Kindly DO NOT POST these tools (table, DLL, etc. - anything I personally post in this topic) on other forums/communities (e.g.: Nexus, OCD). Same as you prefer those places, I prefer FRF, having created these tools specifically for this community. If you want to spread the news and let others enjoy all of this, then please link them to join FRF. Thank you for respecting my choice!
Before you begin:
The table was initially designed with CE 7.4 in mind, but I switched to CE 7.1. There are some issues with CE 7.4 trying to allocate near preferred image bases (or something like that, according to Dark Byte) which causes allocations in my [ Initialize ] script to fail intermittently. What that translates to: every 1-2 tries of my table with a new instance of the game, the script will fail. So you will have to kill game, restart it (which takes a while, given Denuvo start-up and logging in) and retry. With CE 7.1 this won't happen.
So, till CE 7.4 is fixed, download the portable CE 7.1 version below:
Link: [Link]
Password: sunbeam
The table:
How to use:
1) Run the game till you're at the main menu.
*) While here, make sure you've ran the injector so the CONSOLE is created. Running the injector is MANDATORY if you want to use the console and commands.
2) Go into the game world (CONTINUE) and as soon as the loading screen goes away, alt-tab to CE 7.1.
3) Open the table in CE 7.1 and activate the [ Initialize ] script. CE will say it wants to open the game process, click Yes.
4) Wait for a few seconds and you will be asked two more things: if you want to disable TAB as console key (click Yes) and if you want to change the console key (I usually click No). No worries which choice you make, you can re-run these separately later.
5) An explanation of the scripts is given in the topic link below. Makes no sense for me to re-type everything.
6) EVERYTHING that is specified in this topic is VALID for Tiny Tina as well. So "what commands can we use?" -> check that topic. It is self-implied that you will need to download and use the injector below, which creates the console -- you need the console to type in commands -- for you and lets you dump Names and Objects.
NOTES for dummies:
* If you've activated the [ Initialize ] script at main menu, you'll see an error. You will have to close the game, re-open it and retry as instructed.
* If you've activated the [ Initialize ] script after having moved in the game world, fired, walked, etc. then it's possible some DeveloperPerks console commands won't work (you will get "Command not recognized" message in the console). Why? Because the DeveloperPerks UObject is destroyed by the Garbage Collector after 1-1.5 minutes from Actor wake-up (your player having performed an action). If that's the case, return to main menu and go back to game world and it will work.
* Set Weapon Properties will set certain properties for the CURRENT Weapon. They can be edited by right-clicking the script, 'Change script' and inspecting the content. The values are listed as floats. Example: "writeFloat( FireRate + 0x4, 20.0 )". Want to change the fire rate to lower or higher, edit the 20.0 to something else. Note that you need to edit this value on both lines:
Code: Select all
FireRate = WeaponFireProjectileComponent + 0x218
writeFloat( FireRate + 0x4, 20.0 ) // here
writeFloat( FireRate + 0x8, 20.0 ) // and here
To set the properties for all your weapons, just select the weapon in-game, press Numpad 7 and wait for a few seconds. You will be able to tell if it worked by the weapon crosshair changing shape. Cycle to next weapon, press Numpad 7 and so on. The Weapon properties are resident throughout the game session, so you only need to do it once per weapon. Note that if you drop the weapon and let's say some enemy picks it up (just a thought), they will benefit from whatever settings you applied to that weapon
Lastly, the script is designed to ERROR out. So if you don't see it enable/activate and right-clicking on it shows:
Code: Select all
<<Error in line 0 (assert(true)) :Wrong syntax. ASSERT(address,11 22 33 ** 55 66)>>
* * *
[ 25 Mar 22 - Hit #1 ]
Game Name: Tiny Tina's Wonderlands
Game Vendor: Epic Store
Game Version: 1.0
Game Process: Wonderlands.exe
Game File Version: 4.20.3.0
Hello folks.
Attached below is a DLL that will do the following:
- Run threaded UE4 code to create the UConsole UObject, member of GameViewportClient; you may then use Tilde (~) key to open up the console.
- Will dump the UE4 FNameArray and UObjectArray, along with their addresses. What this means is you can then know what you're looking at in memory, when debugging/tracing or mapping structures, and come up with your own conclusions.
Instructions:
- Download the archive; extract content to a folder of your choice.
- Run the game, get to main menu.
- Run IGCSInjector.exe. You can close it when asked.
- Takes 1-2 seconds for the DLL to find the stuff, StaticCreate the Console UObject and dump Names/Objects to disk in the Win64 folder.
- You may then use Tilde (~) key to open up the console in-game.
Notes:
- The dump location is your game folder (e.g.: G:\Epic Games\TinyTinasWonderlands\OakGame\Binaries\Win64). You will find 2 files there: NamesDump.txt and ObjectsDump.txt. You'll be very interested in the 2nd one
- The .txt files are generated at "run-time". What this means is if you transition in-game from one map to another or from main menu to game world and back, you need to re-dump them. Why? UE4 destroys and recreates UObjects; re-initialization. To re-dump the .txt files press Numpad / (no, key can't be changed).
- If Tilde key doesn't work cuz you have a non-QWERTY keyboard -OR- you want to use any other key to open the console - you need to head to %USERPROFILE%\Documents\My Games\Tiny Tina's Wonderlands folder. Just press WinKey+R and paste the path in, then press Enter to go there.
You will see a file here called Input.ini. If it doesn't exist, create it yourself. Then open the file and paste at the top the two lines below (yes, you can delete anything else you see in the file; you're not breaking anything):
You may change Tilde to any key you like (e.g.: F10). Save the file and you're done.[/Script/Engine.InputSettings]
ConsoleKey=Tilde
Other Information:
- the game is compiled with UE4 v4.20.3
- most of the UCheatManager UFunctions are not compiled in Shipping mode (they're basically replaced with a RET 0); same goes for all others the developers chose to use the below #id-#endif
Code: Select all
void ACharacter::ClientCheatWalk_Implementation()
{
#if !UE_BUILD_SHIPPING
SetActorEnableCollision(true);
if (CharacterMovement)
{
CharacterMovement->bCheatFlying = false;
CharacterMovement->SetMovementMode(MOVE_Falling);
}
#endif
}
Enjoy!
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