Metal Gear Solid 5 Phantom Pain - table v: 5.0.3 CT

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JuanBravo
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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.6 CT

Post by JuanBravo » Tue Jul 23, 2019 1:18 am

TheyCallMeTim13 wrote:
Sat Mar 02, 2019 10:17 pm
indlagrr wrote:
Sat Mar 02, 2019 6:02 pm
Sorry for asking but is there anybody teach me how to use staff writer? It seems save current staff status is woking, because I successfully made "MyStaffArry-MGSV-1~4". but about load staff, it doesn't work as I thought. when I select load file, then click yes at popup. it doesn't bring me back dismissed or died staffs. it always same. please help me.
Have you actually checked, the counts don't constantly update and it doesn't remove people from the brig or med bay. But you'll have the same people. I just dismissed my entire staff then loaded them back with the "Load Staff Members from File", to force it to show the changes auto-assign all staff members.


You can try these too, just backup yours first; you'll be able to tell with this staff for sure.
MGSVTPP-StaffArray.7z
I can't seem to make the Staff Writer cheat work, and I've been trying for hours. It does create the files for the array, then I click load and asks for confirmation to overwrite my staff. I click yes, and nothing happens, even after auto-assigning all staff members. I tried using the files you uploaded, and it still doesn't work. Is there any specific step-by-step guide for this, or any specific I-Droid window I should keep open while doing it?

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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.6 CT

Post by harrypotter2022 » Thu Jul 25, 2019 2:04 am

Excuse me, Are there any way to edit the World GMP ot the world proceed material ?

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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.4 CT

Post by predprey » Wed Jul 31, 2019 4:59 pm

predprey wrote:
Wed Dec 12, 2018 6:35 pm
@TheyCallMeTim13
The Emblem Unlock hook point does not seem to be targetting the actual unlock flags for the emblems. Instead it seemed to be changing some ID field of the emblem objects, causing some ID compare checks to fail and resulting in the game falling back on the failsafe behaviour of unlocking the emblem. The unlock is not permanent and are lost on the next startup.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>68</ID>
      <Description>"Unlock Emblem [Scroll Over Emblem To Unlock]"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(emblemunlock_aob,mgsvtpp.exe,40 08 BC 10 60 02 00 00)
registersymbol(emblemunlock_aob)
alloc(emblemunlock_newmem,1024,mgsvtpp.exe)
label(emblemunlock_return)

emblemunlock_newmem:
  mov byte [rax+rdx+00000260],04
  or [rax+rdx+00000260],dil
  jmp emblemunlock_return

emblemunlock_aob:
  jmp emblemunlock_newmem
  nop
  nop
  nop
emblemunlock_return:
[DISABLE]
emblemunlock_aob:
  db 40 08 BC 10 60 02 00 00

unregistersymbol(emblemunlock_aob)
dealloc(emblemunlock_newmem)

{
// ORIGINAL CODE - INJECTION POINT: "mgsvtpp.exe"+3445247

"mgsvtpp.exe"+344521E: 48 8B 03                 -  mov rax,[rbx]
"mgsvtpp.exe"+3445221: B2 0A                    -  mov dl,0A
"mgsvtpp.exe"+3445223: 48 89 D9                 -  mov rcx,rbx
"mgsvtpp.exe"+3445226: FF 50 10                 -  call qword ptr [rax+10]
"mgsvtpp.exe"+3445229: 48 8B 5C 24 30           -  mov rbx,[rsp+30]
"mgsvtpp.exe"+344522E: E8 1D 72 68 00           -  call mgsvtpp.exe+3ACC450
"mgsvtpp.exe"+3445233: 48 8B 88 98 00 00 00     -  mov rcx,[rax+00000098]
"mgsvtpp.exe"+344523A: 48 0F BF C6              -  movsx rax,si
"mgsvtpp.exe"+344523E: 48 8B 74 24 38           -  mov rsi,[rsp+38]
"mgsvtpp.exe"+3445243: 48 8B 51 10              -  mov rdx,[rcx+10]
// ---------- INJECTING HERE ----------
"mgsvtpp.exe"+3445247: 40 08 BC 10 60 02 00 00  -  or [rax+rdx+00000260],dil
// ---------- DONE INJECTING  ----------
"mgsvtpp.exe"+344524F: 48 83 C4 20              -  add rsp,20
"mgsvtpp.exe"+3445253: 5F                       -  pop rdi
"mgsvtpp.exe"+3445254: F3 C3                    - repe  ret 
"mgsvtpp.exe"+3445256: CC                       -  int 3 
"mgsvtpp.exe"+3445257: CC                       -  int 3 
"mgsvtpp.exe"+3445258: CC                       -  int 3 
"mgsvtpp.exe"+3445259: CC                       -  int 3 
"mgsvtpp.exe"+344525A: CC                       -  int 3 
"mgsvtpp.exe"+344525B: CC                       -  int 3 
"mgsvtpp.exe"+344525C: CC                       -  int 3 
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Compiled emblems unlock into table.
Added additional pointers for base colors, weapon colors and nameplates.
Instant Charge Stun Arm
Infinite Drug Usage
Attachments
MGSVTPP.CT
(70.17 KiB) Downloaded 575 times

