Death Stranding | Cheat Engine Table v1.0

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Sam59
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Re: Death Stranding | Cheat Engine Table v1.0

Post by Sam59 »

Any update pls ?

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

Sam59
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Re: Death Stranding | Cheat Engine Table v1.0

Post by Sam59 »

no work in game... that's why I ask if it is possible to update

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Re: Death Stranding | Cheat Engine Table v1.0

Post by m01s33nk0 »

Master_Builder wrote:
Wed Jul 22, 2020 3:39 pm
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.
How to get EX-grenade 1+ (with blood, good choice for early sequence in the game) - change dq (float)0 to dq (float)10000 in No Fatigue script to get full fatigue (or 7501 to get partially fatigue), toggle script, go to the rest room and then piss - you'll get this grenades

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Re: Death Stranding | Cheat Engine Table v1.0

Post by lesspori »

m01s33nk0 wrote:
Sat Jul 10, 2021 6:43 pm
Master_Builder wrote:
Wed Jul 22, 2020 3:39 pm
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.
How to get EX-grenade 1+ (with blood, good choice for early sequence in the game) - change dq (float)0 to dq (float)10000 in No Fatigue script to get full fatigue (or 7501 to get partially fatigue), toggle script, go to the rest room and then piss - you'll get this grenades
it seems you managed to make the rest of the table work again, can you share it with us if you dont mind?

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Re: Death Stranding | Cheat Engine Table v1.0

Post by dionduren »

Is there an updated Table for 1.06?

anon9
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Re: Death Stranding | Cheat Engine Table v1.0

Post by anon9 »

