Crimson Desert

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Crimson Desert

Post by bbfox »


ja-JP: 紅の砂漠
zh-TW: 赤血沙漠

A simple table, use this table only if you didn't find another better one.
So this game update frequently. Some scripts may gone after game binaries get update and never back.

Cheat Engine / Cheat Table script:

    □Toggle Compact View
    □Fast friendship
    □Fast pet friendship and take
    □fixed amount: ammos:100 / some known items / silver (980)... etc
    □Get vendor buyback item list
    □Menu: when add item amount: set item amount
    □Get HP address: Step 1 & 2 - AOB mode
    □Get HP - Pointer map mode
    □Get current char pointer
    □Auto fill HP/Sta/Spi, if data available
    □Get Archery Competition data
    □Abyss Gear
        □"Greater" gear: durability no decrease
        □Duplicate
            □(equipped only) Duplicate abyss gear when extracted - Step 1
            □(non-equipped only) Duplicate abyss gear when extracted - Step 1
        □(all) embed and destory the abyss gear
    □inf. weapon polishing durability
    □Get resistant attrs
    □Set max bag size
    □Set attack/defense
    □ez Parry
    □Fast dragon cooldown
    □Browse KUKU / item
    □Blink Spell
    □(X) Set min reputation when gain
    □reputation no decrease

Also one hit kill scripts are odd after update. Sometimes stamina will become 0 in a short period. Spend several hours to fix the problem but no luck. So I mark these scripts as "buggy".

Abyss gear copy/remove
viewtopic.php?p=4862#p4862


Item copy

Spoiler
  • go to camp, use storage box as destination/source. Or drop on the ground (NPC may loot your items)

  • enable "When item decrease: no change in defined range", set "cur. amount must >=" to 1

  • move item between bag and storage box. or drop item on the ground to duplicate it


Item create

Spoiler

There several ways to do. Key point is change Item ID and ID2 both. It's better to edit the same category item from old to new (example: 5 slots armor to new 5 slots armor, old material to new material)

Use "open item ID query GUI" to query items. This is a in-table GUI: maybe slow but don't need to switch between applications.

Here is one of the approach: sell to vendor -> change ID & ID2 -> buyback (as is in 1.05.01). Please note I only tested few items. It's better to create inter-items (source material) for final items. Create final item from vendor (i.e. Kuku series) is the safety way.
Example: from water -> A.T.A.G power module

Spoiler
  • Sell one water to vendor

  • in CE: Enable "Get vendor buyback item list" script

  • select "buy back" from vendor menu

  • in CE: click generate, this will list item:water here

    Buyback water
    Buyback water
    螢幕擷取畫面 2026-05-05 212125.png (118.8 KiB) Viewed 2868 times
  • change ID, ID2 to A.T.A.G power module (in 1.05.02: 1587)

  • Vendor screen should reflect to new item. If it's still in water, change data again. Game update data regularly.

  • Buyback the item, you got A.T.A.G power module

    Change ID to A.T.A.G Power Module
    Change ID to A.T.A.G Power Module
    螢幕擷取畫面 2026-05-05 212233.png (129.71 KiB) Viewed 2868 times

Example: from water -> Abyss Cell: No. 0

Spoiler
  • Sell one water to vendor

  • in CE: Enable "Get vendor buyback item list" script

  • select "buy back" from vendor menu

  • in CE: click generate, this will list item:water here

    Buyback water
    Buyback water
    螢幕擷取畫面 2026-05-05 212125.png (118.8 KiB) Viewed 2868 times
  • change ID, ID2 to Abyss Cell: No. 0 (in 1.05.02: 1709)

  • Vendor screen should reflect to new item. If it's still in water, change data again. Game update data regularly.

  • Buyback the item, you got Abyss Cell: No. 0 in kuku storage

    Change ID to Abyss Cell No. 0
    Change ID to Abyss Cell No. 0
    螢幕擷取畫面 2026-05-05 212509.png (126.92 KiB) Viewed 2868 times

Blink spell (teleport): original reference source from Treseed's 1.03 trainer / teleport procedure. Updated and fit to 1.05 ~ 1.09 (as-is).

Spoiler
  • No clip -- now implemented but once if it's failed, I may not revise it

  • Move speed multiplier: added down gravity adjustment factor & additional Z (height) multiplier. this means char can fly long distance. try to press XBox gamepad "X" for a longer time. Char will jump high and stay there (crow mode).

