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Topics - Night

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Mod Releases / [Tool] URWExternalMap v1.0.0
« on: February 13, 2020, 01:32:14 PM »
[Tool] URWExternalMap v1.0.0

External window that screenshots URW's map and displays it in a resizable window.

Spoiler: Dual-monitor • show

  • F1: Toggles rendering loop (stop/start taking screenshots of the map)
  • F2: Toggles math for logical resizing. (Also read from Config.txt, you can set it up there as well).
  • F3: Toggles topmost (makes the window always display on top)
  • F11: Fullscreen windowed mode
  • * Note: the games hotkeys (arrow keys, map zoom, etc) must be activated on the game window, not the map window.

Version History:
  • v1.0.0 - Initial release

Please report any bugs to me via this thread, my PMs, or contact me directly on steam:

Download attached to thread.

   Night - Creator/Programming.
   Stefan - Requesting/suggesting the idea.

Requires Microsoft .NET Version 4.6 or later. (Usually already installed)

Not bugs / [3.61, Windows] Mod file reading, minor bug
« on: February 01, 2020, 11:00:14 AM »
When mod files are read, partial cropping of the name occurs when using [] in the name.

[NAME:[New container]]


Not really an essential fix as ill just use another naming convention, but I thought I'd mention it.

Modding / [WIP] Night's GFX Overhaul
« on: January 29, 2020, 10:59:29 AM »
Started doing a GFX overhaul, just thought I'd share a screenshot of my progress (maybe more later) and get some feedback ^^.

Bug reports / [3.61, Windows] F9 Crashing
« on: January 29, 2020, 08:33:08 AM »
Was using F9 hotkey to see how my tiles look, and one of the times it reloaded it looked to load only part of the images and not the rest, then proceeded to crash the game.


Not bugs / [Not a bug - 3.61, Windows] Injury related bug
« on: January 27, 2020, 02:04:50 PM »
Just messing with data, not sure if this would ever occur in game, but when an injuries location is not a valid location the game will crash. Let me know if you care about these sorts of "bugs" for future reporting reference.

Screenshot of values 1-18, injury location value of 19 results in the game crashing:

Mark as not a bug if you want me to ignore reporting these kind of things, thought it might be relevant though as it seems a lot of other areas have error handling.

Doing some mod work and it seems that after villagers calm down after a players aggressive actions, the dogs owned by the village continue attacking. Doesn't seem intentional.

Occurs after villager has asked if I've had enough and goes back to being friendly.

Suggestions / [Suggestion] Metric measurements
« on: January 08, 2020, 05:54:58 AM »

Quote from: Porgnar
Measurement System


I have recently began to play the game, I tried out the free old version, fell in love with it, and rushed to buy the steam release as soon as I could. Thus far I have really been enjoying the game, but sadly for me the imperial measurement system says nothing. At the character generation I can see that they give me the numbers in metric too, but during gameplay I really cannot imagine what 1lb meat is, how much should I beleive I ate to be full? It is not a major problem, I'd just like there to be an option to use the metric system ingame.

If there is and I was just ♥♥♥♥♥♥♥♥ and couldn't find it could anyone point me to where I can properly change the setting?

If not are there any potential mods for this?

Thank you for taking the time to read this, and answering!

Modding / URW Modding Discord
« on: December 19, 2019, 05:56:35 PM »
Made this a little while ago, feel free to join. Just a little place for people to chat about modding and maybe coordinating on some collaborative efforts.

Bug reports / [3.61] GFX Bug on skill encyclopedia
« on: December 19, 2019, 02:54:12 PM »
I reported this last version for the increasing skill point glitch, but I think you may have overlooked it. Just a minor bug: - Regular - After 3 "-" keys - After 6 "-" keys

Modding / [Info] [3.72][3.71] Cheat Engine Addresses
« on: December 14, 2019, 01:18:52 PM »
Documenting my addresses here, I'll be updating and posting new ones as I have time to do so.
Feel free to suggest additions or correct mistakes.

(?) - Needs more documentation, partial confirmation.

Rudy has addresses for 3.72 attached below, includes the essentials.

Outdated Versions:
Spoiler: show

Attached 3.70 addresses.
3.70 cheat table works on 3.71, so no updating needed.