dionduren wrote:
Sat Aug 28, 2021 3:20 pm
Is there an updated Table for 1.06?
This should work for 1.06 (Steam). It may work for other versions, but you'll need to change ds.exe to whatever the executable/app name is.
List of Scripts
*Warning: Orders 1, 64, 65 and 69
Turn off Minimal Attack HP Loss when repatriating (Orders 1, 64, and 65 have forced repatriation and there is an early repatriation tutorial)
For orders 1, turn the script off before turning in the order.
For orders 64 and 65, turn off when you beat the bosses or you'll have to deal with a black screen. For 64, you can continue playing in a glitched state by using the minimap.
Keeping the script on will automatically revive Sam, but the game requires you to properly repatriate or the transition will fail and you may be stuck in a black screen, especially if you are in an encounter/special mission.
(Note: This can be used to automatically revive when just exploring, but is not a recommended usage).
If you expect to repatriate, use Minimal Attack HP Loss for Forced Repatriation Orders instead.
  • HP/Stress/Stamina/Combat:
  • Minimal/No Consciousness/HP Loss (Trip, Attack*)
  • Minimal Attack HP Loss for Forced Repatriation Orders - v0.0.0.3 alternate version of Minimal Attack HP Loss to reduce black screen on repatriation by allowing proper repatriation (this means that attacks that one shot you will kill you, which is the compromise).
  • Max blood on weapon blood use. (For boss battles, blood loss may count as an attack instead).
  • No BB Stress - v0.0.0.1
  • Fast Stamina Recovery (up to stamina limit)
  • Max Stamina on Slide (down slope)
  • Max Stamina/Set Exhaustion on Sprint
  • Breathhold: Max Stamina/Set Exhaustion/Find Player Base
  • Combat:
  • Fast Compass Powers - v0.0.0.3
  • Fast Ping Cooldown - v0.0.0.3 (Instant cooldown, but must wait for animation to finish)
  • Fast Blood Charge - v0.0.0.3 (Maxes variable blood weapon charge immediately)
  • No reload - v0.0.0.1 - v0.0.0.3 moved to redundant
  • No reload (works on single shot weapons, but requires rapid fire) - v0.0.0.2d v0.0.0.3 - (checks rapid fire state)
  • No recoil v2* -v0.0.0.3
  • Rapid Fire * - v0.0.0.2c (Makes your weapons shoot very fast!) v0.0.0.2e also sets rapid fire "flag". v0.0.0.3 moved to redundant
  • Rapid Fire v2* - v0.0.0.3 (Makes your weapons shoot very fast (may need to prime some weapons). Checks for the sticky gun to avoid having to turn the script off, but bulkier than the Rapid Fire v1 script.)
  • Inventory:
  • No Tool Count Loss
  • Reduced Weight (should set weight to 0, but you may need to trigger it first). - moved to redundant in v0.0.0.2
  • Weightless -v0.0.0.2 (should affect vehicles)
  • No Carrier Chiral Use - v0.0.0.1 (May affect the Chiral rounds as well)
  • Minimal Boot Damage
  • Size S containers - v0.0.0.3 (note: Do not go online with this on. This shouldn't affect online, but is not fully tested. If you have improperly fitting containers, this must be turned on before resuming your game (or you may get flying containers. Flying containers may land in crater lake or other strange locations.))
  • Max Container/Good Durability for non-Special Slots
  • Max Container/Good Durability for Special Slots (Some overlap)
  • Max Durability (Offloaded) - v0.0.0.1(See warning)
  • Max Durability (Special) - v0.0.0.1
  • Max Cargo Cover - v0.0.0.1
  • Pristine Backpack Appearance - v0.0.0.1
  • Building/Crafting:
  • No Fabricate/Claim Mat Cost (Mats still required)
  • Easy Set PCC Customizations -v0.0.0.1
  • Add desired Mat amount to Building when adding any mat
  • v0.0.0.1 change: Each mat is individually adjustable. Resins and Cement default to 0 as nothing seems to use Resin and only roads use Cement.
  • v0.0.0.2b change: Adding mats no longer generates likes (Note: completion may still generate likes).
  • Upgrade Building by 1 level when adding any mat. - v0.0.0.2
  • Fast PCC Build (Should be instant as long as nothing is blocking and not a zipline/road)
  • Max Building Durability (Does not include roads and may not work on unloaded buildings) - v0.0.0.1
  • Max Road Durability - v0.0.0.1
  • No Bandwidth -v0.0.0.1 (Use at your own risk!) -v0.0.0.2 (fixed deactivation and moved to redundant)
  • No Bandwidth Improved -v0.0.0.2 (Use at your own risk!)
  • No Use of Chiral for PCC Build - v0.0.0.1
  • No Monster Drink ml loss (the healing item, not the rest stop item)
  • No Urine Loss (for rest stop grenade craft, open world will still drain)
  • Vehicle/Battery:
  • No Vehicle Energy Loss
  • Max Vehicle Durability (will still visually decay)
  • Max Equipment Power on Use (ie. Exoskeleton)
  • Misc/Experimental:
  • Max Stars on Turn in - v0.0.0.3 (Should not affect other players, but because of this it may CORRUPT YOUR SAVES. Make a backup before using this as once you use this, you can only play without it if you have enough likes from all terminals to not trigger any cutscenes a second time. Note: This is not the display likes, but the hidden likes value. It is unknown at this time which likes value that online uses.) Use at your own risk. Again. Use at YOUR OWN RISK. I will not be responsible for your game breaking, your save corrupting, your computer exploding, inflation, the stock market crashing, or any other mishaps that may or may not occur.
  • Urgent Quest Perfect Timer - Visual (Not tested to see if this will prevent failure, but it might).
  • Unlimited mission 38 timer - v0.0.0.1
  • Skip save file check (for using other players' save files)
  • Various Experimental scripts (While the open cargo menu codes do fewer hits, they can cause issues.)
Table notes:
* Anything in FF0000 should be considered dangerous to use for some reason or another. Please read usage notes and backup your saves regularly.
* Easy Set PCC Customizations: I have only added 4 entries so far. Won't bother finding more until I have all items unlocked.
*Weightless will show 0 weight when turning in, but the game counts the items with a value per item type, not the actual weight.
* No carrier chiral use may affect other chiral changes, but it has been filtered to allow increase.
* Max Cargo cover is a bit more complicated than it needs to be in order to reduce potential issues. I could force the gold cover instead, but I did not see a need for that.
* For adding the desired mats, if you are not maxing out the item, please adjust the values appropriately.
** You should not max out order buildings right away as the orders requiring a building require level 1, skipping to 2/3 will not complete the order.
* The other mat add script should level up the building by 1 each time regardless of how many mats you insert. Only one of the scripts can be activated.
* No bandwidth can cause issues with your game. While it should remove the limitations on building (you can build with 0 bandwidth remaining despite that being a divide by 0 error), remember that the game needs to store each building and each building uses a significant amount of space in memory.
* with v0.0.0.1, many of the scripts will automatically activate when the group is opened. You can disable this as needed. No hotkeys have been added as of yet.
*Max Dura (Offloaded) may cause issues if used while doing special deliveries (ie. Pizza). It may also cause problems in the east area. It may also cause some issues if there are too many things loaded.
*Damage Increases may cause you to take massive amount of damage. Some orders score based on damage taken.
*Rapid Fire works on the remote grenade launcher, but it is not recommended to use that as you need to manually trigger each grenade. Use the regular grenade instead.