  • Waypoint TP and direction TP: if destination is a landmark, it will use landmark's Z height+15, otherwise will use setting value like +300 (+300 means you current position Z height + 300 because destination height is 0). Sometimes it will blink to wrong place (take one day to survey this, should fixed now, less occurrence).


Side project: Crimson Desert save editor: viewtopic.php?t=1919 (stay on 1.09 first release)
or DL latest from GitHub directly: https://github.com/bbfox0703/CrimsonAtomtic/releases
What save editor can do: unlock held sealed abyss artifacts (selectable, my primary goal for this editor). Others like all equipment items can insert 5 slot gems, create item, change stack amount, display seen sealed abyss artifacts on map. pure save editor, no mod.

Remember always backup saves

Old releases

Spoiler
CrimsonDesert.CT
v31 (2026/05/24): fixed spi not functional / revise blink scripts
(1.18 MiB) Downloaded 64 times
CrimsonDesert.CT
v30 (2026/05/23): rev. scripts, alignment to game version
(1.17 MiB) Downloaded 67 times
CrimsonDesert.CT
v29 (2026/05/17): rev. scripts
(1.13 MiB) Downloaded 128 times
CrimsonDesert.CT
v28 (2026/05/11): rev scripts
(1.13 MiB) Downloaded 92 times
CrimsonDesert.CT
v26 (2026/05/10): rev. scripts
(1.08 MiB) Downloaded 27 times
CrimsonDesert.CT
v25 (2026/05/05): added Item ID query GUI
(1.03 MiB) Downloaded 123 times
CrimsonDesert.CT
v24 (2026/05/03): Item ID lists are back (self work from process memory dump); fix "fixed amount: ..." Item ID2 offset incorrect
(1.01 MiB) Downloaded 130 times
CrimsonDesert.CT
v23 (2026/05/03): (1.05.01) fixed script cannot be disabled bug
(349.65 KiB) Downloaded 24 times
CrimsonDesert.CT
v22 (2026/05/03): revised for 1.05.01 / most scripts should work now
(348.67 KiB) Downloaded 53 times
CrimsonDesert.CT
v21 (2026/04/29): revise localization data and browse item scripts
(1.01 MiB) Downloaded 118 times
CrimsonDesert.CT
v20 (2026/04/28): fixed "get ID address #2 (wait for a moment)" (still not 100% correct); added en/ja/zh-tw item description
(991.59 KiB) Downloaded 40 times
CrimsonDesert.CT
v19 (2026/04/27): fixed: "Keep Gold bar" not working
(322.11 KiB) Downloaded 42 times
CrimsonDesert.CT
v18 (2026/04/25 / v1.04.02): version fix; added scripts
(321.78 KiB) Downloaded 88 times
CrimsonDesert.CT
v17 (2026/04/13): fixed crash in some situations
(273.04 KiB) Downloaded 141 times
CrimsonDesert.CT
v16 (2026/04/13): revise "fixed amount....." script: now include cogwheel, small batteries, lubricant, also set resource to min. value (not fixed), added amount setting; revise waypoint blink: if set over landmark, the target height is landmark's height+15; fixed "Duplicate abyss gear when extracted - Step 2" cannot be enabled bug.
(273.24 KiB) Downloaded 34 times
CrimsonDesert.CT
v15 (2026/04/12): fixed incorrect waypoint blink when move speed multiplier is enabled.
(269.15 KiB) Downloaded 69 times
CrimsonDesert.CT
v14 (2026/04/11): fix falling down factor for move multiplier
(267.98 KiB) Downloaded 45 times
CrimsonDesert.CT
v13 (2026/04/11): (v1.03.01) / revise scripts
(273.5 KiB) Downloaded 23 times
CrimsonDesert.CT
v12 (2026/04/10): added "Fast pet friendship and take"; Tuned some scripts
(243.47 KiB) Downloaded 50 times
CrimsonDesert.CT
v11 (2026/04/02): (v1.01.00 - v1.02.00) added ""Greater" gear: durability no decrease", "(non-equipped only) Duplicate abyss gear when extracted", "inf. weapon polishing durability", "When item decrease: no change in defined range"
(235.71 KiB) Downloaded 211 times
CrimsonDesert.CT
v10 (2026/03/31): added "(equipped only) Duplicate abyss gear when unembed"
(203.89 KiB) Downloaded 118 times
CrimsonDesert.CT
v9 (2026/03/29): rev. for v1.01.00 - v1.01.02
(194.11 KiB) Downloaded 126 times
CrimsonDesert.CT
v8 (2026/03/26): rev. inf items script
(182.5 KiB) Downloaded 152 times
CrimsonDesert.CT
v5 (2026/03/25): add/rev scripts
(181.33 KiB) Downloaded 25 times
CrimsonDesert.CT
v4 (2026/03/23): update pointer map data
(120.86 KiB) Downloaded 91 times
CrimsonDesert.CT
v1 (2026/03/20): init. ver.
(30.52 KiB) Downloaded 47 times
Attachments
CrimsonDesert.CT
v32 (2026/05/26): rev. Autofill scripts
(1.18 MiB) Downloaded 159 times
Last edited by bbfox on Sun May 31, 2026 11:01 pm, edited 56 times in total.

