LEGO Star Wars The Skywalker Saga

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rudm09
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Re: LEGO Star Wars The Skywalker Saga

Post by rudm09 »

StupidDog wrote:
Thu Apr 07, 2022 6:57 pm
How strange, the brick cheat/hack wasnt working for me so I tried the find the value myself and couldn't find it as a regular value of anything so instead I found the cost of upgrading something (it cost 10,000 studs and 4 bricks) and just changed the cost to 10,000 studs and -99999 bricks which then rather nicely refunded me a ton of bricks for upgrading :)

I'm guessing the game calculates the amount of bricks from a table and doesn't simply hold the value in memory or something :/

Having fun with the game though, more so now I have lots of nice upgrades ;)
How did you find the code for needed bricks?

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

SmartDog
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Re: LEGO Star Wars The Skywalker Saga

Post by SmartDog »

Just did a 4 byte search for 10,000, found about 300 and changed about 50 at a time, went back in game and checked if it changed until I narrowed it down. Once I had the correct one I did another 4 byte search in the nearby memory (cant remember how big the offset ended up being but I think it was pretty close) for the number of bricks needed and changed those till I found the right one, then changed it to a negative number. Doing this might crash the game but you should be ok, I didn't crash and manged to do it all in a few minutes.

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Re: LEGO Star Wars The Skywalker Saga

Post by wookiebush »

I can confirm that StupidDog's method works.

Do a 4 byte search for the cost in studs. When you find you can modify the amount on the upgrade page, look for cost in blocks.

The cost in blocks should be really close to the studs cost. For example using only the last 5 digits of the memory address as follows:

Studs cost xxx6A4E8

Bricks cost xxx6A5A8

Once you find the Bricks cost, set it to a high negative number like -999. Buy the upgrade and then you are set.

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Re: LEGO Star Wars The Skywalker Saga

Post by SunBeam »

Anagram wrote:
Wed Apr 06, 2022 4:59 am
...
SunBeam wrote:
Wed Apr 06, 2022 5:44 pm
...
GreenHouse wrote:
Thu Apr 07, 2022 9:20 am
...
Completed my quest and lived to write about it here: viewtopic.php?f=29&t=19737.

Classicus
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Re: LEGO Star Wars The Skywalker Saga

Post by Classicus »

I managed to find the code for bricks. There is a value that increases with each skill purchase. So if you bought an upgrade that cost 10 bricks, this value increases by 10. Setting the value to around -200 gives me about 213 bricks so I wonder how it is calculated.

Below is a code that will set the value to -200 which should give you a lot of bricks. To use, enable script, then open the holoprojector (Tab on keyboard, Back on controller), and done. The code only accesses bricks when opening the holoprojector, but I'm not sure if the code modifies anything else at some point during play so I would disable the script once you are done. Feel free to edit the script to change the value to -1000 or something if you want way more bricks on use.

Code: Select all

[ENABLE]

aobscanmodule(brickscode_access,LEGOSTARWARSSKYWALKERSAGA_DX11.exe,21 D7 FF 8B 08 EB 02 8B CE) // should be unique
alloc(newmem,$1000,"LEGOSTARWARSSKYWALKERSAGA_DX11.exe"+19627E5)

label(code)
label(return)

newmem:
mov [rax],#-200

code:
  mov ecx,[rax]
  jmp LEGOSTARWARSSKYWALKERSAGA_DX11.exe+19627EB
  mov ecx,esi
  jmp return

brickscode_access+03:
  jmp newmem
  nop
return:
registersymbol(brickscode_access)

[DISABLE]

brickscode_access+03:
  db 8B 08 EB 02 8B CE

unregistersymbol(brickscode_access)
dealloc(newmem)

edit: This script will likely break on game update. If that happens I'll look into making a version that won't break easily.

edit2: Actually, I think I understand how bricks are calculated. It's probably split in two addresses, something like this:
Address1: Tracks how many bricks you've spent. My code above modifies this value. Setting it to 0 would basically be like if you have not spent any of your earned bricks yet.
Address2: Tracks the total number of bricks you've earned. I suspect this exists but maybe will try to find it later.

