Disney Dreamlight Valley [0100D39012C1A000]

  • Thread starter Thread starter morarin
  • Start date Start date
  • Views Views 40,155
  • Replies Replies 238
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Ah I done that already I think she's on the island so she must be there lol thanks for letting us know lol 😂 😂

I made that cheat code for offline players. It's not needed for online players like me.
Post automatically merged:

For the building items, I've decided to change the approach. This is because a bulk-add method also includes problematic items such as: houses for unreleased characters, normally unobtainable buildings that become impossible to remove once placed, and very intrusive debug-only items that cannot be hidden, unlike other item types. As a note on the character houses, I did test this before Vanellope's building quest started and was able to complete it without any problems.

Disney Dreamlight Valley v1.19.1 BID=DD44F396D4C95D6B

"GetAllMissing~" codes cannot be used at the same time. Please use them one by one.


[GetAllMissingPlayerHouses]
04000000 0471A654 D503201F
04000000 0717107C 9442AD64
04000000 0821C60C A9BF7BF3
04000000 0821C610 A9BF53F3
04000000 0821C614 A9BF5BF5
04000000 0821C618 A9BE63F7
04000000 0821C61C 96C06461
04000000 0821C620 AA0003F4
04000000 0821C624 96C06497
04000000 0821C628 972FA2FE
04000000 0821C62C AA0003F3
04000000 0821C630 B000E680
04000000 0821C634 910B4000
04000000 0821C638 D5033BBF
04000000 0821C63C 52800021
04000000 0821C640 96222C48
04000000 0821C644 9709EEA7
04000000 0821C648 52800041
04000000 0821C64C 528000A8
04000000 0821C650 B90013E8
04000000 0821C654 910043E2
04000000 0821C658 B000E688
04000000 0821C65C F9416903
04000000 0821C660 96C35FC4
04000000 0821C664 91008015
04000000 0821C668 B9401816
04000000 0821C66C 52800017
04000000 0821C670 F8777AA0
04000000 0821C674 96F4214F
04000000 0821C678 2A0003F8
04000000 0821C67C AA1303E0
04000000 0821C680 2A1803E1
04000000 0821C684 97183EBF
04000000 0821C688 370000C0
04000000 0821C68C AA1403E0
04000000 0821C690 2A1803E1
04000000 0821C694 52800022
04000000 0821C698 AA1F03E3
04000000 0821C69C 97459B11
04000000 0821C6A0 110006F7
04000000 0821C6A4 6B1602FF
04000000 0821C6A8 54FFFE43
04000000 0821C6AC A8C263F7
04000000 0821C6B0 A8C15BF5
04000000 0821C6B4 A8C153F3
04000000 0821C6B8 A8C17BE0
04000000 0821C6BC D65F03C0

[GetAllMissingPlayerHouses OFF]
04000000 0471A654 340001C8
04000000 0717107C AA1303E0

Turn on this cheat code and open the wardrobe to unlock all unowned playerhouse items. It will take some time for all the playerhouse items to be added. I highly recommend you leave it alone until it has finished.

Code:
// ============================================================================
// Unlock All Buildings (PlayerHouse subtype only) + Dev-Check Bypass
// Goal: Hook WardrobeMenu::OnFocusIn ("MOV X0, X19") → jump to a code cave that
//       grants all unowned building entries of subtype PlayerHouse routed to
//       the Buildings ListInventory, then restore X0←X19 and return. Also NOP
//       the developer-flag check guarding DebugAddItem so item granting proceeds.
//
// Uses the closed generic:
//   GetAllByType<BuildingItemData, BuildingItemType>(ItemType.Building, subEnumPtr, method)
// with correct argument setup:
//   - X2 = pointer to 32-bit subtype value stored on stack
//   - X3 = MethodInfo* loaded from the Method$ slot (after warming it up)
//
// ============================================================================

// --- [Block A] Hook Patch (WardrobeMenu::OnFocusIn) -------------------------
// Original at hook site: 0x710717107C  MOV X0, X19
0x710717107C    BL    0x710821C60C                       // hook: replace MOV X0, X19 and branch to code cave

// --- [Block B] Developer Check Bypass (Meta.DebugAddItem.Types.Response$$ApplyThis) ---
0x710471A654    NOP                                      // disable dev-flag gate so DebugAddItem can run

