F1 22 Toolbox CheatTable

Misc F1 22 Toolbox CheatTable TB 0.2_1 / 1.18

Login or Register an account to download this content
Derpish submitted a new resource:

Rating editor CheatTable - Script for editing driver ratings.

One backup a day, keeps the corrupt save away.
Anyway, Hi, its me, ya local code potato with another of my scuffed scripts that surely won't cause me any type of brain cell damage.
Without much of me rambling pointlessly, This is still very much WIP project that totally won't get abandoned like my other projects.

Usage : Basically same deal as with my any other scripts
  • Open the CT file with Cheat...

Read more about this resource...
 
Hello my ONLY friend who speak English! (In Brazil, it's difficult to find someone who speaks too) How long, and from what I've been seeing, another great mod from you for the community. I love your mods and I think I love you too... Hahaha, anyway, I was in doubt if it only works in MyTeam or if it works in Career Mode. I haven't played the game yet to test it out, but I'm glad the game still has a lot of mods in development. Bye! :thumbsup:
 
Best mods again.
The qualifying results confirmed that it was working correctly.
Thanks to you, I no longer have to follow EA's terrible jokes.
 

Attachments

  • RatCha.jpg
    RatCha.jpg
    346.8 KB · Views: 356
Yet another amazing tool, thank you so much for your fantastic contributions. I have some doubts, I tested the tool with my teammate and it was possible to see that the pace value really went up, I did the same with Fernando Alonso, but when I go to the driver market and look at his rating, it remains the same, although is already changed in the cheat table, this is normal right? Interestingly, I didn't notice any changes in its performance, as if the changed value had no effect. Another thing is that, if I change the value of some attribute in the cheat table in the current save, the value is always changed, even if I delete the career mode save and start another one, the value will always be the same in the cheat table, is there any way to reset to default values?
 
Yet another amazing tool, thank you so much for your fantastic contributions. I have some doubts, I tested the tool with my teammate and it was possible to see that the pace value really went up, I did the same with Fernando Alonso, but when I go to the driver market and look at his rating, it remains the same, although is already changed in the cheat table, this is normal right? Interestingly, I didn't notice any changes in its performance, as if the changed value had no effect. Another thing is that, if I change the value of some attribute in the cheat table in the current save, the value is always changed, even if I delete the career mode save and start another one, the value will always be the same in the cheat table, is there any way to reset to default values?
Alright firstly in regards to not seeing stat changes on Alonso or any other driver for that matter whenever editing the values in cheat engine here is 2 things to keep in mind:
  • The changes in driver market stat screens will only appear only after you exit and enter the tab after you have made the changes to values.
  • Out of the 8 available values to change, not all affect the specific stat the same way. Which again, I'm currently not fully aware of how much each value affects the stats, other than the Placeholder 4 value having the biggest impact on the stat and could be considered as the base, which gets affected by other values as modifiers.
    or could just be some floating point shenanigans that I'm not aware of.
And here is the interesting part that I'm curious about in regards of the stats not reverting for you on different saves. While yes there is no way to restore the values to their 'defaults' automatically after messing with them on a save slot. The game should re-load the values whenever loading a different save slot or making a new save, I have not been able to recreate what you are describing where the values don't revert back to their originals once you are in a new save after deleting the previous one. The most I can suggest is restarting the game as that surely would reset the memory values, since the CE does not actually edit the database of the game, but only the loaded values for the active save.
 
Alright firstly in regards to not seeing stat changes on Alonso or any other driver for that matter whenever editing the values in cheat engine here is 2 things to keep in mind:
  • The changes in driver market stat screens will only appear only after you exit and enter the tab after you have made the changes to values.
  • Out of the 8 available values to change, not all affect the specific stat the same way. Which again, I'm currently not fully aware of how much each value affects the stats, other than the Placeholder 4 value having the biggest impact on the stat and could be considered as the base, which gets affected by other values as modifiers.
    or could just be some floating point shenanigans that I'm not aware of.
And here is the interesting part that I'm curious about in regards of the stats not reverting for you on different saves. While yes there is no way to restore the values to their 'defaults' automatically after messing with them on a save slot. The game should re-load the values whenever loading a different save slot or making a new save, I have not been able to recreate what you are describing where the values don't revert back to their originals once you are in a new save after deleting the previous one. The most I can suggest is restarting the game as that surely would reset the memory values, since the CE does not actually edit the database of the game, but only the loaded values for the active save.
I've notice increasing the value of Placeholder 5 would instead decrease the rating of individual stat. And seems like drivers with higher age in general has a lower base Placeholder 5 value.

