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x4le
What is cheating?
Posts: 1 Joined: Mon Jan 14, 2019 9:55 am
Reputation: 0
Post
by x4le » Mon Jan 14, 2019 9:58 am
Darkshingo wrote: ↑ Mon Jan 14, 2019 8:59 am
Wondering... Am I remembering wrong that someone over here edited/swaped Lieutenants? Or it's still not possible?
I don't know about the others but I've personally been swapping weapons/armor for lieutenants
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
NChabb
Expert Cheater
Posts: 97 Joined: Fri Mar 09, 2018 5:00 pm
Reputation: 10
Post
by NChabb » Mon Jan 14, 2019 10:44 pm
Quick question:
Club / Hunter
000001853A37DB2E Rare Staff Scepter of Samothrake
Miscellaneous
000001A871C1C9D1 Epic Head Harpina's Mask
000001A871C1C9C8 Epic Arms Aretos's First Aid Gauntlets
000001A871C1CA08 Epic Sword Hygieia's Shadow Blade
000001A871C1C9F1 Epic Spear Laches's Eternal Lance
000001A871C1C9DA Epic Heavy Blunt Testiklos's Nutcracker
000001A7F6392724 Epic Dagger Shapur's Crooked Dagger
Are these sharing looks with pre-existing items or they're all uniques? Thank you!
Darkshingo
What is cheating?
Posts: 4 Joined: Mon Dec 24, 2018 2:11 am
Reputation: 0
Post
by Darkshingo » Tue Jan 15, 2019 3:26 am
x4le wrote: ↑ Mon Jan 14, 2019 9:58 am
I don't know about the others but I've personally been swapping weapons/armor for lieutenants
I meant the Adrastea lieutenants, if it's possible to edit/swap then, not their weaponry... In fact, what do you mean?
topaztincture
Cheater
Posts: 28 Joined: Fri Jan 11, 2019 6:01 am
Reputation: 3
Post
by topaztincture » Tue Jan 15, 2019 5:22 am
The Hades and Pegasus armor sets have an issue in the ref settings group. The table's scripts propose changing perk 1 of several pieces from warrior damage to assassin damage, which is incorrect, assuming the store page in game is accurate and these sets only boost warrior damage when actually obtained.
Cloover
Cheater
Posts: 27 Joined: Tue Jan 15, 2019 6:18 pm
Reputation: 2
Post
by Cloover » Tue Jan 15, 2019 6:27 pm
topaztincture wrote: ↑ Tue Jan 15, 2019 5:22 am
The Hades and Pegasus armor sets have an issue in the ref settings group. The table's scripts propose changing perk 1 of several pieces from warrior damage to assassin damage, which is incorrect, assuming the store page in game is accurate and these sets only boost warrior damage when actually obtained.
I noticed it on more sets actually, like spartan renegade but basically whatever set we make with the table and uses warrior damage trait seems to have this small problem
Also when you go engrave your gear the +14 warrior damage will appear but not the 14% assassin damage.
I havent dared to try to put it double cause I am kinda sure game will crash xD.
Also if the set is not 70 level, and you upgrade it normally to 70level via a blacksmith the game will switch the warrior damage with assassin damage. (Although it seems to me that whatever it shows does indeed work as when I swapped the warrior trait back my assassin damage did fall so everything is fine kinda)
I am not sure if I did something wrong but I think not cause everything else but this works just fine.
topaztincture
Cheater
Posts: 28 Joined: Fri Jan 11, 2019 6:01 am
Reputation: 3
Post
by topaztincture » Tue Jan 15, 2019 9:49 pm
Darkshingo wrote: ↑ Tue Jan 15, 2019 3:26 am
I meant the Adrastea lieutenants, if it's possible to edit/swap then, not their weaponry... In fact, what do you mean?