// --- [Block C] Code Cave Start (RVA: 0x821C60C, Abs: 0x710821C60C) ----------
// Save/restore regs; finally load saved X19 into X0 to recreate "MOV X0, X19".
// [Prologue & Saves]
0x710821C60C    STP   X19, X30, [SP, #-0x10]!           // push old X19 and LR
0x710821C610    STP   X19, X20, [SP, #-0x10]!           // push working X19 and Client*
0x710821C614    STP   X21, X22, [SP, #-0x10]!           // push list base and length
0x710821C618    STP   X23, X24, [SP, #-0x20]!           // push loop index and temp itemId (and make 0x20 scratch)
// [Acquire Client*]
0x710821C61C    BL    0x71032357A0                      // get_MetaClient() → X0
0x710821C620    MOV   X20, X0                           // X20 = Client*
// [Acquire Buildings (ListInventory*)]
0x710821C624    BL    0x7103235880                      // get_Profile() → X0
0x710821C628    BL    0x7104E05220                      // Profile.get_Buildings() → X0
0x710821C62C    MOV   X19, X0                           // X19 = ListInventory* (Buildings)
// --- [Warm up Method$ slot for the closed generic] ---------------------------
// Method$ slot absolute address: 0x7109EED2D0  (page 0x7109EED000 + 0x2D0)
0x710821C630    ADRP  X0, 0x7109EED000                  // page of Method$ slot
0x710821C634    ADD   X0, X0, #0x2D0                    // X0 = 0x7109EED2D0 (Method$ slot)
0x710821C638    DMB   ISH
0x710821C63C    MOV   W1, #1
0x710821C640    BL    0x7100AA7760                      // metadata warm-up helper
// --- [GetAllByType<T,Sub>] X2=&subEnum(32-bit), X3=MethodInfo*, W1=itemType --
0x710821C644    BL    0x71044980E0                      // ItemDatabase.Instance → X0 (this)
0x710821C648    MOV   W1,  #2                           // ItemType.Building
0x710821C64C    MOV   W8,  #5                           // BuildingItemType.PlayerHouse (subtype)
0x710821C650    STR   W8, [SP, #0x10]                   // write 32-bit enum value to our scratch
0x710821C654    ADD   X2, SP, #0x10                     // X2 = &subEnum (stack address)
0x710821C658    ADRP  X8, 0x7109EED000                  // page of Method$ slot
0x710821C65C    LDR   X3, [X8, #0x2D0]                  // X3 = *(0x7109EED2D0) (MethodInfo*)
0x710821C660    BL    0x71032F4570                      // GetAllByType<T,Sub>(itemType, &subEnum, method) → X0 (array)
// [Array layout] size @ +0x18 (W), data @ +0x20 (ptr)
0x710821C664    ADD   X21, X0, #0x20                    // X21 = &elements[0]
0x710821C668    LDR   W22, [X0, #0x18]                  // W22 = length
0x710821C66C    MOV   W23, #0                           // i = 0
// --- [Loop] for (i = 0; i < len; ++i) ----------------------------------------
0x710821C670    LDR   X0, [X21, X23, LSL #3]            // X0 = BuildingItemData* (element)
0x710821C674    BL    0x7103F24BB0                      // ItemData.get_Item() → W0 (itemId)
0x710821C678    MOV   W24, W0                           // W24 = itemId
// [KnowsItem?] skip if already owned in Buildings
0x710821C67C    MOV   X0, X19                           // this = Buildings (ListInventory*)
0x710821C680    MOV   W1, W24                           // itemId
0x710821C684    BL    0x710482C180                      // ListInventory.KnowsItem(int) → W0
0x710821C688    TBNZ  W0, #0, 0x710821C6A0              // if owned, jump to loop-next
// [Grant Item] add via DebugAddItem(itemId, 1, default CancellationToken)
0x710821C68C    MOV   X0, X20                           // this = Client*
0x710821C690    MOV   W1, W24                           // itemId
0x710821C694    MOV   W2, #1                            // amount = 1
0x710821C698    MOV   X3, XZR                           // CancellationToken = 0
0x710821C69C    BL    0x71053832E0                      // Client.DebugAddItem(int,int,CancellationToken)
// [Loop next]
0x710821C6A0    ADD   W23, W23, #1                      // i++
0x710821C6A4    CMP   W23, W22                          // i < len ?
0x710821C6A8    B.LO  0x710821C670                      // continue loop
// [Epilogue & Return]
0x710821C6AC    LDP   X23, X24, [SP], #0x20             // pop temps/scratch
0x710821C6B0    LDP   X21, X22, [SP], #0x10             // pop list meta
0x710821C6B4    LDP   X19, X20, [SP], #0x10             // pop inv and client
0x710821C6B8    LDP   X0,  X30, [SP], #0x10             // X0 ← (first-saved X19), restore LR
0x710821C6BC    RET                                     // return to original function

// --- [Block D] Reference (targets used above) --------------------------------
// Method$ slot (closed generic) absolute address         0x7109EED2D0  (page 0x7109EED000 + 0x2D0)
// metadata warm-up helper                                0x7100AA7760
// get_MetaClient()                                       0x71032357A0
// get_Profile()                                          0x7103235880
// Profile.get_Buildings()                                0x7104E05220
// ItemDatabase.Instance                                  0x71044980E0
// ItemDatabase.GetAllByType<T,Sub>(Building, PlayerHouse)0x71032F4570
// ItemData.get_Item()                                    0x7103F24BB0
// ListInventory.KnowsItem(int)                           0x710482C180
// Client.DebugAddItem(int,int,CancellationToken)         0x71053832E0
Post automatically merged:

