but can't go past 50 yet due to some sorta lock, probably need to progress further in the story
Yeah, I think you need to either complete an alchamyriddle or raise your alchemy level past a certain point and the artificial quality limited increases.
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
Is there a way to max out your item quality to the legitimate ingame max on pickup? One of the trainers out there does it, but it makes them 999 instead. It would be nice for all materials to have maxed quality but without being illegitimately overpowered.
999 IS the max limit, going further crash the game in one way or another
the quality bar goes 50 then 100 then 101-999 from what I'm seeing ?
And like I said above until you progress far enough in the story max out quality over 50 doesn't matter since the result is capped at 50 anyway
999 IS the max limit, going further crash the game in one way or another
the quality bar goes 50 then 100 then 101-999 from what I'm seeing ?
And like I said above until you progress far enough in the story max out quality over 50 doesn't matter since the result is capped at 50 anyway
The result isn't capped when using the fearlessrevolution trainer though, that's my issue. I'm two chapters in and all of my materials are set to 999 quality and anything I create is 999 quality as well, with all of the bonuses unlocked. That's not what I want to happen. I actually WANT my stuff capped at 50 haha. I don't want crazy overpowered stuff that early in the game. I'm trying to find a way to have the same stuff happen, but at the legitimate current cap, not 999.
So I got to craft some materials that can recycle itself now but can't go past 50 yet due to some sorta lock, probably need to progress further in the story, but may be you can get 999 quality no problem
And isn't the max element attribute is 5 ?
It is, but it doesn't just display as 1 2 3 4 5. If you want to see for yourself, paste this into the item editor script:
Is there a way to max out your item quality to the legitimate ingame max on pickup? One of the trainers out there does it, but it makes them 999 instead. It would be nice for all materials to have maxed quality but without being illegitimately overpowered.
I have a script made that will let you set the quality of items you synthesize, ex: if you wanted to only craft items at 50, you can just type in 50 and it will always make items at 50. Will post it once the highlighted item editor is done.
I have a script made that will let you set the quality of items you synthesize, ex: if you wanted to only craft items at 50, you can just type in 50 and it will always make items at 50. Will post it once the highlighted item editor is done.
So I got to craft some materials that can recycle itself now but can't go past 50 yet due to some sorta lock, probably need to progress further in the story, but may be you can get 999 quality no problem
And isn't the max element attribute is 5 ?
Quality caps unlock as bonuses for filling out entire pages of the book. And Medicine Base is easy to make recursively to boost quality.
made a slight change to the item editor. It also now points correctly to the synthesis items..
there are 2 small drawbacks:
-since the instruction points to every item highlighted, (eg. equipment) if you shop and hover an item to buy, it points to wrong address (nonwriteable/wrong offset)
-if the previous displayed item is visually the same (same stats/traits) it wont update the address
made a slight change to the item editor. It also now points correctly to the synthesis items..
there are 2 small drawbacks:
-since the instruction points to every item highlighted, (eg. equipment) if you shop and hover an item to buy, it points to wrong address (nonwriteable/wrong offset)
-if the previous displayed item is visually the same (same stats/traits) it wont update the address
There's a reason for that. In this one essentially when you synthesize an item it will make 3 of said item. So it allocates data for the base item, and then just adds in a byte value to indicate how many copies of it are made. So:
FF FF FF FF FF FF FF [01] [01]
This means you'd get 2 copies of the same item. So when you highlight the item, it's only pointing to the base, and not the copies.