Warhammer 40,000: Space Marine 2 Trainer

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namloki18
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by namloki18 »

Klerik wrote:
Wed Sep 18, 2024 10:00 am
Lol thanks to you now I can balance the game myself, no need dev, I buffed all bolter, power of fantasy space marine restored, I only play offline operation so its no harm at all :lol:

Xerosxz
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Xerosxz »

Klerik wrote:
Wed Sep 18, 2024 10:00 am
LittleLight wrote:
Wed Sep 18, 2024 8:25 am
faxmodem2000 wrote:
Wed Sep 18, 2024 7:57 am
So on the class perks... I mean it looks like we can move perks around, but will that upset the game? Like I want to replace the crap perks with good ones or make it so I move the really good ones that are all in one column in others so I can have those active. Or the team perks I move into the regular perks so I can have them all active.

Would that upset the game? Not sure I want to try...
Ya you can swap/replace Perks from other classes over Perks you don't want.

Example (I swapped one of the Sniper's Perk with the Support's Team Perk for Extra Ammo):
Image

The file you want to edit is in the default_other.pak file located in:
\Steam\steamapps\common\Space Marine 2\client_pc\root\paks\client\default\
Afterwards go to this location inside the .pak file and extract this file to edit:
ssl\main\user\mastery\mastery_skills_library.sso
Make sure to also rename the default_other.pak.cache file.
Well then, seems like you figured it all out at this point and either game will be broken as hell from now on or devs will do something about it. Let me share a bit too then.
You can edit melee weapon speed by editing "maxLinearSpeed" parameter in deafult_other.pak\ssl\weapons\melee\weapon_descriptions\melee_weapon_descs\*your_weapon*.sso, damage, by editing "healthDamage" parameter, damage multiplier by changing "healthDmgPercent" and "heavyHitDmgPercent". Range weapon damage by editing default_other.pak\ssl\weapons\creator\firearm_library_pve.sso, but you can't change amount of total ammo. Modification multipliers (i.e. reload speed) in default_other.pak\ssl\weapons\creator\customization\firearm_modificators_library.sso. You might want to add perk "PveTankRestoresHPWithFinishers" and/or "PveBerserkRestoreHPbyFinisherTeam" to your "main class" to heal up on each finisher. Not sure how changing ultimate ability goin' to work, but you can change that too.
After that, it can't be much worse for random players.

Sorry sir, what line is main class line after look around I still don't understand which line is main class thank

Klerik
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Klerik »

Xerosxz wrote:
Wed Sep 18, 2024 2:10 pm
Sorry sir, what line is main class line after look around I still don't understand which line is main class thank
"Main class" isn't the line itself, I just don't expect you to change every class that way, but the one you need the most. What you need to replace? Well, literally some perk, it starts with "skillLink" (it's left to you to decide which perk you will replace). How does the line should look after replacement? Something like that: "skillLink = "PVE_Tank_Progression.Level11" if we're talking about "PveTankRestoresHPWithFinishers" perk. Can you add one more column? Probable yes, but I didn't test it and not goin' to until new update come up.

Klerik
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Klerik »

If someone have enought cheating friends to check out default_other.pak\ssl\main\game\game_modes\descs\game_mode_description_library.sso and ping me, does changing this file affect aligment (loyalist/chaos) and maximum players allowed on barge/mission - they will be more than welcome.

namloki18
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by namloki18 »

Klerik wrote:
Wed Sep 18, 2024 2:55 pm
"Main class" isn't the line itself, I just don't expect you to change every class that way, but the one you need the most. What you need to replace? Well, literally some perk, it starts with "skillLink" (it's left to you to decide which perk you will replace). How does the line should look after replacement? Something like that: "skillLink = "PVE_Tank_Progression.Level11" if we're talking about "PveTankRestoresHPWithFinishers" perk. Can you add one more column? Probable yes, but I didn't test it and not goin' to until new update come up.
I wanted to add some starting perks into the each class but it seems not working, for example I want to add increase dodge window starting perk from assault class to tactical class :

Code: Select all

      SoldierPVE   =   {
         perks   =   [
            "SpawnWithJetpackAuspexScanAbility",
            "PveSoldierReloadHolsterWeapon",
            "PveRaiderIncreasePerfectDodgeWindow",
            "SpawnWithHealingInjector"
         ]
In the file mastery_skills_library.sso, not sure if there is another file can control this ? :(