[GetAllMissingCompanions]
04000000 0471A654 D503201F
04000000 0717107C 9442AD64
04000000 0821C60C A9BF7BF3
04000000 0821C610 A9BF53F3
04000000 0821C614 A9BF5BF5
04000000 0821C618 A9BE63F7
04000000 0821C61C 96C06461
04000000 0821C620 AA0003F4
04000000 0821C624 97BBEF0B
04000000 0821C628 AA0003F3
04000000 0821C62C B000E680
04000000 0821C630 910DE000
04000000 0821C634 D5033BBF
04000000 0821C638 52800021
04000000 0821C63C 96222C49
04000000 0821C640 9709EEA8
04000000 0821C644 52800181
04000000 0821C648 52800008
04000000 0821C64C B90013E8
04000000 0821C650 910043E2
04000000 0821C654 B000E688
04000000 0821C658 F941BD03
04000000 0821C65C 96C35FC5
04000000 0821C660 91008015
04000000 0821C664 B9401816
04000000 0821C668 52800017
04000000 0821C66C F8777AA0
04000000 0821C670 96FBB394
04000000 0821C674 2A0003F8
04000000 0821C678 AA1303E0
04000000 0821C67C 2A1803E1
04000000 0821C680 972D96CC
04000000 0821C684 B50000C0
04000000 0821C688 AA1403E0
04000000 0821C68C 2A1803E1
04000000 0821C690 52800022
04000000 0821C694 AA1F03E3
04000000 0821C698 97459B12
04000000 0821C69C 110006F7
04000000 0821C6A0 6B1602FF
04000000 0821C6A4 54FFFE43
04000000 0821C6A8 A8C263F7
04000000 0821C6AC A8C15BF5
04000000 0821C6B0 A8C153F3
04000000 0821C6B4 A8C17BE0
04000000 0821C6B8 D65F03C0

[GetAllMissingCompanions OFF]
04000000 0471A654 340001C8
04000000 0717107C AA1303E0

Turn on this cheat code and open the wardrobe to unlock all unowned companion items. It will take some time for all the companion items to be added. I highly recommend you leave it alone until it has finished.

Code:
// ============================================================================
// Unlock All Companions (Pet subtype only) via DebugAddItem
// • Enumerate Pet items with GetAllByType<PetItemData, CompanionItemType>
// • OWNERSHIP CHECK: ProfilePlayer.GetPetProfile(petItem)
// • ADD: use Client.DebugAddItem(itemId,1,default) — Profile.AddItem routes to UnlockPet
// • Warm up Method$ slot for the closed generic before loading MethodInfo*
// ============================================================================


// --- [Block A] Hook Patch (WardrobeMenu::OnFocusIn) -------------------------
// Original at hook site: 0x710717107C  MOV X0, X19
0x710717107C    BL    0x710821C60C                       // hook: replace MOV X0, X19 and branch to code cave


// --- [Block B] Developer Check Bypass (Meta.DebugAddItem.Types.Response$$ApplyThis) ---
0x710471A654    NOP                                      // allow DebugAddItem to proceed


// --- [Block C] Code Cave Start (RVA: 0x821C60C, Abs: 0x710821C60C) ----------

// [Prologue & Saves]  (unchanged register set/order)
0x710821C60C    STP   X19, X30, [SP, #-0x10]!           // push old X19 and LR
0x710821C610    STP   X19, X20, [SP, #-0x10]!           // push working X19 and Client*
0x710821C614    STP   X21, X22, [SP, #-0x10]!           // push array base and length
0x710821C618    STP   X23, X24, [SP, #-0x20]!           // push loop index and temp itemId (and make 0x20 scratch)

// [Acquire Client*]
0x710821C61C    BL    0x71032357A0                      // get_MetaClient() → X0
0x710821C620    MOV   X20, X0                           // X20 = Client*

// [Acquire ProfilePlayer*]  (repurposing X19 slot used by inventories before)
0x710821C624    BL    0x7107118250                      // Profile.get_ProfilePlayer() → X0  (Abs)
0x710821C628    MOV   X19, X0                           // X19 = ProfilePlayer*

// --- [Warm up Method$ slot for PetItemData×CompanionItemType] ---------------
// Method$Definitions.Items.ItemDatabase.GetAllByType_PetItemData__CompanionItemType___
// Absolute address = 0x7109EED378  (page 0x7109EED000 + 0x378)
0x710821C62C    ADRP  X0, 0x7109EED000                  // page of Method$ slot
0x710821C630    ADD   X0, X0, #0x378                    // X0 = 0x7109EED378 (Method$ slot)
0x710821C634    DMB   ISH
0x710821C638    MOV   W1, #1
0x710821C63C    BL    0x7100AA7760                      // metadata warm-up helper