[3.61] Steam version affected by: Feb 2, 2020 hotpatch. Add +0x1000 onto the end of the address to make compatible.
Code: [Select]
urw.exe+A345F90 - CharacterName(2)   Notes: Max length of 12.
urw.exe+A346010 - CharacterDirectory   Notes: Location of current characters directory

urw.exe+A2ECA18 - CharacterName   Notes: Max length of 12.
urw.exe+A2ECA26 - TribeName   Notes: Max length of 17.
urw.exe+A2ECA25 - TribeID   Values: 0-9   Notes: Identifies which tribe your character is from.
urw.exe+A2ED4C8 - CharacterWeight
urw.exe+A2ED4CC - CharacterHeight
urw.exe+A2ED4D0 - Physique (unusued)
urw.exe+A2ED4D4 - Phobia (unused)
urw.exe+A2ED4D9 - Gender   Values: 1-2
urw.exe+A2ECF4D - Character Portrait   Example: "east1.png"

urw.exe+A2ED4DA - Strength   Values: 0-255
urw.exe+A2ED4DB - Agility   Values: 0-255
urw.exe+A2ED4DE - Dexterity
urw.exe+A2ED4DF - Speed
urw.exe+A2ED4E1 - Endurance
urw.exe+A2ED4E2 - Smell/Taste
urw.exe+A2ED4E5 - Eyesight
urw.exe+A2ED4E6 - Touch
urw.exe+A2ED4E7 - Will
urw.exe+A2ED4EA - Intelligence
urw.exe+A2ED4EB - Hearing

urw.exe+A2EE044 - Tempature   Notes: float
urw.exe+A2EE018 - Hunger
urw.exe+A2ED404 - Thirst
urw.exe+A2ED408 - Energy
urw.exe+A2ED4AC - Nutrition
urw.exe+A2ED4B8 - Fatigue    Notes: float
urw.exe+A2ED4C0 - Carry Weight   Notes: Freeze to 0 to carry anything, increase characer weight to pickup heavier items

InjuryArrays   Notes: Each address is an array of 20 values representing injury details.
urw.exe+A2ED410 - WoundSeverity   Values: 0-3 (None, Minor, Moderate, Severe)
urw.exe+A2ED424 - WoundSide   Values: 0-3 (Left, Left, Right, None)
urw.exe+A2ED438 - WoundState Values: 0-1 (None, Bleeding) Notes: Effects the rate of bloodloss.
urw.exe+A2ED44C - WoundLocation   Values: 0-18 (None, Eye, Face/Skull, Neck, Shoulder, Upper Arm, Elbow, Forearm, Hand, Thorax, Abdomen, Hip, Groin, Thigh, Knee, Calf, Foot, Tail, Wing)
urw.exe+A2ED460 - WoundType   Values: 0-12 (None, Bruise/Fracture/Crush, Cut, Puncture, Burn, Frost, Tear/Bite, Unused, Unused, Unused, Influenza, Plague)
urw.exe+A2ED474 - WoundAmount   Values 0-100   Notes: When all wounds add up to >= 100, your character dies.

urw.exe+01B0BA0 - Start Location X   Values:0 - 3071 (Map X Max)
urw.exe+01B0BA4 - Start Location Y   Values:0 - 2047 (Map Y Max)
urw.exe+A2937CC - X Location   Values: 0 - 3071 (Current X Location)
urw.exe+A2EE070 - Y Location   Values: 0 - 2047 (Current Y Location)
urw.exe+A346588 - Direction   Values: 0-7   Notes: Represents what direction you're facing

urw.exe+01B2114 - Skill Points
urw.exe+A2ECCC2 - Skill Array   Notes: 27 bytes, each one represents a skill's level. Max value of 255.
urw.exe+A2ECE20 - Skill Exp Array(?)  Values: 0-99   Array Length: 27   Notes: Looks like experience, increases darker bar under your skill
urw.exe+A2ECC90 - Skill Star Array(?)   Values: 12-17   Array Length: 27   Notes: Affects *'s at end of skill, possible XP multiplier

urw.exe+14C5132 - IsTargeting   Values: 0-1
urw.exe+2F4F4DC - TargetY   Notes: Value is 0 unless targetting.
urw.exe+294DEA4 - TargetX   Notes: Value is 0 unless targetting.

