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Messages - Night

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1
Modding / Re: [Info] [3.84.2] Cheat Engine Addresses
« on: November 20, 2024, 08:06:18 PM »
Does anyone have a step-by-step guide on how to add or remove items? Or change items to be other items? Because none of the Hex Editing guides make any sense, and the Hex ID list is no longer correct.

here you go:
https://www.youtube.com/watch?v=z1TbS1evSzQ

2
General Discussion / Re: Hunting mode?
« on: October 24, 2024, 04:17:24 AM »
If you want, you can use cheat engine
What cheat engine?

and freeze the value that indicates when you've climbed to the top of a tree, when used on the overworld map it'll show you where animals are at a far greater distance and frequency
Hmmm, I am not sure though, if that wouldn't be too easy? With so much vision you could probably lose an animal, and then just immediately find it on the world map.

depending on where you are on the map, season, time of day, and stats, you'll see more or less animals
Season? Time of day? So probably more animals in spring-autumn, less in winter, and best time would be small hours?

heres a video/tutorial on cheat engine, and some basic concepts:
https://www.youtube.com/watch?v=X8m_SqrXK7c

Of course, you will have to use it at your own discernment. If you feel it's too easy, you can always disable it after you've made the first initial encounter.

As for the animal spawns, I don't know the exact specifics, but i do know these things impact what you see. I mentioned time of day because during night hours your vision lessens :).

3
General Discussion / Re: Hunting mode?
« on: October 24, 2024, 02:17:01 AM »
There are more animals farther away from humans. You'll not find as many in Driik. Also, if you wander back and forth about an area, or in circles, you're more likely to find animals than if you just go in a straight line.
I know that. I lived on the edge of Reemi, and would look for animals in no man's land, but there still weren't too many of them...

Maybe it's possible to modify spawn rates or something, so there is X times more of all animals, or certain types of them?

Or how about leaving food on the ground? Maybe it would attract animals, and give me a better chance of stumbling onto an animal or their tracks if I checked those locations regularly?

If you want, you can use cheat engine and freeze the value that indicates when you've climbed to the top of a tree, when used on the overworld map it'll show you where animals are at a far greater distance and frequency. I'll post a screenshot in a bit.

left image shows your vision normally. right image shows it with the 'is in tree' value set. i moved around a little to see if i could find anything quickly.


depending on where you are on the map, season, time of day, and stats, you'll see more or less animals

urw.exe+5F97DAA is the address, freeze to 1.

4
Modding / Re: [Info] [3.84.2] Cheat Engine Addresses
« on: October 17, 2024, 06:22:49 AM »
Hello all, and thank you for populating this thread and having done what you've done so far.

To clarify, I had absolutely 0 experience with Cheat Engine before embarking on this misadventure.

I am interested in editing attributes (I am that guy who always pressed ctrl-8 when playing Baldur's Gate because I couldn't be bother rerolling stats all the time, sorry). Unfortunately, from what I understand, the cheat tables that have been uploaded are not usable for Mac. Fortunately, I am fairly certain that I have located the attribute addresses. Unfortunately again, I cannot be completely certain because even when I am editing and locking the values there is no change in the character creation UI. Is this supposed to be the case or am I completely on the wrong track? Sorry if it's a dumb question guys  :'(

Edit: Noticed that after rolling multiple times, every once in a while impossible values (all attributes except one being maxed) corresponding to the changed address values come up in the UI. Then completely random again next roll. So now I am just even more confused.

You're correct, when locking the values its not always going to update the UI correctly in character creation, but the values are set. Once your character is in the game and complete you can navigate to the character info menu (P key) and double check to see if your values are setting correctly.

5
Modding / Re: [Info] [3.84.2] Cheat Engine Addresses
« on: October 17, 2024, 02:14:09 AM »
~Updated to 3.84.2

6
Mod Releases / Re: [3.84] URWSSSelector v1.0.3
« on: July 02, 2024, 06:05:26 PM »
~Updated to 3.84.2

7
It'd be great if your up to it bud also hit me up if you want to spread the knowledge, not sure how to do the update but if you teach me a bit i'd be happy to help with it in future.