// --- [GetAllByType<T,Sub>] X2=&subEnum(32-bit), X3=MethodInfo*, W1=itemType --
0x710821C640    BL    0x71044980E0                      // ItemDatabase.Instance → X0 (this)
0x710821C644    MOV   W1,  #12                          // ItemType.Companion
0x710821C648    MOV   W8,  #0                           // CompanionItemType.Pet (subtype)
0x710821C64C    STR   W8, [SP, #0x10]                   // write 32-bit enum into our scratch
0x710821C650    ADD   X2, SP, #0x10                     // X2 = &subEnum (stack address)
0x710821C654    ADRP  X8, 0x7109EED000                  // page of Method$ slot
0x710821C658    LDR   X3, [X8, #0x378]                  // X3 = *(0x7109EED378) (MethodInfo*)
0x710821C65C    BL    0x71032F4570                      // GetAllByType<PetItemData,CompanionItemType>(...) → X0 (array)

// [Array layout] size @ +0x18 (W), data @ +0x20 (ptr)
0x710821C660    ADD   X21, X0, #0x20                    // X21 = &elements[0]
0x710821C664    LDR   W22, [X0, #0x18]                  // W22 = length
0x710821C668    MOV   W23, #0                           // i = 0

// --- [Loop] for (i = 0; i < len; ++i) ----------------------------------------
0x710821C66C    LDR   X0, [X21, X23, LSL #3]            // X0 = PetItemData* (element)
0x710821C670    BL    0x71041094C0                      // PetItemData.get_Item() → W0 (Definitions.Items.Item)
0x710821C674    MOV   W24, W0                           // W24 = item (pet)

// [OWNERSHIP CHECK] ProfilePlayer.GetPetProfile(item) — non-NULL means owned
0x710821C678    MOV   X0, X19                           // this = ProfilePlayer*
0x710821C67C    MOV   W1, W24                           // W1 = item (pet)
0x710821C680    BL    0x7104D821B0                      // ProfilePlayer.GetPetProfile(item) → X0 (Pet* or NULL)
0x710821C684    CBNZ  X0, 0x710821C69C                  // if already owned, jump to loop-next

// [ADD] Use DebugAddItem (Profile.AddItem internally routes to UnlockPet)
0x710821C688    MOV   X0, X20                           // this = Client*
0x710821C68C    MOV   W1, W24                           // item (pet)
0x710821C690    MOV   W2, #1                            // amount = 1
0x710821C694    MOV   X3, XZR                           // CancellationToken = 0
0x710821C698    BL    0x71053832E0                      // Client.DebugAddItem(int,int,CancellationToken)

// [Loop next]
0x710821C69C    ADD   W23, W23, #1                      // i++
0x710821C6A0    CMP   W23, W22                          // i < len ?
0x710821C6A4    B.LO  0x710821C66C                      // continue loop

// [Epilogue & Return]  (unchanged register restore order/sizes)
0x710821C6A8    LDP   X23, X24, [SP], #0x20             // pop temps/scratch
0x710821C6AC    LDP   X21, X22, [SP], #0x10             // pop array meta
0x710821C6B0    LDP   X19, X20, [SP], #0x10             // pop profilePlayer and client
0x710821C6B4    LDP   X0,  X30, [SP], #0x10             // X0 ← (first-saved X19), restore LR
0x710821C6B8    RET                                     // return to original function


// --- [Block D] Reference (targets used above) --------------------------------
// get_MetaClient()                                       0x71032357A0
// Profile.get_ProfilePlayer()                            0x7107118250
// Method$ GetAllByType<PetItemData,CompanionItemType>    0x7109EED378
// metadata warm-up helper                                0x7100AA7760
// ItemDatabase.Instance                                  0x71044980E0
// Generic thunk GetAllByType<T,Sub>                      0x71032F4570
// PetItemData.get_Item()                                 0x71041094C0
// ProfilePlayer.GetPetProfile(Item)                      0x7104D821B0
// Client.DebugAddItem(int,int,CancellationToken)         0x71053832E0
Post automatically merged:


Using this cheat before unlocking all tools will break your quest progression, making it impossible to continue. DO NOT USE THIS CHEAT until you have unlocked all tools.


[GetAllMissingTools&Accessories]
04000000 0471A654 D503201F
04000000 0717107C 9442AD64
04000000 0821C60C A9BF7BF3
04000000 0821C610 A9BF53F3
04000000 0821C614 A9BF5BF5
04000000 0821C618 A9BF63F7
04000000 0821C61C 96C06461
04000000 0821C620 AA0003F4
04000000 0821C624 97BBEF0B
04000000 0821C628 AA0003F3
04000000 0821C62C 9709EEAD
04000000 0821C630 52800161
04000000 0821C634 AA1F03E2
04000000 0821C638 9709DE42
04000000 0821C63C 91008015
04000000 0821C640 B9401816
04000000 0821C644 52800017
04000000 0821C648 F8777AA0
04000000 0821C64C 96F4562D
04000000 0821C650 2A0003F8
04000000 0821C654 AA1303E0
04000000 0821C658 2A1803E1
04000000 0821C65C 972D56FD
04000000 0821C660 370000C0
04000000 0821C664 AA1403E0
04000000 0821C668 2A1803E1
04000000 0821C66C 52800022
04000000 0821C670 AA1F03E3
04000000 0821C674 97459B1B
04000000 0821C678 110006F7
04000000 0821C67C 6B1602FF
04000000 0821C680 54FFFE43
04000000 0821C684 A8C163F7
04000000 0821C688 A8C15BF5
04000000 0821C68C A8C153F3
04000000 0821C690 A8C17BE0
04000000 0821C694 D65F03C0