They are basically treated like weapons, armor, and horses. If you have the deluxe edition content just swap the kronus themed horse for them using the manual inventory part of the table. All you need to do is get the item id for them; their perks automatically populate, as far as I can tell. After each swap quicksave and load, and the horse will come back like any store item and the lieutenant will appear in your ship menu exactly as it does in the store. Their equipment, as far as I can tell, cannot change. This isn't a Bethesda Creation Engine game; NPCs carry what they're assigned to by the devs and only that.
topaztincture
Cheater
Posts: 28 Joined: Fri Jan 11, 2019 6:01 am
Reputation: 3
Post
by topaztincture » Wed Jan 16, 2019 2:19 am
budabum wrote: ↑ Sat Jan 12, 2019 3:14 pm
@topaztincture, yes, you can trade off diff types of items. Crew to Weapon, Weapon to Armor, Horse to Cosmetics. full mesh, many to may. the only exclusion is Lieutenants. Only one way is supported: any item -> Lieutenant (don't forget to unequip donor).
Horse to weapon or armor isn't working. Weapon damage is locked in at a particular value and will not upgrade. As is armor rating.
Darkshingo
What is cheating?
Posts: 4 Joined: Mon Dec 24, 2018 2:11 am
Reputation: 0
Post
by Darkshingo » Wed Jan 16, 2019 3:53 am
topaztincture wrote: ↑ Tue Jan 15, 2019 9:49 pm
They are basically treated like weapons, armor, and horses. If you have the deluxe edition content just swap the kronus themed horse for them using the manual inventory part of the table. All you need to do is get the item id for them; their perks automatically populate, as far as I can tell. After each swap quicksave and load, and the horse will come back like any store item and the lieutenant will appear in your ship menu exactly as it does in the store. Their equipment, as far as I can tell, cannot change. This isn't a Bethesda Creation Engine game; NPCs carry what they're assigned to by the devs and only that.
Oooh I see! Thank you very much, I didn't realize it was possible that way, thanks a lot.
lolsursly
What is cheating?
Posts: 3 Joined: Wed Jan 16, 2019 6:18 am
Reputation: 0
Post
by lolsursly » Wed Jan 16, 2019 6:19 am
Ok so here's a weird one. I'm at the Battle of Pylos, and when I hit the cutscene with deimos, the loading icon just rotates forever and the game has to be shut down. No matter what I do or don't do, I can't engage this specific Deimos cutscene.
I unlocked Deimos as a lieutenant on my ship before reaching this battle, and I haven't hit a cutscene with him since. Did I just fuck my save file by unlocking Deimos prematurely? Can I unrecruit a special lieutenant somehow?
budabum
Expert Cheater
Posts: 279 Joined: Tue Nov 28, 2017 6:34 pm
Reputation: 311
Post
by budabum » Wed Jan 16, 2019 9:55 am
try this one, paste into CE window, line "DISMISS flag", change to 9, do dismiss.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>24022</ID>
<Description>"[Enable] Special Lieutenants (Read-Only)"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<LastState/>
<Color>0000FF</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(INJECT_special_lieutenants,ACOdyssey.exe,8B 93 68 02 00 00 48 8B CB 48 89 74 24 30)
