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TimFun13
Expert Cheater
Posts: 1353 Joined: Fri Mar 03, 2017 12:31 am
Reputation: 7
Post
by TimFun13 » Fri May 10, 2019 3:20 am
I'm still trying a item leveler, but here's what I have so far; still can't make it stick. Might just be some copy of the item.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>4721</ID>
<Description>"_[ Item Base Hook ]_"</Description>
<Options moHideChildren="1"/>
<LastState Value="" Activated="1" RealAddress="00000000"/>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>4722</ID>
<Description>"Item Base Hook ()->"</Description>
<LastState/>
<Color>008000</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{
Process : BorderlandsGOTY.exe - (x64)
Module : BorderlandsGOTY.exe
Game Title : Borderlands GOTY Enhanced
Game Version : 1.5.0.0
CE Version : 6.83
Script Version : 0.0.1
Date : 05/06/19
Author : ShyTwig16
Name : ItemBaseHook
Item Base Hook
}
{$STRICT}
define(address, BorderlandsGOTY.exe+13867AB)
define(bytes, 49 8B 06 49 8B CE)
////
//// ------------------------------ ENABLE ------------------------------
[ENABLE]
aobScanModule(aobItemBaseHook, BorderlandsGOTY.exe, 4Dxxxx74xx49xxxx49xxxxFFxxxxxxxxxx8BxxEBxxBB)
define(injItemBaseHook, aobItemBaseHook+5)
assert(injItemBaseHook, bytes)
registerSymbol(injItemBaseHook)
alloc(memItemBaseHook, 0x400, injItemBaseHook)
label(ptrItemBaseHook)
registerSymbol(ptrItemBaseHook)
label(n_code)
label(o_code)
label(exit)
label(return)
memItemBaseHook:
ptrItemBaseHook:
dq 0
align 10 CC
n_code:
mov [ptrItemBaseHook],r14
o_code:
mov rax,[r14]
mov rcx,r14
exit:
jmp return
////
//// ---------- Injection Point ----------
injItemBaseHook:
jmp n_code
nop
return:
////
//// ------------------------------ DISABLE ------------------------------
[DISABLE]
////
//// ---------- Injection Point ----------
injItemBaseHook:
db bytes
unregisterSymbol(injItemBaseHook)
unregisterSymbol(ptrItemBaseHook)
dealloc(memItemBaseHook)
{
//// Injection Point: BorderlandsGOTY.exe+13867AB - 00000001407967AB
//// AOB address: 00000001407967A6 - BorderlandsGOTY.exe+13867A6
//// Process: BorderlandsGOTY.exe - 000000013F410000
//// Module: BorderlandsGOTY.exe - 000000013F410000
//// Module Size: 00000000028FA000
BorderlandsGOTY.exe+1386750: 4C 8B CF - mov r9,rdi
BorderlandsGOTY.exe+1386753: 41 B8 43020000 - mov r8d,00000243
BorderlandsGOTY.exe+1386759: 48 8D 15 50465900 - lea rdx,[140D2ADB0] ["f:\perforce\mopane\dev\upsell_patch\development\src\core\inc\Array.h"]
BorderlandsGOTY.exe+1386760: 48 8D 0D 91465900 - lea rcx,[140D2ADF8] ["i>=0 && (i<ArrayNum||(i==0 && ArrayNum==0))"]
BorderlandsGOTY.exe+1386767: E8 64DDE2FE - call 13F5C44D0