Redundant script notes:
* The reduced weight only affects your character. Vehicles still have weight limits.
* Avoid keeping the scripts that activate upon opening cargo menu on. These can turn things invisible until you restart.
*There is a bandwidth script in the redundant scripts group that sets every building to 0 cost. This lasts until restart.
*No Recoil on should stop recoil for the most part, but you may still see the aim jump if you move the camera at all (it may also just jump at other times).
*Rapid Fire will cause Sticky Gun to break. Turn off for sticky gun use.
*For v0.0.0.1, You may need to have the no bandwidth code on before you resume the game. Note that removing buildings and signs can cause this script to fail. In which case, you'll need to save and reload the save to refresh the calculation.
I did try to fully comment out my scripts where it wasn't super super obvious (aka. scripts that just NOP), so hopefully that will help with any potential updates (ie. Director's Cut) in the future. And yes, you have permission to use my table to help you figure out stuff. That is the point of the table.
Some building type info
All deployable buildings (PCC, Anchor, Ladder) use the same slots. This means that having too many buildings can cause instability.

Assuming RDI+8C is current durability:
Byte RDI+35

Game checks for values. On changing them:
0x00 = Terminal? (Does not work)
0x01 = Safehouse (Not tested for what happens)
0x02 = Terminal? (Does not work)
0x03 = Postbox (Does not work)
0x04 = Watchtower (Breaks after use as the watchtower will be underground)
0x05 = Cargo
0x06 = Generator
0x07 = Timefall Shelter
0x08 = Mule Postbox (Does not work)
0x09 = Zipline
0x0A = Ladder
0x0B = Climbing Anchor
0x0C = Bridge 80m
0x0D = Bridge 50m
0x0E = Road
0x10 = Empty

** Basically, if it might have a noticeable effect online, I am not working on it as I can't guarantee nobody will go online (I could arguably disable online, but I don't really want to search for that).
(As a note: going up in Likes is easier than going down. Not explaining why).
I may return to update for the director's cut update, but I will not be buying the dc dlc, so these codes will only be updated for the base version if so. Someone with the dlc will need to update the scripts for the dlc. Will try to add extra info to the scripts to make searching easier.

The stars script is staying as-is. Won't be trying to remove the cap. I did add a save file check skip though. This is for if you need to use someone else's save file. Probably best to only use it if needed.

Deleted old tables, requests closed for the time being (may reopen for director's cut, but may not).
Attachments
ds.CT
v0.0.0.3c (deleted some stuff, added skip save corruption check)
(168.2 KiB) Downloaded 1076 times
Last edited by anon9 on Sat Dec 18, 2021 4:25 am, edited 52 times in total.

Triton
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Re: Death Stranding | Cheat Engine Table v1.0

Post by Triton »

anon9 wrote:
Tue Nov 09, 2021 7:11 pm

If there is anything else someone wants me to work on, let me know while I'm still playing.
Would it be possible to manipulate your porter grade, or your connection level with a specific person? Getting your porter level up early would be nice for having those little bonuses. Same with connection levels. It would be nice if we could only deliver one pizza to the pizza guy and get all the good weapons early in the game. Sort of like a NG+ experience.

