Biomutant [Engine:Unreal 4.18]

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ceso97
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Re: Biomutant [Engine:Unreal 4.18]

Post by ceso97 »

VelHD wrote:
Sat May 29, 2021 12:25 pm
ceso97 wrote:
Sat May 29, 2021 12:13 pm
ok, I reread the whole post several times and it's almost an hour that I try to understand how to do it...

Among the commands you have put GiveItem and this command requires you to know the name of the item to get, but where do I find the name? Is that the name it has in the game?

I don't think so, because "nippon katana" (which is one of the initial weapons) doesn't make anything appear...
I don't understand what I'm missing...
Same, have been messing around with that command but no results. Now i am just trying to figure out how to increase inventory space so that when i use the "give all weapons part" command it will show ALL the possible variants
The problem is that using the command for all parts I get almost all of them with radioactive damage (acceptable even if I hate elemental damage) and with the "saw blade" perk and that sucks

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VelHD
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Re: Biomutant [Engine:Unreal 4.18]

Post by VelHD »

ceso97 wrote:
Sat May 29, 2021 1:32 pm
VelHD wrote:
Sat May 29, 2021 12:25 pm
ceso97 wrote:
Sat May 29, 2021 12:13 pm
ok, I reread the whole post several times and it's almost an hour that I try to understand how to do it...

Among the commands you have put GiveItem and this command requires you to know the name of the item to get, but where do I find the name? Is that the name it has in the game?

I don't think so, because "nippon katana" (which is one of the initial weapons) doesn't make anything appear...
I don't understand what I'm missing...
Same, have been messing around with that command but no results. Now i am just trying to figure out how to increase inventory space so that when i use the "give all weapons part" command it will show ALL the possible variants
The problem is that using the command for all parts I get almost all of them with radioactive damage (acceptable even if I hate elemental damage) and with the "saw blade" perk and that sucks
yea i know, the only way to fix that is trying to give yourself the specific part and effect or just increase the inventory size to get all the parts with all the elements

ceso97
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Re: Biomutant [Engine:Unreal 4.18]

Post by ceso97 »

I was wondering, is there a way in UE4 to run multiple commands at a time?

For example, I'd like to be able to create something like a batch file containing commands for all 96 melee weapon bases, is that possible?

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arnevehug
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Re: Biomutant [Engine:Unreal 4.18]

Post by arnevehug »

If anyone would like to know how to spawn in items at different rarities. you would add item name from the namesdump.txt located BIOMUTANT\Biomutant\Binaries\Win64

say if I wanted a melee body type at max rarity, I would put:

giveitem MB_Body01:M_Ultra:Q_Reinforced

T_ means Elemental Buff, so like Radioactive, Hazardous, Fire and more!
M_ means rarity (Ultra is purple)
Q_ means material I believe. reinforced is the best so far that I've seen.
P_ means your passive. depending if it is ranged or melee you will have to put MB or RB after P_, for example:
P_MB_Passive_Riposte


so if I wanted all this in one it would be this: giveitem MB_Body01:T_Radioactive:M_Ultra:Q_Reinforced:P_MB_Passive_Riposte

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Re: Biomutant [Engine:Unreal 4.18]

Post by VelHD »

arnevehug wrote:
Sat May 29, 2021 3:25 pm
If anyone would like to know how to spawn in items at different rarities. you would add item name from the namesdump.txt located BIOMUTANT\Biomutant\Binaries\Win64

say if I wanted a melee body type at max rarity, I would put:

giveitem MB_Body01:M_Ultra:Q_Reinforced

T_ means Elemental Buff, so like Radioactive, Hazardous, Fire and more!
M_ means rarity (Ultra is purple)
Q_ means material I believe. reinforced is the best so far that I've seen.
P_ means your passive. depending if it is ranged or melee you will have to put MB or RB after P_, for example:
P_MB_Passive_Riposte


so if I wanted all this in one it would be this: giveitem MB_Body01:T_Radioactive:M_Ultra:Q_Reinforced:P_MB_Passive_Riposte
o cool thanks, so it would look something like this for pistol? (pls correct me if i am wrong)
giveitem arch_pew_pew:T_Radioactive:M_Ultra:Q_Reinforced:P_RB_Chainshot

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arnevehug
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Re: Biomutant [Engine:Unreal 4.18]

Post by arnevehug »

