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  1. #1
    Spiken's Avatar
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    Warhammer: End Times - Vermintide Cheat Table (Health, ammo, grimoires)

    This is a cheat table to find some useful values in Warhammer End Times: Vermintide


    Cheat table includes:
    Grimoire count (You need to find one in the map first!)
    Tome Count (You need to find one in the map first!)
    Cursed dice count (You need to find one in the map first!)
    Barrels & Grain sacks
    Overheat for wizards
    Health/Godmode
    Tokens/Salvage items
    Speedhack
    Gravity
    Experince




    How to use:
    Join a game
    Activate the script at the top. (If it's already activated, deactivate it first)
    Wait 10-20 seconds (you can play the game in the meanwhile)



    Numpad - (minus) = Activate Teleport scripts
    F7 = Save location 1
    F8 = Teleport to location 1

    F9 = Save location 2
    F10 = Teleport to location 2

    Numpad 7 = Teleport to the first grimoire in Horn of Magnus
    Numpad 8 = Teleport to the exit of Horn of Magnus

    Insert = Give yourself 7 grimoire (click this some seconds after you have picked up 1 grimoire)


    Numpad 1 = Zero gravity
    Numpad 2 = Double Speed
    Numpad 3 = Godmode (Only works when you are host)



    This is GodsAngel/Nessins latest version, he havent updated it here yet + added hes Salvage script.

    Always check here if GodsAngel/Nessin update hes script: https://www.mpgh.net/forum/showthread...ight=warhammer

    Just putting it here, since he havent update and the one i update is outdated with some things.


    F10 - Activate/De-activate script

    (You can easily add your own hotkeys, just right click on one of the things, and choose 'Set hotkeys', and then save the table)

    Credits: Nessin/GodsAngel and drew


    Virustotal scan: https://www.virustotal.com/sv/file/8...is/1450195559/

    Warning: Any lua errors will cause the game to crash

    How to use:
    * Activate the "Lua Override" script
    * Enable the "Show Editor" code
    * Put what ever lua script you want
    * Hit inject
    * Enter your inventory to trigger the execution of the lua


    Here is some example code to be used. It does as it implies, slows down the rat ogres

    Code:
    Breeds.skaven_rat_ogre.run_speed = 0.1 
    Breeds.skaven_rat_ogre.walk_speed = 0.1
    Credits for this: pox911

    What this one does is it alters your proc chances on weapons

    Code:
        for k,v in pairs(BuffTemplates) do 
          if v.buffs ~= nil and v.buffs[1] ~= nil and type(v.buffs[1].proc_chance) == "table" then 
             v.buffs[1].proc_chance[1] = v.buffs[1].proc_chance[2]*.95 
          end 
        end
    Credits for this: pox911

    For grims

    Code:
    for i = 1,7 do 
       local mission_system = Managers.state.entity:system("mission_system") 
       local mission_name = "grimoire_hidden_mission" 
       mission_system.request_mission(mission_system, mission_name) 
       mission_system.update_mission(mission_system, mission_name, true, nil, true) 
    end 
    Managers.state.game_mode:complete_level()
    replace the "7" with however many grimoires you want. FYI this will only work if you are host.
    If the code isnt clear enough, if loops through adding grims and then auto completes the level



    You can also replace "grimoire_hidden_mission" with either
    "bonus_dice_hidden_mission"
    "tome_bonus_mission"


    Credits: Griffin02

    Add tokens: this one is verified to be working

    Code:
    BackendUtils.add_tokens("100", "silver_tokens") 
    BackendUtils.add_tokens("100", "bronze_tokens") 
    BackendUtils.add_tokens("100", "iron_tokens") 
    BackendUtils.add_tokens("100", "gold_tokens") 
    Managers.backend:commit()
    Credits: Griffin02


    It increases the chance of finding cursed dice in chests.