I wonder if this is about the driver's natural growth/decline cycle, since their stats does go up or down as season progresses even without the dev updates and without the facility bonuses, the lower value might means the less growth they'll get beyond specific points of the career.
 
Last edited:
I've notice increasing the value of Placeholder 5 would instead decrease the rating of individual stat. And seems like drivers with higher age in general has a lower base Placeholder 5 value.

I wonder if this is about the driver's natural growth/decline cycle, since their stats does go up or down as season progresses even without the dev updates and without the facility bonuses, the lower value might means the less growth they'll get beyond specific points of the career.
Ye, I'm suspecting there is some complex formula for the stat grown, just matter of figuring out so I can actually give each variable a name that makes more sense.
Plus granted there is no gurantee that there is no other variables in play for the base stat that I simply didn't stumble upon and didn't include. So it all does become a lil messy when trying to figure out what is what.

To add to that iirc one of the values was sort of a threshold in sense that if the value in 4 was lower to it , the end result was higher than 4, but if 4 was higher than it, the end result was lower than 4... Think it was value 2 off top of my head...
 
@Trapaca Here is one more question for you, because I think I might have a clue on what you were experiencing... Is there any chance you were in offline mode and made the fresh saves in offline mode ?
 
Did some digging around the memory, while I still haven't figured out the entire secret behind each of the values, they are definitely natural stat growth as your save progresses.
As I did stumble upon another value under each drivers contract data array, which when increased did creep the stats up from 4th to 6th value, with it maxing out at 6th value. Meaning those are most likely the base start stat and base end stat, if wording it like that makes sense.
Didn't fully dab into the 5th values effect, but it could potentially be the rate at which the stat goes up.
And still not fully sure how the other values impact the end result, but they all definitely play a part in those specific stats.

I did find the what I'm assuming is the base focus as well, so that's noted down and will be added whenever I get around pushing a update out. Since the current focus is more in line with the growth stats, which is fine if you want higher focus drivers, I guess.

And a note about why I mentioned offline mode in my previous question, there appears to be 2 stat arrays. I have named them Offline/Online arrays accordingly. The offline array has the games launch stats and is used for save files that are created while the game is in offline mode and is used until the game regains network connection. After which, if the driver rating email has been already confirmed, the save will automatically switch over to the Online rating array which contains all the up-to-date ratings that can be seen on the EA website. And as far as I can tell it will keep on using those up-to-date ratings afterwards even when going back offline.
What I find interesting about this, is that even if your game is up to date and already has a save file with the up-to-date ratings. The new save will still use offline ratings no matter what if the game has no network connecting.
And another note, if you just left a save that was using Online array and made a save that is using the Offline array, CE will still display the previous Online array, but changing values in it is pointless, as those values aren't used during the offline period and the game will overwrite them once it regains connection and switched to the online array.

The current script currently only gives access to the 'Online' array, but if anyone for some reason needs access to the 'Offline' stat array. You can edit the script through CE and find the line:
  • statEntry.setAddress(hxS(address+0x8), {i*4, offset, 0x10})
and change it to:
  • statEntry.setAddress(hxS(address+0x8), {i*4, offset - 0x88, 0x10})
But again that 'Offline' array is only used for saves created in offline mode, and only for the period before the game gains connection to internet.
Think that's all I wanted to mention about the Offline/Online stat arrays, I will probably include the offline array in next update as well.