alloc(newmem_special_lieutenants,0x1000)
registersymbol(INJECT_special_lieutenants)
registersymbol(dqShipLieutenantViewModel)
label(code_special_lieutenants)
label(return_special_lieutenants)
newmem_special_lieutenants:
//inject
mov [dqShipLieutenantViewModel], rdi
code_special_lieutenants:
mov edx,[rbx+00000268]
mov rcx,rbx
mov [rsp+30],rsi
jmp return_special_lieutenants
align 10 CC
dqShipLieutenantViewModel:
dq baadf00d
align 10 CC
INJECT_special_lieutenants:
jmp far newmem_special_lieutenants //#14 bytes
return_special_lieutenants:
{$lua}
if not syntaxcheck then memrec.color = 0x008000; end;
{$asm}
[DISABLE]
INJECT_special_lieutenants:
db 8B 93 68 02 00 00 48 8B CB 48 89 74 24 30
unregistersymbol(dqShipLieutenantViewModel)
unregistersymbol(INJECT_special_lieutenants)
dealloc(newmem_special_lieutenants)
{$lua}
memrec.color = 0x0000ff
{$asm}
{
// ORIGINAL CODE - INJECTION POINT: "ACOdyssey.exe"+2F73805
"ACOdyssey.exe"+2F737D3: 0F B7 4A 54 - movzx ecx,word ptr [rdx+54]
"ACOdyssey.exe"+2F737D7: 66 39 48 54 - cmp [rax+54],cx
"ACOdyssey.exe"+2F737DB: 0F 82 C2 00 00 00 - jb ACOdyssey.exe+2F738A3
"ACOdyssey.exe"+2F737E1: 0F B7 4A 56 - movzx ecx,word ptr [rdx+56]
"ACOdyssey.exe"+2F737E5: 66 39 48 56 - cmp [rax+56],cx
"ACOdyssey.exe"+2F737E9: 0F 87 B4 00 00 00 - ja ACOdyssey.exe+2F738A3
"ACOdyssey.exe"+2F737EF: 80 BF CD 00 00 00 00 - cmp byte ptr [rdi+000000CD],00
"ACOdyssey.exe"+2F737F6: 0F 84 A7 00 00 00 - je ACOdyssey.exe+2F738A3
// ---------- INJECTING HERE ----------
"ACOdyssey.exe"+2F737FC: 8B 93 68 02 00 00 - mov edx,[rbx+00000268]
"ACOdyssey.exe"+2F73802: 48 8B CB - mov rcx,rbx
"ACOdyssey.exe"+2F73805: 48 89 74 24 30 - mov [rsp+30],rsi
// ---------- DONE INJECTING ----------
"ACOdyssey.exe"+2F7380A: E8 31 E8 FD FF - call ACOdyssey.exe+2F52040
"ACOdyssey.exe"+2F7380F: 48 8B F0 - mov rsi,rax
"ACOdyssey.exe"+2F73812: 48 85 C0 - test rax,rax
"ACOdyssey.exe"+2F73815: 74 1A - je ACOdyssey.exe+2F73831
"ACOdyssey.exe"+2F73817: 48 8B 90 D8 02 00 00 - mov rdx,[rax+000002D8]
"ACOdyssey.exe"+2F7381E: 48 8B CB - mov rcx,rbx
"ACOdyssey.exe"+2F73821: E8 CA 4D 03 00 - call ACOdyssey.exe+2FA85F0
"ACOdyssey.exe"+2F73826: 48 8B D6 - mov rdx,rsi
"ACOdyssey.exe"+2F73829: 48 8B CB - mov rcx,rbx
"ACOdyssey.exe"+2F7382C: E8 3F 46 01 00 - call ACOdyssey.exe+2F87E70
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>24355</ID>
<Description>"pSlotSettings"</Description>
<Options moAllowManualCollapseAndExpand="1"/>
<ShowAsHex>1</ShowAsHex>
<Color>808080</Color>
<VariableType>8 Bytes</VariableType>
<Address>dqShipLieutenantViewModel</Address>
<Offsets>
<Offset>2D8</Offset>
</Offsets>
<CheatEntries>
<CheatEntry>
<ID>24357</ID>
<Description>"pItem"</Description>
<ShowAsHex>1</ShowAsHex>
<ShowAsSigned>0</ShowAsSigned>
<Color>808080</Color>
<VariableType>8 Bytes</VariableType>
<Address>+0</Address>
<Offsets>
<Offset>60</Offset>
</Offsets>
<CheatEntries>
<CheatEntry>
<ID>24360</ID>
<Description>"Category"</Description>
<ShowAsHex>1</ShowAsHex>
<ShowAsSigned>0</ShowAsSigned>
<Color>808080</Color>
<VariableType>String</VariableType>
<Length>100</Length>
<Unicode>0</Unicode>
<CodePage>0</CodePage>
<ZeroTerminate>1</ZeroTerminate>