    Code:
    InteractionDefinitions.chest.server.stop = function (world, interactor_unit, interactable_unit, data, config, t, result) 
        data.start_time = nil 
        local can_spawn_dice = Unit.get_data(interactable_unit, "can_spawn_dice") 
    
        if not can_spawn_dice then 
            return 
        end 
    
        local dice_keeper = data.dice_keeper 
    
        if result == InteractionResult.SUCCESS and dice_keeper.num_bonus_dice_spawned(dice_keeper) < 2 then 
            local buff_extension = ScriptUnit.extension(interactor_unit, "buff_system") 
            local rand = math.random() 
            local chance = dice_keeper.chest_loot_dice_chance(dice_keeper) 
            chance = buff_extension.apply_buffs_to_value(buff_extension, chance, StatBuffIndex.INCREASE_LUCK) 
    
            if rand < chance then 
                local pickup_name = "loot_die" 
                local extension_init_data = { 
                    pickup_system = { 
                        has_physics = true, 
                        spawn_type = "rare", 
                        pickup_name = pickup_name 
                    } 
                } 
                local pickup_settings = AllPickups[pickup_name] 
                local unit_name = pickup_settings.unit_name 
                local unit_template_name = pickup_settings.unit_template_name or "pickup_unit" 
                local position = Unit.local_position(interactable_unit, 0) + Vector3(0, 0, 0.3) 
                local rotation = Unit.local_rotation(interactable_unit, 0) 
    
                Managers.state.unit_spawner:spawn_network_unit(unit_name, unit_template_name, extension_init_data, position, rotation) 
                dice_keeper.bonus_dice_spawned(dice_keeper) 
            end 
        end 
    
        return 
    end
    Credits: simon322 @ CN forum



    Lua table for passives: https://*************.com/file/d/0B1r...t1cXhXc0U/view

    Warning: Any lua errors will cause the game to crash

    How to use:
    * Activate the "Lua Override" script
    * Enable the "Show Editor" code
    * Put what ever lua script you want
    * Hit inject
    * Enter your inventory to trigger the execution of the lua


    Here is some example code to be used. It does as it implies, slows down the rat ogres

    Code:
    Breeds.skaven_rat_ogre.run_speed = 0.1 
    Breeds.skaven_rat_ogre.walk_speed = 0.1
    Credits for this: pox911

    What this one does is it alters your proc chances on weapons

    Code:
    for k,v in pairs(BuffTemplates) do 
    if v.buffs ~= nil and v.buffs[1] ~= nil and type(v.buffs[1].proc_chance) == "table" then 
    v.buffs[1].proc_chance[1] = v.buffs[1].proc_chance[2]*.95 
    end 
    end
    Credits for this: pox911

    For grims

    Code:
    for i = 1,7 do 
    local mission_system = Managers.state.entity:system("mission_system") 
    local mission_name = "grimoire_hidden_mission" 
    mission_system.request_mission(mission_system, mission_name) 
    mission_system.update_mission(mission_system, mission_name, true, nil, true) 
    end 
    Managers.state.game_mode:complete_level()
    replace the "7" with however many grimoires you want. FYI this will only work if you are host.
    If the code isnt clear enough, if loops through adding grims and then auto completes the level



    You can also replace "grimoire_hidden_mission" with either
    "bonus_dice_hidden_mission"
    "tome_bonus_mission"


    Credits: Griffin02

    Add tokens: this one is verified to be working

    Code:
    BackendUtils.add_tokens("100", "silver_tokens") 
    BackendUtils.add_tokens("100", "bronze_tokens") 
    BackendUtils.add_tokens("100", "iron_tokens") 
    BackendUtils.add_tokens("100", "gold_tokens") 
    Managers.backend:commit()
    Credits: Griffin02


    It increases the chance of finding cursed dice in chests.