Scythiax
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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.6 CT

Post by Scythiax » Sat Aug 03, 2019 6:00 pm

@TheyCallMeTim13
can you help me understand why my game chrashes when i enable main hooks it starts to load, but then crashes
any help will be much apreciated
i pasted here what CE shows after crash

Code: Select all

I2CETLogger::CETlog - ERROR: aobScan:
Error with "SelectedMapIconCoordHook.CEA", AOB pattern not found: "8Bxxxx89xxxxxxxxxx0F28xxxx0F298110010000C3"
 
I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "SelectedMapIconCoordHook.CEA"
 
I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "_Main.CEA"

[code]Process Module: mgsvtpp.exe (x64)
Path to File: E:\Steam\steamapps\common\MGS_TPP\mgsvtpp.exe
Module Address: 0000000140000000
File Version: 1.0.15.0
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Start: Auto Assemble File: "_Main.CEA"
 
I2CETLogger::CETlog - DEBUG: getFileStr:
Loading CEA file: "_Main.CEA"
 
I2CETLogger::CETlog - INFO:  getFileStr:
Returning table file string; "_Main.CEA"
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Assembling File: "_Main.CEA"
 
I2CETLogger::CETlog - INFO:  autoAssembleFile:
ENABLING; "_Main.CEA"
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Start: Auto Assemble File: "PlayerHook.CEA"
 
I2CETLogger::CETlog - DEBUG: getFileStr:
Loading CEA file: "PlayerHook.CEA"
 
I2CETLogger::CETlog - INFO:  getFileStr:
Returning table file string; "PlayerHook.CEA"
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Assembling File: "PlayerHook.CEA"
 
I2CETLogger::CETlog - INFO:  autoAssembleFile:
ENABLING; "PlayerHook.CEA"
 
I2CETLogger::CETlog - INFO:  aobScan:
AOB scan pattern found at: 0000000140B05044; "PlayerHook.CEA"
 
I2CETLogger::CETlog - DEBUG: string "--[==========================================..."]:481:
Reading from: 0000000140B05044; "PlayerHook.CEA"
 
I2CETLogger::CETlog - INFO:  string "--[==========================================..."]:481:
Bytes read: 08; "PlayerHook.CEA"
 
I2CETLogger::CETlog - INFO:  string "--[==========================================..."]:481:
Bytes matched for: "PlayerHook.CEA"
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
File assembled: "PlayerHook.CEA"
 
I2CETLogger::CETlog - DEBUG: clearGlobals:
clearGlobals: All I2CETableCEA globals cleared
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Done: Auto Assemble File: "PlayerHook.CEA"
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Start: Auto Assemble File: "WaypointHook.CEA"
 
I2CETLogger::CETlog - DEBUG: getFileStr:
Loading CEA file: "WaypointHook.CEA"
 
I2CETLogger::CETlog - INFO:  getFileStr:
Returning table file string; "WaypointHook.CEA"
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Assembling File: "WaypointHook.CEA"
 
I2CETLogger::CETlog - INFO:  autoAssembleFile:
ENABLING; "WaypointHook.CEA"
 
I2CETLogger::CETlog - INFO:  aobScan:
AOB scan pattern found at: 00000001462C67B9; "WaypointHook.CEA"
 