[GetAllMissingTools&Accessories OFF]
04000000 0471A654 340001C8
04000000 0717107C AA1303E0

Turn on this cheat code and open the wardrobe to unlock all unowned tool&accessory items. It will take some time for all the tool&accessory items to be added. I highly recommend you leave it alone until it has finished.

Code:
// ============================================================================
/* Unlock All Tools (ItemType=Tool) via DebugAddItem
   • Enumerate tools with non-generic ItemDatabase.GetAllByType(ItemType.Tool)
   • OWNERSHIP CHECK: ProfilePlayer.IsToolUnlocked(Item)  (NOT ListInventory)
   • ADD: Client.DebugAddItem(item,1,default) — Profile.AddItem routes correctly
*/
// ============================================================================

// --- [Block A] Hook Patch (WardrobeMenu::OnFocusIn) -------------------------
// Original at hook site: 0x710717107C  MOV X0, X19
0x710717107C    BL    0x710821C60C                       // hook: replace MOV X0, X19 and branch to code cave

// --- [Block B] Developer Check Bypass (Meta.DebugAddItem.Types.Response$$ApplyThis) ---
0x710471A654    NOP                                      // allow DebugAddItem to proceed

// --- [Block C] Code Cave Start (RVA: 0x821C60C, Abs: 0x710821C60C) ----------
/* Save/restore regs exactly as in your original caves; restore X0←X19 on return. */
// [Prologue & Saves]  (unchanged set/order; reduced X23/X24 frame)
0x710821C60C    STP   X19, X30, [SP, #-0x10]!           // push old X19 and LR
0x710821C610    STP   X19, X20, [SP, #-0x10]!           // push working X19 and Client*
0x710821C614    STP   X21, X22, [SP, #-0x10]!           // push array base and length
0x710821C618    STP   X23, X24, [SP, #-0x10]!           // push loop index and temp item
// [Acquire Client*]
0x710821C61C    BL    0x71032357A0                      // get_MetaClient() → X0
0x710821C620    MOV   X20, X0                           // X20 = Client*
// [Acquire ProfilePlayer*]  (use direct helper per latest address)
0x710821C624    BL    0x7107118250                      // Profile.get_ProfilePlayer() → X0
0x710821C628    MOV   X19, X0                           // X19 = ProfilePlayer*
// --- [Enumerate all Tool items (non-generic overload)] ----------------------
0x710821C62C    BL    0x71044980E0                      // ItemDatabase.Instance → X0 (this)
0x710821C630    MOV   W1,  #11                          // ItemType.Tool
0x710821C634    MOV   X2,  XZR                          // method* = NULL (non-generic thunk expects X2=0)
0x710821C638    BL    0x7104493F40                      // ItemDatabase.GetAllByType(ItemType) → X0 (array of ToolItemData*)
// [Array layout] size @ +0x18 (W), data @ +0x20 (ptr)
0x710821C63C    ADD   X21, X0, #0x20                    // X21 = &elements[0]
0x710821C640    LDR   W22, [X0, #0x18]                  // W22 = length
0x710821C644    MOV   W23, #0                           // i = 0
// --- [Loop] for (i = 0; i < len; ++i) ----------------------------------------
0x710821C648    LDR   X0, [X21, X23, LSL #3]            // X0 = ToolItemData* (element)
0x710821C64C    BL    0x7103F31F00                      // ToolItemData.get_Item() → W0 (Definitions.Items.Item)
0x710821C650    MOV   W24, W0                           // W24 = item (tool)
// [OWNERSHIP CHECK] ProfilePlayer.IsToolUnlocked(item) — true means owned
0x710821C654    MOV   X0, X19                           // this = ProfilePlayer*
0x710821C658    MOV   W1, W24                           // W1 = item (tool)
0x710821C65C    BL    0x7104D72250                      // ProfilePlayer.IsToolUnlocked(Item) → W0 (bool)
0x710821C660    TBNZ  W0, #0, 0x710821C678              // if owned, jump to loop-next
// [ADD] Use DebugAddItem (Profile.AddItem internally routes to AddTool)
0x710821C664    MOV   X0, X20                           // this = Client*
0x710821C668    MOV   W1, W24                           // item (tool)
0x710821C66C    MOV   W2, #1                            // amount = 1
0x710821C670    MOV   X3, XZR                           // CancellationToken = 0
0x710821C674    BL    0x71053832E0                      // Client.DebugAddItem(int,int,CancellationToken)
// [Loop next]
0x710821C678    ADD   W23, W23, #1                      // i++
0x710821C67C    CMP   W23, W22                          // i < len ?
0x710821C680    B.LO  0x710821C648                      // continue loop
// [Epilogue & Return]  (unchanged restore order; reduced X23/X24 frame)
0x710821C684    LDP   X23, X24, [SP], #0x10             // pop temps
0x710821C688    LDP   X21, X22, [SP], #0x10             // pop array meta
0x710821C68C    LDP   X19, X20, [SP], #0x10             // pop profilePlayer and client
0x710821C690    LDP   X0,  X30, [SP], #0x10             // X0 ← (first-saved X19), restore LR
0x710821C694    RET                                     // return to original function

