PROJECT / probably-stolen-control

Multifunction Cheat Menu

F8 menu: money, items, durability, visitors, trade, appraisal, module stats, outings, scavenging, backpack and starting perks.

Probably Stolen修改菜单

Game information

Current version: 0.4.8. Steam Workshop

  • Appraisal hints: only items with appraisable features receive borders. Orange means a discrepancy; green means no discrepancy in comparable features. Items without appraisal features have no border. Green is not an authenticity guarantee; inspection never reveals or changes features.

  • Module stats: Detach the module into shop storage or a counter. Edit base percentages (-99 to 1000), preserving random effects. The game calculates effects on installation.

  • Outings remaining tonight (0–1000): Adjust after closing the shop. Returning consumes one outing; closing early resets it to one. Scavenging attempts, opening hours and location unlocks are unchanged.

  • Names follow the game language; custom names are preserved. Missing native translations retain the original text.

Money, item spawning, durability, customers and trading, starting perks, scavenging, a dimensional backpack, and counterfeit alerts. Press F8; the menu follows the game language.

Press F8 to open or close. Menu text, fonts and native item names follow the game language.

  • Dimensional backpack: select an area on the left; the withdrawal target is shown on the right. Outside, local ground, pockets or the carried bag are the default; shop stock requires explicit selection. Withdraw into the selected area with no automatic fallback. Machines and containers holding machines use separate partitions and deposit confirmation. Icons, search, paging and tooltips are supported. Fixed fixtures cannot be stored. Recover contents restores a legacy dossier into the existing dossier. Unavailable or full destinations and ID conflicts retain the entry.

  • Categories use native market trade labels and hide empty results in the current search. The menu blocks background mouse input until the closing click is released.

Shop and items

  • Money: view, add, subtract or set the total. Configurable change limit; large changes and set operations require confirmation.
  • Items: runtime IDs, names, categories and registered mod items; name/ID search, filtering, pagination, refresh and batch spawning in storage. Stops at full storage and reports the actual quantity.
  • Durability: select individual owned shop items, set standard durability from zero to the native maximum, or repair. Synchronizes real and displayed durability.
  • Infinite durability: blocks standard wear on owned shop items, excluding separate gun or armor conditions.
  • Normal customers: target 0–100 for the next generation. Keeps the current queue, story visitors and native eligibility rules.
  • Reputation: read factions from the save and set one faction to -200–200.

Visitors, trade and random outcomes

  • Choose the next visitor from native pools and the wanted-person registry. Search factory IDs; only the selected factory is invoked. Native visitor bans still apply.
  • Visitor budget: view and set the current visitor’s budget, 0–1000000. Visitors without budgets are not changed; switching visitors cancels stale edits.
  • Visitor merchandise: select an item on the Items page and add one unit to the current seller’s counter as unowned merchandise, ready for the native trade flow.
  • Guaranteed bargaining: actual successful branches for purchase discounts and sale markups. Native pricing and trade remain active. Does not include blackmail or threats.
  • Conceal disguised goods on sale: protects player-owned goods from the current customer’s feature, ammo-box and ingot-detector checks. Does not make fakes genuine or undo already exposed states.
  • Winning scratch cards: owned, unopened cards receive winning symbols when opened. Scratch and redeem through the game; partially scratched cards are not reset. This does not modify draw-based lottery numbers.
  • Wanted visitor alert: a separate alert for wanted or secretly wanted visitors remains visible with the main menu closed and clears when the visitor changes. No automatic arrest or report.

Health, upgrades and scavenging

  • Joe Wild upgrade points: view and set 0–1000000. Separate from faction reputation.
  • Heal injuries: clears current wounds and restores stable health, retained through normal saving.
  • Safe scavenging: prevents minor and major scavenging wounds; other event damage remains unchanged.
  • Loot value: multiply newly scavenged base unit values by 1–1000, capped at 1000000 per unit. Includes bonus finds, without rerolling or changing existing stock. Native modifiers still affect final trade prices.

Dimensional backpack

  • Up to 10000 item records, subject to the save-data size limit; name/ID search, pagination and whole-item deposit/withdrawal.
  • Native item and feature serialization preserves identity, quantity, value, durability, disguise states and container contents rather than spawning fresh copies by ID.
  • Stored inside the current game save. Full storage leaves the backpack entry intact; consumed entries cannot be withdrawn again.
  • Withdraw items before uninstalling. Disabled mods leave backpack data in the save, accessible after re-enabling. Items from other mods still require those mods.

Starting perks

  • Edit on the native new-game perk screen: dynamic catalog, native names/descriptions, search and add/remove selections. Incompatibilities remain.
  • Point budget 0–1000; base perk count 1–100; per-perk cost -1000–1000; extra slots -100–100. Negative costs refund points; the native Continue button validates the final budget and count.
  • Five starting effects: Saving money 0–1000000; Bad Lease and Prime Real Estate rent changes 0–10000 each; Lucky 0–100; Unlucky -100–100. Select the corresponding perk to apply its effect.
  • Limits, costs, slots and effect settings persist across restarts. Loading saves never repeats starting rewards. Reset perks saves defaults without undoing existing save changes.

Usage and saving

  1. Enable in the game’s Mods menu, confirm prompts and restart. No BepInEx or game DLL replacement.
  2. Load a save and press F8. For perks, first open the native new-game perk selection screen.
  3. Confirm backpack transfers or the next visitor. Add visitor merchandise from the Items page.
  4. Change the hotkey, money limit and batch limit in this mod’s settings under Mods. Batch limit defaults to 20 and supports 1–100.

Back up saves before editing. No autosave or general undo. Money, items, reputation, Wild points, health and backpack contents use normal game saving. Gameplay toggles, infinite durability, customer target and loot multiplier reset on load. Perk settings persist separately and never grant starting rewards to existing saves.

All selectable game languages are covered; the remaining resource languages have prepared translations. Author and project links open only when clicked.

Screenshots use an isolated test save; displayed balances demonstrate the interface.

Dimensional backpack and areas

Gameplay switches and values

地址与使用说明

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