If anybody's still looking for a smithing stamina hack, this works pretty well. You'll almost definitely need to smelt once
and refine once first (I haven't tested if the game loads these functions when you first open the smithing menu or if you have to refine/smelt once first), but it sets the amount of stamina you lose for both actions (with and without the smithing perks) to 0.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>251</ID>
<Description>"No Refine/Smelt Energy Cost (ASM)"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
assert(TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForSmelting+9,BF 0A 00 00 00)
assert(TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForSmelting+30,BF 05 00 00 00)
assert(TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForRefining+9,BF 06 00 00 00)
assert(TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForRefining+30,BF 03 00 00 00)
TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForSmelting+A:
db 00
TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForSmelting+31:
db 00
TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForRefining+A:
db 00
TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForRefining+31:
db 00
[DISABLE]
TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForSmelting+A:
db 0A
TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForSmelting+31:
db 05
TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForRefining+A:
db 06
TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForRefining+31:
db 03
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
Side note, if anyone knows how to force CE to refresh the game's symbol table, I'd appreciate knowing. It'd probably be faster than doing AoB scans. The game still includes basically all of its symbols, it just doesn't load them until JIT compile. For something as small as this, it'd be cool to not have to spend 30-45 seconds on an AoB scan for something they're probably never gonna patch.
EDIT: If the above script doesn't work, then try running this one once and then running the other one. Not really the most ideal, but I personally prefer it to waiting 45-60 seconds to activate every single script, and I put it here for others who feel the same.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>250</ID>
<Description>"Fetch New Game Symbols"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
{$lua}
reinitializeSymbolhandler()
{$asm}
[DISABLE]
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>