

Some kind of aren't - but for the game they're for they are, because of an intentional hindrances for themes or whatever. Some things that get called QoL are clear cheats, some aren't.
Deep rock galactic cheat engine table github mod#
Unless you're looking at mod as a word meaning more than "modification to game" like it has been for decades, they count.Īnd not all mods are cheats (see QoL and cosmetic mods)QoL is pure perspective so not worth talking about. You can set up proper scripts and tables on CE and bind them so they can be easily turned on and off whenever, ending up functionally identical to a mod that replaces data before running. They're hooking in and modifying data while it runs, and the game will run in a way it wouldn't normally after data purposefully modified.

Originally posted by ImaginaryDragon:Not all cheats are mods (see cheat engine / trainers)Which are debatably mods. Obviously no pepega GUNNER x10 AMMO DAMAGE INSTAKILL, but tricky to understand and fun and OP as (probably unwanted) side effect of being OP ideas are likely to get AfP.Īll the message should be treated as my opinion and hopes. I hope after passing through the initial wave the committee would be able to work more precisely on accepting to the intermediate category. I am personally more concerned about how much of this 'approved for progression' mods charade would keep up, and wonder if eventually it'll just devolve into the deserted land of Vermintide 2 Modding where it's basically dead since 2018įrom what I have *heard*, on initial phase we can get pretty much of OP balance mods as AfP. Not all cheats are mods (see cheat engine / trainers)Īnd not all mods are cheats (see QoL and cosmetic mods) To be more succinct, all cheats are mods, but not all mods are cheats. His argument wasn't that no mods were cheats. Originally posted by that guy who was unnamed:[
