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Looking to contract a Cheat Engine expert for porting

 
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Peepo
How do I cheat?
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Joined: 09 Jun 2022
Posts: 2

PostPosted: Thu Jun 09, 2022 2:29 pm    Post subject: Looking to contract a Cheat Engine expert for porting Reply with quote

Hello!

Was wondering if some Cheat Engine expert would be interested in a job. I want the YSA mod for Kingdoms of Amalur: Reckoning ported over to the remaster, Kingdoms of Amalur: Re-Reckoning, with some potential big fixes if possible.

Send me a PM or just post here if interested. I pay via PayPal.
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Frouk
Grandmaster Cheater
Reputation: 5

Joined: 22 Jun 2021
Posts: 515

PostPosted: Thu Jun 09, 2022 11:55 pm    Post subject: Reply with quote

bruh

i think you should use other site...
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Peepo
How do I cheat?
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Joined: 09 Jun 2022
Posts: 2

PostPosted: Fri Jun 10, 2022 8:59 am    Post subject: Reply with quote

I posted there as well but no responses yet.
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cooleko
Grandmaster Cheater
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Joined: 04 May 2016
Posts: 717

PostPosted: Fri Jun 10, 2022 5:19 pm    Post subject: Reply with quote

People who are willing to pay for services usually have no clue the costs involved or consequences they may face in the future.

The process could take anywhere from an hour to a month and no one is going to do it for less than 250 an hour. People who love to edit games are typically successful engineers, developers, or programmers and their time isn't cheap.

My hourly is billed between 600-800 depending on type and amount of work the client traditionally provides me and I wouldn't even guarantee success because I know nothing about this game.

If you can't afford to pay out 10k, do it yourself or wait until someone who loves the game emulates it for free because they want that particular experience.

Further, if the developer released a modding API for the new game, it is very likely a 15 minute endeavor to assign the needed values using their api so you are barking up the wrong tree looking to memory edit each and every value.

Lastly, whoever you hire may get your mod working perfectly for your version of the game and when the next patch comes out it breaks some of it which you would need to pay them, again, to revisit and fix everything that changed.

Introductory logistics aside, your request turns away any competent individuals because you put zero effort into framing the problem.

You are asking someone to 1) figure out what the mod did in the first place, 2) identify the entire game structure that supported each aspect of that mod, which means they have to find each and every calculation of exp, damage done, damage received, etc and then write code that handles each appropriately. Merely parsing the problem likely costs more time and money than you are willing to spend and the developer hasn't even started working on the problem...

If you instead clearly depicted the problem as:

Identify the exp structure and write code such that the exp gained can be decreased or increased by a percentage.

Identify damage and write code such that the damage received can be increased or decreased by a percentage.

Etc for each component needed to emulate that mod people would be more willing to even consider entertaining your request because they could reasonably begin to estimate what it may take.

Given all of the discouragement from attempting to hire someone, it's likely easier for you to just do it yourself. The changes you are requesting can be on the easier end of the spectrum for memory editing if the game doesnt have any unexpected surprises. For example, I estimate that in a normal game I could have a damage modifier completed in 10 minutes. It would take me longer to find the cheat table I'd want to copy my code from (or to code it from scratch) than it would take to find the instruction(s) that calculates damage. For a motivated first time learner who is gifted in google search they could learn in less than two hours.

For damage, find the character's hp value, get hit once, perform new search, repeat until you find the address. Confirm it is the correct address (write 999999) and see if it sets to max HP. If it is the right address, 'find what writes to the address' and get hit with a physical attack, magic attack, explosive damage, allow the character to regen, etc. The game may use the same code for all or may use a unique instruction for every source of damage and/or healing possible.

Now for each, scroll up in the code and identify where 1) the original HP is read and 2) the modification is read/calculated. From the sounds of it there is a multiplier because the googling I did suggested that is how it could be recreated in the original. Simply adjust the 1.0 modifier to be what you needed. For damage you could raise it to 1.25 for yourself, drop it to .75 for enemies or w/e. If a modifier didn't exist in the current version of the game, you would have to write one, which is just as easy but many struggle getting floating point working correctly in their first scripts.

You need to replace the code contextually based on whether it works for just you or all entities and for each 'type' of damage.

Once you solve damage, move to EXP, and/or whatever things you are trying to emulate.

Very likely the process isn't hard, just time consuming to get it done right. You can learn a few new skills and complete it yourself, saving thousands of dollars, or you can hire one of us if the emulated mod is worth it.

Because we love the process so much, everyone here will go to great lengths to help you learn (proof is in the tens of thousands of posts by the regulars over the last 20 years). It's the asking us to do it for you that gets costly.
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