VelHD wrote:
Sat May 29, 2021 3:56 pm
arnevehug wrote:
Sat May 29, 2021 3:25 pm
If anyone would like to know how to spawn in items at different rarities. you would add item name from the namesdump.txt located BIOMUTANT\Biomutant\Binaries\Win64

say if I wanted a melee body type at max rarity, I would put:

giveitem MB_Body01:M_Ultra:Q_Reinforced

T_ means Elemental Buff, so like Radioactive, Hazardous, Fire and more!
M_ means rarity (Ultra is purple)
Q_ means material I believe. reinforced is the best so far that I've seen.
P_ means your passive. depending if it is ranged or melee you will have to put MB or RB after P_, for example:
P_MB_Passive_Riposte


so if I wanted all this in one it would be this: giveitem MB_Body01:T_Radioactive:M_Ultra:Q_Reinforced:P_MB_Passive_Riposte
o cool thanks, so it would look something like this for pistol? (pls correct me if i am wrong)
giveitem arch_pew_pew:T_Radioactive:M_Ultra:Q_Reinforced:P_RB_Chainshot
for the pistol its RB_Body01_1H I believe. everything else is right.
if it is a ranged weapon you need to say whether it is one handed or two handed.

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Re: Biomutant [Engine:Unreal 4.18]

Post by VelHD »

arnevehug wrote:
Sat May 29, 2021 4:16 pm
VelHD wrote:
Sat May 29, 2021 3:56 pm
arnevehug wrote:
Sat May 29, 2021 3:25 pm
If anyone would like to know how to spawn in items at different rarities. you would add item name from the namesdump.txt located BIOMUTANT\Biomutant\Binaries\Win64

say if I wanted a melee body type at max rarity, I would put:

giveitem MB_Body01:M_Ultra:Q_Reinforced

T_ means Elemental Buff, so like Radioactive, Hazardous, Fire and more!
M_ means rarity (Ultra is purple)
Q_ means material I believe. reinforced is the best so far that I've seen.
P_ means your passive. depending if it is ranged or melee you will have to put MB or RB after P_, for example:
P_MB_Passive_Riposte


so if I wanted all this in one it would be this: giveitem MB_Body01:T_Radioactive:M_Ultra:Q_Reinforced:P_MB_Passive_Riposte
o cool thanks, so it would look something like this for pistol? (pls correct me if i am wrong)
giveitem arch_pew_pew:T_Radioactive:M_Ultra:Q_Reinforced:P_RB_Chainshot
for the pistol its RB_Body01 I believe. everything else is right.
ok i understand that part, but i cant seem to understand how do i find the specific weapon part in the .txt, for example the malee katana base, how do i find the MB_BodyXX?

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arnevehug
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Re: Biomutant [Engine:Unreal 4.18]

Post by arnevehug »

VelHD wrote:
Sat May 29, 2021 4:19 pm
arnevehug wrote:
Sat May 29, 2021 4:16 pm
VelHD wrote:
Sat May 29, 2021 3:56 pm


o cool thanks, so it would look something like this for pistol? (pls correct me if i am wrong)
giveitem arch_pew_pew:T_Radioactive:M_Ultra:Q_Reinforced:P_RB_Chainshot
for the pistol its RB_Body01 I believe. everything else is right.
ok i understand that part, but i cant seem to understand how do i find the specific weapon part in the .txt, for example the malee katana base, how do i find the MB_BodyXX?
It's a bit annoying but until someone makes an actualy list for the items, you need to check yourself by adding each item from 01 to whenever it is the katana, From when i did it, I think its not far from 01 so wont take long.

EDIT: This is my thoughts, there might be a way to check but im not sure.

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Re: Biomutant [Engine:Unreal 4.18]

Post by VelHD »

arnevehug wrote:
Sat May 29, 2021 4:21 pm
VelHD wrote:
Sat May 29, 2021 4:19 pm
arnevehug wrote:
Sat May 29, 2021 4:16 pm


for the pistol its RB_Body01 I believe. everything else is right.
ok i understand that part, but i cant seem to understand how do i find the specific weapon part in the .txt, for example the malee katana base, how do i find the MB_BodyXX?
It's a bit annoying but until someone makes an actualy list for the items, you need to check yourself by adding each item from 01 to whenever it is the katana, From when i did it, I think its not far from 01 so wont take long.