urw.exe+5D1848C - MouseX   Notes: X location of the mouse. Relative to rendering
urw.exe+5F1C3DC - MouseY   Notes: X location of the mouse. Relative to rendering

urw.exe+5F27F5F - MapType   Values: 1-2 (overworld, local)
urw.exe+6182BD0 - MapRenderSizeHeight    Values: 460, 564, 730, 920
urw.exe+6182BCC - MapRenderSizeWidth   Values: 450, 552, 714, 900
urw.exe+6183228 - CanSeeMap   Values: 0-1 (0 in inventory)

urw.exe+A2935C4 - TimeSpent   Notes: Represents the amount of time spent on the current/last action in minutes.

urw.exe+A2B2D58 - MapEntityArray (Not base address)   Notes: represents a list of objects rendered on map tiles, contains object XY and ID. More documentation required.

urw.exe+5D189BC - NPCStruct   Notes: represents NPC data, 1384 bytes in length, includes spirte, portrait, name, NPC type, etc.

urw.exe+54E8D50 - KnownItemsArray   
Notes: represents the known items struct, each item has 172 bytes of data (0xAC) representing various traits about the item. StructAddress + (172 * KnownItemID) = KnownItemInfo

urw.exe+A2ED000 - Item ID Array   Values: 50000 - (50000 + KnownItemCount)   Array Length: InventoryItemCount   
Notes: Represents the index/ID of an item your character has in their inventory, using this ID you can retrieve the items data from the item struct (StructAddress + (0xAC * ItemIndex)) More details on this later.

urw.exe+A2ED190 - Item Quantity Array   Values: 0 - 4294967295   Array Length: InventoryItemCount   
Notes: Controls the quantity of a specific item. Aligns with Item ID Array.

urw.exe+A2ED4B4 - Hour   Values: 0-24
urw.exe+A2ED4B5 - Minute   Values: 0-60
urw.exe+A2ED4DC - Day   Values: 1-30
urw.exe+A2ED4E8 - Month   Values: 1-12
urw.exe+A2ED4E9 - Year   Values: 16-?   Notes: (progresses with time, seems to start at 16. Possible indication of character age?)

urw.exe+A347428 - World Temperature   Values: -32 - 32

urw.exe+01B0BB8 - RegionName(1)   Example: "Heathland at Kovametsa "Hard forest""
urw.exe+3550E70 - RegionName(2)   Example: Heathland at Kovametsa "Hard forest"

urw.exe+5F15BD8 - Installation Folder(1)   Example: C:\Program Files (x86)\Steam\steamapps\common\UnRealWorld
urw.exe+A3465A8 - Installation Folder(2)   ^

urw.exe+A2EDC08 - Last completed tutorial/game course goal   Notes: Set lower to reset previous goals

Code: [Select]

urw.exe+A2EBF4D - Character Portrait   Example: "east1.png"

World Time:
urw.exe+A2EC4B4 - Hour   Values: 0-24
urw.exe+A2EC4B5 - Minute   Values: 0-60
urw.exe+A2EC4DC - Day   Values 1-30
urw.exe+A2EC4E8 - Month   Values 1-12
urw.exe+A2EC4E9 - Year   Values 16-?   Notes: (progresses with time, seems to start at 16. Possible indication of character age?)

urw.exe+A2EBCC2 - Skill Level Array   Values: 0-255   Array Length: 27
urw.exe+A2EBE20 - Skill Exp Array(?)  Values: 0-99   Array Length: 27   Notes: Looks like experience, increases darker bar under your skill
urw.exe+A2EBC90 - Skill Star Array(?)   Values: 12-17   Array Length: 27   Notes: Affects *'s at end of skill, possible XP multiplier

urw.exe+A2EC000 - Item ID Array   Values: 50000 - (50000 + KnownItemCount)   Array Length: InventoryItemCount   Notes: Represents the index/ID of an item your character has in their inventory, using this ID you can retrieve the items data from the item struct (StructAddress + (0xAC * ItemIndex)) More details on this later.
urw.exe+A2EC190 - Item Quantity Array   Values: 0 - 4294967295   Array Length: InventoryItemCount   Notes: Controls the quantity of a specific item. Aligns with Item ID Array.

General Discussion / [Lore Question] Cultural differences?
« on: December 10, 2019, 03:04:13 AM »
Was wondering about some lore in regards to cultures. Did most tribes use the same/similar language to communicate or were they independent of each other? What about other cultural differences, such as their use of items, religious rituals/beliefs, and general attitude towards others? Is there anywhere I can read about this information in detail? Thanks!