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Re: LEGO Star Wars The Skywalker Saga

Post by GoogleBen »

It wasn't too hard to find a few bits of code that together determine whether you're in free play or not. Here's the auto assemble code for it:
Spoiler

Code: Select all

[ENABLE]

aobscanmodule(IsFreePlayEnabled,LEGOSTARWARSSKYWALKERSAGA_DX11.exe,40 3A B3 98 00 00 00) // should be unique
alloc(newmem,$1000,IsFreePlayEnabled)
aobscanmodule(GetFreePlayClassAllowed,LEGOSTARWARSSKYWALKERSAGA_DX11.exe,E8 23 04 7E FF) // should be unique
aobscanmodule(GetFreePlayShowClasses,LEGOSTARWARSSKYWALKERSAGA_DX11.exe,80 BF 60 01 00 00 00 75 0E) // should be unique

label(NewIsFreePlayEnabled)
label(IsFreePlayEnabledReturn)
label(NewGetFreePlayClassAllowed)
label(GetFreePlayClassAllowedReturn)
label(NewGetFreePlayShowClasses)
label(GetFreePlayShowClassesReturn)

newmem:
//make sure free play is always enabled
NewIsFreePlayEnabled:
  mov sil, 1
  cmp sil,[rbx+00000098]
  jmp IsFreePlayEnabledReturn
//make sure the character select shows the full list
NewGetFreePlayShowClasses:
  cmp byte ptr [rdi+00000160],00
  jne GetFreePlayShowClassesReturn
  mov byte ptr [rdi+00000160],01
  cmp byte ptr [rdi+00000160],00
  jmp GetFreePlayShowClassesReturn
//make sure all classes may be selected at all times
NewGetFreePlayClassAllowed:
  mov eax, 1
  jmp GetFreePlayClassAllowedReturn
//replace game code with jumps
//is free play enabled, LEGOSTARWARSSKYWALKERSAGA_DX11.exe+1986507
IsFreePlayEnabled:
  jmp NewIsFreePlayEnabled
  nop 2
IsFreePlayEnabledReturn:
//get free play show classes, LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12AC
GetFreePlayShowClasses:
  jmp NewGetFreePlayShowClasses
  nop 2
GetFreePlayShowClassesReturn:
//get free play class allowed, LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC149D
GetFreePlayClassAllowed:
  jmp NewGetFreePlayClassAllowed
GetFreePlayClassAllowedReturn:

registersymbol(IsFreePlayEnabled)
registersymbol(GetFreePlayShowClasses)
registersymbol(GetFreePlayClassAllowed)

[DISABLE]

IsFreePlayEnabled:
  db 40 3A B3 98 00 00 00
GetFreePlayClassAllowed:
  db E8 23 04 7E FF
GetFreePlayShowClasses:
  db 80 BF 60 01 00 00 00

unregistersymbol(IsFreePlayEnabled)
unregistersymbol(GetFreePlayClassAllowed)
unregistersymbol(GetFreePlayShowClasses)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: LEGOSTARWARSSKYWALKERSAGA_DX11.exe+1986507

LEGOSTARWARSSKYWALKERSAGA_DX11.exe+19864E6: 48 8B CF              - mov rcx,rdi
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+19864E9: FF 50 70              - call qword ptr [rax+70]
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+19864EC: 84 C0                 - test al,al
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+19864EE: 74 0D                 - je LEGOSTARWARSSKYWALKERSAGA_DX11.exe+19864FD
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+19864F0: 33 D2                 - xor edx,edx
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+19864F2: 48 8B CF              - mov rcx,rdi
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+19864F5: E8 D6 22 FB 00        - call LEGOSTARWARSSKYWALKERSAGA_DX11.exe+29387D0
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+19864FA: 0F B6 F0              - movzx esi,al
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+19864FD: 48 8D 4C 24 28        - lea rcx,[rsp+28]
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+1986502: E8 59 1F 40 01        - call LEGOSTARWARSSKYWALKERSAGA_DX11.exe+2D88460
// ---------- INJECTING HERE ----------
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+1986507: 40 3A B3 98 00 00 00  - cmp sil,[rbx+00000098]
// ---------- DONE INJECTING  ----------
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+198650E: 75 09                 - jne LEGOSTARWARSSKYWALKERSAGA_DX11.exe+1986519
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+1986510: 80 BB 99 00 00 00 00  - cmp byte ptr [rbx+00000099],00
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+1986517: 75 19                 - jne LEGOSTARWARSSKYWALKERSAGA_DX11.exe+1986532
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+1986519: 44 0F B6 C6           - movzx r8d,sil
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+198651D: 41 80 F0 01           - xor r8l,01
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+1986521: B2 01                 - mov dl,01
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+1986523: 48 8B CB              - mov rcx,rbx
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+1986526: E8 75 18 00 00        - call LEGOSTARWARSSKYWALKERSAGA_DX11.exe+1987DA0
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+198652B: 40 88 B3 98 00 00 00  - mov [rbx+00000098],sil
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+1986532: 48 8D 4C 24 28        - lea rcx,[rsp+28]
}
{
// ORIGINAL CODE - INJECTION POINT: LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12AC

LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A1289: 42 80 7C 1A 5E 00     - cmp byte ptr [rdx+r11+5E],00
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A128F: 74 2E                 - je LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12BF
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A1291: 44 8D 50 01           - lea r10d,[rax+01]
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A1295: 41 8B CA              - mov ecx,r10d
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A1298: 41 8B C2              - mov eax,r10d
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A129B: 49 3B C8              - cmp rcx,r8
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A129E: 72 E0                 - jb LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A1280
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12A0: C6 44 24 50 00        - mov byte ptr [rsp+50],00
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12A5: 32 C0                 - xor al,al
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12A7: 44 8B 54 24 50        - mov r10d,[rsp+50]
// ---------- INJECTING HERE ----------
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12AC: 80 BF 60 01 00 00 00  - cmp byte ptr [rdi+00000160],00
// ---------- DONE INJECTING  ----------
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12B3: 75 0E                 - jne LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12C3
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12B5: 84 C0                 - test al,al
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12B7: 74 0A                 - je LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12C3
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12B9: 44 89 56 40           - mov [rsi+40],r10d
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12BD: EB 08                 - jmp LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12C7
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12BF: B0 01                 - mov al,01
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12C1: EB E9                 - jmp LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12AC
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12C3: 44 89 46 40           - mov [rsi+40],r8d
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12C7: 48 8B C5              - mov rax,rbp
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A12CA: 48 89 7B 08           - mov [rbx+08],rdi
}
{
// ORIGINAL CODE - INJECTION POINT: LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC1498

LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC1470: 49 8B CD           - mov rcx,r13
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC1473: E8 38 04 7E FF     - call LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A18B0
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC1478: 84 C0              - test al,al
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC147A: 0F 85 76 02 00 00  - jne LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC16F6
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC1480: 49 8B CD           - mov rcx,r13
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC1483: E8 58 04 7E FF     - call LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A18E0
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC1488: 84 C0              - test al,al
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC148A: 0F 85 66 02 00 00  - jne LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC16F6
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC1490: 49 8B CD           - mov rcx,r13
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC1493: C6 44 24 40 01     - mov byte ptr [rsp+40],01
// ---------- INJECTING HERE ----------
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC1498: E8 23 04 7E FF     - call LEGOSTARWARSSKYWALKERSAGA_DX11.exe+3A18C0
// ---------- DONE INJECTING  ----------
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC149D: 84 C0              - test al,al
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC149F: 74 10              - je LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC14B1
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC14A1: 80 7D 09 00        - cmp byte ptr [rbp+09],00
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC14A5: 74 0A              - je LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC14B1
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC14A7: 41 8B F6           - mov esi,r14d
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC14AA: 44 89 74 24 44     - mov [rsp+44],r14d
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC14AF: EB 09              - jmp LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC14BA
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC14B1: BE 01 00 00 00     - mov esi,00000001
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC14B6: 89 74 24 44        - mov [rsp+44],esi
LEGOSTARWARSSKYWALKERSAGA_DX11.exe+BC14BA: 8B 83 C4 00 00 00  - mov eax,[rbx+000000C4]
}
The targets for the aobscan could probably be better for more resilience to updates, but whatever. I found all 3 bits of code by running missions in free play/no free play and scanning for bytes with 1 or 0. Took a while but eventually it gets down to the correct 12 or so addresses. The only thing that isn't straightforward is that the code that accesses the 9 "is class enabled" bools is used for way more than just them, but thankfully CE can do a stack trace, which leads right to the injection point I used.

Cheat table attached. Anyone feel free to use this code in their own stuff, no strings attached.
Attachments
SkywalkerSagaFreePlay.CT
(8.79 KiB) Downloaded 659 times

wookiebush
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Re: LEGO Star Wars The Skywalker Saga

Post by wookiebush »

I would love to see a table for either a high jump or unlimited jumps.

Unfortunately I suck at using CE's advanced functions.

