My setup: original DataPC_Rome.forge = b2a5f7e29b85608ded7688ff66c5062a skidrow 1.03 exe = 6882e5fad03f4ab040ff1840f2a1cb61
original DataPC.forge = 2e1c1c180e7f56a9b2b8d88ea1e039b6 DataPC_extra.forge = 8a93c27c0dcc25be25eb15e875df73ea
Other files should not matter. I think those hashes are correct (got lots of WIP files floating aruond). Else I could upload a debug dll unlocker that'll investigate whether your system is injecting correctly.
-- Edit --
Put this in your scripts folder. It should create a small debug-out file which will inform what part of the injection is activated.
Checking out the ACB armory. I don't think it's scripting controlled (or not directly anyway). Looking for a weak spot. The cabinet cover is likely removable which should expose the rack (empty or not).
As side-note, checking AC2 also. Fake DLC1 looks to reference a location in East Firenze. Need to activate the dlc bit to find out which DNA sequence it opens up.
Side-note 2 I didn't notice is that AC2 PSP weapons became ACB weapons. Maria Thorpe's Longsword ==> Roman Longsword Armand Bouchart's Blade ==> La Volpe's Bite Twins' Rapier ==> Sicilian Rapier (misc)
Side-note 3 is I wonder what could be behind the other AC2 covered weapons rack.
Attachments:
File comment: debug Unlocker.7z [35.54 KiB]
Downloaded 75 times
aclair: My files checked out perfectly save for the EXE since I'm using the v1.0 EXE to bypass that startup crash. It has a hash check of A5938467E6AE6164FE1FFF6BB155618B. The post repack DataPC_ACR_Rome.forge has a hash check of A196382BA43D1A31BBEDA449792D2112 in case that matters though I'm pretty sure that's updating just fine. For whatever reason my problem is the v1.03 EXE crashing and the unlocker not working for me for some weird reason.
As for the debug-out.txt...I opened it and got the following...
I just happened to be recording the last memory, so I could throw this in here. When I was defending Copernico at the end, some of the enemies got stuck far away in the map (that or they never properly loaded/rendered in the first place) and never came close. However, when I jumped out to see if I can get near them, the memory just ended.
Had the same problem with the latest version (patch1a + patch2b, unprotected 1.03 .exe). Copernico's assassin (who looks like papal guard) wasn't able to reach him, the other guards just kept spawning up. Restarting from checkpoint fixed the problem.
01. Check "debug - unlocker.txt" for something: @@@ base = 400000, id = 98C405C6
02. Also upload debug_dump.bin for analysis
03. Debug_out.txt should have start OPTIONS 100 dlc_code dlc2_code dlc3_code .. dlc3_code
@Everyone Thank you for making this project a success. I won't be advertising it around publicly at official places but it'll get around slowly (already got mentioned somehow at xentax hacker forum).
Maybe last piece of news: 01. AC2 dlc1 = "DLC test mission (2009)", East Oltranzo District, Firenze (not playable)
02. No new weapons behind other covered AC2 rack (dummy) 03. AC2 is done to me
01. ACB "Exit Animus" - if it's script controlled, I have no idea where. It's probably looking for a "game finished" flag but that could be stored anywhere. Really puzzled where/if this is doable.
02. Same with Animus legend
03. Weapons rack = basically same status as 01. A more gifted hacker would likely need to patch this.
04. Can't think of anything else I want to do other than fixing this last dlc unlocker thingie
edit: 05. I have zero - zero idea why the (Swiss) Guard spawner has problems. I'll recheck all the data -again- for problems. *eyetwitch*
Joined: Saturday, 02 Nov 2013, 20:51 Posts: 241 Location: Romania
aclair wrote:
Maybe last piece of news: 01. AC2 dlc1 = "DLC test mission (2009)", East Oltranzo District, Firenze (not playable)
02. No new weapons behind other covered AC2 rack (dummy) 03. AC2 is done to me
What about those lootable keys from Knowledge Is Power and Hunting the Hunter missions in AC2? Is there anything in the files that might indicate what they are (were) for? At around 2:08 in this video:
Spoiler
Sorry i keep bugging you about this, but i've wondered about them for years, and Ubisoft refused to comment when people asked...
They were meant to be Inventory items - Feathers, Poison, Gun Bullets, Throwing Knives, Bandage (Medicine?), Quest Items, Codex Pages, Seals, Statuettes, Keys. You could look them up via Animus (original purpose).
Special category: treasure - TreasureChest_00, TreasureChest_01, TreasureChest_02, TreasureMap_01, TreasureMap_02, TreasureKey01.
03. Select "Datafiles" tab - open each file 1 at a time 04. Extract "Texture data" 05. View with a DDS viewer (ex. DDS Viewer)
Guess from data files: 2 types of keys - civilian, guards. For looting.
They originally had a BonusMission - SQ07. Called a "CinTest".
Intro: "Have a chat with Rosa then something else". Activated by talking to Rosa. Outro: "Bonus!!! Yes I want to see Outro" Outro body: "LetsHaveSexTogether"
@Happens24 Check here for new dll. Should fix your problem - better exe detection address used. Patch 2c. viewtopic.php?p=964409#p964409
As for the final guard spawn bug, I can't trigger it - they keep spawning in the correct areas, even if I poison the assassin. OTH, I'm open to the idea there's a glitch in one of the files that triggers random bugs (aka. Copernico standing, crash, bad guard spawn) so I'll keep looking more carefully.
aclair: It's fixed. Thanks a ton. You really went out of your way to help me when you didn't have to since I was the only one having this problem. Not many would continue to bother so again a ton of thanks for the assistance.
Let's see. - Rolled all source code updates into 1 new package. - Rolled out new patches
Rebuilt files from scratch (corrected surgery accounting errors). Tested campaign one more time 1-8. No known errors here. This should work better than the old builds.
Changes for me? - M1 guards use spawn point #3 more often - M2 ambush points spawn more guards (the ones where they "randomly" come out of nowhere) - M4 has a roof guard that I _never_ saw before. And actually foiled my plans from previous plays. - M7 seems to have more roof guards too. Foiled again. - M7 had a non-scripted gunman somewhere that snowballed into a 20+ guard getaway chase. That's new for me. - M8 ambush guards seem to spawn correctly.
I won't be hosting any post-built files as the forge is > 900MB. And constantly changing on my end. Also I won't be merging them into 1 AIO package, in case I have more changes. ^^
thank you very much aclair. I'm replaying some AC titles before the release of Unity/Rogue, and I had just started Brotherhood. This will sureley add some replay value
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