Modding / [Guide] Modding with Cheat Engine
« on: December 04, 2019, 12:07:30 PM »
Hello all, this is going to be a guide on modifying the game with cheat engine, its a pretty common guide found among other games but I figured I'd give my go at it for URW seeing as there isn't much activity in regards to finding new addresses for the game, maybe we can spark up someones imagination! We'll be nose diving straight into it so make sure you've got your head ready for the use of good'ol numbers (yuck!) and the motivation to imagine what treasures hide within :).

note: this guide based on Windows, Linux and ios users experience may differ.

The Guide:

~ removed table of contents, anchors were buggy.

Setting up Cheat Engine:

Step 1: Required files
Make sure you have the required files installed and administrative permission, essential to completing this guide successfully:
note: You can choose to use another memory editor, there are many other options available aside from cheat engine, but in this guide I will be using cheat engine, features in cheat engine may or may not exist in alternatives, I will be using Cheat engine v6.7, most versions are identical but if you have any issues following along, post below.

Step 2: Run
If you haven't done so already after acquiring the required files, run both the game and cheat engine with administrative privileges
(we don't want annoying permission troubles)

This is what your screen should look like: (resize cheat engine to be comfortable)
Spoiler: Image 1 • show

Step 3: Select target
Now that we have both programs open, we need to select what program cheat engine is targeting. This applies for any program you are attempting to modify with cheat engine.

Directions for the labeled figures in the image below:
  • Click this button, this will open the process list of target-able applications
  • This indicates the type of process you are trying to target, luckily for us unreal world should be located under the default applications tab.
  • Select UnReal World from the process list
  • Click 'Open'
Spoiler: Image 2 • show

If you followed the instructions correctly, cheat engine should be attached to the game and we are ready to start using it.
This is what you should see on cheat engine to indicate you have attached to a process: (the handle, 000021FC, is run-time dependent and will not be identical)
Spoiler: Image 3 • show

Using Cheat Engine:

Step 1: Understanding what the tool does
It's important to understand what exactly you're looking at when you use this tool, so I'm going to try to give you a short description over each feature we will be using and its function. I am not a grandmaster when it comes to this stuff, so there are many advanced features I have no qualification in covering, we won't be going over these, but there are many powerful features that can improve and speed up the process of using cheat engine successfully.
  • The search bar
    Spoiler: show
    This is where the hunt begins, this is where you're going to hypothesize, scan, sort, and mathematically eliminate addresses through the games data to find what you're trying to edit. Anything you put in this box, cheat engine is going to give you every instance of that data point within the game. If you scan for a value of 1, you're going to get every single address that contains the value 1. This will occur on every "First Scan", as you are looking for addresses with an initial starting value, when using "Next Scan", the addresses from the last scan you did will have all of their previous values from the time of that scan, compared to the values they currently hold. Depending on your sorting condition, (which will be explained in B.) your list of addresses will filter certain addresses out of the list, leaving you with less and less addresses. Eventually the idea is, you can isolate the address that represents the specific value for the specific feature you are trying to change, and then use it. When you think you've found your address, or potentially think the address is not located within your current list of addresses, you can click the "New Scan" button, which will clear your current table of search addresses and start you from a fresh first scan, you will likely do this when you are unable to find the address you are looking for from the table, which can occur for a number of sorting-related reasons, or by just simply not searching for the right number.

    note: The checkbox labeled "hex" indicates what format of numeral you're scanning as, if you enable this the values you input will be based on the hexadecimal system, rather than the decimal system. It's useful to know hexadecimal so you should read more about it here: there will probably be a mention of it later when we get to using addresses.
  • Scan Type & Value Type
    Spoiler: show
    In short, scan type and value type are going to determine how your address's are presented to you and read by cheat engine, and how they're going to be sorted between each scan.