<Address>+0</Address>
<Offsets>
<Offset>0</Offset>
<Offset>10</Offset>
<Offset>0</Offset>
<Offset>28</Offset>
<Offset>0</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>24374</ID>
<Description>"HashId"</Description>
<ShowAsHex>1</ShowAsHex>
<ShowAsSigned>0</ShowAsSigned>
<Color>C0C0C0</Color>
<VariableType>8 Bytes</VariableType>
<Address>+0</Address>
<Offsets>
<Offset>10</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>24356</ID>
<Description>"pPerk1"</Description>
<Options moAllowManualCollapseAndExpand="1"/>
<ShowAsHex>1</ShowAsHex>
<VariableType>8 Bytes</VariableType>
<Address>+0</Address>
<Offsets>
<Offset>0</Offset>
<Offset>26</Offset>
</Offsets>
<CheatEntries>
<CheatEntry>
<ID>24359</ID>
<Description>"HashId"</Description>
<ShowAsHex>1</ShowAsHex>
<Color>C0C0C0</Color>
<VariableType>8 Bytes</VariableType>
<Address>+0</Address>
<Offsets>
<Offset>+10</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>24358</ID>
<Description>"DamageBoat"</Description>
<VariableType>Float</VariableType>
<Address>+0</Address>
<Offsets>
<Offset>14</Offset>
<Offset>0</Offset>
<Offset>1C</Offset>
<Offset>0</Offset>
<Offset>0</Offset>
<Offset>28</Offset>
<Offset>0</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>24377</ID>
<Description>"Rariry"</Description>
<DropDownList DisplayValueAsItem="1">1:Rare
2:Legendary
3:Epic
4:Common
</DropDownList>
<ShowAsHex>1</ShowAsHex>
<VariableType>Binary</VariableType>
<BitStart>0</BitStart>
<BitLength>3</BitLength>
<ShowAsBinary>0</ShowAsBinary>
<Address>+0</Address>
<Offsets>
<Offset>+18+0A</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>24376</ID>
<Description>"DISMISS flag [1/9]"</Description>
<ShowAsHex>1</ShowAsHex>
<VariableType>Byte</VariableType>
<Address>+0</Address>
<Offsets>
<Offset>+18+34</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
@topaztincture, confirmed. Ref Settings group may provide incorrect data. I'll look into it later.
lion_the_ryan
Cheater
Posts: 34 Joined: Fri Mar 16, 2018 2:56 am
Reputation: 8
Post
by lion_the_ryan » Wed Jan 16, 2019 10:09 am
Sooo, they changed the way bow transmog works.
Before 1.1.2, changing a bows appearance only affected the bow itself and not the quiver, but now it changes both, which is kind of a bummer because I honestly liked mixing them.
Does anyone know if this was an intended change? Kinda seems counterintuitive in my opinion. Is there any way we can counteract it with CE Editor??
jonasbeckman
Expert Cheater
Posts: 307 Joined: Sat May 06, 2017 1:26 pm
Reputation: 22
Post
by jonasbeckman » Wed Jan 16, 2019 4:39 pm
Seems some hotfix was just released, wonder what that was about.
EDIT: Crash fix for when loading save games manually.
[Link]
lion_the_ryan
Cheater
Posts: 34 Joined: Fri Mar 16, 2018 2:56 am
Reputation: 8
Post
by lion_the_ryan » Wed Jan 16, 2019 5:27 pm
jonasbeckman wrote: ↑ Wed Jan 16, 2019 4:39 pm
Seems some hotfix was just released, wonder what that was about.
EDIT: Crash fix for when loading save games manually.
[Link]
They seem to have also fixed the UNBELIEVABLY ANNOYING DLC Episode 2 Announcement Screen that was popping up every single time you entered into menus, maps, quests, inventories etc.