Sent you a PM; I just finished a recording on obtaining some of the addresses and general cheat engine usage. Never really edited videos before and no idea how long of a video I can upload to youtube, but recording ended up being about an hour long. hopefully I can trim some of it up, kinda just dove into it with no real plan or experience so.

With that said, updated some of my addresses as a byproduct so, there's that!

Still brainstorming/experimenting with making everything for URWCharacterMenu ported into the game UI and hotkeys, but idk. Hard to decide what the best course of action is.


edit: just checked the recording and realized I messed up on one of the source resolutions so only half my screen got captured ;'(
 >:(

Will have to redo it.

8
Just wanted to post on this- i think an additional key for modded menus is a good idea.

I implemented my own version in my old mod extender project, using the ~ key would bring up an external menu with mods and their designated key. then, when one of the keys gets activated, it would get the menu def information and write it into the games menu def files, save, and then macro the keys into that menu, so you dont need to manually open up the crafting menu and all that, allows for infinite menus, as you're able to exchange mod menus with a single key (i used Z)

Could probably be done with a simple keyboard/autohotkey interface if you want to avoid UI, which is the way i had mine setup.

Idk if this is useful to anyone, but to give you an idea of how it works in code:

Code: [Select]
private void ModManager_KeyDown(object sender, KeyEventArgs e) // Hide/Show extended menus
        {
            if (e.KeyCode == Keys.Escape)
            {
                this.Hide();
                //MainForm.Show();
                //WindowHandling.SetForegroundWindow(DefaultData.URW.MainWindowHandle);
            }
            else
            {
                foreach (Keys k in AssignedKeys.Keys)
                {
                    if ((e.KeyCode | e.Modifiers) == k && !PlayerM.IsViewingRecipes && PlayerM.IsViewingWorld)
                    {
                        MainForm.GameEventHandler.HotkeyFunctions.RecipeCheck();
                        string GameKey = AssignedKeys[k][0].Split('-')[1];
                        string Menu = AssignedKeys[k][0].Split('*')[1];
                        File.WriteAllText(DefaultData.GameDirectory + Files.DefaultMenudef, AssignedKeys[k][0]);   // <---writes selected menu key to menu def then performs macro to access menu
                        switch (Menu)
                        {
                            case "MAKE": // Shift M, +
                                WindowHandling.PostMessage(RWMain.TargetProcess.MainWindowHandle, WindowHandling.WM_CHAR, '+', IntPtr.Zero);
                                Thread.Sleep(25);
                                WindowHandling.PostMessage(RWMain.TargetProcess.MainWindowHandle, WindowHandling.WM_CHAR, GameKey.ToCharArray()[0], IntPtr.Zero);
                                break;
                            case "COOKERY": // alt C, s + c
                                WindowHandling.PostMessage(RWMain.TargetProcess.MainWindowHandle, WindowHandling.WM_CHAR, 's', IntPtr.Zero);
                                Thread.Sleep(50);
                                WindowHandling.PostMessage(RWMain.TargetProcess.MainWindowHandle, WindowHandling.WM_CHAR, 'c', IntPtr.Zero);
                                Thread.Sleep(25);
                                WindowHandling.PostMessage(RWMain.TargetProcess.MainWindowHandle, WindowHandling.WM_CHAR, GameKey.ToCharArray()[0], IntPtr.Zero);
                                break;
                        }
                        this.Hide();
                        //MainForm.Show();
                        //WindowHandling.SetForegroundWindow(DefaultData.URW.MainWindowHandle);
                    }
                }
            }// else if ()
        }

9
This mod seems to be dead and all, but does anyone know if it can be replicated in some way? At least just the character editing part. I didn't use it to cheat or anything, I just liked to touch upon rolled characters before finalizing creation process. Saves you a ton of time rolling for characters you want.