BorderlandsGOTY.exe+138676C: 48 8B 5D C7 - mov rbx,[rbp-39]
BorderlandsGOTY.exe+1386770: C6 03 02 - mov byte ptr [rbx],02
BorderlandsGOTY.exe+1386773: 83 7D CF FF - cmp dword ptr [rbp-31],-01
BorderlandsGOTY.exe+1386777: 7F 1C - jg 140796795
BorderlandsGOTY.exe+1386779: 4C 8B CF - mov r9,rdi
BorderlandsGOTY.exe+138677C: 41 B8 43020000 - mov r8d,00000243
BorderlandsGOTY.exe+1386782: 48 8D 15 27465900 - lea rdx,[140D2ADB0] ["f:\perforce\mopane\dev\upsell_patch\development\src\core\inc\Array.h"]
BorderlandsGOTY.exe+1386789: 48 8D 0D 68465900 - lea rcx,[140D2ADF8] ["i>=0 && (i<ArrayNum||(i==0 && ArrayNum==0))"]
BorderlandsGOTY.exe+1386790: E8 3BDDE2FE - call 13F5C44D0
BorderlandsGOTY.exe+1386795: 66 41 0F6E F4 - movd xmm6,r12d
BorderlandsGOTY.exe+138679A: 0F5B F6 - cvtdq2ps xmm6,xmm6
BorderlandsGOTY.exe+138679D: 48 8B 45 C7 - mov rax,[rbp-39]
BorderlandsGOTY.exe+13867A1: F3 0F11 70 08 - movss [rax+08],xmm6
BorderlandsGOTY.exe+13867A6: 4D 85 F6 - test r14,r14 <<<--- AOB Starts Here
BorderlandsGOTY.exe+13867A9: 74 10 - je 1407967BB
//// INJECTING START ----------------------------------------------------------
BorderlandsGOTY.exe+13867AB: 49 8B 06 - mov rax,[r14]
BorderlandsGOTY.exe+13867AE: 49 8B CE - mov rcx,r14
//// INJECTING END ----------------------------------------------------------
BorderlandsGOTY.exe+13867B1: FF 90 C8070000 - call qword ptr [rax+000007C8]
BorderlandsGOTY.exe+13867B7: 8B D8 - mov ebx,eax
BorderlandsGOTY.exe+13867B9: EB 05 - jmp 1407967C0
BorderlandsGOTY.exe+13867BB: BB 06000000 - mov ebx,00000006
BorderlandsGOTY.exe+13867C0: 49 8B CE - mov rcx,r14
BorderlandsGOTY.exe+13867C3: E8 58BDEFFF - call 140692520
BorderlandsGOTY.exe+13867C8: 4C 8B F8 - mov r15,rax
BorderlandsGOTY.exe+13867CB: 83 7D CF 01 - cmp dword ptr [rbp-31],01
BorderlandsGOTY.exe+13867CF: 7F 1C - jg 1407967ED
BorderlandsGOTY.exe+13867D1: 4C 8B CF - mov r9,rdi
BorderlandsGOTY.exe+13867D4: 41 B8 43020000 - mov r8d,00000243
BorderlandsGOTY.exe+13867DA: 48 8D 15 CF455900 - lea rdx,[140D2ADB0] ["f:\perforce\mopane\dev\upsell_patch\development\src\core\inc\Array.h"]
BorderlandsGOTY.exe+13867E1: 48 8D 0D 10465900 - lea rcx,[140D2ADF8] ["i>=0 && (i<ArrayNum||(i==0 && ArrayNum==0))"]
BorderlandsGOTY.exe+13867E8: E8 E3DCE2FE - call 13F5C44D0
BorderlandsGOTY.exe+13867ED: 48 8B 4D C7 - mov rcx,[rbp-39]
BorderlandsGOTY.exe+13867F1: C6 41 1C 02 - mov byte ptr [rcx+1C],02
BorderlandsGOTY.exe+13867F5: 83 7D CF 01 - cmp dword ptr [rbp-31],01
BorderlandsGOTY.exe+13867F9: 7F 1C - jg 140796817
BorderlandsGOTY.exe+13867FB: 4C 8B CF - mov r9,rdi
//// Template: I2CEA_AOBFullInjection
//// Generated with: I2 Cheat Engine Auto Assembler Script Template Generator
//// Code Happy, Code Freely, Be Awesome.