Sakurarozu
Expert Cheater
Posts: 84 Joined: Wed Jun 07, 2017 6:19 pm
Reputation: 0
Post
by Sakurarozu » Wed Jan 16, 2019 6:01 pm
anyone knows when the semi auto feature is going to come out? theres too much items to do it manually.
neweclipse
Cheater
Posts: 31 Joined: Fri Sep 28, 2018 1:18 am
Reputation: 35
Post
by neweclipse » Wed Jan 16, 2019 8:03 pm
budabum wrote: ↑ Wed Jan 16, 2019 9:55 am
try this one, paste into CE window, line "DISMISS flag", change to 9, do dismiss.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>24022</ID>
<Description>"[Enable] Special Lieutenants (Read-Only)"</Description>
<Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
<LastState/>
<Color>0000FF</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(INJECT_special_lieutenants,ACOdyssey.exe,8B 93 68 02 00 00 48 8B CB 48 89 74 24 30)
alloc(newmem_special_lieutenants,0x1000)
registersymbol(INJECT_special_lieutenants)
registersymbol(dqShipLieutenantViewModel)
label(code_special_lieutenants)
label(return_special_lieutenants)
newmem_special_lieutenants:
//inject
mov [dqShipLieutenantViewModel], rdi
code_special_lieutenants:
mov edx,[rbx+00000268]
mov rcx,rbx
mov [rsp+30],rsi
jmp return_special_lieutenants
align 10 CC
dqShipLieutenantViewModel:
dq baadf00d
align 10 CC
INJECT_special_lieutenants:
jmp far newmem_special_lieutenants //#14 bytes
return_special_lieutenants:
{$lua}
if not syntaxcheck then memrec.color = 0x008000; end;
{$asm}
[DISABLE]
INJECT_special_lieutenants:
db 8B 93 68 02 00 00 48 8B CB 48 89 74 24 30
unregistersymbol(dqShipLieutenantViewModel)
unregistersymbol(INJECT_special_lieutenants)
dealloc(newmem_special_lieutenants)
{$lua}
memrec.color = 0x0000ff
{$asm}
{
// ORIGINAL CODE - INJECTION POINT: "ACOdyssey.exe"+2F73805
"ACOdyssey.exe"+2F737D3: 0F B7 4A 54 - movzx ecx,word ptr [rdx+54]
"ACOdyssey.exe"+2F737D7: 66 39 48 54 - cmp [rax+54],cx
"ACOdyssey.exe"+2F737DB: 0F 82 C2 00 00 00 - jb ACOdyssey.exe+2F738A3
"ACOdyssey.exe"+2F737E1: 0F B7 4A 56 - movzx ecx,word ptr [rdx+56]
"ACOdyssey.exe"+2F737E5: 66 39 48 56 - cmp [rax+56],cx
"ACOdyssey.exe"+2F737E9: 0F 87 B4 00 00 00 - ja ACOdyssey.exe+2F738A3
"ACOdyssey.exe"+2F737EF: 80 BF CD 00 00 00 00 - cmp byte ptr [rdi+000000CD],00
"ACOdyssey.exe"+2F737F6: 0F 84 A7 00 00 00 - je ACOdyssey.exe+2F738A3
// ---------- INJECTING HERE ----------
"ACOdyssey.exe"+2F737FC: 8B 93 68 02 00 00 - mov edx,[rbx+00000268]
"ACOdyssey.exe"+2F73802: 48 8B CB - mov rcx,rbx
"ACOdyssey.exe"+2F73805: 48 89 74 24 30 - mov [rsp+30],rsi
// ---------- DONE INJECTING ----------
"ACOdyssey.exe"+2F7380A: E8 31 E8 FD FF - call ACOdyssey.exe+2F52040
"ACOdyssey.exe"+2F7380F: 48 8B F0 - mov rsi,rax
"ACOdyssey.exe"+2F73812: 48 85 C0 - test rax,rax
"ACOdyssey.exe"+2F73815: 74 1A - je ACOdyssey.exe+2F73831
"ACOdyssey.exe"+2F73817: 48 8B 90 D8 02 00 00 - mov rdx,[rax+000002D8]
"ACOdyssey.exe"+2F7381E: 48 8B CB - mov rcx,rbx
"ACOdyssey.exe"+2F73821: E8 CA 4D 03 00 - call ACOdyssey.exe+2FA85F0
