Has anyone looked into ItemID's and WeaponID's? I know these are a thing because I mapped them out in RE3RE and RE2RE. Seeing as this game uses RE Engine idk why the Item/Weapon ID's wouldn't exist. They aren't in the usual structs like the previous game (player/weapon).
No luck finding where they're all mapped but I've been able to have some luck changing out some items using the offset from 28 in Gir's Manipulate Current Selected Item script and writing out a few of the item IDs manually from there. However from what I can tell it doesn't update the item icon even though it functionally works as said item otherwise. I'm planning on doing my playthrough without using the table before I get back into experimenting around with this but here's some of the IDs I found while playing around with it:
112800000:Handgun Ammo
114400000:Green Herb
114401600:Red Herb
114408000:R+G Mixed Herb
117600000:Gunpowder
117606400:Resources S
119244800:Small Key
119286400:Silver Token
124001600:Boot Knife
274835456:SG-09 R
274995456:W-870
276435456:Combat Knife
276438656:Kitchen Knife
277075456:Hand Grenade
277078656:Flash Grenade
I'll see if I can actually get a full list written out at some point later
Any stuff for the boat battle? Del Lago is kind of ridiculous in Professional
Haha yep, after doing Hardcore I knew I was going to shelf the Professional run until a script for boat health comes, that fight was irritating and I don't even want to bother on Professional
Anyone know if Unlocking All Bonus Content triggers achievements? Would like to avoid that. Thanks in advance, thanks for the table updates!
I doubt it. But maybe you can test it, using a manual save?
Even if it doesn't, you can manually trigger it using SAM: [Link] - I did this on a few previous games where I made the mistake and didn't save beforehand.
EDIT: You can also make it "unachieved" using the same tool - just untick the box for that achievement.
Last edited by salineprune on Thu Mar 30, 2023 11:32 am, edited 1 time in total.
Hello all, please advise. When using the table I press remove protection and nothing happens cross does not appear, but all functions seem to work except unlock all extra content. Is it possible to fix it, or am I doing something wrong?
Do you have the DLL from REFramework installed? If so, that will prevent the "Remove Protection" option from working. Remove and try.
Other than that? Maybe you need to update your game or CE itself.
Hi, would it be possible to add a god mode/no hit reaction?
I made it base off Rhark info.
God Mode (No Hit or Grab) Bear trap will still get you.
It's Work. Thank You Very Much.
Can You add something like Stealth Mode, Invisible something like that?
And Some kind of Item Editors (Not sure can do in this game.)
Here's Infinite Ammo with reload, and an item manipulation script. The way it works is, whatever item you current have selected in the attaché case is the item it will allow you to change under Value.
EDIT: I guess it should really be called Infinite Items because it allows you to infinitely use anything in your case.
EDIT: I added Infinite Spinels.
EDIT: Fixed Infinite Items corrupting quest items. However, your gacha tokens won't be infinite now. Workaround is to just edit their values with Manipulate Current Selected Item.
EDIT: Added Infinite Armor.
EDIT: Added Unlock All Extra Content and Infinite Completion Points.
EDIT: Added Always first save.
EDIT: Added Always Get S+
EDIT: Added No Spread + No Recoil.
Thank You Very Much for Item Amount Editor.
Can you add something like Stealth Mode, Invisible or something like that?
For the record i use Gir table without framework or any other kind of mods and never got game crush with it. Runs golden. I even edited his S+ script and only left part where game thinks that NG+ is 1st playtrough (super easy cause he left good comments), then made speed run through PRO with all weapons unlocked. It was easy to get S+ with all weapons maxed. What was the point? Only cause i wanted the clear time of chapters to match time on final score. No other reason to do it cause S+ script works just fine as it is.
No luck finding where they're all mapped but I've been able to have some luck changing out some items using the offset from 28 in Gir's Manipulate Current Selected Item script and writing out a few of the item IDs manually from there. However from what I can tell it doesn't update the item icon even though it functionally works as said item otherwise. I'm planning on doing my playthrough without using the table before I get back into experimenting around with this but here's some of the IDs I found while playing around with it:
112800000:Handgun Ammo
114400000:Green Herb
114401600:Red Herb
114408000:R+G Mixed Herb
117600000:Gunpowder
117606400:Resources S
119244800:Small Key
119286400:Silver Token
124001600:Boot Knife
274835456:SG-09 R
274995456:W-870
276435456:Combat Knife
276438656:Kitchen Knife
277075456:Hand Grenade
277078656:Flash Grenade
I'll see if I can actually get a full list written out at some point later
Nice work. But if you'll notice, SG-09 R is the same ID as W-870, this is because Weapons are handled differently than regular items. Here are some items you missed.
116004800:Fighting Knife
116009600:Weapon
116004800:Biosensor Scope
116003200:High-power Scope
112803200:Shotgun Ammo
112804800:Rifle Ammo
114416000:First Aid Spray
112801600:Magnum Ammo
119288000:Gold Token
Also, I extracted the sea shanty music for the shooting gallary and put it on YouTube, since nobody else had it. They only had the music for when you're doing an actual challenge.
Has anyone looked into ItemID's and WeaponID's? I know these are a thing because I mapped them out in RE3RE and RE2RE. Seeing as this game uses RE Engine idk why the Item/Weapon ID's wouldn't exist. They aren't in the usual structs like the previous game (player/weapon).
No luck finding where they're all mapped but I've been able to have some luck changing out some items using the offset from 28 in Gir's Manipulate Current Selected Item script and writing out a few of the item IDs manually from there. However from what I can tell it doesn't update the item icon even though it functionally works as said item otherwise. I'm planning on doing my playthrough without using the table before I get back into experimenting around with this but here's some of the IDs I found while playing around with it:
112800000:Handgun Ammo
114400000:Green Herb
114401600:Red Herb
114408000:R+G Mixed Herb
117600000:Gunpowder
117606400:Resources S
119244800:Small Key
119286400:Silver Token
124001600:Boot Knife
274835456:SG-09 R
274995456:W-870
276435456:Combat Knife
276438656:Kitchen Knife
277075456:Hand Grenade
277078656:Flash Grenade
I'll see if I can actually get a full list written out at some point later
No wonder why these were hard to search for. For context here is what it is in RE3RE:
Can obviously see the struggle in finding the ID's in RE4 lol. If you manipulated the ID's with the script I'm going to assume they belong to some sort of inventory related class? I haven't really looked into all of that with CE yet.