Borderlands GOTY Enhanced - table v: 1.0.4 CT

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Dartwraith
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Re: Borderlands GOTY Enhanced - table v: 1.0.2 CT

Post by Dartwraith » Mon Apr 15, 2019 9:24 pm

SunBeam wrote:
Mon Apr 15, 2019 4:35 pm
Check what I did in BL2 and others in the series. Those "commands" :P
And what were you do. link please.

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Re: Borderlands GOTY Enhanced - table v: 1.0.2 CT

Post by tmkc1337 » Wed Apr 17, 2019 7:18 am

Hello brother can you please add sensitivity modifier to allow for sensitivity below 10? Because the game doesn't allow that even through .ini files apparently and google says you would need to use CheatEngine to have low sensitivity.

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Re: Borderlands GOTY Enhanced - table v: 1.0.2 CT

Post by TheyCallMeTim13 » Wed Apr 17, 2019 11:56 am

tmkc1337 wrote:
Wed Apr 17, 2019 7:18 am
Hello brother can you please add sensitivity modifier to allow for sensitivity below 10? Because the game doesn't allow that even through .ini files apparently and google says you would need to use CheatEngine to have low sensitivity.
Mouse sensitivity?
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Re: Borderlands GOTY Enhanced - table v: 1.0.2 CT

Post by lampuiho » Wed Apr 17, 2019 2:10 pm

MateySwag wrote:
Sun Apr 14, 2019 6:30 pm
Not necessary at all. Some of the console commands can be replicated with scripts and a few are just straight addresses (dbm_ToggleShowDebug, notarget, stat fps, etc.)

Though I never did get the more interesting commands to even work at all like spawning the vehicles and dbm_toggleghost.
So you didn't unlock the console but instead you searched for strings and find the references and find out where it stored the function callbacks?

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Re: Borderlands GOTY Enhanced - table v: 1.0.2 CT

Post by SunBeam » Wed Apr 17, 2019 3:43 pm

^ Seriously now.. check my dumper for Batman series, dump UObjects (it's UE3), then also use UE Explorer to have a look at the .upk files. Most functions are UScript bytecode, so you can't just "call" them. And to execute bytecode in the single threaded UE handler, you need to hook ProcessEvent (else the interlocks will crash your ass).

Apart from that, I meant god, fly, ghost, slomo, playersonly. Those commands or their effects.This..


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Re: Borderlands GOTY Enhanced - table v: 1.0.2 CT

Post by lampuiho » Thu Apr 18, 2019 9:45 am

SunBeam wrote:
Wed Apr 17, 2019 3:43 pm
^ Seriously now.. check my dumper for Batman series, dump UObjects (it's UE3), then also use UE Explorer to have a look at the .upk files. Most functions are UScript bytecode, so you can't just "call" them. And to execute bytecode in the single threaded UE handler, you need to hook ProcessEvent (else the interlocks will crash your ass).

Apart from that, I meant god, fly, ghost, slomo, playersonly. Those commands or their effects.This..

https://youtu.be/db-mXbUUl2U
So the cheats are not compiled to be native :sleep:
I am in the middle of patching all the functions that call objectref::getlevel / actorbase::getlevel() in skyrimSE related to leveledlists right now. And I am only doing it on a weekend after marking all the assignments of some students. So no time for other stuff ....

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Re: Borderlands GOTY Enhanced - table v: 1.0.2 CT

Post by SunBeam » Thu Apr 18, 2019 5:16 pm

..and I'm in Argentina, else I would've posted a shit ton of info. You know me by now :)

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Re: Borderlands GOTY Enhanced - table v: 1.0.2 CT

Post by CrimsonT » Fri Apr 19, 2019 11:01 pm

Nice trainer, just letting you know when using the Scorpio Turret with one hit kill on it registers as an object that can be OHK'd.

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Re: Borderlands GOTY Enhanced - table v: 1.0.2 CT

Post by SunBeam » Sat Apr 20, 2019 5:09 am

So.. GOTY Enhanced is basically the old game.. + new gfx (plus some possibly fixed UE3 logic)? :) Meh.. Had hopes I can perhaps do more with it :P

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Re: Borderlands GOTY Enhanced - table v: 1.0.2 CT

Post by TheyCallMeTim13 » Sat Apr 20, 2019 5:20 am

SunBeam wrote:
Sat Apr 20, 2019 5:09 am
So.. GOTY Enhanced is basically the old game.. + new gfx (plus some possibly fixed UE3 logic)? :) Meh.. Had hopes I can perhaps do more with it :P
They did actually add some stuff that was in later games, controller support is a lot better with this compared to the original. But yeah mostly just 64 bit with larger textures and improved graphics.
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Re: Borderlands GOTY Enhanced - table v: 1.0.2 CT

Post by SunBeam » Sat Apr 20, 2019 5:24 am

Ah, yeah, that too; just checked the Bin folder - x64 :)

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Re: Borderlands GOTY Enhanced - table v: 1.0.2 CT

Post by MateySwag » Sun Apr 21, 2019 3:59 am

lampuiho wrote:
Wed Apr 17, 2019 2:10 pm
MateySwag wrote:
Sun Apr 14, 2019 6:30 pm
Not necessary at all. Some of the console commands can be replicated with scripts and a few are just straight addresses (dbm_ToggleShowDebug, notarget, stat fps, etc.)

