yes thanks thank i was looking for something like this
Awesome bit of information! Thank you 😀
As some of you might know the Tuneables_processing script contains the indices for memory editing of the tunables.
Though the issue is that all the tunables are Hashed these days.
For examplesub_1b93(a_0, a_1, 0x1600629, &g_40001._fB83, 1);Thats tunables "1600629" with the index of "B83"
Problem is we dont know what the actual string for the hash is so we dont know what it does ... Right ??Wrong
Cause after running this tool over the file we end up with the following line"TATTOO_MP_FM_26_EXPENDITURE_TUNABLE" = 2947As you can see it removes all the stuff we dont need and either shows the decimal or hexidecimal indicator.
This can be multiplied by 8 ( 8 bytes per tunable) and added to the pointer to get the correct offset, for this tunable.
How it works is as following.
You have a string input file Called "Tunable Strings.txt" that is filled with each and every prior used string in tunables ( used an external file so we can easily add stuff ).
This tool loads that list, hashes each string With the same Joaat hash used by the game compares it to the hash in the Tuneables_processing script and replaces them with the String.
All in all not that hard but soooo useful for new updates.with this we can build correct indices for each dehashes tunables entry in current and any upcomming version.
F.Y.i When using this dehashing takes a while ( wil be even longer when having added more strings )
But since its nicely multithreaded it wont freez.P.S: this tool is exclusive for RG and i wanna keep it that way ...
Updated , Added Custom tunables support.
Hidden content cannot be quoted.
wow amazing bro
🙂 Nice 🙂
Thanks 4 this