I'll consider remaking it for the current patch, or at least some of it. I've tried picking up work on my URW stuff a few times but, haven't had the drive to get anything done.


10
Modding / Re: Cheat a "permanent" companion?
« on: December 29, 2023, 06:47:35 PM »
You've got good intuition. Nice find :)

11
Modding / Re: Generated map image
« on: January 12, 2023, 02:30:00 PM »
Heres the gist of it
<snip>
Fantastic! Once again thank you for a fully detailed response.
I will look into the memory method at first chance and will keep an eye out for your potential next utility release.


Some progress:




working out an issue with size constraints (which is why the tiles are scaled to 6x7 currently)
Ignore gimp file size, actual file size is 25.2mb

12
Modding / Re: Generated map image
« on: January 10, 2023, 10:53:13 AM »
Just wanted to share this, was able to generate an image of the game map from data and save it to file, kind of neat to look at.
Thanks for sharing this. Agreed, pretty neat. Opens up a lot of external possibilities.

In your embedded screenshot, it appears, this completely bypasses the fog of war (FoW), is that bypass, mandatory by nature or optional?
Did you create any open source code on this or alternatively is there any public information/writing on your experiment?

Heres the gist of it;


here I'm using memory to read/write the bitmap data.
but you could alternatively pull similar data from the files described here:


According to URW Fandom Wiki - [Playing With UrW Files], WORLD.PLM contains the map with fog of war included.

Possibly in memory somewhere as well.


Also note, completely possible to render the full map tiles (hence storing the file paths). Was working on a prototype in the old URWCharacterMenu, which was more or less a successful proof of concept. -- tried to find an old picture of it, but couldn't :(.



edit: Oh also something i forgot to mention; I get the tile ID's/Path info from debug_ter-tiles.txt, located in the URW folder while you're playing.




edit2: saw your post in suggestions, working on something for it...

13
Modding / Re: Hex editing stats
« on: December 13, 2022, 06:49:48 AM »
Thanks for the reply but I am not referring to the memory addresses of a running process.  The file I mentioned is the save game file for a my character and the offsets in the file will not change between Linux and Windows systems as it is a binary file.  Also, the test edit that I made to a skill worked and I was able to verify it by looking at the skills window while I was dying after reloading the game.

The file and memory addresses are formatted very similarly, however the linux version does have some slight variations to some of the addresses.

cheat engine is probably the easiest way to filter which bytes you're looking for (works for both running process and opening a raw file) as you'll be able to leverage the search and filter function, however you can probably use whatever application you want to read the bytes, and then compare them next to each other across acouple of different characters. that's how I'd do it anyways  :)


As for you other symptoms from editing the file (bleeding out, dying instantly, etc) usually doesn't occur 'naturally' from editing a skill. More likely you're accidently overflowing some of the other bytes out of place into the wrong spot.

14
Modding / Re: Hex editing stats
« on: December 12, 2022, 10:26:43 PM »
I am referring to editing your NAME.URS file with a hex editor to modify stats and skills.  I am a Linux user so cheat engine is not an option for me.  I am using v3.63 and the link to the exploit is https://www.unrealworld.fi/wiki/index.php?title=Exploits#Hex_Editing_Your_Stats

All of the addresses you'll find publicly available are windows based.

Frostbit had luck with finding addresses on linux awhile back by using WINE and cheat engine together; although I'm not sure what kind of setup was involved.



I can send you that file if its still available, its for version 3.70b though.

15
Mod Releases / Re: [3.71][3.63][3.62] URWCharacterMenu v1.0.4b
« on: August 30, 2022, 10:27:29 AM »
When I used this program an injury of my character turned into a permanent "vague ailment" which I'm not able to heal in-game, nor remove with the program because it keeps giving error messages whenever I mouse over it.  :-[

If you wanna send me your character's save file, I can take a shot at fixing it.
you can contact me on discord @ Night#9736, or attempt to send it here on the forums through pm.

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