Alright after all that ramble, here is the final random fun fact that I noticed while messing with the stats, but the Overall rating is calculated like this : 7% EXP + 29% RAC + 7% AWA + 57% PAC. Note that I did round the weighted %, but its very close to what it actually is.
While its not much use for anyone really, I though it was some interesting info to share.
 
Did some digging around the memory, while I still haven't figured out the entire secret behind each of the values, they are definitely natural stat growth as your save progresses.
As I did stumble upon another value under each drivers contract data array, which when increased did creep the stats up from 4th to 6th value, with it maxing out at 6th value. Meaning those are most likely the base start stat and base end stat, if wording it like that makes sense.
Didn't fully dab into the 5th values effect, but it could potentially be the rate at which the stat goes up.
And still not fully sure how the other values impact the end result, but they all definitely play a part in those specific stats.

I did find the what I'm assuming is the base focus as well, so that's noted down and will be added whenever I get around pushing a update out. Since the current focus is more in line with the growth stats, which is fine if you want higher focus drivers, I guess.

And a note about why I mentioned offline mode in my previous question, there appears to be 2 stat arrays. I have named them Offline/Online arrays accordingly. The offline array has the games launch stats and is used for save files that are created while the game is in offline mode and is used until the game regains network connection. After which, if the driver rating email has been already confirmed, the save will automatically switch over to the Online rating array which contains all the up-to-date ratings that can be seen on the EA website. And as far as I can tell it will keep on using those up-to-date ratings afterwards even when going back offline.
What I find interesting about this, is that even if your game is up to date and already has a save file with the up-to-date ratings. The new save will still use offline ratings no matter what if the game has no network connecting.
And another note, if you just left a save that was using Online array and made a save that is using the Offline array, CE will still display the previous Online array, but changing values in it is pointless, as those values aren't used during the offline period and the game will overwrite them once it regains connection and switched to the online array.

The current script currently only gives access to the 'Online' array, but if anyone for some reason needs access to the 'Offline' stat array. You can edit the script through CE and find the line:
  • statEntry.setAddress(hxS(address+0x8), {i*4, offset, 0x10})
and change it to:
  • statEntry.setAddress(hxS(address+0x8), {i*4, offset - 0x88, 0x10})
But again that 'Offline' array is only used for saves created in offline mode, and only for the period before the game gains connection to internet.
Think that's all I wanted to mention about the Offline/Online stat arrays, I will probably include the offline array in next update as well.

Alright after all that ramble, here is the final random fun fact that I noticed while messing with the stats, but the Overall rating is calculated like this : 7% EXP + 29% RAC + 7% AWA + 57% PAC. Note that I did round the weighted %, but its very close to what it actually is.
While its not much use for anyone really, I though it was some interesting info to share.
After messing around with the values and doing some matching with the current vanilla stats of F1 drivers, I'm making some bold guess:

- 2nd and 4th values are almost certainly the base rating of a driver when you start a new game.

- 5th might be the current point of a driver's growth cycle, the lower the number, the later phase of the cycle. I also noticed the highest value of this section appears to be 1, it most likely means the driver is currently at the very beginning of their cycle (100%) if it's 1.
I'm predicting that if a driver has a value higher than 0.5 (50%) is going to be where the driver is currently at their growth phase, but once they went below the 0.5 mark (or could be any other points, because it might be affected by a hidden value), their rating will starts dropping.

The next two points will heavily influence this.

- 6th is probably the highest rating the driver could get in the growth cycle.

- 8th is probably the lowest point of the declining phrase of the cycle.

- I'm not sure what 1st, 3rd, 7th are, they seem to be identical for all drivers, only a few exceptions with the 3rd value where sometimes it's not zero (Lewis for example).

One of the reasons that made me put out these guesses is because I tried to compare all the other stats against EXP, because EXP will only grow and not decline, which also means there really isn't a cycle for the EXP rating, so its 5th value is always going to be 1 (100%).

Definitely still needs more proof, though.
 
