I suppose those are created on-the-fly as dynamic resources, ie. added to the tables defining / describing items.
As save game stores game objects answer might be there .
Basic info is in Autosave.sav, extended info including definition of "upgraded" objects in GUID.sav, object definition as xml/bin is about 8.000 bytes per object, you can find them by ID
Its not so simple...when you first meet the Handler girl, and upgrade your first equipment to level 1, the ID of the item changing to 25000. Then in level 2 changing to 25001. But if you do not upgrade to level 2, but upgrade an another item, its ID will change to 25001. And so on. I'm clueless...
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
Anyway, I wanted to make a visual gear editor, but it's quite complicated. If anyone could give me some advice or guidance, I'd appreciate it...
My idea was to make a trainer that looks like the equipment selection in the game. You click on the desired item and select the equipment and it will be activated. For example, a dropdown menu or something could solve this using the built-in trainer creator, but I'm not very good at that Spoiler
I suppose those are created on-the-fly as dynamic resources, ie. added to the tables defining / describing items.
As save game stores game objects answer might be there .
Basic info is in Autosave.sav, extended info including definition of "upgraded" objects in GUID.sav, object definition as xml/bin is about 8.000 bytes per object, you can find them by ID
Its not so simple...when you first meet the Handler girl, and upgrade your first equipment to level 1, the ID of the item changing to 25000. Then in level 2 changing to 25001. But if you do not upgrade to level 2, but upgrade an another item, its ID will change to 25001. And so on. I'm clueless...
It does not matter what change you do, each one creates a new item with an unique ID.
i.e. common items are defined somewhere and have fixed IDs, modified items has IDs only to be "compatible" with the rest of the game, as their definition is stored elsewhere.
Would you be able to prolong the 15. row mark within the inventory editor to an exorbitant amount, to cut the hassle of fishing around, by making an impertinent shortcut? 15 is simply not enough in my opinion, especially when dlc content occurs to happen. How about 100 (exaggerating) rows of inv editing? Or as many as item id's that exist within the files. Cheers
Would you be able to prolong the 15. row mark within the inventory editor to an exorbitant amount, to cut the hassle of fishing around, by making an impertinent shortcut? 15 is simply not enough in my opinion, especially when dlc content occurs to happen. How about 100 (exaggerating) rows of inv editing? Or as many as item id's that exist within the files. Cheers
What prevents you from adding as many rows as you want ?
I believe 15 rows as an example is enough .