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Báo cáo lỗi dịch thuật
Yes. This. You can put a maximum of 30 points into each stat minus the points you get from starting the game. Any books you read during the game will increase your stat total past 30, and your dress as well, but 30 is enough to pass every check in the first place.
It shouldn't be complicated in theory, If you look at this table here
https://imgur.com/dzXWd9X
Time, is action points under their calendar tab, it IS a 4 byte value but they have it set to 20 which makes it hard to figure out what value you should actually be searching for.
And using incremental searches doesn't actually yield the time value wierdly enough, I pressume because it doesn't happen all at once? the time ticks down each quarter, it isn't immediate.
Also DON'T use this table. it sends you to download mod engine if you want to do anything other than edit your stats, and i'm fairly convinced by all the reviews, reddit posts, etc that mod engine is a scam.
Yeah, I tried with 4 byte, maybe I should try opposite (Its a time value, so maybe you gain action points instead of lose?)
I was able to find it with cheat engine by using mono features and the shared table logic.
It's still a 4-byte number. Action Points Left in the example table are the remaining Action Points for the day, so a number between 3-1 for dusk-twilight units (e.g. 3-dusk, 2-midnight, 1-twilight -- dawn isn't available to change).
If you increase it to 20 from any time units between dusk-twilight (the 3-1 values) you'd still have 20 units of action points remaining before hitting dawn. Or alternatively, you could lock it at the current unit and it wouldn't decrease - I've tested it with reading and it worked fine. My guess is that it might become weird when EOD is related to a quest (e.g. Ch 1 post-banquet, or Ch 2 when you complete parasites & sycophants), but I haven't tested that out.
I have my own .CT I'm willing to share if you're still struggling to locate it, but you'd have to manually find one original value using mono features every new save/game. I'm just not skilled enough to automate that part.
Any chance you could upload that .ct table?
I won't upload as it's a pretty amateurish job, but I'll DM it if you want it. Like I mentioned, you need to know how to locate the initial hex code using mono functions for it to work.
I think this is the problem with time specifically a lot of us are having, I have 0 clue how to go about finding this value using mono features, despite having a general understanding of CE. A YouTube tutorial for Cabernet and especially for the time value would be hugely helpful. Or perhaps you could explain it?
I can try explaining. To start with, I used the mod table template you shared and reverse engineered it. The value types are also identified in the mod table example so it eliminates most guesswork.
If you can find the hex code for tilliestats, you can identify most of the values on that table through mono features using their pointer values, not the actual address itself.
Within TillieStats (Char stats) table you have a pointer value for game logic table, and within game logic is a pointer value for calendar table, and within calendar the pointer value for action points table. Within action points table is the pointer value for action points left (the time value you're looking for).
If you build it as a group, consider TillieStats as the parent, then children will be:
TillieStats
-->Game Logic
---->Calendar
------>Action Points
If you want to build it as single value create a manual address with those multiple pointer values (usually 2-3 digit values, 4 total).
This was the easiest way for me to find the correct codes, and building it with TillieStats as the Group header/main, and Game Logic as a child, calendar as a child of game logic, action points as a child of calendar. From there I was able to build a single address with multiple pointers so my table looks cleaner.
To find the right class instance for tilliestats you have to open up each instance and find the one that matches your stats for the game - that would be the main hex code to use as a pointer value for the header code (search for hex value, use one of the addresses as the parent pointer value), and if you built it out using the correct pointer values they'll populate as soon as you input that single value.
The issue is that value you found changes throughout the game and with any game load, so it's something you'll need to find more than once in a single playthrough.
You can also do a pointer scan to find that initial value for TillieStats, but my computer does not have the bandwidth to run those. As a unity game I suspect it's fairly deep in the code.
Hi, I was able to use the values you presented to create a cheat table that should allow anyone who uses it to pause time (should persist through reloads & saves too). I just want to know how you figured out the values for dusk, midnight, etc. The reason I ask is because blood still goes down with each action with time pause enabled so I want to figure out the blood value so I can find it & add a toggle for it too.
Nice!
The blood level value I've used is BloodLevelFloat (a float value) under tilliestats. 1 is full, & if you drink more, you'll get drunk.
However, there is a setting in the game itself that stops the blood from draining, so not sure how useful it is to also have in CE. You can toggle it on and off in the settings menu at any point in the game.
Ah I forgot the game has that setting already in that case it's not necessary. I didn't go the tilliestats route so not sure what that is. I just brute force created pointer maps & ran comparison pointer scans until I found the base pointers for the various controls I want. I posted the CT on the Fearless Revolution request page.
Thank you for sharing! I was able to update mine using one of your base pointers so I don't have to look it up every game. It has a few extra functions if you're interested. (speed, blood level, painting pieces found, direct stat changes, card game options)
Sure some of those are nice especially movement speed. considered doing stat changes myself but found it unnecessary to do all that scanning for something I could achieve with infinite time & attribute points anyway.