it definitely doesn't work, because the link goes to the profile. And in the profile, information with a 0 value does not exist. Any actions will add the corresponding line to the save file. In theory, you can make the same skill in the pumping branch be pumped more than once.
Im not sure what you mean. Are you saying that the offsets are different? That is when you have captured your first say, Atrocity monster, that the pointer is NOT to the Atrocity captures? And no it would not be used more than once because when the information gets creeated it creates BOTH: Unique Unreal Name ID that specifies which monster capture stat and a few offsets below that the quantity. Now the question might be WHERE (what offset/pointer address). If the offset/pointer address changes for the different captures then yea that would be a problem. Thats why I said it was experimental and needs testing.
So say the information is not there and instead of your first capture being a desecrator, its an atrocity, and the game creates the info and puts the atrocity capture info in where the desecrator would be instead.. yea that would be an issue..
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
it definitely doesn't work, because the link goes to the profile. And in the profile, information with a 0 value does not exist. Any actions will add the corresponding line to the save file. In theory, you can make the same skill in the pumping branch be pumped more than once.
Im not sure what you mean. Are you saying that the offsets are different? That is when you have captured your first say, Atrocity monster, that the pointer is NOT to the Atrocity captures? And no it would not be used more than once because when the information gets creeated it creates BOTH: Unique Unreal Name ID that specifies which monster capture stat and a few offsets below that the quantity. Now the question might be WHERE (what offset/pointer address). If the offset/pointer address changes for the different captures then yea that would be a problem. Thats why I said it was experimental and needs testing.
So say the information is not there and instead of your first capture being a desecrator, its an atrocity, and the game creates the info and puts the atrocity capture info in where the desecrator would be instead.. yea that would be an issue..
That's right, different monsters are not sorted, but most likely move one after another or something like that.
That's right, different monsters are not sorted, but most likely move one after another or something like that.
Ok: **Updated 1.3.1 (v2)**
CHANGED Bestiary stuff. NOW you STILL have to have captured at least one monster for it to take effect for that monster. Then activate [X] <== Mouse Over Bestiary to set Capture Quantity to 999 script and just put your mouse over the Beast in the Bestiary for the Value to update. After you do that you can save the game, then load savegame for it to update or do a mission and after that it will be updated.
So please test that out. It should change the amount when you mouseover the monster in the bestiary. Save game and load for it to update or do a mission.
@Gideon25 - The "No Ability cooldowns" seems to be impacting Turrets and Vehicles from firing. Turning this on stops the turrets and vehicles from shooting. At least, I think that is what is causing the issue.
Thanks for your hard work by the way. Very much appreciate it.
**Updated 1.3.2 ** works with 1.3.1
1. Changed Infinite Ammo to Only Ammo Clips for Primary weapon (Infinite Secondary) AND it now affects Squad soldiers Ammo Clips (Also will now reload); Changed No Reload Script to Instant Reload.
2. Changed Instant Cooldown so it does not disable/affect turrets (Did not test with Vehicles).
3. Added Ability to Change Squad Soldiers XP (follow directions in table).
2. Changed Instant Cooldown so it does not disable/affect turrets (Did not test with Vehicles).
Well done Gideon. Confirm turrets, including shoulder turret and vehicles, are now working again with Instant Cooldown turned on.
Does anyone else find ranking up their main character is stuck?
I have one requirement: Complete 3 Primary missions. But I have been stuck at 2 out of 3 primary missions for a long time. It has not changed despite completing several missions. Anyone know what can be the cause?
2. Changed Instant Cooldown so it does not disable/affect turrets (Did not test with Vehicles).
Well done Gideon. Confirm turrets, including shoulder turret and vehicles, are now working again with Instant Cooldown turned on.
Does anyone else find ranking up their main character is stuck?
I have one requirement: Complete 3 Primary missions. But I have been stuck at 2 out of 3 primary missions for a long time. It has not changed despite completing several missions. Anyone know what can be the cause?
complete 3 primary mission in ONE deployment.
that means you need 3 primary missions to spawn during one campaign mission. Since evacuation no longer counts, and since they removed the 3 primary objectives chains from spawning in the campaign, this is impossible to do in the campaign and needs to be done in skirmish mode.