So, I guess I must've secured a dragon tooth early on in the game through the use of the script because I was playing around. When I came to the actual defeating the dragon, I was unable to secure the tooth since I already had it in my inventory but I'm unable to hand it to Sindri to move on. Do I need to start over completely? Figured I'd ask before starting all over. Thanks!
Try RemoveResource command. Or you can use "aSwedishMagyar's" cheat table for God of War. That table reads your inventory and you can find dragon tooth in it and make it 0.
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
The table has been working brilliantly. It only crashes when I try to insert too much at once.
Someone said on Page 28 that you shouldn't upgrade the Leviathan Axe until you reach an NPC named Brok (?). Something about the upgrading being a fixed event, and that a maxed-out axe would prevent your progress. Good to know.
I will retract my question about modifying the number of enchantment slots. Turns out the "infinity runes" can be installed into all gear, not just the gauntlet. So one can reap the benefits of all six after all. Silly me for not realizing this sooner.
hello tell me are there any commands to validate a mission because I have atreus who has a bug he no longer shoots an arrow? so do you have a solution either for validated mission or unlocked atreus
Heads up: Eye of the Outer Realm and Muspelheim's Eye of Power do not seem to have red/Perfect rank counterparts, even though the other 4 "infinity runes" have them. I tried adding _NGP into their lua entries, but it didn't do anything.
Also, Eye of the Outer Realm is missing an icon. Not sure why this is the case though. A negligible issue though: the item itself still functions properly.
Does anyone have a table with mist of echoes? I saw someone said they had the value of it as BAC5FF870F6ECEA3 but I don't know how to make changes or add things like this. Sorry just found out i had a old version of cheat engine so the add resource option never loaded before and now got what i needed.
Last edited by vip3r2059 on Mon Jan 24, 2022 12:57 pm, edited 1 time in total.
Only New Game+ Enchantments are these and there are 24 of them 1 of them (Tyr's Shard+) is missing though. Tyr_NGP in the list is Perfect Mark of Tyr+. It's not Tyr's Shard+:
Edit: I have found 3 more New Game+ Enchantments and added to the list now there are 27 of them.
NG+ Talismans
Talisman of Unbound Potential +
Amulet of Kvasir +
Sinmara's Cinder +
Talisman of Betrayal +
Hvergelmir Stone +
The Charm of Infinite Storms +
Talisman of Cursed Power +
Aegir's Protection +
Talisman of Concentrated Vitality +
Talisman of Eternal Fury +
Talisman of the Realms +
Shattered Gauntlet of Ages +
Golden Talisman of Protection +
Don't do too many sets at a time it will crash your game
Fallen Ash Set +
Smoldering Brimstone Set +
Blazing Magma Set +
Ivaldi's of Endless Mist Set +
Ivaldi's of Deadly Mist Set +
Ivaldi's of Cursed Mist Set +
Valkyrie Set +
Ancients Set +
Tyr's Lost Unity Set +
Traveler Set +
Ares Set
Zeus Set
Brok's Royal Dwarven Set +
Sindri's Royal Dwarven Set +
Hey @SunBeam, could you share how you found the internal names at first? Maybe we can find more entries there.
For example there is no entry in 6306 lua files such as Dragon01_NGP (an enchantment) but it exists in the game. There are also no entries with Reinforce2 or Reinforce3 but your list had had them even before we had access to lua files.
Last edited by russelsteapot on Wed Jan 26, 2022 12:54 am, edited 1 time in total.
NG+ Axe Pommels
Grip of Tanngiost
Retribution
Versatile Warriors Handle
Surtr's Grip of Flame
Ymir's Breath
Hraezla Grip
Forbidden Grip of the Ages
Blightbringer
Grip of the Maze
Mistbourne
Valkyrie's Might
Wing of the Fallen
Hey @SunBeam, could you share how did you find the internal names at first? Maybe we can find more entries there.
For example there is no entry in 6306 lua files such as Dragon01_NGP (an enchantment) but it exists in the game. There are also no entries with Reinforce2 or Reinforce3 but your list had had them even before we had access to lua files.
I started from the RESOURCES_PERM_DATA instance + 0x10.
I've linked below a normalized executable for Steam 1.0.2.
Download: [Link]
(password: sunbeam)
What this means is:
Steam stub (packer) was removed
Steam functionality is not modified in any way; it's just the exe isn't running through Steam's unpacker and all tier0_s64.dll anti-debug removed
"DLL can move" property was removed from Nt Headers > Optional Header > DllCharacteristics
this way, ImageBase of the executable will always be 0x140000000 (so ASLR is disabled)
Why did I post it? Because I mostly use x64dbg to debug and I'm tired and bored of having to post GoW.exe+offset references due to ASLR. With the executable I posted you can just post pics or snippets and the ADDRESSES shown in those pictures (I mean executable code addresses, not some random memory addresses for quantities or w.e. else) will be the same for EVERYONE.
As such..
Getting the instance to RESOURCES_PERM_DATA is done here:
In my case, while game is running (it won't work with game just opened in the debugger; it has to be running), it's:
0x00007FF3BFA46210 (for me; this might not be the same for you; read it from [144F87CC8]!)
So now, in this structure, at 0x10 I see this:
If you follow that in dump, you will see a big ass list of indexes/offsets and hash ids.
Then if you inspect the 0x30 pointer in memory:
That's how I got the Internal Names. Then I had to hash the Internal Names using the 2 functions from [ Debug ] section and cross-reference them with the list of hashes at 0x10, to get the InternalName<->PermHash correspondence.
Apply the same logic with other *_PERM_DATA functions and you will get the rest.
Wow, I wasn't expecting such a detailed answer. Thank you so much! Can we apply these rules to similar games? Or, should it use the same structure or similar lua scripting?
Wow, I wasn't expecting such a detailed answer. Thank you so much! Can we apply these rules to similar games? Or, should it use the same structure or similar lua scripting?
Each game is unique, so no. I haven't seen this hashing system in another game so far.
Here's the normalized executable for 1.0.3 (game just updated; again): [Link]
(password: sunbeam)