I tried to enter the teleport code: Ctrl + alt + A and paste the code in there and file -> Assign to current cheat table but it gives me an error: "Failed to add to table. Not all code is injectable". Definitely need the teleport code to work since really getting tired going from one end of the map to the other!
I tried to enter the teleport code: Ctrl + alt + A and paste the code in there and file -> Assign to current cheat table but it gives me an error: "Failed to add to table. Not all code is injectable". Definitely need the teleport code to work since really getting tired going from one end of the map to the other!
This code is a - Table
Copy to .txt and rename to .ct...then - run as a table
I saved it as a table and attached to the ds.exe. When I run the table, only the COORDINATES has the X on it (I can't enable the other parts like Teleport vehicle, etc...). I am running 1.02.
I saved it as a table and attached to the ds.exe. When I run the table, only the COORDINATES has the X on it (I can't enable the other parts like Teleport vehicle, etc...). I am running 1.02.
When the Game is loading and Sam is on the ground. We connect the table and put a cross only in the first function. After that, open the map and set a waypoint - just this point will become a teleport. Numbers will appear in the table, in rows x, y, z = means the coordinates are picked up.
Num1 = Sam teleport.
Num2 = teleport Sam in the car (you need to get in the car)
Been working on this table for personal use. I didn't do durability since fearlessrevolution has that covered.
(Flings table, as of 2020-07-20, has road durability covered by "Max Building Durability".)
Infinite Ammo
Gives you infinite grenades, ammo (still need to reload), anchors, ladder, PCC, etc. Practically the same as Flings, but without fucking with the item quantity.
Apparently affects AI as well. Use SunBeam's table when he posts it for a version that only affects the player.
No Blood Pack Drain on Fire or Heal
Prevents the blood pack from draining when you fire hematic rounds, hematic grenades, or even transfusion/healing.
Also has a pointer to the value of the blood in the pack, fire hematic rounds from handgun/rifle or something to find the value.
No Fatigue
As max stamina decreases, it eventually reaches a point where you get this locked off part of the bar (Fatigue), where you have to rest to restore that. This stops that so drinking from the flask will always completely restore current max stamina back to 1000.
This has no effect on bonus stamina and doesn't change how that behaves in any way.
No Chiralium Cost When Shooting
A late game gun can shoot chiralium instead of hematic rounds. This stops the chiralium from being consumed on firing then.
No Material Loss on Claim
Claim as much as you want from a location, the stored amount won't decrease. (Works for fabrication too.)
Add Max Materials When Committing Any Amount
When you add something to upgrade a structure and 'confirm' the added materials, this 'adds' 15000 of each material, effectively causing the upgrade to start instantly.
Given the building now has all the materials it needs, it also upgrades directly to lvl3, even from lvl1.
e.g. Place watchtower, add 1 chiralium, confirm, now it starts upgrading to lvl3.
Quick Build (Build/Upgrade in Ns)
By default reduces the upgrade/build time to 0 making it practically instant. (It still has to take time for some of the animations.)
Also has a pointer to the current time remaining, and 'Max Build Time'. The remaining time will be reduced to max build time if higher.
No Default Customization on Upgrade
This eliminates a personal annoyance. When you upgrade a building to lvl2 (or higher), they show some hologram or play music by default.
The player can remove this customization, or change it. For the former, it just sets a flag to not use the default customization value set.
This sets that flag on upgrade acting as if the player has already unset the default customization option.
(There's hidden children for building base address, the flag byte, & chiral added to the building if anyone is interested.)
(Warning: I don't know how to handle actual flags in assembly to set only the desired bit, so this just overrides the whole byte. Seemed ok in my testing though.)
No Visible Damage on Backpack
The backpack visually degrades over time, faster when exposed to greater timefall, or you trip and fall in the mud, etc. The backpack is normally restored, 'cleaned', on rest. This just keeps it pretty all the time.
Infinite Backpack Cover Durability
Keeps the backpack cover from getting damaged.
Changelog:
v1
Initial Release.
v2
Renamed "No Locked Stamina Gain" to "No Fatigue".
Added "No Visible Damage on Backpack".
Added "Infinite Backpack Cover Durability".
Made & Tested on v1.01 on Steam.
Any update is possbile please? After update CE to 7.2 most options can not be checked :/ on my previous one everything was fine 0o
anyone know of a way to modify the amount of stars they have with each knot city and prepper? I am close to the end of the game and normally 100% everything, but this is extremely tedious...
I've added a few more scripts to my table.
Here is a list of them:
Infinite Exo Battery
Infinite Vehicle Battery
Infinite Boot Durability
Infinite Vehicle Durability (vehicle will still collect rust but the durability meter stays full)
0% Backpack Luggage Damage (kind of buggy, may crash game/doesn't work on equipment)
0% Backpack Luggage Container Damage (kind of buggy, may crash game/doesn't work on equipment)
Disable Urgent Mission Timers
amazing work thank you so much everything works! is it possible to add 0 weight and infinite use of supply, materials, construction..etc but nonetheless thanks a million