Klerik
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Klerik »

namloki18 wrote:
Wed Sep 18, 2024 3:14 pm
I wanted to add some starting perks into the each class but it seems not working, for example I want to add increase dodge window starting perk from assault class to tactical class :

Code: Select all

      SoldierPVE   =   {
         perks   =   [
            "SpawnWithJetpackAuspexScanAbility",
            "PveSoldierReloadHolsterWeapon",
            "PveRaiderIncreasePerfectDodgeWindow",
            "SpawnWithHealingInjector"
         ]
In the file mastery_skills_library.sso, not sure if there is another file can control this ? :(
Bro, file which you should edit literally in the same folder: mastery_library.sso
Edit: Misread your message, sorry, try adding another starting perk, but I personaly not sure if it take any effect.

LoginZanyat
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by LoginZanyat »

Is everyone, who is changing weapon XP, have a problem with Instigator Bol Carbine and Occulus Bolt Carbine? I can change mastery points, but when changing XP - game crash.

Edit for future: after changing weapon XP - dont select weapon again, just change game mode, go to main menu and load back.
Last edited by LoginZanyat on Wed Sep 18, 2024 3:45 pm, edited 1 time in total.

namloki18
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by namloki18 »

Klerik wrote:
Wed Sep 18, 2024 3:31 pm
Bro, file which you should edit literally in the same folder: mastery_library.sso
Edit: Misread your message, sorry, try adding another starting perk, but I personaly not sure if it take any effect.
Yeah I just tested no effect at all, dev must use those perk data somewhere else :D

tlamx2
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by tlamx2 »

Klerik wrote:
Wed Sep 18, 2024 10:00 am
LittleLight wrote:
Wed Sep 18, 2024 8:25 am
faxmodem2000 wrote:
Wed Sep 18, 2024 7:57 am
So on the class perks... I mean it looks like we can move perks around, but will that upset the game? Like I want to replace the crap perks with good ones or make it so I move the really good ones that are all in one column in others so I can have those active. Or the team perks I move into the regular perks so I can have them all active.

Would that upset the game? Not sure I want to try...
Ya you can swap/replace Perks from other classes over Perks you don't want.

Example (I swapped one of the Sniper's Perk with the Support's Team Perk for Extra Ammo):
Image

The file you want to edit is in the default_other.pak file located in:
\Steam\steamapps\common\Space Marine 2\client_pc\root\paks\client\default\
Afterwards go to this location inside the .pak file and extract this file to edit:
ssl\main\user\mastery\mastery_skills_library.sso
Make sure to also rename the default_other.pak.cache file.
Well then, seems like you figured it all out at this point and either game will be broken as hell from now on or devs will do something about it. Let me share a bit too then.
You can edit melee weapon speed by editing "maxLinearSpeed" parameter in deafult_other.pak\ssl\weapons\melee\weapon_descriptions\melee_weapon_descs\*your_weapon*.sso, damage, by editing "healthDamage" parameter, damage multiplier by changing "healthDmgPercent" and "heavyHitDmgPercent". Range weapon damage by editing default_other.pak\ssl\weapons\creator\firearm_library_pve.sso, but you can't change amount of total ammo. Modification multipliers (i.e. reload speed) in default_other.pak\ssl\weapons\creator\customization\firearm_modificators_library.sso. You might want to add perk "PveTankRestoresHPWithFinishers" and/or "PveBerserkRestoreHPbyFinisherTeam" to your "main class" to heal up on each finisher. Not sure how changing ultimate ability goin' to work, but you can change that too.
After that, it can't be much worse for random players.
ty bro. i finally feel like an actual space marine

XxDarkus101Xx
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by XxDarkus101Xx »

tlamx2 wrote:
Wed Sep 18, 2024 3:48 pm
Klerik wrote:
Wed Sep 18, 2024 10:00 am
LittleLight wrote:
Wed Sep 18, 2024 8:25 am


Ya you can swap/replace Perks from other classes over Perks you don't want.

