The Long Dark +45 [STEAM 2.23]

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jebis
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Re: The Long Dark +38 [STEAM 1.97]

Post by jebis »

sub1to wrote:
Tue Nov 02, 2021 2:29 pm
V10
- Item Spawner
Image
wow absolutely amazing, v8 and v9 also nice but item spawner is the best
thank you so much

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

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sub1to
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Re: The Long Dark +39 [STEAM 1.97]

Post by sub1to »

This makes most of the table useless:

Image

Code: Select all

{ Game   : tld.exe
  Version: 1.97 85101 S
  Date   : 2021-11-03
  Author : sub1to

  public sealed class String : IComparable, ICloneable, IConvertible, IEnumerable, IComparable<string>, IEnumerable<char>, IEquatable<string> // TypeDefIndex: 289
	// Fields
	private int m_stringLength; // 0x10
	private char m_firstChar; // 0x14
}

[ENABLE]
alloc(newmem,$ff,GameAssembly.dll)
alloc(string,$ff,GameAssembly.dll)
globalalloc(_uconsole_init,1,GameAssembly.dll)
label(returnhere)
label(code)
label(GameManager_Update_hook)
label(GameManager_Update_bytes)
registersymbol(GameManager_Update_hook)
registersymbol(GameManager_Update_bytes)

//  class: GameManager
//  RVA: 0xE652C0 Offset: 0xE642C0 VA: 0x7FFB0C8352C0
//  public void Update() { }
aobScanModule(hook,GameAssembly.dll,26 FF CC CC 48 8B C4 55 57)

//  class: Resources
//  RVA: 0x2A0FFC0 Offset: 0x2A0EFC0 VA: 0x7FFB0E3DFFC0
//  public static Object Load(string path) { }
aobScanModule(Resources_Load,GameAssembly.dll,40 57 48 83 ec ? 48 c7 44 24 ? ? ? ? ? 48 89 5c 24 ? 48 8b f9 80 3d ? ? ? ? ? 75 ? 48 8b 05 ? ? ? ? 48 63 90 ? ? ? ? 48 8b 05 ? ? ? ? 8b 8c 02 ? ? ? ? 45 33 c0 4c 89 44 24 ? 4c 89 44 24 ? 4c 89 44 24 ? 4c 8d 44 24 ? 8b 94 02 ? ? ? ? e8 ? ? ? ? 90 33 c9 ff 15 ? ? ? ? 90 c6 05 ? ? ? ? ? 48 8b 1d ? ? ? ? 48 8b 0d ? ? ? ? f6 81 ? ? ? ? ? 74 ? 83 b9 ? ? ? ? ? 75 ? e8 ? ? ? ? 33 d2 48 8b cb e8 ? ? ? ? 48 8b d8 48 8b 05)

//  class: Object
//  RVA: 0x2844950 Offset: 0x2843950 VA: 0x7FFB0E214950
//  public static Object Instantiate(Object original) { }
aobScanModule(Object_Instantiate,GameAssembly.dll,40 53 48 83 ec ? 48 c7 44 24 ? ? ? ? ? 48 8b d9 80 3d ? ? ? ? ? 75 ? 48 8b 05 ? ? ? ? 48 63 90 ? ? ? ? 48 8b 05 ? ? ? ? 8b 8c 02 ? ? ? ? 45 33 c0 4c 89 44 24 ? 4c 89 44 24 ? 4c 89 44 24 ? 4c 8d 44 24 ? 8b 94 02 ? ? ? ? e8 ? ? ? ? 90 33 c9 ff 15 ? ? ? ? 90 c6 05 ? ? ? ? ? 48 8b 0d ? ? ? ? f6 81 ? ? ? ? ? 74 ? 83 b9 ? ? ? ? ? 75 ? e8 ? ? ? ? 45 33 c0 48 8b 15 ? ? ? ? 48 8b cb e8 ? ? ? ? 48 8b 05)

string:
  dq 00 // +00 ptr
  dq 00 // +08 padding
  dd 08 // +10 len
  db 'u' 0 'C' 0 'o' 0 'n' 0 's' 0 'o' 0 'l' 0 'e' 0 0

newmem:
GameManager_Update_bytes:
  readMem(hook+4, 5)
  jmp returnhere

code:

  mov al, [_uconsole_init]
  test al, al
  jnz GameManager_Update_bytes
  mov byte ptr [_uconsole_init], 1

  lea rsp, [rsp-28]
  mov [rsp+20], rcx
  lea rcx, [string]
  call Resources_Load
  mov rcx, rax
  call Object_Instantiate
  mov rcx, [rsp+20]
  lea rsp, [rsp+28]
  jmp GameManager_Update_bytes

hook+4:
GameManager_Update_hook:
  jmp code
  returnhere:



