LOCK hack - accidentally unlocked all stuff

Posts 1–3 of 3 · Page 1 of 1
LOCK hack - accidentally unlocked all stuff
Hi guys, I used a cheat only to train some missions with xray. When playing with the hack I accidentally unlocked all masks, materials etc. etc. I dont want to have everything in stock: 10 and such, many things I cant even sell. Also same with weapon mods. I even have those DLC ones and my weapon customization is very bugged. I see DLC items even 5times, few of them are listed as non-DLC but are DLC. This is pissing me off. I didnt want that. I need your help to make a hack that LOCKS these things, makes it like before.
This is the script that caused it:
local wep_arr = {
'new_m4', 'glock_17', 'mp9', 'r870', 'glock_18c', 'amcar', 'm16', 'olympic', 'ak74', 'akm', 'akmsu', 'saiga', 'ak5', 'aug', 'g36', 'p90', 'new_m14', 'deagle', 'new_mp5', 'colt_1911', 'mac10', 'serbu', 'huntsman', 'b92fs', 'new_raging_bull', 'saw'
}
for i, name in ipairs(wep_arr) do
if not managers.upgrades:aquired(name) then
managers.upgrades:aquire(name)
end
end
for mod_id,_ in pairs(tweak_data.blackmarket.weapon_mods) do
tweak_data.blackmarket.weapon_mods[ mod_id ].unlocked = true
managers.blackmarket:add_to_inventory("normal", "weapon_mods", mod_id, false)
end
managers.blackmarket:_setup_masks()
for mask_id,_ in pairs(tweak_data.blackmarket.masks) do
Global.blackmarket_manager.masks[mask_id].unlocked = true
managers.blackmarket:add_to_inventory("normal", "masks", mask_id, false)
end
if managers.achievment then
for id,_ in pairs(managers.achievment.achievments) do
managers.achievment:award(id)
end
end
function giveitems( times, type )
for i=1, times do
for mat_id,_ in pairs(tweak_data.blackmarket[type]) do
if _.infamous then
managers.blackmarket:add_to_inventory("infamous", type, mat_id, false)
elseif _.dlc then
managers.blackmarket:add_to_inventory("preorder", type, mat_id, false)
else
managers.blackmarket:add_to_inventory("normal", type, mat_id, false)
end
end
managers.blackmarket:remove_item("normal", "materials", "plastic", false)
managers.blackmarket:remove_item("normal", "colors", "nothing", false)
end
end
giveitems(1, "masks")
giveitems(1, "materials")
giveitems(1, "textures")
giveitems(1, "colors")
giveitems(1, "weapon_mods")
for dlc_name, dlc_data in pairs( Global.dlc_manager.all_dlc_data ) do
dlc_name = { app_id = "218620", no_install = true }
dlc_data.verified = true
end
function GenericDLCManager:has_dlc( dlc )
if dlc == "cce" then
dlc = "career_criminal_edition"
end

return true
end
function GenericDLCManager:has_gage_pack()
return true
end
function GenericDLCManager:has_gage_pack_lmg()
return true
end
function GenericDLCManager:has_gage_pack_shotgun()
return true
end
function GenericDLCManager:has_armored_transport()
return true
end
function GenericDLCManager:has_pd2_clan()
return true
end
function GenericDLCManager:has_xmas_soundtrack()
return true
end
function BlackMarketManager:weapon_unlocked( weapon_id )
return true
end
for dlc_name, dlc_data in pairs( Global.dlc_manager.all_dlc_data ) do
dlc_name = { app_id = "218620", no_install = true }
end
function AssetsItem:_return_asset_info( i )
local asset_cost = nil
if self._asset_locked[i] then
local can_unlock = true

if( ( Network:is_server() or managers.assets.ALLOW_CLIENTS_UNLOCK ) and can_unlock ) then
asset_cost = managers.money:get_mission_asset_cost_by_id( self._assets_names[i][4] )
else
asset_cost = true
end
end

return i, asset_cost
end
managers.blackmarket.weapon_unlocked = BlackMarketManager.weapon_unlocked
setupitems = setupitems or function(thing, what, tbl)
for k,v in pairs(thing) do
if v.infamous == true then
tbl["infamous"][what][tostring(k)] = 2
else
if tostring(k) ~= "plastic" and not string.find(tostring(k), "no_color") then
tbl["normal"][what][tostring(k)] = 2
end
end
end
end
if not _allmaskstuff then
_allmaskstuff = { normal = {materials = {}, colors = {}, textures = {}, masks = {} }, infamous = {materials = {}, colors = {}, textures = {}, masks = {} } }
setupitems(tweak_data.blackmarket.materials, "materials", _allmaskstuff)
setupitems(tweak_data.blackmarket.colors, "colors", _allmaskstuff)
setupitems(tweak_data.blackmarket.textures, "textures", _allmaskstuff)
setupitems(tweak_data.blackmarket.masks, "masks", _allmaskstuff)
end
orig_get_inv_cat = orig_get_inv_cat or managers.blackmarket.get_inventory_category
managers.blackmarket.get_inventory_category = function(self, category)
if category ~= "materials" and category ~= "colors" and category ~= "textures" and category ~= "masks" then
return orig_get_inv_cat(self, category)
end
local t = {}
for global_value,categories in pairs( _allmaskstuff ) do
if categories[ category ] then
for id,amount in pairs( categories[ category ] ) do
table.insert( t, { id = id, global_value = global_value, amount = amount } )
end
end
end
return t
end
function processMask(mask_id, mask)
if mask_id == "character_locked" then
return
end
if mask.infamy_lock then
mask.infamy_lock = nil
end
if not mask.pcs and not mask.pc then
mask.pcs = { 10, 20, 30, 40 }
end
if mask.dlc and not managers.dlc:has_dlc(mask.dlc) then
mask.dlc = nil
end
for key, dlc in ipairs(mask.dlcs or {}) do
if not managers.dlc:has_dlc(dlc) then
mask.dlcs[key] = nil
end
end
end
for mask_id, mask in pairs(tweak_data.blackmarket.masks) do
processMask(mask_id, mask)
end