Example (I swapped one of the Sniper's Perk with the Support's Team Perk for Extra Ammo):
Image

The file you want to edit is in the default_other.pak file located in:
\Steam\steamapps\common\Space Marine 2\client_pc\root\paks\client\default\
Afterwards go to this location inside the .pak file and extract this file to edit:
ssl\main\user\mastery\mastery_skills_library.sso
Make sure to also rename the default_other.pak.cache file.
Well then, seems like you figured it all out at this point and either game will be broken as hell from now on or devs will do something about it. Let me share a bit too then.
You can edit melee weapon speed by editing "maxLinearSpeed" parameter in deafult_other.pak\ssl\weapons\melee\weapon_descriptions\melee_weapon_descs\*your_weapon*.sso, damage, by editing "healthDamage" parameter, damage multiplier by changing "healthDmgPercent" and "heavyHitDmgPercent". Range weapon damage by editing default_other.pak\ssl\weapons\creator\firearm_library_pve.sso, but you can't change amount of total ammo. Modification multipliers (i.e. reload speed) in default_other.pak\ssl\weapons\creator\customization\firearm_modificators_library.sso. You might want to add perk "PveTankRestoresHPWithFinishers" and/or "PveBerserkRestoreHPbyFinisherTeam" to your "main class" to heal up on each finisher. Not sure how changing ultimate ability goin' to work, but you can change that too.
After that, it can't be much worse for random players.
ty bro. i finally feel like an actual space marine
First of all sorry I accidentally reported this comment because I was stupid to have pressed the wrong button. Hopefully they’ll ignore the report but anyways is changing recoil, bullet accuracy and fire rate possible

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SSDev
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by SSDev »

SunBeam wrote:
Wed Sep 18, 2024 7:54 am
SSDev wrote:
Tue Sep 17, 2024 8:06 pm
...
Lowest and cheapest form of begging for likes. Cuz that's what people look at to recognize skill: likes T_T.. If the guy wanted to post it here, he would've done so without your "upvotes". Says a lot about his persona. I will leave this post here, just in case, in the future, someone goes and says "SSDev's reputation is wow!" .. We'll all know what that reputation was built on ;) So far 23 people voted and got nothing out of it: cuz it doesn't hurt clicking a button.

Swarm Engine is much more complex and works in a client/server fashion. All this scanning around that I've read about in this topic -- yes, you will say "if it works.." -- is the direct result of how the sslValues are stored (shifting of the actual standard value with value type). Hence all this "multiply by 8 and add 1" stuff. Pointers? What pointers? He intends to share "pointers" with y'all, which is going to turn this topic into -- yet again -- "doesn't work on my machine", "I see only ????????". While I encourage any development, I also encourage learning how to do things properly, researching and not just posting a shiny picture of some GUI and talking ahead of doing... Not to mention this will just die under the radar soon and OP will get away with free and fake likes. Cool!

You've been warned. Were someone to complain/bitch after this charade, I'll resort to mah banhammer.

I refrained from posting any executable or source code here as I was genuinely too lazy to read through the TOS and didn't want to blindly just upload anything out of respect for the community and general safety as I mentioned releasing on UC as they scan and verify uploads in house so users are assured of the validity of the contents... I was not simply farming for likes im sure as you can see as an admin I am not on here too often. I was using the likes to gauge interest on it without watering the thread down with requests (in hindsight I should have just created my own thread for it). I understand your point but resorting to "your banhammer" when nothing has been done to even warrant a ban... Anyways I have also contributed and went and made videos helping others better understand things in this thread as well so I dont understand the jumping to conclusions and down my throat about something im still developing...once its finished I will post the exe here...or if you prefer the source minus the ioctl driver and encryption.

to be fair yes the server side logic is tricky but as far as server control goes its still accepting the modified client values in most cases

All else aside you are correct in regards to speaking before the project is finished in its entirety as well as the nature of SwarmEngine, so apologies and moving forward will continue my work and post in a new thread regarding it as not to mud this one up with unneeded drama :)

Edited my OP on this to deter "like baiting" as well as any requests for DM etc... for those interested in development and use of this tool...I will make a separate thread for it

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by SunBeam »

SSDev wrote:
Wed Sep 18, 2024 4:24 pm
...
Thanks for the clarification and actions you've taken. It would be best indeed to spawn your own topic, as well as using the poll system for capturing user interest in your work. I can chime in every now and then as I've been studying the Engine for over 2 weeks now :P cfemen is tired of my spam on Discord :D :D

Am currently hogging on the Profiling exe (leaked version) and managed to make use of Linux server symbols to map quite a bit into the dll/exe.

