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[Fixed - persists in 3.60] Infinite Skill Points Glitch
Hovering over the F1 to launch encyclopedia button while pressing - on the number pad increases skill points, pressing + does not decrease skill points, also increases the black transparent overlay with each keypress until focus over the button is lost. Screenshot: http://prntscr.com/pvorld November 12, 2019, 04:56:34 AM |
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[Outdated][3.71][3.63][3.62] URWCharacterMenu v1.0.4b
[Outdated][3.71][3.63][3.62] URWCharacterMenu v1.0.4b Ancient cheat menu I've been working on for the past couple of year's, noticed a lot more people playing since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. Menu: Inventory: Injury Editor: Map tab: Console: Console commands:
Please report any bugs to me via this thread, my PMs, or contact me directly on steam: https://steamcommunity.com/id/Nightipoo/ Download attached to thread. Credits: 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) November 12, 2019, 06:49:07 AM |
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Re: Any active modders?
Quote from: aat I think that's great that you are delving into memory editing of URW. I can access a bunch of these, its just a matter of documenting them and then combining them properly w/ or w/o an official mod, possibly making some sort of interpreter to read the mod files for custom script to apply could be a project. Quote from: aat Ingredient matching is based on names or object property inheritance. If you inherit from "Club", your object will match the "Beater" ingredient; or if you inherit from "Northern spear" you will be able to use the object as a ski stick. Some of these are directly tied to other areas of code/data within the game, in particular I noticed I wasn't able to find some herb effects while documenting herb addresses in the item struct, I noticed that they changed when i edited some of the strings to a different base herb, probably indicating the default values are hardcoded or stored elseware, currently I've just been looking at CharacterName.OBJ file which contains the data for objects the game has generated over play time, the default object list is CONSTANT.OBJ, which could contain the data, but I haven't gotten around to looking at this in more detail as I'm mostly still documenting other objects generated by the game, some of which aren't included in CONSTANT.OBJ such as corpse's and different states of hides/meat cuts from cooked to uncooked, soaked hides, tanning hides, etc. There are some flags for weapons, but I haven't identified them with certainty, my best guess is some sort of identifier as to weather the weapon damages hides or not when used, but I haven't verified this, only a conclusion based on a comparison of weapons which lacked the value seemed to be non-edge based weapons. I don't have a Northern spear in my characters data so I'm not able to compare that currently, but if anyone would like to donate game files for research purposes I could certainly use them, as I want to have multiple comparisons of data files for the best estimate as to what data is what, additionally many people have far more progress than me in the game and generally have more save data to work with. I can also provide modified versions of files for testing purposes if someone would like to help me in documenting the effects of the data changes. Lot's to talk about on the subject of data and files, would be better to talk about it over IM. Quote from: aat A concrete example would need having a [TAG:property1] syntax, to assign to a object, and then being able to require such type of ingredient with the {[TAG:property1]}. Much more diversified and streamlined recipes. You'll have to explain what you mean here better, I'm not sure what kind of limitations I have when it comes to recipes yet, I could possibly learn more by tracking a mod's recipe data (if i can find it), but I'm not familiar with the actual official modding syntax yet so I'd be shooting in the dark for a little while (not even sure how to install an official mod yet aside from copying over the main files? lol). Quote from: aat Some other limitations are intrinsic to the recipe system. For example, you can make only one type of object at a time (no multiple products from a single recipe). This is probably possible to do with relative ease. Quote from: aat Another limitation is that we can't add new buildings. This along with NPCs, terrain, possibly some other types of data may be possible to manipulate (in theory, likely) its only a matter of documenting the data and the addresses in memory. What this means to me is, A. I need to know what I'm looking for in terms of what numbers I'm trying to find (for example, an item on the ground has an X Y location in memory). B. The data needs to be editable, and the edit needs to create the desired effect to be a feasible modification (I edit the X Y location of an item on the ground, it teleports to the edited location, I now have the power to use this as an "action" for