EDIT: This is my thoughts, there might be a way to check but im not sure.
oh i see, still, thanks a bunch for the help. Going to try and mess around with it for a bit

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GarnoriZ
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Re: Biomutant [Engine:Unreal 4.18]

Post by GarnoriZ »

Elemental affixes:

Code: Select all

Element	Bonus	Name
Venom	125	T_Noxious
Rad	125	T_Radioactive
Spark	125	T_Electrocuting
Frost	125	T_Polar
Fire	125	T_Incinerating
Venom	50	T_Epidemic
Rad	50	T_Hazardous
Spark	50	T_Discharging
Frost	50	T_Arctic
Fire	50	T_Scorching
Venom	35	T_Toxic
Rad	35	T_Energetic
Spark	35	T_Shocking
Frost	35	T_Glacial
Fire	35	T_Flaming
Venom	25	T_Contagious
Rad	20	T_Emissive
Spark	20	T_Arcing
Frost	20	T_Crystalline
Fire	20	T_Burning
Venom	15	T_Infected
Rad	15	T_Polluted
Spark	15	T_Sparking
Frost	15	T_Icy
Fire	15	T_Smoking
Venom	10	T_Contaminated
Rad	10	T_Irradiated
Spark	10	T_Buzzing
Frost	10	T_Crackling
Fire	10	T_Smouldering
Venom	5	T_Septic
Rad	5	T_Unstable
Frost	5	T_Frosted
Fire	5	T_Heated

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I_was_a_legend
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Re: Biomutant [Engine:Unreal 4.18]

Post by I_was_a_legend »

How did you guys manage to use the giveItem command ?

I tried :

Code: Select all

giveItem RB_Body01_1H:T_Radioactive:M_Ultra:Q_Reinforced:P_RB_Chainshot 1

Code: Select all

giveItem RB_Body01:T_Radioactive:M_Ultra:Q_Reinforced:P_RB_Chainshot 1
But nothing in my inventory...
I'm trying diferent BodyXX but nothing seems to be working

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Re: Biomutant [Engine:Unreal 4.18]

Post by VelHD »

Range Weapons Base (NOT ALL OF THEM)

Code: Select all

PISTOL		RB_Body01_1H 
MAGNUM		RB_Body02_1H
SHOOTA		RB_Body03_2H
BANGBUMP		RB_Body05_2H
PLOMB		RB_Body06_2H
WOHOP		RB_Body07_2H
KLICK-KLICK		RB_Body08_1H
SUPERDUP		RB_Body09_2H
INFERNALY		RB_Body10_2H
FULLPULSE		RB_Body11_2H
NAILSPIKE		RB_Body12_2H
BIPBONK		RB_Body13_2H
TWIDDLE		RB_Body14_2H
BOOMBONK		RB_Body15_1H
BAFFERBAFF		RB_Body16_1H
REVOLVERINO		RB_Body17_1H
PURFPEW		RB_Body18_1H
ZAP		RB_Body19_1H
JACKHAMMER		RB_Body20_2H
PINGER		RB_Body21_2H
PUMP-PUMP		RB_Body22_2H
EXPLONDER		RB_Body23_2H
BEEGBOX		RB_Body24_2H
SINGULARITY		RB_Body25_2H
VORTEX		RB_Body26_2H
ANTIMATERIA		RB_Body27_2H
DOOM		RB_Body28_2H
OXYMASTODONT		RB_Body29_2H
MAGNIMA		RB_Body30_2H
MELTA		RB_Body31_2H
PROPELLO		RB_Body32_2H
PEW-PEW		RB_Body33_1H
PUFOPER		RB_Body34_2H
SLOGGER		RB_Body35_2H
POKKER		RB_Body36_1H
VALVINO		RB_Body37_2H

VelHD
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Re: Biomutant [Engine:Unreal 4.18]

Post by VelHD »

I_was_a_legend wrote:
Sat May 29, 2021 7:08 pm
How did you guys manage to use the giveItem command ?

I tried :

Code: Select all

giveItem RB_Body01_1H:T_Radioactive:M_Ultra:Q_Reinforced:P_RB_Chainshot 1

Code: Select all

giveItem RB_Body01:T_Radioactive:M_Ultra:Q_Reinforced:P_RB_Chainshot 1
But nothing in my inventory...
I'm trying diferent BodyXX but nothing seems to be working
the fist code is correct, but you wont get the passive perk since that specific weapon base doesnt have one, the second code doesnt work since RB_Body01 doesnt exist

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Re: Biomutant [Engine:Unreal 4.18]

Post by VelHD »

There are at least 89 different melee weapon base... there bust be an easier way to find the ID when selecting a weapon part in the game menu... :-(

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I_was_a_legend
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Re: Biomutant [Engine:Unreal 4.18]

Post by I_was_a_legend »

Thanks to the lists you posted it's gonna be easier but I'm still not able to add anything to my inventory :

These doesn't work either :

Code: Select all

giveItem RB_Body01_1H:T_Radioactive:M_Ultra:Q_Reinforced 1
giveItem RB_Body01_1H:M_Ultra 1
giveItem RB_Body01_1H 1
Can you give me a command that worked for you and I'll try to replicate ? Because I tried various different commands from inital post and none seems to be working !

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