Borderlands 3 - Loot, Skills, Stats, Teleport, Item Leveling, & More

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Rydian
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Re: Borderlands 3 - Loot, Skills, Stats, Teleport, Item Leveling, & More

Post by Rydian »

Do mayhem modes outside of sanctuary no longer affect the value for anoints in 2.0? Apparently there's new anoints for mayhem modes from some bosses or something but I'm not sure how they work.

Also I fiddled a bit trying to see if the mayhem level of a gun was in the raw item structure in any sort of plain format but couldn't find it. There's no indicator for an item's mayhem level in the UI so I'm not sure what I'm even looking for, but it doesn't appear to be in the raw item structure itself for some reason.

Also I updated the download in the first post.
- Set the loot/rolls scripts to be the newer versions that limit output less.
- Fixed the skill cooldown time for Amara at least, unsure on the other characters.
- Fixed the shop timer script (offset had changed).
- Fixed an incorrect entry in the guardian stats list.

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

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Re: Borderlands 3 - Loot, Skills, Stats, Teleport, Item Leveling, & More

Post by wheewhee »

Hello, gonna share some observations about mayhem 2.0 weapon levels.
Firstly i've been using this table (named Tooltip Pointer), it was posted here somewhere but i can't find it so i reposting its code.
Spoiler
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>168</ID>
<Description>"Tooltip Pointer (save &amp; load after updating level)"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript Async="1">[ENABLE]
aobscanmodule(tooltip,Borderlands3.exe,49 8B 06 31 D2 4C 89 F1 FF 50 30 49)
alloc(newmem,$1000,tooltip)

label(code)
label(return)
label(tooltipPtr)

newmem:
mov rax,tooltipPtr
mov [rax],r14
code:
mov rax,[r14]
xor edx,edx
jmp return

tooltipPtr:
dq 0

tooltip:
jmp newmem
return:
registersymbol(tooltip)
registersymbol(tooltipPtr)

[DISABLE]

tooltip:
db 49 8B 06 31 D2

unregistersymbol(tooltip)
unregistersymbol(tooltipPtr)
dealloc(newmem)
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>16320</ID>
<Description>"Base Address Raw"</Description>
<ShowAsHex>1</ShowAsHex>
<VariableType>8 Bytes</VariableType>
<Address>tooltipPtr</Address>
<Offsets>
<Offset>138</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>16327</ID>
<Description>"Saved Level"</Description>
<VariableType>4 Bytes</VariableType>
<Address>tooltipPtr</Address>
<Offsets>
<Offset>1A4</Offset>
<Offset>138</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>16328</ID>
<Description>"Level Req Display"</Description>
<VariableType>4 Bytes</VariableType>
<Address>tooltipPtr</Address>
<Offsets>
<Offset>1A8</Offset>
<Offset>138</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>16329</ID>
<Description>"Item Score Display"</Description>
<VariableType>4 Bytes</VariableType>
<Address>tooltipPtr</Address>
<Offsets>
<Offset>204</Offset>
<Offset>138</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>16330</ID>
<Description>"Type"</Description>
<ShowAsHex>1</ShowAsHex>
<VariableType>4 Bytes</VariableType>
<Address>tooltipPtr</Address>
<Offsets>
<Offset>208</Offset>
<Offset>138</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>16331</ID>
<Description>"Balance"</Description>
<ShowAsHex>1</ShowAsHex>
<VariableType>4 Bytes</VariableType>
<Address>tooltipPtr</Address>
<Offsets>
<Offset>20F</Offset>
<Offset>138</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>16332</ID>
<Description>"Manufacturer"</Description>
<ShowAsHex>1</ShowAsHex>
<VariableType>4 Bytes</VariableType>
<Address>tooltipPtr</Address>
<Offsets>
<Offset>218</Offset>
<Offset>138</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>16326</ID>
<Description>"Item Component Count"</Description>
<VariableType>4 Bytes</VariableType>
<Address>tooltipPtr</Address>
<Offsets>
<Offset>228</Offset>
<Offset>138</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>16335</ID>
<Description>"Item Component "</Description>
<ShowAsHex>1</ShowAsHex>
<VariableType>8 Bytes</VariableType>
<Address>tooltipPtr</Address>
<Offsets>
<Offset>220</Offset>
<Offset>138</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>16334</ID>
<Description>"Annointed Component Count"</Description>
<VariableType>4 Bytes</VariableType>
<Address>tooltipPtr</Address>
<Offsets>
<Offset>238</Offset>
<Offset>138</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>16336</ID>
<Description>"Annointed (Part Data)"</Description>
<ShowAsHex>1</ShowAsHex>
<VariableType>8 Bytes</VariableType>
<Address>tooltipPtr</Address>
<Offsets>
<Offset>230</Offset>
<Offset>138</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>16337</ID>
<Description>"Annointed (Aspect Data)"</Description>
<ShowAsHex>1</ShowAsHex>
<VariableType>8 Bytes</VariableType>
<Address>tooltipPtr</Address>
<Offsets>
<Offset>348</Offset>
<Offset>138</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>16333</ID>
<Description>"Sell Price"</Description>
<VariableType>4 Bytes</VariableType>
<Address>tooltipPtr</Address>
<Offsets>
<Offset>1FC</Offset>
<Offset>138</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Secondly i've been using this online tool [Link] to check out anointed parts (it was released just yesterday on se7ensins forums).

