

I took a look at the cheat table (attached it to post), but didn't find any structures.

The game's so good with the Aggression mod. Sorry for the late reply, I was busy playing Dark Souls with a bunch of random lads. Then, hook that instruction using the AoB injection template in the AA script window, and write whatever you want to the address of the AI. Find an instruction that also accesses the addresses of all other enemy monsters' AIs by right clicking on the instruction and selecting "Find out what addresses this instruction accesses". Then, look at what instructions access that address of that particular enemy. When you do find the structure, find the offset where the enemy's AI is stored at. The table might have even kept the structure around in the "dissect data/structures" window, in which case you should be able to easily find any enemy structure using a grouped value scan. If you already have a table for it, then odds are some script in that table accesses something in the structure of enemies. Try looking for a value that's reasonably easy to read and that you can change, like enemy health or coordinates, and find the base of the structure that way. The enemy structure could just be storing a pointer to it, in which case you'd have a somewhat hard time finding it. While strings are more unique, I'm not sure you should search for it, either. Searching for a constant value isn't a good idea since you can't easily filter out the junk. Look at this topic for more information on structures.
#Dark souls remastered cheat engine table mod
Better than nothing, eh?Įdit: I should also mention, that I've a little experience with Pascal used it to mod Skyrim and Fallout New Vegas, through the Tes5Edit/FNVEdit program, so if I have to do a bit of code, I won't be too imbecilic if it comes to programming some of this stuff, though I've not used LUA before.Īctually, Microsoft is the one who calls it a structure ( reference). For reference, I have been able to, say, get the health base address of an enemy and freeze it, as well as modify inventory item amounts, so I do have an extremely basic understanding of Cheat Engine at the moment. Odd.Īny idea where I should go from here? I've really no clue what I should now do. Someone in the Dark Souls trainer thread that you should search for a unicode string instead of a 4byte, but no addresses were returned. There should be no more than, what, 20 silver knights in the game.įirst red flag is that I'm searching for a value, and not, say, a string. 4Byte search, returned 10 million or so addresses.That's not so good. Now, I loaded up CheatEngine, and figured that I'd search for an NPC's structure by using the id c2410, to get the structure of a Silver Knight Swordsman. In CheatEngine, this sort of data is called a structure, aye? Trick is to find each structure for each individual enemy, have checks (model ID? AI ID?) to exclude bosses and non-enemy NPCs, then have an assembly version of an "if then" statement to replace the AI of specific enemies. Now, from what I've read, each enemy has it's own set of data (also shown by the debug build), that dictates the AI, the health, the team (attack/help/ignore player), and other such things. The plan is to replace the Undead Hollow, Armoured Hollow and Balder Knight enemies' AI, with the AI of the Silver Knights that use the same weapon sword, spear, that sort of thing. Should promptly show ya an excel sheet of 'em. Post count's too low, so just do a search for IllusoryWall Dark Souls Enemy IDs. There's a list of the enemy model & AI IDs, but I can't link to it right the now. That's one of the things that need to be changed, and supposedly, it's possible. In the earlier areas, such as the Undead Burg and Undead Parish, the enemies have an AI that explicitly tells them to wait, even when the player has triggered their agro radius. First time posting, but I've been lurking pretty hard over the past few days found a cheat engine table that works with the non-beta build, and I've been having a blast with the perma Gravelord and aggression hacks.īut, it's not going far enough. Posted: Fri 7:07 am Post subject: Dark Souls PTDE - Modifying Enemies?Īlright.