[DISABLE]
GameManager_Update_hook:
  readMem(GameManager_Update_bytes, 5)

unregistersymbol(GameManager_Update_hook)
unregistersymbol(GameManager_Update_bytes)
dealloc(newmem)
dealloc(string)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+E652C0

GameAssembly.dll+E652A6: CC                       - int 3
GameAssembly.dll+E652A7: E8 54 51 26 FF           - call GameAssembly.dll+CA400
GameAssembly.dll+E652AC: CC                       - int 3
GameAssembly.dll+E652AD: E8 4E 51 26 FF           - call GameAssembly.dll+CA400
GameAssembly.dll+E652B2: CC                       - int 3
GameAssembly.dll+E652B3: E8 48 51 26 FF           - call GameAssembly.dll+CA400
GameAssembly.dll+E652B8: CC                       - int 3
GameAssembly.dll+E652B9: E8 42 51 26 FF           - call GameAssembly.dll+CA400
GameAssembly.dll+E652BE: CC                       - int 3
GameAssembly.dll+E652BF: CC                       - int 3
// ---------- INJECTING HERE ----------
GameAssembly.dll+E652C0: 48 8B C4                 - mov rax,rsp
GameAssembly.dll+E652C3: 55                       - push rbp
// ---------- DONE INJECTING  ----------
GameAssembly.dll+E652C4: 57                       - push rdi
GameAssembly.dll+E652C5: 41 56                    - push r14
GameAssembly.dll+E652C7: 48 8D 68 D8              - lea rbp,[rax-28]
GameAssembly.dll+E652CB: 48 81 EC 10 01 00 00     - sub rsp,00000110
GameAssembly.dll+E652D2: 48 C7 45 C0 FE FF FF FF  - mov qword ptr [rbp-40],FFFFFFFFFFFFFFFE
GameAssembly.dll+E652DA: 48 89 58 08              - mov [rax+08],rbx
GameAssembly.dll+E652DE: 48 89 70 10              - mov [rax+10],rsi
GameAssembly.dll+E652E2: 0F 29 70 D8              - movaps [rax-28],xmm6
GameAssembly.dll+E652E6: 0F 29 78 C8              - movaps [rax-38],xmm7
}
You just have to instantiate an instance of uConsole, and then you press ~ (tilde) to open the console.
There is a GameManager.InstantiateConsole function, but it's a nullsub, so you have to instantiate it yourself.
To do so you call Resources.Load("uConsole"), and then call Object.Instantiate with the loaded resource.

List of console commands: [Link]

Phucth91
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Re: The Long Dark +39 [STEAM 1.97]

Post by Phucth91 »

any chance to work on the cure process to make it faster?

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sub1to
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Re: The Long Dark +39 [STEAM 1.97]

Post by sub1to »

Phucth91 wrote:
Sun Nov 07, 2021 4:43 pm
any chance to work on the cure process to make it faster?
Sure, here's a script that instantly cures everything:

Code: Select all

{ Game   : tld.exe
  Version: 1.97 85101 S
  Date   : 2021-11-07
  Author : sub1to
}

[ENABLE]
alloc(newmem,$ff,GameAssembly.dll)
label(returnhere)
label(code)
label(_24f)
label(_1f)
label(evolve_item_hook)
label(evolve_item_bytes)
registersymbol(evolve_item_hook)
registersymbol(evolve_item_bytes)
aobScanModule(hook,GameAssembly.dll,F3 0F 11 73 2C 48 8B 5C 24 70)

newmem:
evolve_item_bytes:
  readMem(hook, 5)
  jmp returnhere

_24f:
  dd (float)24

_1f:
  dd (float)1

code:
  movd xmm7, [_24f]
  movd xmm6, [rbx+24]	// m_TimeToEvolveGameDays
  mulss xmm6, xmm7
  movd xmm7, [_1f]
  addss xmm6, xmm7
  jmp evolve_item_bytes

hook:
evolve_item_hook:
  jmp code
  returnhere:



[DISABLE]
evolve_item_hook:
  readMem(evolve_item_bytes, 5)

unregistersymbol(evolve_item_hook)
unregistersymbol(evolve_item_bytes)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1157854

