Lightning Returns Final Fantasy Xiii Pc Mods

Re-post of the table I uploaded on the original forum. May or may not work on the latest game update.for(damn, no mouse control. And the keyboard scheme is confusing, gotta plug-in the controller.)(seriously, anyone know how to use mouse control on this game?)//////Updates:Update13.6- updated Undead, poison won't kill you anymore.- updated the Movement scripts:- Walk allows you to setup different walk keys for Lightning on foot and on Chocobo- Fly's player identification is updated, it works on both Lightning on foot and on Chocobo now. Also the flying keys won't be interfered with Float activated anymore.- Fly is changed to No-clip, and the hot-keys to toggle between Fly/No-clip is removed.- Float's allows you to setup different methods for Lightning on foot and on Chocobo.Update13.5- updated Movement, using another injection point to fetch the player coord base, which is much more reliable, and the stuttering caused by the bad pointers check from the old player coord check when using Fly should be eliminated.- hopefully the last updated for a while. At least not until I play the game again that is.Update13.4- updated Ignore Gil, a few quest item can't be bought with the old version.

Ctrl numpad. Freeze TimeCtrl numpad/ Un-Freeze TimeCtrl numpad1 set time scale to 0.666667 ( almost equals to real time.)Ctrl numpad2 set time scale to 0.25Ctrl numpad3 set time scale to 0.5Ctrl numpad5 reset time scale- activate Hour Advance / Rewind Keys to use hot-keys to advance / rewind hour in-game.- when rewinding time, time won't rewind pass 6am of the current day.- when advancing time, time won't advance pass 6am of the next day.

It'll stop at right before 6.00am so that you can trigger the day end scene normally.)- for advancing/rewinding time to an exact hour, it'd actually stop at right before the hour. If you advance to the next exact half hour from 9:35am inside the 'Y menu', you'd see you are actually at 9:59am, not 10:00am.- if you want to rewind to last exact hour/half hour, you should do it in the 'Y Menu', as you won't be able to rewind pass the current hour / half hour outsided the menu.

If you're rewinding to last exact hour at 18:12 outside menu, you can't rewind pass 18:00.- in another words, just get into the 'Y menu' first if you want to rewind to the last hour/half hour.- hot-keys. Ctrl PageUp Rewind 1 HourCtrl Alt PageUp Rewind 1/2 HourCtrl PageDown Advance 1 HourCtrl Alt PageDown Advance 1/2 HourShift PageUp Rewind to Last 1 HourShift Alt PageUp Rewind to Last 1/2 HourShift PageDown Advance to Next 1 HourShift Alt PageDown Advance to Next 1/2 Hour Schemata pointers- you can change the name of the schemata by changing Schema Name.- didn't test the pointers to Garb, Weapon and Shield myself.- each key ability has 2 pointers, e.g., for the A ability. Example usage 2:- let say you want to change X ability, which is an empty ability slot, to the garb's stock ability.- set X to '01xx: Garb's Stocked Ability' (xx would be different on each ability slots) from the dropdown list.- set Equipped? Inside X to 'Equipped'. Viewing Monster pointers- works only on extinct-able monster for now.- activate the script, then view a monster in the Bestiary.- Kill Count is the kill count of the currently viewing monster.- can be edited.- won't show the correct value if the viewing monster can't be extinct.- Ω Kill Count is the kill count of the Ω version of the currently viewing monster.- can be edited.- if you're viewing a Ω version monster already, it would show a '??'

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Lightning Returns is the concluding chapter of the Final Fantasy XIII saga and series heroine Lightning's final battle. The grand finale of the trilogy brings a world reborn as well as free character customization and stunning action based battles.

Lightning Returns Final Fantasy Xiii Pc Mods

Instead.- won't show the correct value if the viewing monster can't be extinct.- Extinct Kill Count- for reference only.- won't show the correct value if the viewing monster can't be extinct.- here are some usage example:- if you want to fight the Ω version of the monster the next time you encounter it. First highlight the last item in that category in-game (or just highlight the category without going in the category).- in CE, activate New Slot, make sure the values there are empty.- change the value of ' name (equipments)' to the last slot item name +1. For example, if the last item in the category has the name as '00137', set the value to '00138'- set the quantity to 1- now, back to the game and exit the category, you should see a new item added.

See if the new item is named 'Unknown XXX' (XXX being Garb or Weapons or Abilities. Etc.).- if NOT, enter the category again and highlight the item, back to CE to increment the name again (e.g.

Repeat the last step again until you have an 'Unknown XXX'.- now you have successfully added an new empty equipment/ability, and are ready to set what this new equipment / ability is. Refer to Highlighted Equipment or Highlighted Ability to change this 'Unknown XXX' to whatever you want, save and re-load, and done. Highlighted Equipment pointers- equipments include garb, weapons, shields, and accessories.- if the values are showing '??' , re-highlight the equipment you want to edit with after you activate the script.- if you're changing garb, weapon, or shield, you may use the dropdown list of ' name (garb/weapons/shields)'.- if you're changing accessory, you may use the dropdown list of ' name (accessories)'.- after changing equipment, you need to save the game, then re-load the save to see the change.- if you're adding a new equipment by editing an Unknown equipment, remember you still need to save the game and re-load the save to see the changes.Highlighted Ability pointers- if the values are showing '??' , re-highlight the ability you want to edit with after you activate the script.- change the ability container by using the dropdown list of ' container part 1', the ability identifier would be auto-changed accordingly.- change the container lv. By using the dropdown list of ' container part 2 (Lv.)'. If you're adding a new ability by editing an Unknown ability, remember to set something to this other than 'EMPTY'.

If not sure what to set, just use '00: Lv. 1'.- change the identifier if you want to by using the dropdown list of ' identifier'.- change the auto-ability by using the dropdown list of ' auto-ability'.- change the ' lvl.' , ' atb cost modifier', and ' base modifier'.- if you've changed the ability container and/or the ability identifier, or you are adding a new ability by editing an Unknown ability, you need to save the game, then re-load the save to see the changes.- if you are just changing the ' auto-ability', ' lvl.'

, ' atb cost modifier', or ' base modifier', you don't need to save and re-load.- if you are editing the extra ability that came with the garb (the one with a lock icon in front of the name), you should not change the ' container part 1' and ' container part 2 (Lv.)' for now, while it's save to change ' auto-ability', ' lvl.' , ' atb cost modifier', and ' base modifier' of the extra ability. Changing the ' identifier' of a garb's extra ability seems to has no effect too.Highlighted Shop Item- works in Forge and Outfitters.- you can create an equipment/ability easily with this. Highlight an item in the shop- if the values are showing '??'

, re-highlight an item after you activate the script.- if you know the name of the equipment/ability, you can enter it in one of the name pointers with strings16 there.- if you don't know the name, dropdown list are prepared, just choose one from a category.- if you're creating an ability, remember to set a lv. For it by choosing a lv. From ' name (abilities) part 2 (Lv.)'- re-highlight the item you just changed would update its description.- try to buy the item, and says no to it would update the item name on screen.- after you change the item to the one you want, just buy it.//////Notes:- table used the name lists shared by (some ability info and most ability names), (recovery items), (many ability name list), and (some components).- the rest of the name list used the info shared by (again) and.- most of the name list are completed. Adornments are still quite empty though.

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Feel free to share your findings and I'll add to the table later. I've been having issues with editing the auto abilities. I've gotten close to locking onto the bestiary information (beaten,beatcap & general info - needs refining on last one and identifying of all foes for a foe count), also added in an inventory filler (currently only works on items already in inventory), a core gear data modifier and an ability changer.