- Feb 11, 2019
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I think its a combination of Unreal and their method of implementing it. I don't have previous version unpacked any more and can't be bothered finding the AES key for this version, but from memory they're using PP blueprints (PostProcessing) which calls two other blueprints for the effects, which look like store assets for 'Alcohol' effect. As you found, the effect values scale off the infection value and the morph value, so theres a whole of compares/read/writes just for that system.Hey guys, been messing around with the cumflation stuff and while I also don'
t have anything to write a table with yet, I took some shots of values used that may help some find the address. I've noticed that the game seems to have a limiter in there that wasn't present in older builds as nothing over .69~ makes any difference.
the key values to look for here are the bottom 3. the others are ones pertaining to the infection effects some of the address copying is crazy, not sure if this is unreal engine or the developers doing but there seems to be a lot of redundancy in the engine
As for inflation values, in theory it goes up in 0.15 steps upto the 0.69 limiter, so that all pretty much matches. In the previous versions I found I had to reach a value (say the max of 0.6999) then do another fresh exact value scan for that, then got about 15 or so results and it was a couple of those that made a visual difference above the limit. Don't know why they typically didn't show up in the inital scans but that happened a few times, maybe also related to my scan settings etc too of course.