Lastly i'm far away from technical terms and just a normal user so excuse me if i'm wrong

So what i think defies "mayhem level" of the weapon is an adress space called "Annointed (Part Data)"
Here some screen shots, not sure if they'll help
Image
Image
Image

First pic is a common maliwan gun i've purchased on mayhem 1, it has no annointments
Second (Ruby) was found on mayhem 10, it doesn't have anointments either but according to CE it actually does. When i uploaded this save to [Link] it didn't show me any anointments either.
Third pic is a Hellshock that was initially m1 which i apparenty turned into m10 by coppying m10 Ruby's adress (Annointed (Part Data)) into it. After reloading it turned into m10 (damage went from ~2k to 4.8k). However it has lost its anointement. So i went to [Link] loaded my save and added +200 damage while AS active anointment (IIRC, yet again it was "clean" and didn't show any anointments). After saving and loading it i've got m10 hellshock with new anointment. It also shows that it has 2 anointment parts despite only 1 presenting on weapon card.

so TL;DR i think the hidden "mayhem level" of the weapon is a part "Annointed (Part Data)" adress pace. Yet again might be completely wrong, sorry and thanks.

webdove
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Re: Borderlands 3 - Loot, Skills, Stats, Teleport, Item Leveling, & More

Post by webdove »

Hi,
I reverted my guardian ranks on my first attempt with CE. They had been too high since loading a higher save.

I am running version 7.1 of CE and the 4/23 Mayhem table from page 1. I have not changed any options in CE.
I start CE 64bit, (my game and machine are 64bit), load the table, start the game, select my character, enter the main game, hit tab, link CE to the BL3 process. That all seems to work.

I zeroed the individual ability ranks and I set my level and tokens back to the proper 160 value.
The major category ranks (hunter, survivor, enforcer) were still high. So I looked for their exact value, spent a token to increment and looked again a few times each to locate them. Then I zeroed them also. Everything looked good in the game.

However, when I quit out of the game and got back in they had reverted to the old too-high values. I do not have cloud save enabled.
Do I have to do something to force the game to write out the updated guardian rank values to the save file?
Thanks
Web

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Rydian
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Re: Borderlands 3 - Loot, Skills, Stats, Teleport, Item Leveling, & More

Post by Rydian »

wheewhee wrote:
Fri Apr 24, 2020 3:29 am
so TL;DR i think the hidden "mayhem level" of the weapon is a part "Annointed (Part Data)" adress pace. Yet again might be completely wrong, sorry and thanks.
Ew, you're totally right, it is.
Part_WeaponMayhemLevel10
I really didn't want to add any sort of part editing... and still don't, so since there's a save editor now I might just ignore it, yay!
webdove wrote:
Fri Apr 24, 2020 3:32 am
I zeroed the individual ability ranks and I set my level and tokens back to the proper 160 value.
The major category ranks (hunter, survivor, enforcer) were still high.
You should save and quit after editing the tokens spent and the game should recalculate the categories and stuff. Or at least, it did when I made the scripts, wouldn't be surprised if that functionality broke seeing how buggy the game has been.
webdove wrote:
Fri Apr 24, 2020 3:32 am
However, when I quit out of the game and got back in they had reverted to the old too-high values. I do not have cloud save enabled.
Do I have to do something to force the game to write out the updated guardian rank values to the save file?
Thanks
Web
\Documents\My Games\Borderlands 3\Saved\SaveGames\(whatever)
Find the profile.sav and right-click it and go to the properties, make sure it's not on read-only, and if there's an "unblock" button then click that.

Otherwise, other people have reported guardian stats and other things reverting as a game bug, though some did admit to grabbing somebody else's profile.sav off the net so I'm not sure what the cause is since there's conflicting info and I haven't run into this issue myself.