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Re: Death Stranding | Cheat Engine Table v1.0

Post by anon9 »

Triton wrote:
Thu Nov 11, 2021 10:41 am
anon9 wrote:
Tue Nov 09, 2021 7:11 pm

If there is anything else someone wants me to work on, let me know while I'm still playing.
Would it be possible to manipulate your porter grade, or your connection level with a specific person? Getting your porter level up early would be nice for having those little bonuses. Same with connection levels. It would be nice if we could only deliver one pizza to the pizza guy and get all the good weapons early in the game. Sort of like a NG+ experience.
No longer in play
While it might be possible, I won't be adding that to my table because it can potentially affect other players in a noticeable manner.
Even if it wouldn't directly affect them, they might look at someone's bridge link stats, see something like 200000000 likes with like 20 pieces of cargo delivered. Most won't care, but a few might end up upset (I have a rule that cheats should not negatively affect other players). This matters because your connection level is somewhat related to your likes.
(Another reason for not want to mess with likes, including decrease likes, is that some people do keep track of other people's likes at least partially. Going up is one thing, but going down is obviously suspicious as is suddenly spiking up).
Basically, if it can noticeably affect other players, I won't include it.

Issue is that this game is intended for online play, so I can't expect everyone to play offline.

EDIT: I have made a stars modifier. As this should not affect anything that is displayed online, I'm adding it to the table. Disclaimer: Using the fast stars script will probably corrupt your save in a way that you must have the fast stars script running when turning in at any terminal turned in at for any playthrough that has used it. That means if an update breaks the script, it may break your save. Using the script will be at your own risk. Make a backup first. Also, this has not been tested with certain terminals such as the pizza delivery and other story locked terminals. It will work once the terminals are uncapped, but may cause problems or not work before.

A few scripts are already a bit iffy with online. (I know they affect other players based on various posts/messages, just not how as there is no way to really test it without testing it online where it will affect multiple players).

Added additional warnings to the table post. v0.0.0.2 uploaded. Includes updated warnings in post.
v0.0.0.2d uploaded. b = fix for mats to not add likes (I forgot that it crashed and didn't save). c = rapid fire. d = alternative no reload that works on single shot weapons, but only if rapid fire is on.

Bolts Bolts and more Bolts!
I'm building bridges!Image
What happens when things go invisible.
It feels a bit breezy...
Image
I see what you did there.
Image

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Re: Death Stranding | Cheat Engine Table v1.0

Post by foxhoundDutch »

AWESOME JOB!.. not complaining but is there also a way to build outside the brandwith connection zipline right trough the map over the moantains :P..

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Re: Death Stranding | Cheat Engine Table v1.0

Post by anon9 »

foxhoundDutch wrote:
Fri Dec 03, 2021 5:12 am
AWESOME JOB!.. not complaining but is there also a way to build outside the brandwith connection zipline right trough the map over the moantains :P..
I know for me, I probably won't work on that since it is a bit of a pain to work on without DBVM. I have an idea of how, but I'm a bit too far with my gameplay to test my idea. I'd have to start the game over.
Triton wrote:
Thu Nov 11, 2021 10:41 am
anon9 wrote:
Tue Nov 09, 2021 7:11 pm

If there is anything else someone wants me to work on, let me know while I'm still playing.
Would it be possible to manipulate your porter grade, or your connection level with a specific person? Getting your porter level up early would be nice for having those little bonuses. Same with connection levels. It would be nice if we could only deliver one pizza to the pizza guy and get all the good weapons early in the game. Sort of like a NG+ experience.
So I won't be manipulating porter grade for hopefully obvious reasons, but given that people don't see your individual connection levels afaik, I've gone ahead and made a script for that. Since I'm trying to avoid having it have any noticeable effect online, it is a bit dangerous to use. In other words, if it breaks your game, I take no responsibility.

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Re: Death Stranding | Cheat Engine Table v1.0

Post by Triton »

anon9 wrote:
Fri Nov 12, 2021 9:28 am

I have made a stars modifier.
Thanks for that one, anon9. I look forward to trying it out. Those ominous warnings have me a little concerned. But hey, I wouldn't even be replaying the game if not for a script like this to give a NG+ feeling. I'll definitely try using it on the pizza guy when I get to that point in the game. I'm not worried about it somehow affecting online because I always play DS offline, since I prefer the game world being clean of other player's structures.