a mod, or as a "condition", such as determining if a particular item is at a particular location to trigger some other "action") Usually, when I'm looking for a particular piece of data, other data relating to the object is also close by in memory, so finding one thing can lead to indications of other things within the data (hence documenting the item struct) This is the main limitation of what I can do, I am nowhere near close to the best memory-editor's out there, as there are many other people who can manipulate sections of assembly code to change the way the game functions entirely, most of what I do is reliant on changing data that the code interacts with to produce the desired effects. I can do other hacky workarounds with C# and manipulation of the data and using C# code to create some hacky effects, but this can be hard to get stable (for example, I have created a feature for my next update of URWCharacterMenu that allows you to click on a tile, and teleport to it. I was unable to add support for zoomed-out views however, though it is probably possible the math required to do it is beyond what I'm willing to figure out to fix a minor inconvenience). Quote from: aat Finally, if memory editing really enables more modding possibilities, they would be limited only to the windows platform, right? My app in particular would be limited to windows yes. I'm not familiar enough with other operating systems to say yes or no on their limitations, I do know their op-codes tend to be different, so it would be a matter of weather they have memory editing support for their operating system + a matter of re-documenting the data for that particular operating system, I think anyways. The data itself should be similar, so the methods for finding and documenting the data should be similar, I think. If anyone using linux or ios (if that's even supported, gosh I'm so ignorant!) wants to experiment on their side with this, I would be happy to provide the methods in which I have found my addresses, but they would be starting nearly from the ground up as far as creating an app that can read/write to memory, and the actual design of the app (be it a standalone mod or something that can interpret custom mod files to enable a richer scripting environment for that particular OS) Just my thoughts, I could be completely wrong. Quote from: aat Anyway, I'm currently working on a mod, which is an evolution of caethan self sufficiency mod. Funny I was just looking at caethan's mod files the other day, admiring his work and efforts. I would defiantly be up for this, if you wanna chat more about it we can hookup on IM and get a workflow going on my side. I'll be updating the main thread with some contact info, and I'm considering opening up a group chat on discord or somewhere else to get at least some connections/conversations started, forums are great for long, clear, thoughtful thinking but this is closer to sending a letter than having a conversation where our ideas can evolve at a more rapid pace. edit: Also just wanted to throw it out there, the more things we can get documented in memory, the higher the chances are someone (maybe myself, maybe someone else) can make things like map editors and tools not currently available, however the line is drawn where-ever the Enormous elk team decides to draw it, making mods to enhance the game is one thing but we need to respect the creators wishes as to what they want made publicly available, being that the game isn't inherently pay to play (protection wise, I believe), I don't want to be the guy creating tools that will create a run away effect where the game is effectively used as an engine, rather than enjoying and expanding its original content. It would be a dishonor to this games development history and DECADES of continuous passion from the developers, and for most of you this probably doesn't seem like it's a big deal, but I've developed and been apart of communities of developers and modders for several different games over many years, and I can tell you from experience, modifying memory can be fun, creative, innovative, and an overall enjoyable experience for everyone, but it can also ultimately, destroy an app from its core, for its developers and users. Most people are familiar with this experience in the form of multiplayer game cheats, such as aimbot and ESP in the case of FPS games, but there are many dangerous ideas that can be executed using reverse engineering processes which can have a longer lasting negative impact, It's only a matter of imagination and code. Just my two cents on it. edit2: Spent a good amount of hours starting a guide on using cheat engine, should give anyone who wants a swing at it a good chance to succeed. I'll be posting it when I have completed it. December 03, 2019, 12:55:09 PM |
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[Guide] Modding with Cheat Engine
Overview: 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:
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:
Spoiler: Image 2 show Result: 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.