// --- [Block D] Reference (targets used above) --------------------------------
// get_MetaClient()                                       0x71032357A0
// Profile.get_ProfilePlayer()                            0x7107118250
// ItemDatabase.Instance                                  0x71044980E0
// ItemDatabase.GetAllByType(ItemType) (non-generic)      0x7104493F40
// ToolItemData.get_Item()                                0x7103F31F00
// ProfilePlayer.IsToolUnlocked(Item)                     0x7104D72250
// Client.DebugAddItem(int,int,CancellationToken)         0x71053832E0
 
Last edited by morarin,
Nice work but your cheat for missing clothes mess up the collection tab. When i turn on your cheat my collection goes to 100 procent in total.
 
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Nice work but your cheat for missing clothes mess up the collection tab. When i turn on your cheat my collection goes to 100 procent in total.

Thank you for your feedback on the cheat code.

Are you saying that the "Clothing Sets" collection rate in the collections tab became 100% after acquiring all Clothing items using GetAllMissingClothing? Or the collection rate for all categories on the left side? It's difficult to know for sure if that cheat code is causing a bug with the collection percentage without analyzing how the collection system works. However, it's a possibility, since it also grants you normally unobtainable items like debug items. That being said, the cheat code acquires every item in the game that belongs to the "Clothing" category, so it's natural for the "Clothing Sets" collection rate to become 100% with the code. Some items stored in the "Wardrobe," such as certain gliders, may seem like they are clothing but don't actually belong to the "Clothing" category. Therefore, your clothing collection rate can reach 100% even if you are still missing items that are found in the Wardrobe.

Also, it seems that the overall collection rate can become 100% even if the collection rate for specific categories is less than 100%.
Post automatically merged:

Wow, thanks for this! I wasnt sure how to make it work when it seems like 2 addresses needed to be modified together for pet Xp, so i was stuck manually finding and modifying xp for any pet that I had....which was only 1 or 2 because acquiring them sure did get harder in the new updates. One more question. Is it possible to make kaitoB, or patjenova's 'unlock all crafting' code work? It's fun to have the ability to make all materials or enchantments from the start of the game. Enchanting your tools to smash through bone or mushroom barriers from the beginning is nice. Ive only ever had the code partially slightly working before the game freezes or crashes. Frustrating, but it takes a long time for me since i have to manually search out to where i can safely relocate the cheat code. Anyway, thanks a ton for all your work! if you would ever consider making "how to" videos, it would probably be something lots of people would find extremely helpful. I know I would.

Disney Dreamlight Valley v1.19.1 BID=DD44F396D4C95D6B

[ShowAllCraftingRecipe]
04000000 04D75800 D503201F

[ShowAllCraftingRecipe OFF]
04000000 04D75800 3607F500

This cheat grants access to all crafting recipes. Side effects are minimal as the changes are not saved. However, crafting quest-exclusive items may cause issues.
 
Last edited by morarin,
Thank you for your feedback on the cheat code.

Are you saying that the "Clothing Sets" collection rate in the collections tab became 100% after acquiring all Clothing items using GetAllMissingClothing? Or the collection rate for all categories on the left side? It's difficult to know for sure if that cheat code is causing a bug with the collection percentage without analyzing how the collection system works. However, it's a possibility, since it also grants you normally unobtainable items like debug items. That being said, the cheat code acquires every item in the game that belongs to the "Clothing" category, so it's natural for the "Clothing Sets" collection rate to become 100% with the code. Some items stored in the "Wardrobe," such as certain gliders, may seem like they are clothing but don't actually belong to the "Clothing" category. Therefore, your clothing collection rate can reach 100% even if you are still missing items that are found in the Wardrobe.