I2CETLogger::CETlog - DEBUG: string "--[==========================================..."]:481:
Reading from: 00000001462C67C3; "WaypointHook.CEA"
 
I2CETLogger::CETlog - INFO:  string "--[==========================================..."]:481:
Bytes read: 05; "WaypointHook.CEA"
 
I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "WaypointHook.CEA"
 
I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "_Main.CEA"

Wojcislav
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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.6 CT

Post by Wojcislav » Wed Nov 20, 2019 11:23 am

Hey, how do I use the staff edition hooks ?
I used to use the 1.10 Cheat Table for MGS:TPP and seeing how it looks now, it has changed a lot, could somebody help ?
I know how to use CE and I know how to edit the stats, medals, ranks, so-on using this CT, but somehow I can't get it to work, if you need any additional info to help, I'd gladly provide it

EDIT: Nevermind, I've figured it out. Thanks for help...

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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.6 CT

Post by TRIPSLORD » Sat Dec 14, 2019 6:39 am

The unlocker isn't shown on the table. Is there a way to unlock all blueprints and development skills?

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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.6 CT

Post by TheyCallMeTim13 » Wed Dec 18, 2019 7:18 am

Scythiax wrote:
Sat Aug 03, 2019 6:00 pm
@TheyCallMeTim13
can you help me understand why my game chrashes when i enable main hooks it starts to load, but then crashes
any help will be much apreciated
i pasted here what CE shows after crash

Code: Select all

I2CETLogger::CETlog - ERROR: aobScan:
Error with "SelectedMapIconCoordHook.CEA", AOB pattern not found: "8Bxxxx89xxxxxxxxxx0F28xxxx0F298110010000C3"
 
I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "SelectedMapIconCoordHook.CEA"
 
I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "_Main.CEA"

[code]Process Module: mgsvtpp.exe (x64)
Path to File: E:\Steam\steamapps\common\MGS_TPP\mgsvtpp.exe
Module Address: 0000000140000000
File Version: 1.0.15.0
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Start: Auto Assemble File: "_Main.CEA"
 
I2CETLogger::CETlog - DEBUG: getFileStr:
Loading CEA file: "_Main.CEA"
 
I2CETLogger::CETlog - INFO:  getFileStr:
Returning table file string; "_Main.CEA"
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Assembling File: "_Main.CEA"
 
I2CETLogger::CETlog - INFO:  autoAssembleFile:
ENABLING; "_Main.CEA"
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Start: Auto Assemble File: "PlayerHook.CEA"
 
I2CETLogger::CETlog - DEBUG: getFileStr:
Loading CEA file: "PlayerHook.CEA"
 
I2CETLogger::CETlog - INFO:  getFileStr:
Returning table file string; "PlayerHook.CEA"
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Assembling File: "PlayerHook.CEA"
 
I2CETLogger::CETlog - INFO:  autoAssembleFile:
ENABLING; "PlayerHook.CEA"
 
I2CETLogger::CETlog - INFO:  aobScan:
AOB scan pattern found at: 0000000140B05044; "PlayerHook.CEA"
 
I2CETLogger::CETlog - DEBUG: string "--[==========================================..."]:481:
Reading from: 0000000140B05044; "PlayerHook.CEA"
 
I2CETLogger::CETlog - INFO:  string "--[==========================================..."]:481:
Bytes read: 08; "PlayerHook.CEA"
 
I2CETLogger::CETlog - INFO:  string "--[==========================================..."]:481:
Bytes matched for: "PlayerHook.CEA"
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
File assembled: "PlayerHook.CEA"
 
I2CETLogger::CETlog - DEBUG: clearGlobals:
clearGlobals: All I2CETableCEA globals cleared
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Done: Auto Assemble File: "PlayerHook.CEA"
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Start: Auto Assemble File: "WaypointHook.CEA"
 
I2CETLogger::CETlog - DEBUG: getFileStr:
Loading CEA file: "WaypointHook.CEA"
 
I2CETLogger::CETlog - INFO:  getFileStr:
Returning table file string; "WaypointHook.CEA"
 
I2CETLogger::CETlog - DEBUG: autoAssembleFile:
Assembling File: "WaypointHook.CEA"
 
I2CETLogger::CETlog - INFO:  autoAssembleFile:
ENABLING; "WaypointHook.CEA"
 