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 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 Spoiler: show Spoiler: show Spoiler: show Spoiler: show Spoiler: show Spoiler: show Spoiler: show Spoiler: show December 04, 2019, 12:07:30 PM |
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Re: [Guide] Modding with Cheat Engine
Using Cheat Engine: (Continued) Step 3: Confirming your target Now that I have a reasonable amount of addresses to test for actual effects with, I want to document these addresses in a separate file offhand so I don't lose them in the event I give the game invalid data to work with and cause a crash, so double click the address and copy the information to a notepad so you can add the address back manually, or even save the cheat table so you can load them again. Green addresses have the following format: urw.exe+A2EC404 where urw.exe represents the games base handle (runtime dependant), and A2EC404 represents the offset of the address, this equates to B2AC404 when combined together. After backing up my addresses, I am now ready to effectively modify them and see what they actually represent in the game. To do this, I need to effectively represent the numerical value of the address to a direct result on the game. A good way to easily test values that change over time, is to simply freeze them and record if they change over time, if they do not, chances are you are freezing the variable that effects that aspect of the game... I freeze all four of my addresses and pass time twice for a total of 8 hours, the indicator I was originally searching for does not change (Early evening, wait 8 hours, still Early evening, you also notice the sun graphics in the top left stuttering and lacking movement), almost definitely meaning one of the four addresses I have frozen controls the time of day. So now that we know we have the address, its important to document what the values represent for that address so we can effectively use it to our will. To begin, we're going to isolate the time of day address to one single address, by changing each address to different value and refreshing the game by passing time, I should be able to determine which of the four addresses directly edits time. I have Isolated the time of day offset to 0B2AC4B5, as it is the only address I am editing and having a direct impact on the time of day, I however notice strange effects when editing this address making it act irregular to what you'd expect the data to do. This generally means you are looking at the right spot, but are interpreting the data wrong. In my case, our search results yielded the address for the "minute" address, meaning 0B2AC4B5 determines the minute of the hour, representing a value of 0-60 (you can watch the address cycle from 1-60 when passing time and resetting). Knowing this is what the address is, and that time is stored in this fashion in the game (each representation of time has an address) I can now predict what addresses such as "day", "hour", and "month" will represent value wise for a particular address. Meaning we can use exact numbers in our filtration methods in relation to the data, for example, if we wanted to search for the address that contains our month, we would be looking for a value between 0-12 (sometimes code will use 0 as an index representation). We can also assume that the Hour of the day address, is a value between 0-24, finding this address will be easier because we can now set the minute of the hour address to 59, pass a tiny bit of time, and filter for an increase in the hour value when the minute value resets, as that would indicate the hour has passed. We can repeat this process until we have every address for determining the current world time, using minutes to get the address for hours, hours to get the address for current day, days to determine the passing of the month, and then using the passing of months to find an address that indicates the year. Once you have each of these addresses, you will be able to essentially control anything that relies on time. This includes the weather/season based on month, daylight/night based on hour (also has an effect on animal activity), plant growth / hide working times can effectively be "skipped" by adding time to the current world time. Concluding notes: This is effectively, the basis for finding addresses and modifying the games memory. there are many techniques that I did not cover in this guide that can be helpful in finding and documenting addresses, but this effectively covers the basics of what you need to know in order to produce any kind of modification. The address I decided to target wasn't a particularly easy one to search for, but I think it gives you a good amount of perspective on the type of thinking required in order to get the results you're looking for, especially for addresses that aren't self evident (like stats that show you the actual number so you can just do an exact value filter) For getting a feel of using cheat engine, I would recommend searching for values you can actually see so you're not using abstract thinking to effectively predict what the value is going to be. If you're having trouble following this guide or are simply stuck, feel free to reply to the thread and ask questions or PM me directly, I can also provide much easier examples for people to find if they get lost. Hopefully you or someone else reading this thread finds educational value, if not at least a good read on how I find modifications to use. December 04, 2019, 12:07:53 PM |
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Re: Question about Combat and Accuracy
I would also like to second this description, playing in the past as someone who experimented with stat cheats and the like, you can still be eliminated with double the maximum attribute values and double the maximum skill values if you make foolish mistakes, which may not all seem to obvious but this game's combat mechanics are scary accurate to what would happen in a real situation, using default values. Even characters with a mastered skill have a high chance of dying, the difference is they also have a higher chance of killing their enemy. My advice is to think of the game as if your character was a realistic thing, there's only so much you can do with the knowledge your character has, and it may not be enough to effectively fight an enemy with a weapon and armor. In my experience, dogs are your best friend when it comes to combat. (which obviously makes sense in a realistic situation as well). December 04, 2019, 02:20:27 PM |
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[Info] [3.72][3.71] Cheat Engine Addresses
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. Key: (?) - Needs more documentation, partial confirmation. [3.72] Rudy has addresses for 3.72 attached below, includes the essentials. Outdated Versions: Spoiler: show December 14, 2019, 01:18:52 PM |
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Re: Unlocking apparel quality's maximum limit
If you're talking about making a new quality above masterwork etc, I don't think thats possible afaik. I know you can edit an item's quality in game data though, through hex/memory editing. Not sure about mod files.
December 19, 2019, 03:08:14 PM |
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Re: Unlocking apparel quality's maximum limit
I'll post something on it since you're interested (the memory editing). Working on updating my mod to 3.61 and fixing bugs, then I gotta update another thread or two. After that I should be able to do it. As far as standard modding, I think you could just make craftable versions of the cloths but I'm not sure how/if you could control quality. December 19, 2019, 04:48:12 PM |
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URW Modding Discord
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. https://discord.gg/R9rq4DV December 19, 2019, 05:56:35 PM |
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