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Re: Death Stranding | Cheat Engine Table v1.0

Post by anon9 »

Triton wrote:
Wed Dec 08, 2021 8:18 am
anon9 wrote:
Fri Nov 12, 2021 9:28 am

I have made a stars modifier.
Thanks for that one, anon9. I look forward to trying it out. Those ominous warnings have me a little concerned. But hey, I wouldn't even be replaying the game if not for a script like this to give a NG+ feeling. I'll definitely try using it on the pizza guy when I get to that point in the game. I'm not worried about it somehow affecting online because I always play DS offline, since I prefer the game world being clean of other player's structures.
Let me know. If needed, I can make a minor edit to make it only do one star at a time, which should increase stability somewhat. I'm not going to bother with trying to make it ignore caps if it doesn't already do that though.

Don't worry, in the several minutes of having it active, it never caused a military computer to attempt to declare thermonuclear war and I never had to force a computer to play tic tac toe against itself.

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Re: Death Stranding | Cheat Engine Table v1.0

Post by Triton »

anon9 wrote:
Fri Dec 10, 2021 6:26 am

Let me know. If needed, I can make a minor edit to make it only do one star at a time, which should increase stability somewhat.
That might be just what we need, as it turns out. I've been trying the script on a few different locations and found that it has no affect on lots of them. I've had it work for the Windfarm and "Distribution Center South of Lake Knot City", but not on the Elder, Collector, or Film Maker. I used the script only after unlocking the terminals and delivering something normally. Also tried it when delivering pizza the first time, but that didn't work (not that I expected it to). Maybe going 1 star at a time is the way to do it.

Oh and yeah, I haven't had the script blow up my computer or anything either.

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Re: Death Stranding | Cheat Engine Table v1.0

Post by anon9 »

Triton wrote:
Fri Dec 10, 2021 2:07 pm
anon9 wrote:
Fri Dec 10, 2021 6:26 am

Let me know. If needed, I can make a minor edit to make it only do one star at a time, which should increase stability somewhat.
That might be just what we need, as it turns out. I've been trying the script on a few different locations and found that it has no affect on lots of them. I've had it work for the Windfarm and "Distribution Center South of Lake Knot City", but not on the Elder, Collector, or Film Maker. I used the script only after unlocking the terminals and delivering something normally. Also tried it when delivering pizza the first time, but that didn't work (not that I expected it to). Maybe going 1 star at a time is the way to do it.

Oh and yeah, I haven't had the script blow up my computer or anything either.
The script is honestly not designed to work on locked stars, the one star at a time just doesn't negate the second check. I can try a different script though. Give me a few hours to edit this post.

Try this script (copy it and paste it into the table). It is a bit rough, but how it affects your game should tell me what I need to change.

(Script moved to table)
Last edited by anon9 on Sat Dec 18, 2021 4:26 am, edited 1 time in total.

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Re: Death Stranding | Cheat Engine Table v1.0

Post by Triton »

anon9 wrote:
Fri Dec 10, 2021 2:27 pm

Try this script
Well, I've tested all 3 scripts under varying scenarios. V2 works the same as the original script. They both either succeed, or do nothing. In addition to the places I checked last time, I also tried the scripts on Engineer, Craftsman, Weather Station, Lake Knot City and Timefall Farm. V2 and V1 both worked fine on all of these places. Something potentially interesting with the Timefall Farm happened, though. Both the V1 and V2 scripts got me to 4 stars right away, but not any more. Then turning in a small amount of lost cargo at the terminal afterwards would fill out the last star all the way. V3 doesn't seem to work at all. It was ineffective both on the locations where the other scripts work and also the places where they don't work.

I've been trying to think of reasons for why Collector, Film Maker and Elder didn't work and I can't find any patterns, other than them all being close to each other. These locations will unlock things for you, but so do the other locations that the script does work on. It's a bit perplexing to say the least.

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