"ACOdyssey.exe"+2F73826: 48 8B D6 - mov rdx,rsi
"ACOdyssey.exe"+2F73829: 48 8B CB - mov rcx,rbx
"ACOdyssey.exe"+2F7382C: E8 3F 46 01 00 - call ACOdyssey.exe+2F87E70
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>24355</ID>
<Description>"pSlotSettings"</Description>
<Options moAllowManualCollapseAndExpand="1"/>
<ShowAsHex>1</ShowAsHex>
<Color>808080</Color>
<VariableType>8 Bytes</VariableType>
<Address>dqShipLieutenantViewModel</Address>
<Offsets>
<Offset>2D8</Offset>
</Offsets>
<CheatEntries>
<CheatEntry>
<ID>24357</ID>
<Description>"pItem"</Description>
<ShowAsHex>1</ShowAsHex>
<ShowAsSigned>0</ShowAsSigned>
<Color>808080</Color>
<VariableType>8 Bytes</VariableType>
<Address>+0</Address>
<Offsets>
<Offset>60</Offset>
</Offsets>
<CheatEntries>
<CheatEntry>
<ID>24360</ID>
<Description>"Category"</Description>
<ShowAsHex>1</ShowAsHex>
<ShowAsSigned>0</ShowAsSigned>
<Color>808080</Color>
<VariableType>String</VariableType>
<Length>100</Length>
<Unicode>0</Unicode>
<CodePage>0</CodePage>
<ZeroTerminate>1</ZeroTerminate>
<Address>+0</Address>
<Offsets>
<Offset>0</Offset>
<Offset>10</Offset>
<Offset>0</Offset>
<Offset>28</Offset>
<Offset>0</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>24374</ID>
<Description>"HashId"</Description>
<ShowAsHex>1</ShowAsHex>
<ShowAsSigned>0</ShowAsSigned>
<Color>C0C0C0</Color>
<VariableType>8 Bytes</VariableType>
<Address>+0</Address>
<Offsets>
<Offset>10</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>24356</ID>
<Description>"pPerk1"</Description>
<Options moAllowManualCollapseAndExpand="1"/>
<ShowAsHex>1</ShowAsHex>
<VariableType>8 Bytes</VariableType>
<Address>+0</Address>
<Offsets>
<Offset>0</Offset>
<Offset>26</Offset>
</Offsets>
<CheatEntries>
<CheatEntry>
<ID>24359</ID>
<Description>"HashId"</Description>
<ShowAsHex>1</ShowAsHex>
<Color>C0C0C0</Color>
<VariableType>8 Bytes</VariableType>
<Address>+0</Address>
<Offsets>
<Offset>+10</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>24358</ID>
<Description>"DamageBoat"</Description>
<VariableType>Float</VariableType>
<Address>+0</Address>
<Offsets>
<Offset>14</Offset>
<Offset>0</Offset>
<Offset>1C</Offset>
<Offset>0</Offset>
<Offset>0</Offset>
<Offset>28</Offset>
<Offset>0</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>24377</ID>
<Description>"Rariry"</Description>
<DropDownList DisplayValueAsItem="1">1:Rare
2:Legendary
3:Epic
4:Common
</DropDownList>
<ShowAsHex>1</ShowAsHex>
<VariableType>Binary</VariableType>
<BitStart>0</BitStart>
<BitLength>3</BitLength>
<ShowAsBinary>0</ShowAsBinary>
<Address>+0</Address>
<Offsets>
<Offset>+18+0A</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>24376</ID>
<Description>"DISMISS flag [1/9]"</Description>
<ShowAsHex>1</ShowAsHex>
<VariableType>Byte</VariableType>
<Address>+0</Address>
<Offsets>
<Offset>+18+34</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
@topaztincture, confirmed. Ref Settings group may provide incorrect data. I'll look into it later.
Awesome!!!
Byebye Tekton