to unlock the ps4 outfits if they are in the game code or not.

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

kanggg
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Re: Control - AWE patch (DX12) +? (table Update5)

Post by kanggg »

It's possible. You have to edit the .exe.

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zimpirate
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Re: Control - AWE patch (DX12) +? (table Update5)

Post by zimpirate »

kanggg wrote:
Sat Mar 06, 2021 11:30 pm
It's possible. You have to edit the .exe.
How do I do that?

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Re: Control - AWE patch (DX12) +? (table Update5)

Post by MurkyJuris »

I cannot seem to be able to get this to work at all. Is there something I am missing? I just cannot get anything to activate

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cfemen
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Re: Control - AWE patch (DX12) +? (table Update5)

Post by cfemen »

so got a 7 days windows pass ...and i already hate that store :roll:

and the game is crashing sooo often :(
so i've stopped working at a table, but im sharing the infos and my debug table:

the game is using RTTI (google it) and a component system.

the table will find the player entity - note: you need to focus and unpause the game, coz the game is freezing completly if not focused.
if the Player Entity gets a value then you can exectute Find Components it will find and store the addresses of some of the components.

and then you can access the pointer of health,ammo,money,skill-points,....

there is also a proper noclip that will work if the player entity is valid ( just dont use it while jumping, the animation will stuck)
space and ctrl = up and down
dont use it to access story stuff (e.g clearence level doors) for testing purpose i accessed the first story level-1-door(first boss fight) without the card, and then the card despawned forever, so keep that in mind.
accessing optional clearance level doors should be okay, still use it with caution.

note : after a load you might have to execute the Find Components again ( you can check that if the pointers shows some random nonsens values)

screenshot after clicking Find Components ( it will show all the components addresses that are used from me):
Image

--

every component has a TypeID
e.g Health component = 0x94EEE300

the game is also using from the c++ VCRUNTIME lib the std::hash_code function to hash the names, but i've found that calling the RTtypeid function will return a clear string.
in the debug section is a Dump All Player Components, if you have a valid Player Entity then it will dump all components that belongs to your player:
all components:

Code: Select all

29b05d56c90 - .?AVScriptComponentState@@ 
29c57ac9070 - .?AVTransformComponentState@coregame@@ 
29c57ac9210 - .?AVMeshComponentState@coregame@@ 
29c57ac9398 - .?AVSkeletonComponentState@coregame@@ 
29c57ac9420 - .?AVAnimationSystemComponentState@coregame@@ 
29c57ac9610 - .?AVCharacterTimelineControlComponentState@coregame@@ 
29c57ac96e0 - .?AVTagComponentState@coregame@@ 
29c57ac9728 - .?AVDialogueControllerComponentState@coregame@@ 
29c57ac9800 - .?AVAudioControllerComponentState@coregame@@ 
29c57ac98b0 - .?AVCharacterLightRigComponentState@@ 
29c57ac9978 - .?AVGameInventoryComponentState@@ 
29c57ac9d50 - .?AVGameAnimationOutputComponentState@@ 
29c57ac9d98 - .?AVGameFoleyAudioComponentState@@ 
29c57ac9e10 - .?AVLogicAnimationControlComponentState@coregame@@ 
29c57ac9e58 - .?AVCollisionResourceComponentState@coregame@@ 
29c57ac9ec0 - .?AVDynamicCollisionComponentState@coregame@@ 
29c57ac9fc0 - .?AVRagdollControllerComponentState@coregame@@ 
29c57aca000 - .?AVRagdollProfileComponentState@coregame@@ 
29c57aca040 - .?AVPointOfInterestComponentState@coregame@@ 
29c57aca0a8 - .?AVBlueprintComponentState@coregame@@ 
29c57aca220 - .?AVGameCharacterInputComponentState@@ 
29c57aca560 - .?AVGamePlayerAudioComponentState@@ 
29c57aca5e0 - .?AVGamePlayerCameraMovementComponentState@@ 
29c57aca9c0 - .?AVWeaponInputLogicComponentState@@ 
29c57acaf30 - .?AVPlayerStatusComponentState@@ 
29c57acb250 - .?AVPlayerOutfitComponentState@@ 
29c57acb2f0 - .?AVAbilityInputLogicComponentState@@ 
29c57acb860 - .?AVHighlightComponentState@@ 
29c57acba10 - .?AVCharacterControllerComponentState@coregame@@ 
29c57acbc50 - .?AVGameCharacterCollisionsComponentState@@ 
29c57acbcc0 - .?AVRagdollRecoveryComponentState@coregame@@ 
29c57acbd00 - .?AVLocomotionProbeComponentState@@ 
29c57acbdc0 - .?AVAbilityPropertiesComponentState@@ 
29c57acbe00 - .?AVGameDamageReceiverComponentState@@ 
29c57acbe68 - .?AVGameHealthComponentState@@ 
29c57acbf90 - .?AVMovementModelComponentState@coregame@@ 
29c57acc2b0 - .?AVGameAnimationInputAbilityComponentState@@ 
29c57acc2f0 - .?AVGameAnimationInputMovementComponentState@@ 
29c57acc330 - .?AVGameAnimationInputWeaponComponentState@@ 
29c57acc370 - .?AVGameAnimationInputDamageComponentState@@ 
29c57acc3b0 - .?AVCharacterStatusComponentState@coregame@@ 
29c57acc460 - .?AVFactionComponentState@bonsai@@ 
29c57acc4d0 - .?AVMovementSystemComponentState@@ 
29c57acc900 - .?AVArmorComponentState@@ 
29c57acc9d0 - .?AVFallComponentState@@ 
29c57acca48 - .?AVVariationComponentState@@ 
29c57acca90 - .?AVAbilityMeleeComponentState@@ 
29c57accd80 - .?AVInventoryInputLogicComponentState@@ 
29c57acce10 - .?AVAbilityJumpComponentState@@ 
29c57accfd0 - .?AVAbilityLevitateComponentState@@ 
29c57acd270 - .?AVPlayerPropertiesComponentState@@ 
29c57acd440 - .?AVPlayerDeathComponentState@@ 
29c57acd4a8 - .?AVHUDInterfaceComponentState@@ 
29c57acd550 - .?AVCombatStatusComponentState@@ 
29c57acd5a0 - .?AVTargetSelectorComponentState@@ 
29c57acd6f0 - .?AVMantleComponentState@@ 
29c57acd820 - .?AVPlayerObstacleComponentState@bonsai@@ 
29c57acd870 - .?AVAbilityReceiverComponentState@@ 
29c57acda78 - .?AVAbilityResourceComponentState@@ 
29c57acdc60 - .?AVFacingTargetComponentState@@ 
29c57acdd80 - .?AVTrialsComponentState@@ 
29c57acdee0 - .?AVAbilityCompelComponentState@@ 
29c57ace0f0 - .?AVInteractComponentState@coregame@@ 
29c57ace210 - .?AVAbilityDodgeComponentState@@ 
29c57ace5f0 - .?AVAbilitySprintComponentState@@ 
29c57ace780 - .?AVAbilitySlamComponentState@@ 
29c57aceab0 - .?AVGameAnimationInputLookAtComponentState@@ 
29c57aceb00 - .?AVAbilityLaunchComponentState@@ 
29c57acef30 - .?AVAbilityForwardShieldComponentState@@ 
29c57acf370 - .?AVStunReceiverComponentState@@ 
29c57acf3c0 - .?AVPlayerAssistModeComponentState@@ 

