I threw together a set of shortcut pointers for convenience, and figure I'll put them up here in case anyone else might find it useful. Add this table to the main one, the pointers may or may not work otherwise.
Absolutely all credit goes to Akira; all I did was duplicate one of his shortcut pointers, change the offsets and descriptions, and add a couple testing notes.
all:
fully finished (insane mod and horde are unlocked)
classes are max lvl
classes are unlocked (including recon)
guns are max lvl
core and modifiers are unlocked
appearances are unlocked
weapon cosmetics are unlocked
emotes are unlocked
weapon attachments are unlocked
challenge cards unlocked
40K credits / 10K red scrip
contains some consumable
override your save in
C:\Users\"username"\AppData\Local\Endeavor
(dont forget to backup your save, some items may not be included due hidden boxes)
at one's own risk
edit1: more intels and hidden boxs found (more attachments and cosmetics)
edit2: hidden boxs found and cards & consumable are now (min 990)
edit3: 900 consumable causes cache box bug, so their amount returned to normal (cards are still 9999). new hidden boxs found (new guns(max lvl), attachments and cosmetics) this is last save, I wont update it again
I threw together a set of shortcut pointers for convenience, and figure I'll put them up here in case anyone else might find it useful. Add this table to the main one, the pointers may or may not work otherwise.
Absolutely all credit goes to Akira; all I did was duplicate one of his shortcut pointers, change the offsets and descriptions, and add a couple testing notes.
You might want to take a look into the "No Recoil" script for example, you will see that I used the pointer path in it.
Should be pretty easy to understand what you need to edit to add for example the pointer paths you've posted.
So you can just activate a script to change the values instead of changing all the values one by one.
Ofc you can also add hotkeys for the pointers to set 'em to a specific value or what ever you want
Version 1.2 does not work for me. The previous two versions did and still do
It's working 100% fine on my end with table version 1.2 and game version 1.00 - DayOne_20210713-88437.
The only script that shoudn't work outside of a mission is Inf. Bot Health bc the bots don't exist at this point.
However it could very well be that the values which the scripts modify are getting used for something else while loading a level so that might indeed cause problems when you have a script activated. AoB scripts can stay active all the time, it's just about the lua scripts.
So just activate the scripts after loading a level / deactivate the scripts before loading a level.
I recommand that you add hotkeys to the scripts so you can activate/deactivate them before/after loading a level.
It's working 100% fine on my end with table version 1.2 and game version 1.00 - DayOne_20210713-88437.
The only script that shoudn't work outside of a mission is Inf. Bot Health bc the bots don't exist at this point.
However it could very well be that the values which the scripts modify are getting used for something else while loading a level so that might indeed cause problems when you have a script activated. AoB scripts can stay active all the time, it's just about the lua scripts.
So just activate the scripts after loading a level / deactivate the scripts before loading a level.
I recommand that you add hotkeys to the scripts so you can activate/deactivate them before/after loading a level.
You're not the only one talking about problems, however it's still working 100% fine on my end and I coudn't find any problems.
If you use scripts in an unintended way then that might cause problems, like using "No Recoil" on a weapon which does not have a recoil function but idk.