For Honor Cheat Engine Steel

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Giraldo Allain

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Aug 5, 2024, 2:29:11 AM8/5/24
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Edit1I think I managed to replicate the problem. I was using 7.4 and 7.5 CE and the script turned out as file0, file1, and file2 . My initial file was save using 7.5.2 CE, not sure if that cause the problem. Will post a fix on the main post and keep this as a reminder for my future table.

Creating cheat for a hobby, not obligated for requests or update.

My ct will always be free to be shared without removing the credit or where it originally came from.

Anyone can update in case I'm not doing this anymore.


Oh, I think I removed that because I thought it was a duplicate of renown, my bad. You can download the v1.0 and copy paste from there and rename it honor. Might fix it later when I'm a bit free with some additional features .


Thanks for the quick reply

I tried that and it shows 2 renown options, one is my actual renown and the other shows a number that doesnt fit my honors or anything

I dunno what it actually edits but its not the honor

I noticed that the new table actually removed the "real" renown option

The 1.0 has the correct renown and the wrong one that isnt honor either, the new table only has the wrong renown option


I did some digging and found that the honor offset of +178 was correct but when I loaded another post-endgame save, the offset changed, which was puzzling because both were the same save file, just at different progression stages. I might create a separate script for honor, as they both access the same address.


Edit1: Update table in the main post. Hopefully it fixed the renown and honor with a few additional new pointer like changing name, color, etc. Finish the game last week and unless someone give feedback, I'm just going to assume everything a-ok .


On the off-chance that anyone thought it was a bluff, a message posted recently in the For Honor subreddit made clear that it was not. In it, Ubisoft announced that the first round of warnings about AFK farming was issued last week, and the first wave of bans went out yesterday, leaving roughly 1500 players out of the action for three days. New warnings have also gone out to another 4000 AFK farmers.


"Using a cheat engine to exploit AFK farming is against our Code of Conduct, and these impacted players may get a permaban for cheating," Ubisoft wrote. "In all cases, impacted players will receive an official email detailing their sanction and the reason behind it."


What you won't receive, however, is any information about how Ubisoft determines who is in violation of the rules, or how it came to that decision: Its initial warning about incoming penalties said that "no details about the state of our investigation into this matter will be disclosed at any stage. Rest assured that sanctions will only be applied if there is clear evidence." If you're unsure about the rules, you'd probably be well advised to spend some time with the For Honor code of conduct, and also the sanctions FAQ.


Andy has been gaming on PCs from the very beginning, starting as a youngster with text adventures and primitive action games on a cassette-based TRS80. From there he graduated to the glory days of Sierra Online adventures and Microprose sims, ran a local BBS, learned how to build PCs, and developed a longstanding love of RPGs, immersive sims, and shooters. He began writing videogame news in 2007 for The Escapist and somehow managed to avoid getting fired until 2014, when he joined the storied ranks of PC Gamer. He covers all aspects of the industry, from new game announcements and patch notes to legal disputes, Twitch beefs, esports, and Henry Cavill. Lots of Henry Cavill."}), " -0-10/js/authorBio.js"); } else console.error('%c FTE ','background: #9306F9; color: #ffffff','no lazy slice hydration function available'); Andy ChalkSocial Links NavigationAndy has been gaming on PCs from the very beginning, starting as a youngster with text adventures and primitive action games on a cassette-based TRS80. From there he graduated to the glory days of Sierra Online adventures and Microprose sims, ran a local BBS, learned how to build PCs, and developed a longstanding love of RPGs, immersive sims, and shooters. He began writing videogame news in 2007 for The Escapist and somehow managed to avoid getting fired until 2014, when he joined the storied ranks of PC Gamer. He covers all aspects of the industry, from new game announcements and patch notes to legal disputes, Twitch beefs, esports, and Henry Cavill. Lots of Henry Cavill.


Since the CD-ROM gave developers more storage than they needed for the game, multiple copies of textures were loaded on different parts of the CD-ROM so that they were slightly quicker to access depending on where the disc was already reading. This avoidance of loading time overcame one of the most common drawbacks of the 2X CD-ROM based PS1/Saturn compared to the cartridge-based N64. Some other PS1 titles pulled off a similar strategy, but Soul Reaver was one of the first and most impressive in its execution.


On top of all this, Soul Reaver runs at a resolution of 512240 while targeting 30 fps. While it does have some occasional slowdown dipping into the 20 fps zone during larger areas and battling larger quantities of enemies, this is still impressive considering something like Legend of Zelda: Ocarina of Time on the N64 only ran at 320240 at about 20 fps during the same time period.


Soul Reaver contains some of most impressive character animations and lighting effects to be found in the 32-bit era. Whether he is roaming the sprawling worlds, moving blocks in this 3D puzzle adventure, hovering, or swimming, Raziel always appears to move naturally and fluidly. The levels, object types lists, color lookup tables, and variations of textures were used to efficiently display a hauntingly dynamic environment.

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Metal Gear Solid is an iconic choice for utilizing the same mind-boggling game engine for its real-time cinemas, which creates a seamless transition from a game sequence to a cut-scene. Game director Hideo Kojima had also implemented a blurring effect to give Metal Gear Solid a movie-like feel.


Nearly every object in Metal Gear Solid (including Snake) is polygonal, however, Kojima and the team kept the polygon count low and leaned more on creative use of textures and rendering perspective. Thanks to these thoughtful techniques, Metal Gear Solid shows very few clipping errors and the characters move very smoothly.


On top of the already impressive game engine, the attention to detail, considering the technical limitations, is astounding. You make footprints in the snow that will eventually get covered up by snowfall. You can identify guards and other characters by their breath in the cold air. Water effects are accurate, light sourcing is dead-on, and the textures are solid.


If you want to dig into some other interesting technical info regarding Metal Gear Solid, check out this information about porting MGS to the PC.

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The two guys at Naughty Dog did an amazing job of being relatively new to the game dev scene and looking for an opportunity (filling the gap of a 3D platformer, Virtua Fighter and Ridge Racer/Virtua Racing had fighting and racing covered at the time, and simultaneously trying to fill a gap of a mascot character for Sony).


For Crash 2, the team at Naughty Dog rewrote approximately 80% of the game engine and tool code based on the lessons they learned and the bottlenecks they saw in the first game. In the end, Crash 2 aimed for twice as much on the screen while maintaining the 30 frames per second. It also added more effects such as Z-buffer-like water effects, weather, reflections, particles, talking hologram heads, etc.


Crash 3 challenged the team to develop new engines or sub-engines to power a more free-roaming 3D style, up to 10X longer view distances, and more level of detail features. They had to overhaul the background polygon resource manager and the AI memory manager to handle the increasingly large firehouse of data that had to be processed for the game.

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By the time Spyro 3 was published, Insomniac was pulling off great ice reflections, semi-dynamic lighting and a lot of impressive particle systems for fire, water, smoke, and explosions. There were also many subtle graphical and animation refinements from the previous installments that were already technical marvels. It was obvious that the team had become skilled professionals of creating a clean and cohesive visual package on the PlayStation.

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