GameAssembly.dll+115782A: 48 85 FF                 - test rdi,rdi
GameAssembly.dll+115782D: 74 45                    - je GameAssembly.dll+1157874
GameAssembly.dll+115782F: 48 8B 87 80 00 00 00     - mov rax,[rdi+00000080]
GameAssembly.dll+1157836: 48 85 C0                 - test rax,rax
GameAssembly.dll+1157839: 74 33                    - je GameAssembly.dll+115786E
GameAssembly.dll+115783B: F3 0F 10 88 90 02 00 00  - movss xmm1,[rax+00000290]
GameAssembly.dll+1157843: F3 0F 59 48 78           - mulss xmm1,[rax+78]
GameAssembly.dll+1157848: F3 0F 5E F1              - divss xmm6,xmm1
GameAssembly.dll+115784C: F3 0F 59 F0              - mulss xmm6,xmm0
GameAssembly.dll+1157850: F3 0F 58 F7              - addss xmm6,xmm7
// ---------- INJECTING HERE ----------
GameAssembly.dll+1157854: F3 0F 11 73 2C           - movss [rbx+2C],xmm6
// ---------- DONE INJECTING  ----------
GameAssembly.dll+1157859: 48 8B 5C 24 70           - mov rbx,[rsp+70]
GameAssembly.dll+115785E: 0F 28 74 24 50           - movaps xmm6,[rsp+50]
GameAssembly.dll+1157863: 0F 28 7C 24 40           - movaps xmm7,[rsp+40]
GameAssembly.dll+1157868: 48 83 C4 60              - add rsp,60
GameAssembly.dll+115786C: 5F                       - pop rdi
GameAssembly.dll+115786D: C3                       - ret
GameAssembly.dll+115786E: E8 8D 2B F7 FE           - call GameAssembly.dll+CA400
GameAssembly.dll+1157873: CC                       - int 3
GameAssembly.dll+1157874: E8 87 2B F7 FE           - call GameAssembly.dll+CA400
GameAssembly.dll+1157879: CC                       - int 3
}
You could also use the selected item hook to directly edit the values:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>9073</ID>
      <Description>"EvolveItem (curing)"</Description>
      <LastState Value="" RealAddress="00000000"/>
      <Color>C08000</Color>
      <GroupHeader>1</GroupHeader>
      <Address/>
      <CheatEntries>
        <CheatEntry>
          <ID>9074</ID>
          <Description>"Time To Evolve (Game Days)"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>FF8080</Color>
          <VariableType>Float</VariableType>
          <Address>item_select_base_ptr</Address>
          <Offsets>
            <Offset>24</Offset>
            <Offset>F0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>9075</ID>
          <Description>"Require Indoors"</Description>
          <DropDownList ReadOnly="1" DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>FF8080</Color>
          <VariableType>Byte</VariableType>
          <Address>item_select_base_ptr</Address>
          <Offsets>
            <Offset>28</Offset>
            <Offset>F0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>9076</ID>
          <Description>"Time Spent Evolving (Game Hours)"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>FF8080</Color>
          <VariableType>Float</VariableType>
          <Address>item_select_base_ptr</Address>
          <Offsets>
            <Offset>2C</Offset>
            <Offset>F0</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
I'll upload an updated table later ^_^

Phucth91
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Re: The Long Dark +39 [STEAM 1.97]

Post by Phucth91 »

sub1to wrote:
Sun Nov 07, 2021 5:39 pm
Phucth91 wrote:
Sun Nov 07, 2021 4:43 pm
any chance to work on the cure process to make it faster?
Sure, here's a script that instantly cures everything:

Code: Select all

{ Game   : tld.exe
  Version: 1.97 85101 S
  Date   : 2021-11-07
  Author : sub1to
}

[ENABLE]
alloc(newmem,$ff,GameAssembly.dll)
label(returnhere)
label(code)
label(_24f)
label(_1f)
label(evolve_item_hook)
label(evolve_item_bytes)
registersymbol(evolve_item_hook)
registersymbol(evolve_item_bytes)
aobScanModule(hook,GameAssembly.dll,F3 0F 11 73 2C 48 8B 5C 24 70)

newmem:
evolve_item_bytes:
  readMem(hook, 5)
  jmp returnhere

_24f:
  dd (float)24

_1f:
  dd (float)1

code:
  movd xmm7, [_24f]
  movd xmm6, [rbx+24]	// m_TimeToEvolveGameDays
  mulss xmm6, xmm7
  movd xmm7, [_1f]
  addss xmm6, xmm7
  jmp evolve_item_bytes

hook:
evolve_item_hook:
  jmp code
  returnhere:



[DISABLE]
evolve_item_hook:
  readMem(evolve_item_bytes, 5)

unregistersymbol(evolve_item_hook)
unregistersymbol(evolve_item_bytes)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1157854

GameAssembly.dll+115782A: 48 85 FF                 - test rdi,rdi
GameAssembly.dll+115782D: 74 45                    - je GameAssembly.dll+1157874
GameAssembly.dll+115782F: 48 8B 87 80 00 00 00     - mov rax,[rdi+00000080]
GameAssembly.dll+1157836: 48 85 C0                 - test rax,rax
GameAssembly.dll+1157839: 74 33                    - je GameAssembly.dll+115786E
GameAssembly.dll+115783B: F3 0F 10 88 90 02 00 00  - movss xmm1,[rax+00000290]
GameAssembly.dll+1157843: F3 0F 59 48 78           - mulss xmm1,[rax+78]
GameAssembly.dll+1157848: F3 0F 5E F1              - divss xmm6,xmm1
GameAssembly.dll+115784C: F3 0F 59 F0              - mulss xmm6,xmm0
GameAssembly.dll+1157850: F3 0F 58 F7              - addss xmm6,xmm7
// ---------- INJECTING HERE ----------
GameAssembly.dll+1157854: F3 0F 11 73 2C           - movss [rbx+2C],xmm6
// ---------- DONE INJECTING  ----------
GameAssembly.dll+1157859: 48 8B 5C 24 70           - mov rbx,[rsp+70]
GameAssembly.dll+115785E: 0F 28 74 24 50           - movaps xmm6,[rsp+50]
GameAssembly.dll+1157863: 0F 28 7C 24 40           - movaps xmm7,[rsp+40]
GameAssembly.dll+1157868: 48 83 C4 60              - add rsp,60
GameAssembly.dll+115786C: 5F                       - pop rdi
GameAssembly.dll+115786D: C3                       - ret
GameAssembly.dll+115786E: E8 8D 2B F7 FE           - call GameAssembly.dll+CA400
GameAssembly.dll+1157873: CC                       - int 3
GameAssembly.dll+1157874: E8 87 2B F7 FE           - call GameAssembly.dll+CA400
GameAssembly.dll+1157879: CC                       - int 3
}
You could also use the selected item hook to directly edit the values:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>9073</ID>
      <Description>"EvolveItem (curing)"</Description>
      <LastState Value="" RealAddress="00000000"/>
      <Color>C08000</Color>
      <GroupHeader>1</GroupHeader>
      <Address/>
      <CheatEntries>
        <CheatEntry>
          <ID>9074</ID>
          <Description>"Time To Evolve (Game Days)"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>FF8080</Color>
          <VariableType>Float</VariableType>
          <Address>item_select_base_ptr</Address>
          <Offsets>
            <Offset>24</Offset>
            <Offset>F0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>9075</ID>
          <Description>"Require Indoors"</Description>
          <DropDownList ReadOnly="1" DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>FF8080</Color>
          <VariableType>Byte</VariableType>
          <Address>item_select_base_ptr</Address>
          <Offsets>
            <Offset>28</Offset>
            <Offset>F0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>9076</ID>
          <Description>"Time Spent Evolving (Game Hours)"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>FF8080</Color>
          <VariableType>Float</VariableType>
          <Address>item_select_base_ptr</Address>
          <Offsets>
            <Offset>2C</Offset>
            <Offset>F0</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
I'll upload an updated table later ^_^
Thanks, this is awesome, it works. Great job!

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sub1to
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Re: The Long Dark +36 [STEAM 1.98]

Post by sub1to »

Updated for STEAM 1.98 87574 S

Code: Select all

- Updated enable console script
- Removed unlock all (steam) achievements (can be done through dev console)
- Removed unlocks feats (can be done through dev console)
- Updated secondary skills script
- Updated item hook
- Removed duplicate (non-stackable) items by dropping (you can spawn items)
- Updated item spawner
- Updated day length scale script
I removed a few things, because they can be easily done through the developer console
Please let me know if there's anything I forgot to update

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Re: The Long Dark +36 [STEAM 1.98]

Post by Darth_Alaks »

sub1to wrote:
Thu Dec 09, 2021 4:11 pm
Please let me know if there's anything I forgot to update
Your table is awesome, but the "Max Quality" feature is not working for me. When I turn it on, all items in my inventory are destroyed!
If I turn on the "Pause Degrade" function first, then everything is in order, but the items in the inventory remain in their original, different quality, which does not decrease. Repair helps fix tools, clothes and weapons, but what about food?