I2CETLogger::CETlog - INFO:  aobScan:
AOB scan pattern found at: 00000001462C67B9; "WaypointHook.CEA"
 
I2CETLogger::CETlog - DEBUG: string "--[==========================================..."]:481:
Reading from: 00000001462C67C3; "WaypointHook.CEA"
 
I2CETLogger::CETlog - INFO:  string "--[==========================================..."]:481:
Bytes read: 05; "WaypointHook.CEA"
 
I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "WaypointHook.CEA"
 
I2CETLogger::CETlog - ERROR: autoAssembleFile:
Error assembling file: "_Main.CEA"
Looks like it's something with the waypoint hook. I don't have access to the internet other than my phone so I can't even launch the game, but I should have access in a week or so.
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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.6 CT

Post by cracracra » Thu Dec 19, 2019 11:35 am

it will be also a great occasion to fix the error that cause the game to crash in main mission 12 during the cutscene that introduce the sehalantropus and that cause the game to crash right before the first cutscene of main mission 50 and 31 or maybe 30 , the two main mission were you fight the sehapantropus i mean, and please read also this message , i know that i took more than one line to explain myself but it is still a crash report

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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.6 CT

Post by TheyCallMeTim13 » Fri Dec 20, 2019 11:06 am

darksl wrote:
Fri Jul 19, 2019 9:50 pm
Hello, its possible to recreate the reflex effect (slow motion) and assing it to a hotkey? I would appreciate if someone help me this out!
Just use the CE speed hack.
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Re: Metal Gear Solid 5 Phantom Pain - table v: 4.0.6 CT

Post by TheyCallMeTim13 » Fri Dec 20, 2019 11:09 am

JuanBravo wrote:
Tue Jul 23, 2019 1:18 am
TheyCallMeTim13 wrote:
Sat Mar 02, 2019 10:17 pm
indlagrr wrote:
Sat Mar 02, 2019 6:02 pm
Sorry for asking but is there anybody teach me how to use staff writer? It seems save current staff status is woking, because I successfully made "MyStaffArry-MGSV-1~4". but about load staff, it doesn't work as I thought. when I select load file, then click yes at popup. it doesn't bring me back dismissed or died staffs. it always same. please help me.
Have you actually checked, the counts don't constantly update and it doesn't remove people from the brig or med bay. But you'll have the same people. I just dismissed my entire staff then loaded them back with the "Load Staff Members from File", to force it to show the changes auto-assign all staff members.


You can try these too, just backup yours first; you'll be able to tell with this staff for sure.
MGSVTPP-StaffArray.7z
I can't seem to make the Staff Writer cheat work, and I've been trying for hours. It does create the files for the array, then I click load and asks for confirmation to overwrite my staff. I click yes, and nothing happens, even after auto-assigning all staff members. I tried using the files you uploaded, and it still doesn't work. Is there any specific step-by-step guide for this, or any specific I-Droid window I should keep open while doing it?
Are the addresses populating in the staff hook, you may need to change the view, it only works for one view in staff management.
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Re: Metal Gear Solid 5 Phantom Pain - table v: 5.0.1 CT