}
</AssemblerScript>
</CheatEntry>
<CheatEntry>
<ID>4723</ID>
<Description>"injItemBaseHook"</Description>
<LastState Value="" RealAddress="00000000"/>
<ShowAsHex>1</ShowAsHex>
<Color>0000FF</Color>
<VariableType>Array of byte</VariableType>
<ByteLength>0</ByteLength>
<Address>injItemBaseHook</Address>
</CheatEntry>
<CheatEntry>
<ID>4724</ID>
<Description>"ptrItemBaseHook"</Description>
<ShowAsHex>1</ShowAsHex>
<Color>808080</Color>
<VariableType>8 Bytes</VariableType>
<Address>ptrItemBaseHook</Address>
<CheatEntries>
<CheatEntry>
<ID>4725</ID>
<Description>"+0 - "</Description>
<ShowAsHex>1</ShowAsHex>
<Color>000000</Color>
<VariableType>8 Bytes</VariableType>
<Address>ptrItemBaseHook</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>4726</ID>
<Description>"+2BC - Price"</Description>
<Color>000000</Color>
<VariableType>4 Bytes</VariableType>
<Address>ptrItemBaseHook</Address>
<Offsets>
<Offset>2BC</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>4728</ID>
<Description>"+2C0 - "</Description>
<Color>000000</Color>
<VariableType>4 Bytes</VariableType>
<Address>ptrItemBaseHook</Address>
<Offsets>
<Offset>2C0</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>13673</ID>
<Description>"+2C4 - State (1 = default, 3 = Trash, 5 = Locked)"</Description>
<DropDownList ReadOnly="1" DisplayValueAsItem="1">1:Default
3:Trash
5:Locked
</DropDownList>
<Color>000000</Color>
<VariableType>4 Bytes</VariableType>
<Address>ptrItemBaseHook</Address>
<Offsets>
<Offset>2C4</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>13671</ID>
<Description>"+2DC - (Display) Level (D + 2)"</Description>
<Color>000000</Color>
<VariableType>4 Bytes</VariableType>
<Address>ptrItemBaseHook</Address>
<Offsets>
<Offset>2DC</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
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
MateySwag
Novice Cheater
Posts: 21 Joined: Sun Mar 26, 2017 6:35 pm
Reputation: 2
Post
by MateySwag » Fri May 10, 2019 8:50 pm
SunBeam wrote: ↑ Fri May 10, 2019 2:30 am
Can change rarity, yes. About the spawner, don't think I've seen one in BL tables across time. I did see a pool swapper, whereas the mobs that get out of the spawn places can be changed to the uber/mega/ultra versions of them (like bosses). But am getting way ahead of myself.
A spawner would be interesting but not sure how to approach it. Would most likely need IDs for the items and a way to physically spawn them maybe in the inventory.
Also doesn't the game use a check for invalid gun parts? Probably have to remove that or possibly keep it I'm not sure.
SunBeam
Administration
Posts: 4932 Joined: Sun Feb 04, 2018 7:16 pm
Reputation: 4629
Post
by SunBeam » Sat May 11, 2019 5:23 am
Like I said, you won't see a spawner. Let's stop the fantasy talk here.
MateySwag
Novice Cheater
Posts: 21 Joined: Sun Mar 26, 2017 6:35 pm
Reputation: 2
Post
by MateySwag » Sat May 11, 2019 5:50 pm
SunBeam wrote: ↑ Sat May 11, 2019 5:23 am
Like I said, you won't see a spawner. Let's stop the fantasy talk here.
I'm not asking for you to make it I'm asking if it's "feasible" or is it not possible to create at all? I'm more than happy to make my own stuff but I'm not well versed with UE or inner workings of BL (that's why I asked you guys first
).