    For the scan type, there are several different values you can choose from depending on what stage of the scanning process you're in and the value type:
    Spoiler: show

    The value type however is the type of data you are trying to find, to your best knowledge. Often values are reduced to their smallest value type by developers to reduce size, and increase the efficiency of the code:
    Spoiler: show
    To get the best results, you want to try to reduce your value type to the lowest type possible based on the information you know about your target address, this will ensure your scan picks up the address correctly when it makes the comparison, instead of potentially reading too many bytes. Here is a short list of the value types, their minimum and maximum values in hex and decimal, and some examples, but you should probably read up more on these if you want to have a good understanding of their uses and what to expect from the address you're trying to find:
    • Byte: Hex: 0x00, 0xFF   Dec: 0, 255   Examples: Attribute level, Skill level, State variables (running, jogging, walking, crawling), etc.
    • Word (2 Bytes): Hex: 0x0000, 0xFFFF   Dec: 0, 65535   Examples: Object IDs, Object Quantities, Ammunition, Network ping, etc
    • Dword (4 Bytes): Hex: 0x00000000, 0xFFFFFFFF  Dec: 0, 4294967295  Examples: Score, Object Quantities, Currency, ARGBColor, Idle Games
    • Float: Float: 1.175494351 E-38, 3.402823466 E+38   Examples: Weight, Physics variables (Gravity, multipliers), Vehicle speed, % based variables
    • String: Text: 0, Buffer Length   Examples: Player Name, NPC Name, Object Name, Month, Day, etc.
    • Array of Byte: Bytes: 0, Buffer Length   Examples: Groups of stats, Object structs, Signatures
  • Addresses found when scanning
    Spoiler: show
    After successfully completing a scan for a value (labeled A.), addresses from the game are appended to a listbox on the left side of Cheat Engine (labeled B.) for you to inspect and select from, once you have selected addresses you would like to further modify or inspect, you can click on the arrow button (labeled C.) to append them to the listbox located on the bottom of Cheat Engine:
    Spoiler: show
    From this list, you will have better access to editing the address to suit your needs. An Address, simply put, is a storage location for memory to live, you can think of it as a labeled container. Addresses are usually displayed in hexadecimal, and while this may look intimidating, it is a much cleaner structure when dealing with data (remember, hexadecimal and decimal values are convertable between each other, so these are technically just numbers). We already went over what value type is, but when we have an address in our listbox, we also have the ability to change the value type of the address we're viewing, this is useful in the event we want to see the value as a different type, for example, if we change our current type to string: 
    Spoiler: show
    We can see the value has changed to the character represenation of the value "123". This does not mean we've edited the actual data there, this is just allowing us to view that data in several different ways that will allow us to piece together what we're looking at.

    The "Active" check box on the left side of the address indicates whether Cheat Engine is freezing the address's value to the value displayed or not (meaning if the game tries to edit this value, and its frozen, cheat engine will overwrite the value)

    Description is used to label addresses according to what you see fit, mostly a way to indicate what the address is.

    note: It is important to remember that addresses may change when an application is updated, as such it is important to know what version of the application you are working with so that you can update your addresses if they change when an update is released.
This is pretty much the bare minimum understanding required to use Cheat Engine, so if you have any questions or trouble, now is the time to make a post below and ask.

Step 2: Finding a target
This is where the fun of imagination begins, deciding what we want to edit and figuring out what the representation of what we're trying to edit in the data is going to be. There are many many many potential target addresses across all applications, in video games, we mostly target values that are going to allow some sort of unnatural advantage or effect to create a sense of satisfaction we could not obtain normally, some prime examples include health, currency and resources, attack damage, points. It's important to remember, that not all values you're attempting to look for will be in plain sight, some values you will need to make a hypothesis and filtration method to find effectively. The diagram below will show some potential targets I have indicated, we will be targeting one in particular.
Spoiler: show
I have indicated several nice targets, some are obvious such as hunger, thirst, warmth, and energy, others like what item you're wielding, the location of that rock near my character, the direction I'm facing, may be less obvious and hard to grasp numerically, but if you can hypothesis what the data for these addresses might be, you are likely to find the address you are looking for. I have indicated the target address we'll be looking for with a green arrow and box, Time of day

To begin with the process of finding this address, we need to consider all possible values that could encompass what "time of day" represents in the data, this means we need knowledge of the concept of time itself, (seconds, minutes, hours, days, months, years) and we need to hypothesize what the game is most likely doing with the data (does the game have 1 address for total elapsed seconds and then coverts it with math to its date representation? does the game have multiple addresses representing seconds, minutes, hours, days? does the game "skip" sections of time?) a hypothesize that can filter through as many of these potential options as possible will allow you to get the best results, for example, we may not know how the game has setup the time system, but we do know that we can increase the amount of time passed by making our character wait, and therefor create a filtration method that will eventually leave us with the address and data responsible for controlling time, once we have this address we can infer how the code uses it in relation to its display data.