Also, it seems that the overall collection rate can become 100% even if the collection rate for specific categories is less than 100%.
Post automatically merged:



Disney Dreamlight Valley v1.19.1 BID=DD44F396D4C95D6B

[ShowAllCraftingRecipe]
04000000 04D75800 D503201F

[ShowAllCraftingRecipe OFF]
04000000 04D75800 3607F500

This cheat grants access to all crafting recipes. Side effects are minimal as the changes are not saved. However, crafting quest-exclusive items may cause issues.
It's the collection rate for all categories on the left side
 
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It's the collection rate for all categories on the left side

I bet people are annoyed that the collection rate in the Collection tab is bugged. I know I am. If you can, could you post a screenshot of the tab? That would be a huge help.



Looking at the image from the Facebook post I linked, I believe the overall collection rate is calculated based on the completion rates of each category.

In the image, the number of items available in the base Dreamlight Valley game far exceeds the number of items from the two DLCs. Because of this, you can see that when the collection rate for the base game is 100%, the total collection rate also shows as 100%, even though neither of the DLC completion rates has reached 100%.

In other words, it's highly likely that the overall percentage is based on the number of collected items, rather than being a simple average of the percentages from each category.
Post automatically merged:

Disney Dreamlight Valley v1.19.1 BID=DD44F396D4C95D6B

[SellToTrash]
04000000 048EFC30 D503201F
04000000 048EFC70 17FFFF9C
04000000 048F1B58 D503201F
04000000 048F1BA0 D503201F
04000000 048F27E4 52800000
04000000 07270AE8 52800035

[SellToTrash OFF]
04000000 048EFC30 370003E0
04000000 048EFC70 3707F380
04000000 048F1B58 370033A0
04000000 048F1BA0 36003240
04000000 048F27E4 9411F9BF
04000000 07270AE8 52000015

This cheat allows you to sell items that are normally unsellable. The items will be removed from your inventory, but you will not receive any currency for them. This cheat is intended for deleting leftover mission items.Please be extremely careful, as you might accidentally delete an item that is still required for a quest.
 
Last edited by morarin,
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Thanks so much. I’m familiar with Edizon but don’t have a clue about making cheats. I’m only marginally concerned about a onlime ban cause I don’t go online often in the game but still hope things go ok
Post automatically merged:

I have a question on get all skins….am I going to break dream bundle quest progress if I use that cheat?
 
Last edited by ChicagoMel,
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Thanks so much. I’m familiar with Edizon but don’t have a clue about making cheats. I’m only marginally concerned about a onlime ban cause I don’t go online often in the game but still hope things go ok
Post automatically merged:

I have a question on get all skins….am I going to break dream bundle quest progress if I use that cheat?

I've been playing this game online since early access and have never once been banned. Seeing that no one gets banned for Treasure Valley, neither hosts nor guests, it seems the risk of getting banned for cheating is actually very low. The only thing Gameloft has officially said will trigger a ban or warning is having 'an excessive amount of resources.' So, ironically, it's the players who grind for hours to collect tons of materials legitimately who are at a higher risk of getting banned.

2025101310074800-A789F48B2B6FFD2AE36B5ABD3016DD44.jpg




I understand that equipping each Dream Styles (skins) is the trigger for all currently released Dream Bundle quests to begin. Since obtaining the skin is simply the triggering mechanism for the quest line, I don't believe owning them already will cause any problems.
 
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I've been playing this game online since early access and have never once been banned. Seeing that no one gets banned for Treasure Valley, neither hosts nor guests, it seems the risk of getting banned for cheating is actually very low. The only thing Gameloft has officially said will trigger a ban or warning is having 'an excessive amount of resources.' So, ironically, it's the players who grind for hours to collect tons of materials legitimately who are at a higher risk of getting banned.

View attachment 533549



I understand that equipping each Dream Styles (skins) is the trigger for all currently released Dream Bundle quests to begin. Since obtaining the skin is simply the triggering mechanism for the quest line, I don't believe owning them already will cause any problems.
Thanks.

I hope you’ll get the ranch dlc. Would love to get Sven but the basic is all I can afford
 
Thanks.

I hope you’ll get the ranch dlc. Would love to get Sven but the basic is all I can afford

I have purchased all the DLC and Dream Bundles that have been released so far, and I plan to buy the new DLC that will be released next month. In this game, the actual data for the paid DLC is included in the base game, and it is highly likely that if you are playing online, a check is performed each time you start the game to see if you have purchased it. Therefore, players who are playing offline can unlock the paid DLC simply by modifying their save data. Just as before, you will likely be able to obtain items exclusive to the paid DLC by using "GetAllMissing..." codes.
 
I've been playing this game online since early access and have never once been banned. Seeing that no one gets banned for Treasure Valley, neither hosts nor guests, it seems the risk of getting banned for cheating is actually very low. The only thing Gameloft has officially said will trigger a ban or warning is having 'an excessive amount of resources.' So, ironically, it's the players who grind for hours to collect tons of materials legitimately who are at a higher risk of getting banned.

View attachment 533549



I understand that equipping each Dream Styles (skins) is the trigger for all currently released Dream Bundle quests to begin. Since obtaining the skin is simply the triggering mechanism for the quest line, I don't believe owning them already will cause any problems.
Thanks. I have used similar cheats but was double checking.