SunBeam
Administration
Posts: 4932 Joined: Sun Feb 04, 2018 7:16 pm
Reputation: 4629
Post
by SunBeam » Sat May 11, 2019 6:24 pm
^ Spawning items, especially if they aren't Engine-stock (like in this WillowGame) is not that easy. You would need to adjust a lot of interpreters, initializers and so on. So no, both can't do it and not feasible. The way this has worked with BL games so far was to adjust the rarity of the dropped loot. That way you can get any type you want from any mob. The pool swapper allows/allowed you to change what is it that it's spawned from those "nests".
SunBeam
Administration
Posts: 4932 Joined: Sun Feb 04, 2018 7:16 pm
Reputation: 4629
Post
by SunBeam » Tue May 14, 2019 12:32 am
Back to this game, I found the following:
Code: Select all
UObject[092897] Weight_Awesome_0_VeryCommon 0x00000172F175C490 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_Awesome_0_VeryCommon )
UObject[092898] Weight_Awesome_1_Common 0x00000172F1759710 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_Awesome_1_Common )
UObject[092899] Weight_Awesome_2_Uncommon 0x00000172F1758530 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_Awesome_2_Uncommon )
UObject[092900] Weight_Awesome_3_Uncommoner 0x00000172F17579D0 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_Awesome_3_Uncommoner )
UObject[092901] Weight_Awesome_4_Rare 0x00000172F1757D10 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_Awesome_4_Rare )
UObject[092902] Weight_Awesome_5_VeryRare 0x00000172F1756CD0 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_Awesome_5_VeryRare )
UObject[092903] Weight_Awesome_6_Legendary 0x00000172F1757B70 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_Awesome_6_Legendary )
UObject[088503] Weight_0_VeryCommon 0x0000017291C8EC90 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_0_VeryCommon )
UObject[092892] Weight_0_VeryCommon_LowerPerPlayer 0x00000172F1758870 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_0_VeryCommon_LowerPerPlayer )
UObject[092895] Weight_1_Common 0x00000172F175BC70 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_1_Common )
UObject[088502] Weight_2_Uncommon 0x0000017291C90350 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_2_Uncommon )
UObject[088501] Weight_3_Uncommoner 0x0000017291C904F0 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_3_Uncommoner )
UObject[088510] Weight_4_Rare 0x0000017291C909D0 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_4_Rare )
UObject[092896] Weight_5_VeryRare 0x00000172F1756B30 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_5_VeryRare )
UObject[126255] WeaponDropsPerPlayer 0x00000172929741D0 ( AttributeInitializationDefinition gd_Balance.WeightingPlayerCount.WeaponDropsPerPlayer )
UObject[092904] ClassWeightBonus_Brick 0x00000172F175CCB0 ( AttributeInitializationDefinition gd_Balance.WeightingPlayerCount.ClassWeightBonus_Brick )
UObject[092905] ClassWeightBonus_Lilith 0x00000172F175B930 ( AttributeInitializationDefinition gd_Balance.WeightingPlayerCount.ClassWeightBonus_Lilith )
UObject[092906] ClassWeightBonus_Mordecai 0x00000172F1757690 ( AttributeInitializationDefinition gd_Balance.WeightingPlayerCount.ClassWeightBonus_Mordecai )
UObject[092907] ClassWeightBonus_Roland 0x00000172F1759A50 ( AttributeInitializationDefinition gd_Balance.WeightingPlayerCount.ClassWeightBonus_Roland )
UObject[092228] ConditionalAttributeValueResolver 0x00000172919D1430 ( ConditionalAttributeValueResolver DropWeights.DropODDS_Level50_UniqueGun.ConditionalAttributeValueResolver )
Problem is I'm still in first map
So can't really test if these work out fine, even though I'm level 69. Gear is limited by map as well.
Mohammed27
What is cheating?
