Crimson Desert

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UAE84
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Re: Crimson Desert

Post by UAE84 »

Hi ,
somehow the greater gear durability option no longer works


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bbfox
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Re: Crimson Desert

Post by bbfox »

UAE84 wrote: Fri Jun 05, 2026 4:38 pm

Hi ,
somehow the greater gear durability option no longer works

This is bad.
Script fixed.


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Re: Crimson Desert

Post by Wendigo »

Seems like last update (1.12.00) broke "When item decrease: no change in defined range" cheat


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Re: Crimson Desert

Post by bbfox »

Wendigo wrote: Fri Jun 19, 2026 8:56 am

Seems like last update (1.12.00) broke "When item decrease: no change in defined range" cheat

Yes, also added around 150 items.
Updated


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Re: Crimson Desert

Post by Wendigo »

bbfox wrote: Fri Jun 19, 2026 10:36 pm
Wendigo wrote: Fri Jun 19, 2026 8:56 am

Seems like last update (1.12.00) broke "When item decrease: no change in defined range" cheat

Yes, also added around 150 items.
Updated

Not that it's a bother, but some provisions' number don't get updated by the cheats. So far I noticed this about Honey Tea and Wine.

Anyway, this can wait next table update. It's not a problem :)


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Re: Crimson Desert

Post by bbfox »

Wendigo wrote: Mon Jun 22, 2026 11:25 am

Not that it's a bother, but some provisions' number don't get updated by the cheats. So far I noticed this about Honey Tea and Wine.

Anyway, this can wait next table update. It's not a problem :)

To be honest, I'm not sure if this can be fixed in the next version. It's impossible to cross-check 6,000+ item IDs every time. PA updates almost every week, so I just try my best to keep the main functions working. (Honestly, repeating this brings no satisfaction.)

The in-game item IDs are just the object loading order in the data files. The real ID is the number after the slash. Currently, after a patch, I dump the real IDs from memory, then my backend handles it using Python + Rust, because PA changes the data structure all the time.

If a regular item ID is wrong, it's fine. But if money ID is wrong, the script will have big issues, and that's when it needs a fix.

But let's be real—I don't test every script after every game update.

PA is really working in continue improvement this game. The most case is it tunes character movement asm code to use more efficiency SIMD instructions (But this means all related AOBs will be failed).


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