Iosiff wrote: ↑Fri Apr 03, 2020 8:33 am
fardriel wrote: ↑Fri Apr 03, 2020 8:26 am
I edited that post with an actual table because I added stuff to the character getter script that made just that one script too long to post. Make sure you follow the part about the symbol fetch script (activate it and deactivate it again if one of the other scripts isn't working).
On the other hand, I haven't tested e1.0.3 because I literally haven't turned my game off since before that patch came out. I should do that and make sure everything still works. Though all the things it hooks into are so basic I doubt they would've changed them, and they hook into functions directly so TaleWorlds changing other things probably didn't affect my table. It's still possible, but it's more likely that you hooked CE into the game too soon and need to run the symbol fetcher.
[Link]
I admit that I'm too crooked, but I can’t enable this script, as well as No Refine\Smelt cost.
Infinite ammo seems to works for me. And i tried to do you recomendation.
Pfffft. Wow. They actually changed the HeroDeveloper constructor code in a meaningful way. RIP my assumptions. I wish AoB scans didn't take 45 seconds or I would just use one of those. Gimme... an hour or so, and I'll get the new version and the new code locations
EDIT: Just confirmed that the code is the same in e1.0.3 - It activated for me without having to change it at all. But eh, this is why I left a contingency in. If you edit the script for the characters stats, you'll see near the top
Code: Select all
assert(TaleWorlds.CampaignSystem.ViewModelCollection.CharacterDeveloper.CharacterVM::.ctor+86,8B 51 40 8B CA)
alloc(newmem,$1000,TaleWorlds.CampaignSystem.ViewModelCollection.CharacterDeveloper.CharacterVM::.ctor+86)
//aobscan(FOCUSINJECTION,7FF000000000,7FFFFFFFFFFF,8B 51 40 8B CA) // should be unique
//alloc(newmem,$1000,FOCUSINJECTION)
Change that to
Code: Select all
//assert(TaleWorlds.CampaignSystem.ViewModelCollection.CharacterDeveloper.CharacterVM::.ctor+86,8B 51 40 8B CA)
//alloc(newmem,$1000,TaleWorlds.CampaignSystem.ViewModelCollection.CharacterDeveloper.CharacterVM::.ctor+86)
aobscan(FOCUSINJECTION,7FF000000000,7FFFFFFFFFFF,8B 51 40 8B CA) // should be unique
alloc(newmem,$1000,FOCUSINJECTION)
Then add a
//
to the beginning of lines 20 and 58. Those lines should turn blue and italics if you did it right. Then hit the OK button and the script should activate (and take forever to do so.)
EDIT2: Just confirmed the other scripts also still work. This might be a case of opcodes being different on different machines, but somehow I don't think so. Mods also shouldn't affect it, since I originally wrote the character getter without mods, and haven't had to change it even when I got mods.