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Re: Crimson Desert

Post by Moonbeam »

I'm having a hard time using your table.
I don't understand what the Add Item does?
Would it be easier to just make a Multiplier instead?

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Re: Crimson Desert

Post by bbfox »

Default setting (2, 49):

  • Before script enabled: when an item amount is 2, and you get new one, it will become 3

  • After script enabled: when an item amount is 2, and you get new one, it will become 50

The game use shared code in many place. I just find this one is for item only (just in a quick survey). The problem is this game store item amount in two memory address, just like health. Both address value must be the same. The add item amount code will process both item address so I use it. I also think set to 49 is too high. Especially when friendship code is enabled. I got tons of potted plants and wools (by feeding sheep) occupied item slots.

Answer your question: multiplier may add it in next release. The min. amount threshold will always be there because this will filter out key items in general, unless it's like FF7 Rebirth.

2nd and 3rd character HP/Sta values need to be identified. I play in very slow speed, may add later.


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Re: Crimson Desert

Post by Hallowedsoul08 »

Plitch was able to do the item gain multiplier, so it should not be hard to implement. I don't know if their's affect key items though, but i'm about to test their's out.


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Re: Crimson Desert

Post by bbfox »

Hallowedsoul08 wrote: Fri Mar 20, 2026 6:06 pm

Plitch was able to do the item gain multiplier, so it should not be hard to implement. I don't know if their's affect key items though, but i'm about to test their's out.

It's the same code block. You can modify the code directly.

EDIT:
Now can use multiplier option when item added (default is value clamp).
Item target amount is set to 29.
For some known items, like normal key and cube, I force set them to 18 & 9 to avoid use too many item slots.


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Re: Crimson Desert

Post by Marcus101RR »

Game uses a internal database if I am not wrong, on top of that, Denuvo encryption is stacked on it.

UPDATE: MCK Table Version
Version: 1.07.00

Attachments
CrimsonDesert.CT
1.07.00
(43.85 KiB) Downloaded 20 times

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Re: Crimson Desert

Post by Hallowedsoul08 »

I think that's why I don't see too many mods for crimson desert. I'm seeing mostly reshades presets, game save, a save editor, etc.

Fling only put like 10 options into his trainer, which is also on wemod, while plitch add in more, along with an item multiplier.

I think they don't want people making mods for their game, at least not yet.

Edit: It has began apparently of the mod front.
https://www.nexusmods.com/crimsondesert/mods/56
and someone decided to take fling's trainer, and put it into a mod.
https://www.nexusmods.com/crimsondesert/mods/52

At least they give credit.

Can you add in an inf stamina cheat or the pointer for that, along with spirit?


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Re: Crimson Desert

Post by Marcus101RR »

Hallowedsoul08 wrote: Sat Mar 21, 2026 7:26 pm

I think that's why I don't see too many mods for crimson desert. I'm seeing mostly reshades presets, game save, a save editor, etc.

Fling only put like 10 options into his trainer, which is also on wemod, while plitch add in more, along with an item multiplier.

I think they don't want people making mods for their game, at least not yet.

Edit: It has began apparently of the mod front.
https://www.nexusmods.com/crimsondesert/mods/56
and someone decided to take fling's trainer, and put it into a mod.
https://www.nexusmods.com/crimsondesert/mods/52

At least they give credit.

Can you add in an inf stamina cheat or the pointer for that, along with spirit?

Yeah notice mods are now popping off with mostly inventory management so far, so if they can unpack and decrypt the first batch im sure they can do more. ASI mod had me thinking it was going to be like GTA/RDR, but I had a feeling it was stolen/copied.


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Re: Crimson Desert

Post by Moonbeam »

Been loving the updates to the table. Thank you!

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Re: Crimson Desert

Post by ethanruin »

Is there a chance a rest timer reset option could be added? Or even better a skip day option?


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