Borderlands GOTY Enhanced Trainer (STEAM EDITION)
Simple Trainer. Highly Customizable source , currently configured to READ memory and allows the user to change some stuff as proof of concept
For a full list of offsets , scroll to the bottom
6.25.2021 THIS IS NO LONGER BEING UPDATED
HOW TO USE
- Download the source code
- Unzip contents to folder somewhere
- Open "Borderlands GOTY Enhanced Trainer.sln"
- Change the code to your liking or build it as is. (You will need to restore packages via nuget)
- Start Borderlands and load into the game
- Run "Borderlands GOTY Enhanced Trainer.exe"
Features
- No Recoil Mod
- Adjust Level
- Adjust Money
- Adjust Golden Keys
- Adjust Skill Points
- XP Multiplier
- Infinite Health and Shields Toggle
- Infinite Everything Toggle ... (Besides Vehicle Boost and skill time)
HOTKEYS
- NUMPAD 0: REFILL Health, Shields & Ammo
- NUMPAD 1: NO RECOIL
- NUMPAD 2: INFINITE Health, Shields & Skill Time
- NUMPAD 3: INFINITE Ammo
- NUMPAD 4: INFINITE Money
- NUMPAD 5: INFINITE Golden Keys
Minor Updates
v2.0 (6.25.21) FINAL!! NEW APP ---> link
- Added Hotkey Toggles
- NUMPAD 1 - 5 indicators on form
- check hotkeys for more info
v1.0.3 (6.10.21)
- No Recoil Toggle
- Adjust XP Multiplier
- Adjust Skill Points
- Bug Fixes
v1.0.2 (6.9.21)
- Infinite Everything button now includes ammo
- Included No Recoil Hotkeys for ON and OFF (NUMPAD 1 & 2)
- Heavily commented throughout the code to help users navigate
v1.0.1 (6.8.21)
- Added more offsets, Make sure to check out the Offsets Class!
- Ammo for most weapon types now refill when pressing NUMPAD 0 (Health and Shields still refill as well)
- Unlimited Health toggle now includes Unlimited Shields and Ammo for most weapon types
MEDIA
Bugs
Currently Known Bugs
Bug: Golden Keys
Description: Key Amount not matching in game amount
Possible Reason: I think this simply because the value being sent is updating to what is sent instead of adding to the previous value.
Possible Fix: Read the value of `GoldenKeyUsed`. When sending keys from trainer , add from Total Keys Used.
> 0 Keys
> 10 Keys Used
> Adding 11 Keys will give 1 key
- If you encounter any bugs, open an issue
- You may also send me suggestions
Contributing
Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.
Please make sure to update tests as appropriate.
Offsets
//Player Info
Money = "0x025C1D90,0x68,0x550,0x1F8,0x350"; //Int
GoldenKeyTotal = "0x025C1D90,0x68,0x550,0x1B8,0x1070,0x64,0x300"; //Int
GoldenKeyUsed = "0x025C1D90,0x68,0x550,0x1B8,0x1070,0x64,0x31C"; //Int
SkillPoints = "0x025C1D90,0x68,0x550,0x1F8,0x348"; //Int
SkillCooldown = "0x025C1D90,0x68,0x550,0x1F8,0x36C,0x270,0x98"; //Float
Level = "0x025C1D90,0x68,0x550,0x1F8,0x32C"; //Int
Experience = "0x025C1D90,0x68,0x550,0x1F8,0x358,0x268,0x98"; //Float
Health = "0x025C1D90,0x68,0x550,0x1F8,0x364,0x98"; //Float
MaxHealth = "0x025C1D90,0x68,0x550,0x1F8,0x364,0x80"; //Float
Shield = "0x025C1D90,0x68,0x550,0x390,0x290,0x98"; //Float