Posts: 3 Joined: Sat Feb 03, 2018 5:19 am
Reputation: 1
Post
by Mohammed27 » Wed May 15, 2019 1:26 am
SunBeam wrote: ↑ Tue May 14, 2019 12:32 am
Back to this game, I found the following:
Code: Select all
UObject[092897] Weight_Awesome_0_VeryCommon 0x00000172F175C490 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_Awesome_0_VeryCommon )
UObject[092898] Weight_Awesome_1_Common 0x00000172F1759710 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_Awesome_1_Common )
UObject[092899] Weight_Awesome_2_Uncommon 0x00000172F1758530 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_Awesome_2_Uncommon )
UObject[092900] Weight_Awesome_3_Uncommoner 0x00000172F17579D0 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_Awesome_3_Uncommoner )
UObject[092901] Weight_Awesome_4_Rare 0x00000172F1757D10 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_Awesome_4_Rare )
UObject[092902] Weight_Awesome_5_VeryRare 0x00000172F1756CD0 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_Awesome_5_VeryRare )
UObject[092903] Weight_Awesome_6_Legendary 0x00000172F1757B70 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_Awesome_6_Legendary )
UObject[088503] Weight_0_VeryCommon 0x0000017291C8EC90 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_0_VeryCommon )
UObject[092892] Weight_0_VeryCommon_LowerPerPlayer 0x00000172F1758870 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_0_VeryCommon_LowerPerPlayer )
UObject[092895] Weight_1_Common 0x00000172F175BC70 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_1_Common )
UObject[088502] Weight_2_Uncommon 0x0000017291C90350 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_2_Uncommon )
UObject[088501] Weight_3_Uncommoner 0x0000017291C904F0 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_3_Uncommoner )
UObject[088510] Weight_4_Rare 0x0000017291C909D0 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_4_Rare )
UObject[092896] Weight_5_VeryRare 0x00000172F1756B30 ( AttributeInitializationDefinition gd_Balance.Weighting.Weight_5_VeryRare )
UObject[126255] WeaponDropsPerPlayer 0x00000172929741D0 ( AttributeInitializationDefinition gd_Balance.WeightingPlayerCount.WeaponDropsPerPlayer )
UObject[092904] ClassWeightBonus_Brick 0x00000172F175CCB0 ( AttributeInitializationDefinition gd_Balance.WeightingPlayerCount.ClassWeightBonus_Brick )
UObject[092905] ClassWeightBonus_Lilith 0x00000172F175B930 ( AttributeInitializationDefinition gd_Balance.WeightingPlayerCount.ClassWeightBonus_Lilith )
UObject[092906] ClassWeightBonus_Mordecai 0x00000172F1757690 ( AttributeInitializationDefinition gd_Balance.WeightingPlayerCount.ClassWeightBonus_Mordecai )
UObject[092907] ClassWeightBonus_Roland 0x00000172F1759A50 ( AttributeInitializationDefinition gd_Balance.WeightingPlayerCount.ClassWeightBonus_Roland )
UObject[092228] ConditionalAttributeValueResolver 0x00000172919D1430 ( ConditionalAttributeValueResolver DropWeights.DropODDS_Level50_UniqueGun.ConditionalAttributeValueResolver )
Problem is I'm still in first map
So can't really test if these work out fine, even though I'm level 69. Gear is limited by map as well.
if you make a table i can test it for you
lampuiho
Expert Cheater
Posts: 95 Joined: Sun Jul 16, 2017 6:06 am
Reputation: 55
Post
by lampuiho » Wed May 15, 2019 2:18 pm
Mohammed27 wrote: ↑ Wed May 15, 2019 1:26 am
if you make a table i can test it for you
Just use the console enabler and "set" command.
SunBeam
Administration
Posts: 4932 Joined: Sun Feb 04, 2018 7:16 pm
Reputation: 4629
Post
by SunBeam » Wed May 15, 2019 3:44 pm
I think you may need "setall"
To also hit the Transient objects (not just stock).
lampuiho
Expert Cheater
Posts: 95 Joined: Sun Jul 16, 2017 6:06 am
Reputation: 55
Post
by lampuiho » Sat May 25, 2019 1:46 pm
SunBeam wrote: ↑ Wed May 15, 2019 3:44 pm
I think you may need "setall"
To also hit the Transient objects (not just stock).