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Re: The Long Dark +36 [STEAM 1.98]

Post by sub1to »

Darth_Alaks wrote:
Sun Dec 12, 2021 2:39 am
sub1to wrote:
Thu Dec 09, 2021 4:11 pm
Please let me know if there's anything I forgot to update
Your table is awesome, but the "Max Quality" feature is not working for me. When I turn it on, all items in my inventory are destroyed!
If I turn on the "Pause Degrade" function first, then everything is in order, but the items in the inventory remain in their original, different quality, which does not decrease. Repair helps fix tools, clothes and weapons, but what about food?
I forgot to update the offsets for that script. I've uploaded a fixed version, please try again

If your game saved after the items got ruined, you can use the item select hook to edit the items.
Set "Ruined" to "No", and the "Quality" to the same value as "Max Quality"
Once an item is ruined, it doesn't degrade further, so it might not get fixed with the degrade script

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Re: The Long Dark +36 [STEAM 1.98]

Post by Darth_Alaks »

sub1to wrote:
Sun Dec 12, 2021 3:28 am
I've uploaded a fixed version, please try again
Items in the inventory have ceased to be destroyed. But max quality still doesn't work. If I pick up spoiled meat, or torn clothes, they still remain torn in my inventory, and I have to repair them, or hook the quality of each item individually.

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Re: The Long Dark +36 [STEAM 1.98]

Post by sub1to »

Darth_Alaks wrote:
Sun Dec 12, 2021 7:10 am
in the inventory have ceased to be destroyed. But max quality still doesn't work. If I pick up spoiled meat, or torn clothes, they still remain torn in my inventory, and I have to repair them, or hook the quality of each item individually.
Like I said in my previous post: Once an item is ruined, the item degrade script won't fix it, because that item no longer degrades (because it's already fully degraded).
It should work on any item that isn't ruined, when that item gets degraded (for whatever reason)

To automatically fix ruined items would require a different/new script

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Re: The Long Dark +36 [STEAM 1.98]

Post by Darth_Alaks »

sub1to wrote:
Sun Dec 12, 2021 3:29 pm

Once an item is ruined, the item degrade script won't fix it, because that item no longer degrades (because it's already fully degraded).
It should work on any item that isn't ruined, when that item gets degraded (for whatever reason)
I'm not talking about ruined items. I'm just talking about any pickup items.I started a new game with the latest version of the table, turned on the options "Max Quality" and "Pause degrade", or just one "Max Quality", picking up, for example, a can of soda from a backpack or somewhere else. It condition is 73%. And in my inventory condition remains the same. The name of the option "Max quality" implies that it will rise to 100%, or did I misunderstand that?

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Re: The Long Dark +36 [STEAM 1.98]

Post by sub1to »

Darth_Alaks wrote:
Sun Dec 12, 2021 4:51 pm
I'm not talking about ruined items. I'm just talking about any pickup items.I started a new game with the latest version of the table, turned on the options "Max Quality" and "Pause degrade", or just one "Max Quality", picking up, for example, a can of soda from a backpack or somewhere else. It condition is 73%. And in my inventory condition remains the same. The name of the option "Max quality" implies that it will rise to 100%, or did I misunderstand that?
I see what you mean. You might have to wait for the degrade function to "tick" for that item. Items degrade over time, but this doesn't happen every frame. I tested it with clothes, which degrade pretty often (especially when you're outside in the wind).
If you leave the feature turned on, you should see all items (except already ruined ones) go to 100% quality over time, even items that aren't in your inventory.

Just as an FYI: when you enabled "Pause degrade", it will skip the code for "Max Quality", so using both doesn't work.

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Re: The Long Dark +36 [STEAM 1.98]

Post by Darth_Alaks »

sub1to wrote:
Sun Dec 12, 2021 5:17 pm

I see what you mean.
Thanks for the explanation and your time. Now I understand. And thanks again for the cool table!

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Re: The Long Dark +36 [STEAM 1.98]

Post by dental »

Ugh. I was hoping this table would work with the GOG version but no dice. :(

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Re: The Long Dark +36 [STEAM 1.98]

Post by Cheatak_9999 »

Could you update this table to v1.98.87574 S?
Thank you in advance Sir or Lady.
(Google translater)

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