for i, value in pairs(tweak_data.lootdrop.global_values) do
if value.hide_unavailable then
value.hide_unavailable = false
end
end
managers.blackmarket.get_item_amount = function(self, global_value, category, id, no_prints )
return 2
end
function inTable( table, value )
if table ~= nil then for i,x in pairs(table) do if x == value then return true end end end
return false
end
function unlockitems( itype )
local types = {"weapon_mods", "masks", "materials", "textures", "colors", "weapons"}
if not itype then itype = "all" end
if type(itype) == "table" then types = itype end
if itype == "all" or type(itype) == "table" then
for i = 1, #types do unlockitems(types[i]) end
return
elseif not inTable(types, itype) then return end
if itype == "weapons" then
for wep_id,_ in pairs(tweak_data.upgrades.definitions) do
if _.category == "weapon" and not string.find(wep_id, "_primary") and not string.find(wep_id, "_secondary") then
if not managers.upgrades:aquired(wep_id) then managers.upgrades:aquire(wep_id) end
end
end
else
for mat_id,_ in pairs(tweak_data.blackmarket[itype]) do
if not _.unlocked then _.unlocked = true end
end
end
end
function unlockmaskslots()
for i = 1, 36 do
Global.blackmarket_manager.unlocked_mask_slots[i] = true
end
end
function unlockweaponslots()
for i = 1, 36 do
Global.blackmarket_manager.unlocked_weapon_slots.p rimaries[i] = true
Global.blackmarket_manager.unlocked_weapon_slots.s econdaries[i] = true
end
end
function giveitems( itype, times )
local types = {"weapon_mods", "masks", "materials", "textures", "colors"}
local skip = { masks = {"character_locked"}, materials = {"plastic"}, colors = {"nothing"}, textures = {"no_color_full_material","no_color_no_material "} }
if not itype then itype = "all" end
if not times then times = 5 end
if type(itype) == "table" then types = itype end
if itype == "all" or type(itype) == "table" then
for i = 1, #types do giveitems(types[i], times) end
return
elseif not inTable(types, itype) then return end
for i=1, times do
for mat_id,_ in pairs(tweak_data.blackmarket[itype]) do
if not inTable(skip[itype], mat_id) then
local global_value = "normal"
if _.global_value then
global_value = _.global_value
elseif _.infamous then
global_value = "infamous"
elseif _.dlcs or _.dlc then
local dlcs = _.dlcs or {}
if _.dlc then table.insert( dlcs, _.dlc ) end
global_value = dlcs[ math.random( #dlcs ) ]
end
if not _.unlocked then _.unlocked = true end
managers.blackmarket:add_to_inventory(global_value , itype, mat_id, false)
end
end
end
end
function giveitem( item, times , global_value)
local types = {"weapon_mods", "masks", "materials", "textures", "colors"}
if not times then times = 20 end
for t = 1, #types do
local itype = types[t]
for mat_id,_ in pairs(tweak_data.blackmarket[itype]) do
if (type(item) == "table" and inTable(item, mat_id)) or (type(item) ~= "table" and mat_id == item) then
if not global_value then
local global_value = "normal"
if _.global_value then
global_value = _.global_value
elseif _.infamous then
global_value = "infamous"
elseif _.dlcs or _.dlc then
local dlcs = _.dlcs or {}
if _.dlc then table.insert( dlcs, _.dlc ) end
global_value = dlcs[ math.random( #dlcs ) ]
end
end
if not _.unlocked then _.unlocked = true end
for i=1, times do managers.blackmarket:add_to_inventory(global_value , itype, mat_id, false) end
if type(item) ~= "table" then return end
end
end
end
end
unlockmaskslots()
unlockweaponslots()
unlockitems()
giveitems()
managers.infamy:_set_points(0)
-- MESSAGE
if managers.hud then
managers.hud:show_hint( { text = "UNLOCK - HACK LOADED!" } )
end
-- MESAGGE
Yes, there is also an achievement hack, but thats not a problem (steam achievement manager).
I tried to edit something and try like this
tweak_data.blackmarket.weapon_mods[ mod_id ].unlocked = false
Not working Another option is to reset progress and hack my level and money back, but that will probably cause to show me as a CHEATER on pd2stats because of 0h played and high level.
When you reset your stats the hours remain the same.
You'll get detected as a cheater if you use more skillpoints than you are able to.
Next time think twice before fucking your game up, nobody is going to waste time to save you.
Thanks for your friendly reply. However, thanks for telling me that the hours remain same
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