Post by TheyCallMeTim13 » Thu Dec 26, 2019 10:48 pm

Table Updated:
  • v 5.0.1:
    Added Features:
    • Time Scale Hook
    • Stop Recording Mission Penalties
    • Head Shots & Takedowns Multiplier
    • Ammo Cap. Hook
    • Better Suppressors (Cap. Multiplier)
    • Batteries Charge Hook (with instant charge and charge multiplier options)
    • Stun Arm Charge Hook (with instant charge and charge multiplier options)
    • GMP Multiplier
    • Resources Multiplier
    • Armor Skulls No Buffed Health Refill
    • Sahelanthropus Health Dec. Hook (with one hit kill and decease multiplier options)
    • D-Horse: Infinite Health
    • D-Horse: Infinite Consciousness
    • D-Dog: Infinite Health
    • D-Dog: Infinite Consciousness
    • D-Walker: Health Dec Hook (with infinte and decrease multiplier options)
    • D-Walker: Infinite Ammo
    • D-Walker: No Reload
    • D-Walker: Infinite Suppressors
    • D-Walker: Stun Gun Charge Hook (with instant charge and charge multiplier options)
    • D-Walker: Fire Rate Hook
    • D-Walker: Ballista Instant Draw
    • D-Walker: No Turret Heat
    • Instant Choke-Outs
    • Instant Lockpicking
    • Bust Staff Out Of The Brig
    • Staff Tweaker Hook
      • No Troublemakers
      • No Empty Skills
      • No Suppressed Non-Primary Stats
      • Set Non-Primary Stat Bonus
      • Set Peak Rank
      • All Staff Happy & Healthy
      • Auto Quarantine
      • Setup Specialists (For Unlocking Developments)
    • Staff Cap. Hook
    Changes:
    • Infinite Health -> Health Dec. Hook (with infinte and decrease multiplier options)
    • No Clip -> No Hit Box
    • Invisibility -> Super Camo
    • Infinite Battery -> Batteries Dec. Hook (with infinte and decrease multiplier options)
    • Stop Drug Duration Timer -> Drug/Parasite Duration Hook
    • Zoom Set Hook -> Weapon/Int-Scope Zoom Multiplier (with multipliers for each step in zoom level)
    • No Turret Heat -> No Turret & Anti-Air Gun Heat
    • Stop Mission Timer -> Mission Timer Scale Hook
    • Stop Ops Timer -> Ops Timer Scale Hook
    • Combatant - one Hit/Punch Stuns/Kills -> Combatant Consciousness Dec. Hook (with one hit stun and decease multiplier options)
    • Combatant - One Hit Kills -> Combatant Health Dec. Hook (with one hit kill and decease multiplier options)
    • No Combatants Wake Up -> Combatant Consciousness Inc. Hook
    • Skulls - One Hit Kills -> Skulls Health/Consciousness Dec. Hook (with one hit kill/stun and decease multiplier options)
    • Insta End Alerts -> Alert Timer Scale Hook
    • No Large Animals Wake Up -> Large Animal Consciousness Inc. Hook (with no wake up and incease multiplier options)
    • Large Animal - one Hit Stuns -> Large Animal Consciousness Dec. Hook (with one hit stun and decease multiplier options)
Table Download
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Re: Metal Gear Solid 5 Phantom Pain - table v: 5.0.1 CT

Post by Zeph » Fri Dec 27, 2019 12:12 am

Your newest update broke some of the resource features. When in the pointers tab and going to offline resources, this new version won't let you edit processed resources or plant materials, only unprocessed materials. I didn't check anything else. I had to cut my wifi off and load the older table (4.0.6) and it I was finally able to edit my offline resources.

It's pretty much all I use it for outside of finding coordinates.

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Re: Metal Gear Solid 5 Phantom Pain - table v: 5.0.1 CT

Post by Luixs2 » Fri Dec 27, 2019 1:32 am

Infinite ammo is not working for grenades and such

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Re: Metal Gear Solid 5 Phantom Pain - table v: 5.0.1 CT

Post by TheyCallMeTim13 » Fri Dec 27, 2019 3:21 am

Zeph wrote:
Fri Dec 27, 2019 12:12 am
Your newest update broke some of the resource features. When in the pointers tab and going to offline resources, this new version won't let you edit processed resources or plant materials, only unprocessed materials. I didn't check anything else. I had to cut my wifi off and load the older table (4.0.6) and it I was finally able to edit my offline resources.

It's pretty much all I use it for outside of finding coordinates.
Thanks for the info, you can just open the table lua script (ctrl+alt+L) and comment out the "AUTO_UPDATE = RELEASE_MODE" line under the url to stop the auto update. I forgot to add the custom type files again, if you change the type to 4 bytes it will let you edit the values, it just shows 2 times the real amount. I'll fix it and post a new table here soon.
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Re: Metal Gear Solid 5 Phantom Pain - table v: 5.0.1 CT

Post by TheyCallMeTim13 » Fri Dec 27, 2019 4:25 am

Zeph wrote:
Fri Dec 27, 2019 12:12 am
...
You may want to try the new resources multiplier, it just multiplies the resources you pick up.
Luixs2 wrote:
Fri Dec 27, 2019 1:32 am
...
Table Updated:
  • v 5.0.2: Fixed "Infinite Ammo", Added "Infinite Fulton Devices", and added the needed custom type files.
Table Download
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