So to begin the search, we'll be searching for a value over 0 (time is moving forward, negative value unlikely) albeit currently unknown, and we're going to search for a type of byte (value between 0 and 255) since it is likely the game will be increasing the data in small amounts as time progresses, this will give us addresses that are increasing even if their data representation is larger than a byte, allowing us to also determine if the address we're looking for is a larger type than a byte. This is what your first scan should look like:
Spoiler: show
After completing your first scan, we need to modify the game time address so we can apply a filtration method to the address list, so alt tab back into your game and pass time with the - key for only as much as necessary to indicate to you that time has definitely passed, then pause the game again and alt tab back to cheat engine. Your next scan is going to be a search for an increased value, as time has almost definitely increased in value (we're not sure how much) This should look like this: (Make sure to use NEXT SCAN, not new scan when filtering)
Spoiler: show
Once you complete this first filter, you're going to see a list of addresses with values on the left side, some of them are changing and highlighted red. This is an indication that the particular address that is changing, does not have any correlation between the address we're looking for and its value, as we have not passed any time since our previous scan, our address should have an Unchanged value, so in cheat engine we're going to filter out the addresses that have had their values changed by doing this:
Spoiler: show
This is going to filter our list of addresses unrelated to what we're looking for, so now we need to let time pass some more to indicate an increase in the value, allowing us to filter for such an increase again:
Spoiler: show
with each effective filter, you're going to notice the amount of addresses found decreasing in the top right, we need to keep filtering until we can get the amount of addresses we're looking at as low as possible, as this will give us the best chance to identify our target address. It is important to make sure when filtering you are following a pattern with the expected data you are trying to locate, one wrong filter can easily remove the address you're looking for from the list you're filtering, resulting in frustration. Continue filtering until you reach a small list:
Spoiler: show
When your filters stop removing addresses, its time to take a look at the addresses and data and try to interpret what you're looking at. In my case, I have filtered the addresses to a list of 54 addresses, just by looking at the list and thinking about what kind of address we're trying to find, we can eliminate some of these addresses through the process of representational likely-hood, and by this I mean do the addresses and values I'm looking at make any sense in relation to a system of time? Thinking through this I can already figure there's probably not 54 addresses that determine time, maybe closer to 4 or 5 at max? How do we know which of the addresses we should eliminate from the list? There are a variety of "probability" methods we can employ, so the first thing we're gonna do is move all the addresses with green text in the search listbox to the editing list box so we can see what we're doing easier (green addresses aren't runtime dependant and will not change, and are the ones we will be using):
Spoiler: show
From my particular group of found addresses, I have noticed about 20~ of them with the same value and roughly in the same area of memory, these are not likely to contain the address I'm looking for, so I remove them from the list and am now left with the remaining addresses to experiment with:
Spoiler: show
There are indications that some of these addresses are related to some sort of variable, the addresses i have boxed are very close together in memory, and are seperated by 4 bytes (basically neighbors), likely meaning the value they represent is actually 4 bytes and not 1, we will be changing the address type to 4 bytes to further observe the data between these groups of addresses as they indicate the maximum value to be higher than 1 byte, there are also two addresses relatively close to these addresses i have marked with arrows, they could be related but its less likely (notice this is all guess work, this is the process of documenting addresses from memory from scratch). Now that I have an extremely small list of addresses to work with, we can watch the values change in real time and effectively make guesses. So what you're going to do is make sure you have cheat engine and your game setup like so:
Spoiler: show
When you pass time in the game, you're going to see the values of your addresses change in cheat engine, these are the addresses we are most interested in testing, as any value that is not changing while time is passing is probably not the address in control of time. I delete all addresses that aren't changing as time is passing and am left with the following:
Spoiler: show

Modding / Any active modders?
« on: December 01, 2019, 07:52:06 AM »
Looking to start collaborating more with the community, any active modders working on anything? I've been considering making some mod tools to make modding more user-friendly, but I'm not to familiar with the modding syntax myself, could be cool to see what I could come up with alongside someone who knows the modding syntax well.

I've also considered making a GFX manager to handle truetile and truegfx folders for custom sprites and gfx, but I haven't investigated too much, are people still doing GFX overhauls?

There are many other things that could theoretically be done with the current mod system + memory editing, but are more likely to be bug prone.