Image

I will make a little pause here because I feel like there will be some idiots going "ah, so you had help". Again.. 2 weeks and ~1000 symbols mapped between two not-so-identical architectures. Yeah, I had help, but the work is immense. So don't you dare fucking discredit the outcome over the ground work. <- this message is for the retards who will spend 2 seconds posting "not interesting", "your work is shit, I use X trainer and is better!" and so on. It's one thing to find helpers, another to KNOW how to use all that help you could find. Especially when every trainer out there is using this one single injection point:

Image

Kudos to FL1NG.. right? :P Fuckers, you know who you are...

Pause over.

I might as well spawn mine in "Specific Game Tutorials" section :) Not so much a tutorial, but at least an insight into Swarm.

BR,
Sun

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by p1tbull »

Klerik wrote:
Tue Sep 17, 2024 9:31 am
4HeadedHydra wrote:
Tue Sep 17, 2024 9:23 am
LittleLight wrote:
Tue Sep 17, 2024 6:25 am


Broken how?
EDIT: nvm I do see a perk on each weapon that I accidently removed the Perk to Unlock from it. I'm testing now to see if it's fixed now and will edit the original post with the updated file soon.
This pak does not only enable all perks on weapons, but also all cosmetics, all weapons on all classes, and modifies the xp values of missions. Just an FYİ.
There's even more to it. Character perks, difficulty multipliers, *removed* stats, might be even group size and alignment (but I'm not sure about last one). In other words, if there is unencrypted value, which affects gameplay in one way or another, most likely you will find it in default_other.pak.
I've been searching around the ssl folder, but couldn't find something related to cosmetics, do you know which .sso i'm looking for to do that?

I did also changed some firearms damage, spread and weapon speed, but doesn't seem to work, does this only work on campaign, or should it work in offline ops aswell? mmm, perhaps I need to equip the default weapons for ops? Not the upgraded ones? Just thought about that right now, really...
Last edited by p1tbull on Wed Sep 18, 2024 5:20 pm, edited 1 time in total.

Klerik
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Klerik »

tlamx2 wrote:
Wed Sep 18, 2024 3:48 pm

ty bro. i finally feel like an actual space marine
Just do me a favor and don't spoil game for others (I mean pvp especially).That's all I ask.

Klerik
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Klerik »

XxDarkus101Xx wrote:
Wed Sep 18, 2024 4:17 pm
tlamx2 wrote:
Wed Sep 18, 2024 3:48 pm
Klerik wrote:
Wed Sep 18, 2024 10:00 am


Well then, seems like you figured it all out at this point and either game will be broken as hell from now on or devs will do something about it. Let me share a bit too then.
You can edit melee weapon speed by editing "maxLinearSpeed" parameter in deafult_other.pak\ssl\weapons\melee\weapon_descriptions\melee_weapon_descs\*your_weapon*.sso, damage, by editing "healthDamage" parameter, damage multiplier by changing "healthDmgPercent" and "heavyHitDmgPercent". Range weapon damage by editing default_other.pak\ssl\weapons\creator\firearm_library_pve.sso, but you can't change amount of total ammo. Modification multipliers (i.e. reload speed) in default_other.pak\ssl\weapons\creator\customization\firearm_modificators_library.sso. You might want to add perk "PveTankRestoresHPWithFinishers" and/or "PveBerserkRestoreHPbyFinisherTeam" to your "main class" to heal up on each finisher. Not sure how changing ultimate ability goin' to work, but you can change that too.
After that, it can't be much worse for random players.
ty bro. i finally feel like an actual space marine
First of all sorry I accidentally reported this comment because I was stupid to have pressed the wrong button. Hopefully they’ll ignore the report but anyways is changing recoil, bullet accuracy and fire rate possible
Short answer is yes, it is possible. Didn't try fire rate, but recoil and accuracy is.

Code: Select all

recoilByTimeHorizontal   =   {
                     spline   =   [
                        0,
                        0,
                        0,
                        0,
                        0,
                        0,
                        0,
                        0,
                        0,
                        0
                     ]
                     __type   =   "SplineLinear1d"
                  }
                  recoilByTimeVertical   =   {
                     spline   =   [
                        0,
                        0,
                        0,
                        0,
                        0,
                        0,
                        0,
                        0
                     ]
                     __type   =   "SplineLinear1d"
                  }
That's your recoil, for example. File you're looking for is default_other.pak\ssl\weapons\creator\firearm_library_pve.sso, find (you guessed it) "recoilSettings" and you'll figure out the rest. As for spread, same file, but look for "spreadSettings", I'm sure you'll know what to do.
Last edited by Klerik on Wed Sep 18, 2024 5:42 pm, edited 1 time in total.

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