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Messages - Night

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

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.

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)
                foreach (Keys k in AssignedKeys.Keys)
                    if ((e.KeyCode | e.Modifiers) == k && !PlayerM.IsViewingRecipes && PlayerM.IsViewingWorld)
                        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);
                                WindowHandling.PostMessage(RWMain.TargetProcess.MainWindowHandle, WindowHandling.WM_CHAR, GameKey.ToCharArray()[0], IntPtr.Zero);
                            case "COOKERY": // alt C, s + c
                                WindowHandling.PostMessage(RWMain.TargetProcess.MainWindowHandle, WindowHandling.WM_CHAR, 's', IntPtr.Zero);
                                WindowHandling.PostMessage(RWMain.TargetProcess.MainWindowHandle, WindowHandling.WM_CHAR, 'c', IntPtr.Zero);
                                WindowHandling.PostMessage(RWMain.TargetProcess.MainWindowHandle, WindowHandling.WM_CHAR, GameKey.ToCharArray()[0], IntPtr.Zero);
            }// else if ()

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.

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

Modding / Re: Generated map image
« on: January 12, 2023, 02:30:00 PM »
Heres the gist of it
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

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...

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.

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

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.

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.

Modding / Re: Change color of non-visible area?
« on: August 03, 2022, 12:08:48 AM »
I think the area behind you (or where you cant see) is too dark/grey. In my opinion it could be just slightly less colorful than the rest.

Is there a mod that allows you to change this?

All I know is some cheat that gives players 360 degree vision but I don't wanna cheat.

This was posted in suggestions awhile ago.

Mod Releases / Re: [3.71][3.63][3.62] URWCharacterMenu v1.0.4b
« on: April 06, 2022, 03:25:11 AM »
Is this mod still in development? Does it work with current Unreal World? When I downloaded it, it gives me an error message when trying to run it. When I do run it and try to add an item to my characters inventory, it just randomly adds an item, not the one I selected. Is this supposed to happen, or am I doing something wrong? Any help would be greatly appreciated.

Make sure the version you're using is the same version as your game version - there are some bugs in the current version I haven't patched here, and the inventory editor isnt too great in its current state, to add a new item you need to gather the item ID you want to add from the list on the right side, and then input that into the item ID slot after adding a new item to your inventory. (if i remember right.)

Mod Releases / Re: [3.71][3.63][3.62] URWCharacterMenu v1.0.4b
« on: March 27, 2022, 07:33:51 AM »
This message pops up every time you run a program.
I'm running with latest version.

"InvalidArgument=Value of '7' is not valid for 'SelectedIndex'"

If I ignore it and proceed, the game says the character files has been corrupted.

Its a bug with one of the combo box's not having an index for some of the new ranges for values in the old physique and phobia addresses. If you use it on a different character, it should work. I started porting this over to URWME, been gaming alot with friends so havent done much coding recently. Eventually I'll get around to updating/releasing my new stuff.

Gameplay questions / Re: Animal spawn mechanics, behaviors
« on: February 26, 2022, 11:23:28 AM »
From the development page, bold print is implemented, normal print is planned for the future.

From what I've read on others experiences, and partially my own, animals mostly frequent around sources of water, within their regions of the map, generally in their preferred terrains. trap fences are generally used for predators or migratory animals such as elk or deer. You can also have more success by baiting your traps with different foods to attract certain animals.

The game populates a lot of things automatically overtime, so I wouldn't be surprised if there are respawn mechanics in one form or another.

The ingame encyclopedia also has excellent information on the animals in the game, and their behaviors. (F1 Key)

Mod Releases / Re: [3.71] [3.63] URWSSSelector v1.0.3
« on: December 17, 2021, 04:06:13 AM »
When I try to use it in the world location menu it just tells me "Unreal world not found running. Closing URWSSSelector."

Just tested and it works fine on my end, If you'd be up for more extensive testing, we can try to pin point the problem over discord:


The try catch statement where you're getting that message from has a couple of different spots that can cause it to throw an error, two things you can check for right now are:

• Running as administrator
• in task manager, under details, confirm that unreal world is running as 'urw.exe'

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