Also people who visit treasure valleys get banned even if all they want is legit stuff.

I can use Edizon to increase item numbers but last time it didn’t work so the cheat helped there.
 
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Thanks. I have used similar cheats but was double checking.

Also people who visit treasure valleys get banned even if all they want is legit stuff.

I can use Edizon to increase item numbers but last time it didn’t work so the cheat helped there.

It's probably best to avoid distributing or receiving large quantities of material items, regardless of whether you are using cheats. The most effective way to prevent a ban is not to use the multiplayer feature at all. I have never visited other valleys or opened up my own. I don't think it would be a problem to visit each other's valleys for sightseeing purposes with people you know and trust, where there's no risk of being reported.
 
It's probably best to avoid distributing or receiving large quantities of material items, regardless of whether you are using cheats. The most effective way to prevent a ban is not to use the multiplayer feature at all. I have never visited other valleys or opened up my own. I don't think it would be a problem to visit each other's valleys for sightseeing purposes with people you know and trust, where there's no risk of being reported.
I agree.

Is there a way to make a cheat to get premium items like the river kit that aren’t furniture or clothes?
 
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I agree.

Is there a way to make a cheat to get premium items like the river kit that aren’t furniture or clothes?

I think you can get the river kit with the cheat code "GetAllMissingFurniture". In fact, I have already confirmed that I was able to obtain the river kit by using the "GetAllMissing~" code. It should show up if you search within the Furniture tab using the keyword "river".
 
I think you can get the river kit with the cheat code "GetAllMissingFurniture". In fact, I have already confirmed that I was able to obtain the river kit by using the "GetAllMissing~" code. It should show up if you search within the Furniture tab using the keyword "river".
Yes thanks. Do note though that I notice it unlocks a lot of test items in clothing
 
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With this cheat code enabled, open the wardrobe / furniture menu and move the cursor over the item you want to delete. First, press the R button, and while holding it down, press and hold the A button for a few seconds. Re-open the wardrobe / furniture to confirm that the item has been deleted. If the item hasn't been removed and has instead moved to the end of its category, please repeat the same procedure.

Disney Dreamlight Valley v1.19.1 BID=DD44F396D4C95D6B

[R SelectToRemove]
04000000 0471DEB0 D503201F
04000000 0471F644 D503201F
04000000 06A943EC F943EB00
04000000 06A943F0 B940E408
04000000 06A943F4 35000048
04000000 06A943F8 9680AECE
04000000 06A943FC 9001A2C8
04000000 06A94400 910023E0
04000000 06A94404 F9478D02
04000000 07148960 F0016876
04000000 07148964 F94176C0
04000000 07148968 B940E408
04000000 0714896C 34002288
04000000 07148970 F0019537
04000000 07148974 3943F6E8
04000000 07185E68 F94007E3
04000000 07185E6C AA1403E0
04000000 07185E70 AA1503E1
04000000 07185E74 B94007E4
04000000 07185E78 2A1303E2
04000000 07185E7C 94000011
80000080
04000000 06A943EC 971E84ED
04000000 06A943F0 B9400BE1
04000000 06A943F4 529FFFE2
04000000 06A943F8 72AFFFE2
04000000 06A943FC AA1F03E3
04000000 06A94400 97A3BC40
04000000 06A94404 17FFFF94
04000000 07148960 9703B390
04000000 07148964 2A1303E1
04000000 07148968 52800022
04000000 0714896C AA1F03E3
04000000 07148970 9788EAE4
04000000 07148974 17FFFFDB
04000000 07185E68 9702BE4E
04000000 07185E6C B94003E1
04000000 07185E70 52800022
04000000 07185E74 AA1F03E3
04000000 07185E78 9787F5A2
04000000 07185E7C 14000001
20000000

With this cheat code, you can delete items from the wardrobe / furniture that you usually can't remove. While this cheat code doesn't work on every item type, it is confirmed to be compatible with at least clothing, furniture, and tools.
 
Last edited by morarin,
Silly question these codes for like skins and player houses are they what you unlock in the game and premium items? Sorry if it doesn't make sense, I don't know how to ask it
 
Silly question these codes for like skins and player houses are they what you unlock in the game and premium items? Sorry if it doesn't make sense, I don't know how to ask it

These cheats unlock all in-game items, including rewards from quests, level-ups, the Premium Shop, and the Star Path. Be aware of a key difference: normally, Premium Shop and Star Path items are tied to your online account and can be recovered. Items you add with these cheats are not synced online.
 
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These cheats unlock all in-game items, including rewards from quests, level-ups, the Premium Shop, and the Star Path. Be aware of a key difference: normally, Premium Shop and Star Path items are tied to your online account and can be recovered. Items you add with these cheats are not synced online.
i never asked but did other people also got the 100% glitch and can you restore it with your latest [R SelectToRemove] cheat?
 

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