Last edited:
Hi Derspish, how are you? So, thanks for your great mod, when I activate the Racing Editor and enter the CONTRACTS screen in CAREER DRIVER MODE, I can't modify any drivers, just a few "?" in the script where I should modify the overalls, anyway, could you explain to me if the mod doesn't work in my version (1.05 of the game) or if I'm doing something wrong?
 
Hi Derspish, how are you? So, thanks for your great mod, when I activate the Racing Editor and enter the CONTRACTS screen in CAREER DRIVER MODE, I can't modify any drivers, just a few "?" in the script where I should modify the overalls, anyway, could you explain to me if the mod doesn't work in my version (1.05 of the game) or if I'm doing something wrong?
One of my previous posts covers the Online/Offline stat arrays, TL;DR:

Right click on the script and select 'Change script' and find the following line:
  • statEntry.setAddress(hxS(address+0x8), {i*4, offset, 0x10})
and change it to:
  • statEntry.setAddress(hxS(address+0x8), {i*4, offset - 0x88, 0x10})
 
Some tips for players who wanted a long term teammate from F2 and see them realistically grow into a top F1 driver, you can try to do this:

- You can keep the vanilla 2nd & 4th values of each rating vanilla, to make them feel like a proper rookie who is still not up to F1 standard.

- No need to touch value 5th because it represent the current phase of their growth cycle, for F2 drivers this value is almost always higher then 0.8 at new game (The closer to 1, the earlier their growth cycle), unless you wanted them to be already at a more mature state earlier in your career.

- Set 6th value high enough to match the top F1 drivers (like 0.90+). This value represents their potential ceiling of each stat. For example, if you set this value to 0.95, it would means the peak of this specific rating of this driver would be 95. Because the vanilla rating of F2 driver is so low, so if you set this value high enough, you'll be able to see them grow quite rapidly throughout the seasons.

- Set value 8th close to the modded value of 6th but slightly lower than it, unless you want them to decline like an old man right after reaching their peaks.

You can check the values of other top F1 drivers as a reference of where the peaks roughly are.
 
Last edited:
F2の長期的なチームメイトを望んでいて、彼らが現実的にトップF1ドライバーに成長するのを見るためのいくつかのヒント、あなたはこれを行うことを試みることができます:

-各レーティングバニラのバニラ2番目4番目の値を維持して、まだF1基準に達していない適切な新人のように感じさせることができます。

-F2ドライバーの場合、この値はほとんどの場合、新しいゲームで0.8よりも高くなります(1に近いほど、成長サイクルが早い)、キャリアの早い段階ですでに成熟した状態になりたくない限り、値5thは成長サイクルの現在の段階を表すため、触れる必要はありません。

-上位のF1ドライバーに一致するのに十分な高さの6番目の値を設定します(0.90+など)。この値は、各統計の潜在的な上限を表します。たとえば、この値を 0.95 に設定すると、このドライバーのこの特定の評価のピークは 95 になります。F2ドライバーのバニラ評価は非常に低いため、この値を十分に高く設定すると、季節を通して非常に急速に成長するのを見ることができます。

-値8を改造値6に近いが、ピークに達した直後に老人のように衰退させたくない限り、それよりわずかに低く設定します。

他のトップF1ドライバーの値を、ピークが大まかにどこにあるかの基準として確認できます。
I also noticed that the F2 2022 drivers and deleted drivers also grow without any improvement in acclaim.
And, Icon driver doesn't grow by the 6th value being the same as the 2nd & 4th.

Off topic: Deleted Driver hasn't commentary and radio voice. But F2 2022 Driver has crofty voice.
 
I also noticed that the F2 2022 drivers and deleted drivers also grow without any improvement in acclaim.
And, Icon driver doesn't grow by the 6th value being the same as the 2nd & 4th.

Off topic: Deleted Driver hasn't commentary and radio voice. But F2 2022 Driver has crofty voice.
You're correct, acclaim does not affect the natural growth of a driver.

Also, Icon drivers also does not have a growth/decline cycle (their ratings will not go up/down). However, I haven't try to mod the growth values of Icon Drivers, may be we could make them grow/decline like normal drivers with this mod.
 
Top