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Re: Borderlands 3 - Loot, Skills, Stats, Teleport, Item Leveling, & More

Post by webdove »

Problem solved. I used the BL3 Profile Editor twice to edit the guardian stats back to where they belonged with no other save files in the folder except the one I was working on and after the second attempt it took and the guardian ranks are back down where they belonged, but the extra weapons from downloaded files are there also.

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Re: Borderlands 3 - Loot, Skills, Stats, Teleport, Item Leveling, & More

Post by HelloThere! »

Hey there, thank you so much for continue working on the table and keeping it up to date!

The most recent update seems to have made it so when I roll the golden key box, I no longer get artifacts and all items on the side such as grenade, character mods etc won't go above purple. Guns and shields in the middle go to legendary though.

I'm mostly sad about the loss of artifacts because I accidentally sold mine and have been trying to think of ways to get one ;P.

Do you think its fixable?

Thanks!

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Re: Borderlands 3 - Loot, Skills, Stats, Teleport, Item Leveling, & More

Post by Rydian »

HelloThere! wrote:
Fri Apr 24, 2020 9:24 pm
Hey there, thank you so much for continue working on the table and keeping it up to date!

The most recent update seems to have made it so when I roll the golden key box, I no longer get artifacts and all items on the side such as grenade, character mods etc won't go above purple. Guns and shields in the middle go to legendary though.

I'm mostly sad about the loss of artifacts because I accidentally sold mine and have been trying to think of ways to get one ;P.

Do you think its fixable?

Thanks!
Yeah the new one only affects the initial roll since it has a different limit method. You could try the old one from one of the downloads on the last page, you can copy-paste the cheat entry (assuming your copy of CE isn't bugging out with copy-pastes like it sometimes does).

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Re: Borderlands 3 - Loot, Skills, Stats, Teleport, Item Leveling, & More

Post by KetamineBruh »

So I used the recommended values for the slots modifier, and they work great. However, I only seem to get Amara related items i.e. Amara skins, or class mods. Any idea why this is happening, or how to change it? Don't know if it makes a difference but I'm currently playing as Moze. Thanks, and great work on the table.

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Re: Borderlands 3 - Loot, Skills, Stats, Teleport, Item Leveling, & More

Post by Rydian »

KetamineBruh wrote:
Sat Apr 25, 2020 7:02 pm
So I used the recommended values for the slots modifier, and they work great. However, I only seem to get Amara related items i.e. Amara skins, or class mods. Any idea why this is happening, or how to change it? Don't know if it makes a difference but I'm currently playing as Moze. Thanks, and great work on the table.
Theoretically the game is supposed to scale class mods so yours shows up more often than others, but that may be broken (like various other things in the current patch).

The slot modifier doesn't have the multi-roll issue, changing the value up or down a bit might help (in case it's sub categories or something) but otherwise what comes out is what the game would make normally.

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Re: Borderlands 3 - Loot, Skills, Stats, Teleport, Item Leveling, & More

Post by HelloThere! »

Is it possible to change the element on a gun :)?

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Re: Borderlands 3 - Loot, Skills, Stats, Teleport, Item Leveling, & More

Post by Rydian »

HelloThere! wrote:
Sun Apr 26, 2020 5:25 pm
Is it possible to change the element on a gun :)?
If you use a save editor sure.
[Link]

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Re: Borderlands 3 - Loot, Skills, Stats, Teleport, Item Leveling, & More

Post by sebastianyyz »

Thank you for the table. I wonder if there is an option to make the eridian fabricator shoot legendary weapons

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Re: Borderlands 3 - Loot, Skills, Stats, Teleport, Item Leveling, & More

Post by Rydian »

sebastianyyz wrote:
Mon Apr 27, 2020 12:15 am
Thank you for the table. I wonder if there is an option to make the eridian fabricator shoot legendary weapons
Just like an ammo chest can't give a rocket launcher, the fabricator can't give legendaries (caps at purples). Somebody would need to find and edit the loot tables and such instead of simply adjusting the RNG.

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Re: Borderlands 3 - Loot, Skills, Stats, Teleport, Item Leveling, & More

Post by hardcore88 »

sebastianyyz wrote:
Mon Apr 27, 2020 12:15 am
Thank you for the table. I wonder if there is an option to make the eridian fabricator shoot legendary weapons
You can easily do this. Get the fabricator.gun.itempool.CT from the BL3 modding discord.
There is even a tutorial how to do change it.


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Re: Borderlands 3 - Loot, Skills, Stats, Teleport, Item Leveling, & More

Post by sebastianyyz »

Thank you for the tip. I’ll look for that mod

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