Tried to make a 60 component classmod, ended up with this thing instead after saving. I had such high hopes, too...
It ended up becoming a 3 component mod, but maybe there's some useful data on here? Interestingly enough from the +348 pointer posted earlier, it looks like there are 9 total anointment mods, but only 5 of them show up.
How did you manage to get the anointments to stick? Every time I try to move them they just revert back to normal.
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
How did you manage to get the anointments to stick? Every time I try to move them they just revert back to normal.
I didn't actually do this myself, it just happened when I was extending the components on the mod. I'm not sure what actually determines what anointments, but I've been trying to look for hints in the memory.
The Appointed components appear to be stored inside the pointer at offset +348.
Though, it didn't appear to save. There are probably other addresses related to it.
Okay so after some testing there are definitely 2 addresses assigned to everything from the looks of it. The InventoryAbilityAspectData address you found isn't going to change because the "part" on the gun that actually changes the anointed perk is the InventoryGenericPartData AoB. I am at a complete loss right now as to how to find an AoB in memory like you did for the +348 offset. If anyone here has more skill than I do, please try to find the address/offset for the InventoryGenericPartData AoBs.
Could someone please make like a quick unlisted youtube video on this. I am so lost. I get to where you search for the parts and try to add others but I cant get it right.
Tried to make a 60 component classmod, ended up with this thing instead after saving. I had such high hopes, too...
It ended up becoming a 3 component mod, but maybe there's some useful data on here? Interestingly enough from the +348 pointer posted earlier, it looks like there are 9 total anointment mods, but only 5 of them show up.
Managed to find the offset for Anointed bonuses! It's located at +230. You'll need another anointed gun to swap the AoB's out or it will not work. For example, you cannot put an anointed bonus on a gun that is not already anointed using this method.
Managed to find the offset for Anointed bonuses! It's located at +230. You'll need another anointed gun to swap the AoB's out or it will not work. For example, you cannot put an anointed bonus on a gun that is not already anointed using this method.
i literally just got a good grasp on reg wep modifing but like for weps accs only thou.
Managed to find the offset for Anointed bonuses! It's located at +230. You'll need another anointed gun to swap the AoB's out or it will not work. For example, you cannot put an anointed bonus on a gun that is not already anointed using this method.
i literally just got a good grasp on reg wep modifing but like for weps accs only thou.
english resolve i have no idea what +230 is
+230 from the Base Address of the weapon. Here I'll just re-upload his table with the new finds. You want to change the "PartData", NOT the "AspectData".