If anyone figures that out, it would be very helpful as there are a lot of items that are difficult to get.

zerx
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Re: LEGO Star Wars The Skywalker Saga

Post by zerx »

neptune9 wrote:
Thu Apr 07, 2022 7:13 pm
dcmatr wrote:
Wed Apr 06, 2022 8:02 am
Hey, thanks for this! Could it be possible to have an option to modify the FOV on this game somehow as well? Checked the ini files and there isn't an option there so maybe someone knowledgeable in this like you can help? Shame on the devs for changing a decade old camera angle without options to customize them.
Big +1 on this! The ability to modify the FOV is a necessity for me, I cannot play without getting severe motion sickness :cry:
same.
idk about fov, but cam is just too close to the char :x sprinting zooms out a bit and that feels/looks fine.

AuroraKet
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Re: LEGO Star Wars The Skywalker Saga

Post by AuroraKet »

If you're willing to update the table, a way to bypass/auto-win missions might be nice as well, call me lazy but learning the podrace in this one is pure hindquarters and locking me out of episodes 2 and 3 :p or a move speed cheat, maybe with move speed it could be winnable more. :p

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Re: LEGO Star Wars The Skywalker Saga

Post by SunBeam »

And we have symbols ;)

Image

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Re: LEGO Star Wars The Skywalker Saga

Post by flynhigh »

SunBeam wrote:
Tue Apr 12, 2022 11:30 am
And we have symbols ;)

Image
Love your work and enthusiasm, but could you explain alittle for us slow people.

SmartDog
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Re: LEGO Star Wars The Skywalker Saga

Post by SmartDog »

So, I've honestly REALLY wanted to do something for the people who want to be able to change the FOV (It IS pretty horrible, why no simple slider? its 2022 right?). But I've managed to play the game for about 15 minutes in the last week or so, my daughter is really autistic and she LOVES playing this game so I haven't had much time to either play and when I do she grabs the other pad and wants to play with daddy ;)

If anyone wants to have a crack at finding the FOV then setup cheatengine so you can pause the process with a hotkey, search for an unknown value (I suggest float or double as FOV changes are almost always one of those). go back into game and start running and I'm almost certain thats an FOV change and not the camera moving out (even if it is camera distance its good) and now pause the process while running and the FOV will have changed so search on cheatengine for either "Value has increased" or decreased. Repeat and rinse until you find a few numbers and start playing with them. eventually you should find the value for it but then you're going to run into problems of it reseting when you run or the game does its own FOV value, plus, unless you know what a pointer or AOB scan is you probably shouldnt try this as the FOV value isn't going to be static and will change next game restart (or possibly even next level).

In short, fov will likely be a float or double, finding it will be boring and need you to pause the game when you can make it do something that changes the FOV, certain levels of knowledge on CE will be required to make it worthwhile. You could also search for the directional values of the camera just by turning the camera around a bit and then search for changes on CE, usually all the camera related stuff is close together and working out the structure can really unlock the camera.

*EDIT* Sunbeam posted as I was posting and has found the symbols, for those that don't know thats pretty big and I suspect he's going to be posting something pretty huge with lots of options. Gotta love how Sunbeam ALWAYS shares any findings and tricks, you legend sir, I just wish I had 1/10th of your skills :P

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Re: LEGO Star Wars The Skywalker Saga

Post by SunBeam »

StupidDog wrote:
Tue Apr 12, 2022 11:46 am
...
There are quite a bunch of settings regarding FOV:

Image

Image

But to get to them on PC I'll first have to start mapping between the NX version (which is ARM) and PC version (which is Intel x64). Will take a while, so don't get your hopes high too soon.

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Re: LEGO Star Wars The Skywalker Saga

Post by yeewesley »

SunBeam wrote:
Tue Apr 12, 2022 2:15 pm

But to get to them on PC I'll first have to start mapping between the NX version (which is IBM PowerPC) and PC version (which is Intel x64). Will take a while, so don't get your hopes high too soon.
Can't wait to get new update and good news from you. :)

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Re: LEGO Star Wars The Skywalker Saga

Post by SmartDog »

SunBeam wrote:
Tue Apr 12, 2022 2:15 pm
StupidDog wrote:
Tue Apr 12, 2022 11:46 am
...
There are quite a bunch of settings regarding FOV:

But to get to them on PC I'll first have to start mapping between the NX version (which is IBM PowerPC) and PC version (which is Intel x64). Will take a while, so don't get your hopes high too soon.
Yikes, I see the amount of "FOV" references there... Well I saw on the steam forums that a lot of people are looking for a way to change FOV so if someone from there makes a post on steam forums about this and maybe suggests throwing a donation your way for your time it would be nice :) and lets not forget to throw some +rep to Sunbeam for his time and effort :)

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