Though I never did get the more interesting commands to even work at all like spawning the vehicles and dbm_toggleghost.
So you didn't unlock the console but instead you searched for strings and find the references and find out where it stored the function callbacks?
Didn't even need the console I just set the commands with keybinds. I have most of the commands but the more interesting ones seem to not work period.

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Re: Borderlands GOTY Enhanced - table v: 1.0.1 CT

Post by SunBeam » Sun Apr 21, 2019 5:49 am

Dartwraith wrote:
Tue Apr 09, 2019 2:09 pm
Can you add in the cheat table function to unblocking cheats, developer console and so on?
How to have to obtain initial Borderlands engine commands, i.e.:
behindview (0/1) = camera firstperson (thirdperson)
playeronly = notarged
ghost = ?
fly = ?
walk = ?
slomo = ?
....
In some sources i readed that in Borderlands direct input of engine command (of unreal engine itself) was blocked by gearbox.
But they used own command list.
I tested the first table you linked in BL2 and patching "Disable Console Say" + the rest. It doesn't do shit aside from allowing some basic engine commands to pass the "say" filter :) That being said fly, god, etc. won't work anyway because they're not part of the runtime autocomplete list.

But then again, I found this post: https://steamcommunity.com/sharedfiles/ ... 1105798604 ;) Will see what it is that "Enable Developer Commands" actually does.

EDIT - It does this: https://www.reddit.com/r/Borderlands2/c ... _commands/ (the second part)
Dartwraith wrote:
Wed Apr 10, 2019 9:13 am

There are 2 way to obtain cheats:
1 - with debug information find new commands from gearbox like i wrote above matched to original UE cheats
2 - inject the cheats commands by ChEn like at this cheat table "Borderlands_UEcheats.ct" (on Enhanced doesnt work)
Incorrect. Number #2 is not working as you're explaining it. I had to determine the native functions' effects and replicate that in all UE3 games I wrote tables for. That's not "injecting", it's simply code rebuilding. In some games just emulating the CheatManager and allowing console access will also allow you to use the native commands. But that is because those commands exist. In BL games they don't.

I'm currently working out the x64 part and enabling the shitz in Enhanced as well. Hold tight.

BR,
Sun

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Re: Borderlands GOTY Enhanced - table v: 1.0.2 CT

Post by SunBeam » Sun Apr 21, 2019 6:29 am

Turns out that reddit article patches this in BL2 (line 47, that 'return false'):

Image

Code: Select all

UObject[061326] IsDeveloper                  0x3785EA98 ( Function WillowGame.WillowPlayerController.IsDeveloper )
UObject[061327] ReturnValue                  0x37845658 ( BoolProperty WillowPlayerController.IsDeveloper.ReturnValue )
So that it does 'return true' and allow these commands to be typed in:

Image

However, the "say" patching doesn't work with the current .upk files (the UScript bytecode's changed). The other methods do work (replacing the 's' in 'say' with a NULL is the easiest one).

BR,
Sun

EDIT: Aaaaand they're not in there for BL1/E:

Image

So you'll have to do with what I'll post for fly, god, etc. - - the stock UE3 command effects.

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Re: Borderlands GOTY Enhanced - table v: 1.0.2 CT

Post by SunBeam » Sun Apr 21, 2019 8:52 am

And just for completeness the other patch on reddit does this:

Code: Select all

else
{
	// End:0x2AE
	if((Key == 'Enter') && Event == 1)
	{
		// End:0x29B
		if(TypedStr != "")
		{
			Temp = TypedStr;
			SetInputText("");
			SetCursorPos(0);
			ConsoleCommand(Temp); --> ShippingConsoleCommand(Temp);
			OutputText("");
			GotoState('None');
			UpdateCompleteIndices();
		}
		// End:0x2A9
		else
		{
			GotoState('None');
		}
		return true;
So:

Code: Select all

(261/1DD) [1B E9 47 00 00 00 00 00 00 00 A7 29 00 00 16]
	VF(19/15) -> LV(9/5) -> EFP(1/1)
	ShippingConsoleCommand(Temp)
to:

Code: Select all

(261/1DD) [1B A5 14 00 00 00 00 00 00 00 A7 29 00 00 16]
	VF(19/15) -> LV(9/5) -> EFP(1/1)
	ConsoleCommand(Temp)
"Find and replace the hex values 1B E9 47 with 1B A5 14 (two occurances)" - - I'm using a BL2 pack from like 2013 :) These are in "Function Console.Open.InputKey" and "Function Console.Typing.InputKey".

Reason I'm posting these is they've not been updated in a long while for BL2. Will post the same soon for BL1E.

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