Devil May Cry 5 Discussion
Trainer Tools and Resources
I have the other .exe people are using myself included in. It's a legit steam version .exe I imagine anyone else having problems followed this guide so the game was denuvo free because it boosted FPS by up 20+ FPS for some users. I'm uploading it to mega right now, Also have a finished save game I can upload if that helps you guys fix some of the late game issues I noticed a few people mentioned.
We still don't know if saves can be shared. We will look at the exe and saves as soon as we have some time. Thanks to those that uploaded them.
I'm using the normal, default Steam .exe (with Denuvo and everything) so it's 100% legit.
Been trying to fix the issue with Nero's Ex-Act but I can't figure out why it disables the skills using Lock-On+Back inputs. It shouldn't matter but it clearly does.
Did you guys mess with the Max-Act ability from the skilltree to get this effect? So the game thinks you hit the just-frame input?
Cause if so I'm thinking it might just be easier to put a multiplier on how much "Exceed" you get for pulling the trigger and just boost that instead.
Player would still have to manually rev then, of course, but at least it wouldn't lock a 3rd of the moveset.
I'm gonna look for that tomorrow.
Dante's DT-meter is a regular float value, with 1000 per segment of meter.
The Nero/V code in the trainer already locks Dante's Devil Trigger meter to whatever it currently is (it just won't fill it, like it does for V).
That's iffy, but kinda works, sure.
More importantly, I'm also looking for the Sin Meter I mentioned.
Because of the way the meter conversion works though, I might have to start a new game (without DT meter upgrades) and look for it that way...
Cause I imagine converting 10 segments of DT-meter should store more Sin-meter than converting 3 segments - but the SIN-meter never changes "size" so I've no idea how much it actually holds. Maybe it's based on a % of your DT-meter and not an actual set number even.
I found some float values that change when I hold the "convert"-button down, but freezing them did nothing so eh.
The icons for changing fighting styles remain broken on Dante.
No idea why or how and I can't fix that in CE. No idea where to even begin.
The hat-weapon from Mission 13 broke my Red Orbs counter far more than I initially thought.
The counter jumps from 1 to 99999999 to -255 at random.
The *actual* value is neither, and I can only find that in the memory itself now.
I can see it in CE. I can see it in the trainer.
Ingame, it's just F'ed. Doesn't matter (and is actually kinda funny) but it's still a bug you should be aware of.
Good news is:
Nero's final upgrade does play nice with all his current trainer options.
16:38:30: Trainer is up to date.
16:40:12: Successfully attached to DevilMayCry5
16:40:13: Symbolhandler: Enumerating symbols...
16:40:13: Symbolhandler: Finished! Time enumerating symbols: 374ms
16:40:14: Gather Resources Base 2, Script error in line 1: Cannot find aob for 'Gather_Resources_Base_2'
16:40:14: Failed to deallocate memory. VirtualFreeEx has returned NULL
What's the problem?
Read others post, which you will get the answer that its because you're using Non-Denuvo .exe.
Please wait until CH team finish the update for that version.
We still have not received "that version", what we got was a russian cracked warez .exe from a virus-laden link to mediafire which we could not open. If someone has a legitimate .exe that is not some pirated version and it's hosted on a reputable site that doesn't try to infect our PC each time we click the link, then we may look at it. Otherwise, use the legit Denuvo version of the game and the trainer will work fine.
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