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Question [Discussion] Palworld — Infinite Ammo Memory Offset & Script Help

byte_corvus

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Digging through the memory of Palworld and trying to update the logic for a "No Consume Ammo" script. The game has shifted its structure, and the old scripts floating around are no longer hitting the right addresses.

The Current Find
I've tracked down the following instruction in the Palworld-Win64-Shipping.exe module:
Code:
Palworld-Win64-Shipping.exe+2B42148 - 89 81 84000000 - mov [rcx+00000084],eax

It looks like the ammo count is being handled at offset 0x84. This is a departure from older versions that used 0x7C.

Previously, the AOB and script targeted a different byte sequence:
Code:
aobscanmodule(InfAmmo, $process, 89????3B??74??4883????E8)

// Target was 89 41 7C (mov [rcx+7C], eax)
InfAmmo:
db 90 90 90

Technical Observations
  1. The current instruction 89 81 84 00 00 00 is a 6-byte instruction. Simply NOPing this might lead to crashes if the game performs integrity checks on the code section.
  2. Since Palworld uses Unreal Engine 5, RCX here is likely pointing to the item or weapon component.
  3. We need to verify if this specific instruction is shared with NPCs or if it's strictly player-side to avoid giving infinite ammo to every Pal on the map.

I am trying to bridge the gap between finding the address and writing a stable AOB script that won't break with every minor patch. If anyone is deep into the Win64-Shipping dump, let's verify if there are better hooks for the ammo subtraction function.

Who's currently digging into the UE5 component structures for this?
 
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