    Code:
    InteractionDefinitions.chest.server.stop = function (world, interactor_unit, interactable_unit, data, config, t, result) 
    data.start_time = nil 
    local can_spawn_dice = Unit.get_data(interactable_unit, "can_spawn_dice") 
    
    if not can_spawn_dice then 
    return 
    end 
    
    local dice_keeper = data.dice_keeper 
    
    if result == InteractionResult.SUCCESS and dice_keeper.num_bonus_dice_spawned(dice_keeper) < 2 then 
    local buff_extension = ScriptUnit.extension(interactor_unit, "buff_system") 
    local rand = math.random() 
    local chance = dice_keeper.chest_loot_dice_chance(dice_keeper) 
    chance = buff_extension.apply_buffs_to_value(buff_extension , chance, StatBuffIndex.INCREASE_LUCK) 
    
    if rand < chance then 
    local pickup_name = "loot_die" 
    local extension_init_data = { 
    pickup_system = { 
    has_physics = true, 
    spawn_type = "rare", 
    pickup_name = pickup_name 
    } 
    } 
    local pickup_settings = AllPickups[pickup_name] 
    local unit_name = pickup_settings.unit_name 
    local unit_template_name = pickup_settings.unit_template_name or "pickup_unit" 
    local position = Unit.local_position(interactable_unit, 0) + Vector3(0, 0, 0.3) 
    local rotation = Unit.local_rotation(interactable_unit, 0) 
    
    Managers.state.unit_spawner:spawn_network_unit(uni t_name, unit_template_name, extension_init_data, position, rotation) 
    dice_keeper.bonus_dice_spawned(dice_keeper) 
    end 
    end 
    
    return 
    end
    Credits: simon322 @ CN forum

    VIRUS SCANS:
    Vermintide cheat table
    https://virusscan.jotti.org/en-US/fi...job/xqwyz408uw
    https://www.virustotal.com/sv/file/9...is/1451706403/

    Vermintide-new-LUA

    https://virusscan.jotti.org/en-US/fi...job/8modowcqcn
    https://www.virustotal.com/sv/file/d...is/1451706443/



    Lua table for passives: https://*************.com/file/d/0B1r...t1cXhXc0U/view



    Credits for this: pox911 @ CN forum for the LUA Injection
    Last edited by Hunter; 02-05-2016 at 08:09 AM.

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  3. #2
    koshinator's Avatar
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    Thanks for posting this!

  4. #3
    Yemiez's Avatar
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    File is clean, approved

  5. #4
    G7Tix's Avatar
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    Break151's Avatar
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    hello

    how to use with Tokens/Salvage items ?

  7. #6
    RubenC84's Avatar
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    Superb! thank you so much... only thing I can't get to work is the tokens/salvage. I salvage a white item, get the values, and change the values and lock them but nothing happens

    Big thanks!

  8. #7
    Kezraw's Avatar
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    does this still work with 1.1.1?

  9. #8
    Spiken's Avatar
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    @Yamiez : could you update my first post with this:
    Last edited by Yemiez; 12-05-2015 at 08:02 PM.

  10. #9
    Yemiez's Avatar
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    Quote Originally Posted by Spiken View Post
    @Yamiez : could you update my first post with this:
    Done!

    File is safe, approved!

  11. #10
    RubenC84's Avatar
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    Great update and a neat little fix, thumbs up to you! But I can still not get the salvage thing to work, is it a specific way you have to do it?

  12. #11
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    Quote Originally Posted by RubenC84 View Post
    Great update and a neat little fix, thumbs up to you! But I can still not get the salvage thing to work, is it a specific way you have to do it?
    You set the min and max to, for example, 500. Then, when you scrap an item of that rarity you will get 500 scrap of the same rarity.

  13. #12
    RubenC84's Avatar
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    Quote Originally Posted by TheArctic View Post
    You set the min and max to, for example, 500. Then, when you scrap an item of that rarity you will get 500 scrap of the same rarity.
    Aight I'll give that a go. Thanks for the reply

  14. #13
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    any updates ? grimoires not working on new patch /.

  15. #14
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    update 1.1.2

  16. #15
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    hoping you can update grimoires and tomes - stopped working after latest patch

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