cfemen wrote: ↑Wed May 11, 2022 2:35 pm
TABLE WILL ONLY WORK ON THE RELEASE VERSION
THE DEVS REMOVED THE COMPLETE DEBUG FUNCTIONS WITH THE 1.0.4 UPDATE
Table for 1.0.4 : viewtopic.php?p=250649#p250649
This table does restore SOME of the original debug functions!
Table to enable the debug menu & emulate debug keys.
How it works:
1) make sure EAC is deactivated e.g just run the ProjectMage.exe
2) start the game and load your savegame and wait until the game is fully loaded
3) now attach the table and activate the
Enable script
4) press F1 to toggle the debug menu
note to step 2:
if you attach the table earlier then cheat engine can't find the symbols ... (CE can't find the symbol coz the function is not yet compiled) but the thing is : if its failing once then cheat engine will never find that symbols, even if a savegame is loaded ... I guess CE's mono-dissector has issues with the mono symbols if the engine is not Unity, so just keep that in mind that you might need to restart game & table if the script does not activate!
I've used cheat engine 7.4 to make the table!
some notes to the debug menu controls:
Use the up/down/left/right keys that are specified in the game control settings to navigate, and jump = toggle the selected entry.
On default with a keyboard the keys are W/S/A/D/Space.
If the NoClip is active you need to use the Arrow Keys to fly around.
thats it, I also added some basic pointers (hp, stamina, salt etc)
have fun exploring the dev functions
Edit:
small update, optimized the Y-scroll-speed ( I might update that later again to seperate X and Y speed) and added a
Stop Player Movement If Menu Is Open script, script does what it says, if script is active it will show a additional handy
+Stop Enemies script ( enemies can't move/attack while debug menu is open )
btw
Main Debug -> show monster infos won't show "on" if its active, it does still work
If someone wants to make a inventory editor or just a inf. arrows / throwing axes script ( throw. axes ammo counts as arrows) I decided to post my dumped list with all loot IDs.
List with
ALL IDs:
and here just the consumables:
Code: Select all
5:health_potion
6:portal_stone
21:arrow
22:ammo_explosive
153:ammo_fire
154:ammo_cold
155:ammo_poison
156:ammo_light
157:ammo_dark
159:firebomb
160:poisonbomb
164:focus_potion
242:antidote
244:redberry
312:revive_egg
313:revive_feather
314:power_stones
323:grappling_hook
328:moon_stone
345:chaos_flesh
346:shroud_page
347:host_candle
348:join_candle
349:blue_candle
406:revive_shard
407:alchemy_fire
408:alchemy_poison
409:alchemy_cold
410:alchemy_explosive
411:alchemy_light
412:alchemy_dark
421:snuffer
422:censer
423:incense
451:salt1
452:salt2
453:salt3
454:salt4
455:salt5
456:salt6
457:salt7
458:salt8
465:wineskin
466:silverbag_100
467:silverbag_500
468:silverbag_1000
475:messagepost
476:chaosgift_good
477:chaosgift_evil
478:chaosgift_surprise
494:parachute
556:invasion_candle
557:chameleon
625:sight_potion
626:blind_potion
627:truedevour
I could do a inventory editor with it but I won't do that, I can spawn everything with the debug menu and for "inf. Items" you can use the table from
ndck76 or just make a quick full injection at the PlayerEquipment::RemoveItem prologue and add this:
xor r8,r8 // r8 = int count that gets subtracted