(you will have different addresses)

so you can use the RTtypeid call to get the names, and the FindCompenentWithID to get the components from an entity.
Some More Type IDs:
0xCF8B4917 Inventory
0x94EEE300 Health
0x4771E822 Character-Controller
0xC6FCCB77 Player-Properties
0xCB2FB739 Player-Abilities


i didnt look for more.

so okay thats it, table is attached.
like i said : its more a debug table :)

but maybe this helps someone to find stuff :)

and probably it will only work for the GamePass version.

Edit: ported table for the Epic Store version ( DX11 ), maybe i will play the game later and do more stuff with the epic store version.
Attachments
Epic_Control_DX11.CT
Epic Store DX11 - 1.13
(15.46 KiB) Downloaded 402 times
Game_rmdutggamepass_f.CT
Windows Store Version 1.13
(15.02 KiB) Downloaded 180 times

Acleacius
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Re: Control - AWE patch (DX12) +? (table Update5)

Post by Acleacius »

Thanks again for all the work on these tables! 8-)

I'm using the Steam version of Control, does anyone know of a working table hack for unlocking Zoom,
on the PC? I.e. zooming out a bit during gameplay.

Thanks

acecel
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Re: Control - AWE patch (DX12) +? (table Update5)

Post by acecel »

The script "[x] ignore $/materials .1b [x]" doesn't activate with my version (GOG v1.13), anyone found a fix ?

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Re: Control - AWE patch (DX12) +? (table Update5)

Post by Argaricolm »

Check my table: here

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zimpirate
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Re: Control - AWE patch (DX12) +? (table Update5)

Post by zimpirate »

I can't figure out how to get the flying mod to work, I'm doing what is listed to do but nothing happens.

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rizkywingrove
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Re: Control - AWE patch (DX12) +? (table Update5)

Post by rizkywingrove »

Spoiler
Hi, I'm experiencing an issue with the table I downloaded from this thread. It appears distorted when I load it. I've ensured that I followed the correct process and used the appropriate table for the corresponding DX version. Any assistance would be greatly appreciated.

[Link]
Solved guys, silly me :D

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Cielos
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Re: Control - AWE patch (DX12) +? (table Update6)

Post by Cielos »

Update6
- replayed the game after finishing Alan Wake 2, added 2 scripts, unlock kojima, and modifiers / multipliers, should be useful for a fake new game+...

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Re: Control - AWE patch (DX12) +? (table Update6)

Post by klendool »

Bit of a long shot, but is it possible to enable simultaneous mouse and gamepad using cheat engine? I'd love to play this game but I find it too awkward as it ignores the mouse when you are using a gamepad.

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Re: Control - AWE patch (DX12) +? (table Update6)

Post by MzK47 »

Thanks man.

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