MaxShield = "0x025C1D90,0x68,0x550,0x390,0x290,0x80"; //Float
SkillCooldownTimerMax = "0x025C1D90,0x68,0x550,0x1F8,0x36C,0x270,0x80"; //Float
XPMultiplier = "0x025C1D90,0x68,0x550,0x1F8,0x358,0x268,0x194"; //Float
MaxXP = "0x025C1D90,0x68,0x550,0x1F8,0x358,0x268,0x80"; //Float
//Player Position
CameraPitch = "0x02555AA8,0xC4,0x630,0x10,0x9C"; //Int
CameraYaw = "0x02555AA8,0xC4,0x630,0x10,0xA0"; //Int
PlayerX = "0x025C1DA0,0x18,0x40,0x90"; //Float
PlayerY = "0x025C1DA0,0x18,0x40,0x94"; //Float
PlayerZ = "0x025C1DA0,0x18,0x40,0x98"; //Float
DeltaX = "0x02555C38,0x124,0x0,0x17C"; //Float
DeltaY = "0x02555C38,0x124,0x0,0x180"; //Float
DeltaZ = "0x02555C38,0x124,0x0,0x184"; //Float
MovementSpeed = "0x02555C38,0x124,0x0,0x37C"; //Float
BaseMovementSpeed = "0x02555C38,0x124,0x0,0x380"; //Float
isSprinting? (BOOL) = "0x02555C38,0x124,0x0,0x38C"; //Int
JumpHeight = "0x02555C38,0x124,0x0,0x3B8"; //Float
BaseJumpHeight = "0x02555C38,0x124,0x0,0x3BC"; //Float
ViewHeight = "0x02555C38,0x124,0x0,0x424"; //Float
//Backpack
BackpackItemsMax = "0x02543508,0x8,0x20,0x1C,0x288" //Int
WeaponDecks = "0x02543508,0x8,0x20,0x1C,0x28C" //Int
BackpackItems = "0x02543508,0x8,0x20,0x1C,0x2B4" //Int
//Ammo
RevolverAmmo = "0x02542680,0x98" //Float
RevolverAmmoMax = "0x02542680,0x80" //Float
SMGAmmo = "0x02542678,0x98" //Float
SMGAmmoMax = "0x02542678,0x80" //Float
CarbineAmmo = "0x02542690,0x98"; //Float
CarbineAmmoMax = "0x02542690,0x80" //Float
ShotgunShells = "0x02542670,0x98" //Float
ShotgunShellsMax = "0x02542670,0x80" //Float
SniperRifleAmmo = "0x02542668,0x98" //Float
SniperRifleAmmoMax = "0x025426680x80" //Float
Grenades = "0x025C1D90,0x50,0x280,0x98"; //Float
GrenadesMax = "0x025C1D90,0x50,0x280,0x80"; //Float
RepeaterPistol Ammo = "0x025C1D90,0x50,0x2A0,0x98"; //Float
RepeaterPistol Max = "0x025C1D90,0x50,0x2A0,0x80"; //Float
LauncherAmmo = "0x02542660,0x98"; //Float
LauncherAmmoMax = "0x02542660,0x80"; //Float
//Weapon Proficiencies
/XP ("BorderlandsGOTY.exe"+025C4DA8,6D0,10,***) or ("BorderlandsGOTY.exe"+025C4DA8,630,10,***) || Note
PistolLVL =
PistolCurrentXP = 0x025C4DA8,0x6D0,0x10,0xD84 //Int
PistolRequiredXP = 0x025C4DA8,0x6D0,0x10,0xD88 //Int
SMGLVL =
SMGCurrentXP = 0x025C4DA8,0x6D0,0x10,0xDA4 //Int
SMGRequiredXP = 0x025C4DA8,0x6D0,0x10,0xDA8 //Int
ShotgunLVL = ???
ShotgunCurrentXP = 0x025C4DA8,0x6D0,0x10,0xD94 //Int
ShotgunRequiredXP = 0x025C4DA8,0x6D0,0x10,0xD98 //Int
CarbineLVL = ???
CarbineCurrentXP = 0x025C4DA8,0x6D0,0x10,0xDB4 //Int
CarbineRequiredXP = 0x025C4DA8,0x6D0,0x10,0xDB8 //Int
SniperLVL = ???
SniperCurrentXP = 0x025C4DA8,0x6D0,0x10,0xDC4 //Int
SniperRequiredXP = 0x025C4DA8,0x6D0,0x10,0xDC8 //Int
LauncherLVL = ???
LauncherCurrentXP = 0x025C4DA8,0x6D0,0x10,0xDD4 //Int
LauncherRequiredXP = 0x025C4DA8,0x6D0,0x10,0xDD8 //Int
ElementalLVL = ???
ElementalCurrentXP = 0x025C4DA8,0x6D0,0x10,0xDE4 //Int
ElementalRequiredXP = 0x025C4DA8,0x6D0,0x10,0xDE8 //Int