Ok I have tried to change something but I don't know what the properties of AttributeInitializationDefinition class are. So I looked up some old document for Borderlands 2.
The property to be set is ValueFormula.
But the problem is that it's a generic container for many different things. So I can't just use setall on all the objects belonging to this class. Is there a command to set only objects belonging to this class with the name you listed?
ShadowOps
Novice Cheater
Posts: 18 Joined: Wed May 24, 2017 4:49 pm
Reputation: 1
Post
by ShadowOps » Sun Jun 16, 2019 12:16 pm
How does the Teleport to Waypoint works? It is not working for me; i make a custom waypoint on the map and click on the option in CE and it spits out an error:
Code: Select all
I2CETLogger::CETlog - ERROR: readFromWaypoint:
Read canceled, no address at base: ptrI2CETeleporterWaypoint
Error:[string "--[==========================================..."]:1630: Read canceled, no address at base: ptrI2CETeleporterWaypoint
TimFun13
Expert Cheater
Posts: 1353 Joined: Fri Mar 03, 2017 12:31 am
Reputation: 7
Post
by TimFun13 » Sun Jun 16, 2019 12:40 pm
ShadowOps wrote: ↑ Sun Jun 16, 2019 12:16 pm
How does the Teleport to Waypoint works? It is not working for me; i make a custom waypoint on the map and click on the option in CE and it spits out an error:
Code: Select all
I2CETLogger::CETlog - ERROR: readFromWaypoint:
Read canceled, no address at base: ptrI2CETeleporterWaypoint
Error:[string "--[==========================================..."]:1630: Read canceled, no address at base: ptrI2CETeleporterWaypoint
It's not actually setup, I was supposed to remove that.
LegX
What is cheating?
Posts: 3 Joined: Mon Jun 17, 2019 2:10 pm
Reputation: 1
Post
by LegX » Mon Jun 17, 2019 4:08 pm
I wanted to ask how exactly the console enabler works. I've seen the script where hex values are changed.
Code: Select all
{$STRICT}
define(oldBytes, 1B 83 6E 00 00 00 00 00 00 00)
define(newBytes, 1B 5F 46 00 00 00 00 00 00 00)
////
//// ------------------------------ ENABLE ------------------------------
[ENABLE]
aobScan(aobConsoleEnableHook, 1B836E00000000000000)
define(injConsoleEnableHook, aobConsoleEnableHook)
registerSymbol(injConsoleEnableHook)
////
//// ---------- Injection Point ----------
injConsoleEnableHook:
db newBytes
idk for sure but this hex value is only found when the game is running because the game is unpacked. Does this hex value come from the .exe or the engine.u? you can unpack files with some unreal programs maybe there is a way to enable commands indefinitely.
Last edited by
LegX on Mon Jun 17, 2019 4:29 pm, edited 1 time in total.
SunBeam
Administration
Posts: 4932 Joined: Sun Feb 04, 2018 7:16 pm
Reputation: 4629
Post
by SunBeam » Mon Jun 17, 2019 4:11 pm
Tim: "Ask SunBeam"
Let's see.
Like I told you in PM, please browse all of the pages in this topic. The answer is right there. If you only want to go head-on and post, expecting people to only read your post and reply, when you don't read theirs, that won't happen. Don't say I didn't tell you.
LegX
What is cheating?
Posts: 3 Joined: Mon Jun 17, 2019 2:10 pm
Reputation: 1
Post
by LegX » Mon Jun 17, 2019 5:02 pm
I read everything and still don't understand. With UE are u opening an unpacked Engine.u and changing stuff in there? The thing is you are explaining it to someone who knows or has an idea of how UE and stuff works. I don't know so hopefully u can bear with me. I just want to know for modding purposes plus BLE is the only BL game that doesn't have a proper way to enable console commands.
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