Anywho, if anyone wants to start something or just wants to talk about theory let me know, maybe we could get a group chat started somewhere.

edit: forgot to mention I also do pixel art, so if someone is looking for GFX for their mod, that is something I can also assist with, examples of my work:

edit: Contact info for mod makers looking to collaborate:

Skype: xxvnightvxx (easiest place to reach me)
Discord: Night#9736

Not sure if this is a typo or not, but found this while i was playing with herb effects in cheat engine

Mod Releases / [Outdated][3.71][3.63][3.62] URWCharacterMenu v1.0.4b
« on: November 12, 2019, 06:49:07 AM »
[Outdated][3.71][3.63][3.62] URWCharacterMenu v1.0.4b

Ancient cheat menu I've been working on for the past couple of year's, noticed a lot more people playing since steam release and decided to create something more user-friendly than manually using cheat engine.

Warning: When using the injury editor, make sure your injuries are valid when adding new ones (type, severity, location, damage, side) as I have not added error checking for incomplete injuries, and they do cause a game crash when viewed.



Injury Editor:

Map tab:


Console commands:
  • ~ key - Opens console. Must have Unreal world focused.
  • /tpadd waypointname - Adds a waypoint at your current location to your characters waypoint file.
  • /tpdel waypointname - Removes a waypoint from your waypoint list.
  • /tp waypointname - Teleports to a saved waypoint.
  • /tp x y - Teleports to X Y map location.
  • /tpclick - Toggles localmap left-click teleportation, must be zoomed in. (when you reach map render edge, you must move manually to update the map)
  • /dirclick - Toggles ability to right-click on a direction to face it.
  • Skill & Attribute Editor
  • Stats Editor
    • General Stats (Hunger, Thirst, Nutrition, Energy, Carry Weight, Temperature, Fatigue)
    • Cosmetic/Identity Stats (TribeID, Weight, Height, Phobia, Physique, Gender)
    • Additional values (Starting XY location, Current XY location, Time of day, Starting skill points)
  • Injury Remover
  • Injury Editor
  • X-Ray Vision
  • Inventory Editor
    • Item ID - Changes the item to another one.
    • Quantity - Changes how many of these items you have in your inventory.
  • Name & TribeName customization
  • Teleportation
  • Local-map Onclick teleportation
  • Onclick direction changing
  • Teleport waypoints (example: /home)
  • Map tab
    • Render map - Renders game map, saves as image file.
    • Zoomed - Toggles zoom mode.
  • Tutorial/Goal changer
Future goals:
  • Item Editor
  • NPC Spawner
  • Fast Build/Task
  • Tile Editor
  • Game file exploits
  • Overlayed UI
  • Github repo
  • Save and load character settings
  • Load default items into characters .obj file
  • Adding / Removing rituals
  • Skill increase proficiency
Version History:
  • v1.0.4b - Added patch to remove checksum error message; Updated to 3.71.
  • v1.0.4 - Updated to 3.70 for steam users, forgot to do standalone for 3.63 (so use 3.62 I guess), added textilecraft to skill list.
  • v1.0.3c - Updated to 3.63 for steam users, 3.62 added for standalone users.
  • v1.0.3b - Fixed bug in injury editor, added Last tutorial/goal changer, condensed character page for a little more space, added map rendering/viewing on map tab
  • v1.0.3 - Updated to 3.62 for steam users, added injury editor
  • v1.0.2b - Revised inventory editor code and (hopefully) patched all bugs, fixed bug with text encodings, upgraded version checking substantially. Other forgotten minor-bug fixes.
  • v1.0.2 - Fixed bugs with saving/loading waypoints, fixed multiple bugs in inventory editor and improved functionality, added injury remover, added xray-vision, fixed version checking
  • v1.0.1b - Fixed multiple bugs in inventory editor, added button to add new items to inventory, added version checking
  • v1.0.1 - Added console, inventory editor, time of day, skill points, various console commands, various bug fixes, item ID scraper
  • v1.0.0 - Initial release

Please report any bugs to me via this thread, my PMs, or contact me directly on steam:

Download attached to thread.

   Night - Creator/Programming.
   Jiggie - Item ID assistance, assembly injection.
   Boomer/Jagsy - Game save files for referencing.
   Strix - Trigonometry for changing directions w/ mouse.
   Enormous Elk - Unreal world.
   Stefan - Testing.
   thefinn777 - Identifying and mapping cultural & tile map addresses and data.

Requires Microsoft .NET Version 4.6 or later. (Usually already installed)

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