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How can I lock my own mod?


maoffense01
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maoffense01

I wander that there's some cleo mods that when I openned with SannyBuilder,there will be a problem in offset of the mod,'causing the mod unopennable and locked. Then I openned SannyBuilder > Debug Option > IGNORE_UNKNOWN , then the locked mod is opennable.

 

I analyzed that the problem is that there's a problem in offsets in the locked mod. So I tried to create an unknown opcode(can't be read by SannyBuilder) and putted it in somewhere of the codes of my mod,and WTF! I didn't know that locking a mod is through that way.

 

So I created this topic so someone can help me how to lock a mod,so that my mods are not easy to open to steal by others. And will have an easy evidence if my mod was stolen.

How to lock a mod,please? :colgate:

Thank you!

 

-Greetings,

Mark Albert(maoffense01)

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How many people are going to be "stealing" (WTF does that even mean) mods for a game that was released literally ten years ago?

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JohnDoe4444

I disagree with you two, first, no matter if the creator of the mod is a n00b or a talented modder specialy if he's/she's a n00b and create a good mod, and also if he's not famous among the others, his/her mod will be stolen. And second, there are guys who do steal things from the same game that was literally released 10 years ago, if it was an old game, why there are lots of people, modding stuff all around the game?

For your question: as I know, and many talented modders said this, there is no way to do so. Although if your mod is good enough, you wouldn't be worried about your mod being stolen, because if it does so, many people would know YOU created it and they easily understand that the thief is a thief. Same went in a mod for GTA:Vice City, it was a package of swimming, climbing and parkour movements while some thief dude stole the swimming mod of the package and a guy or two found out it wasn't his mod. (I don't know the overcome of that stolen mod though :D).

Anyway, since I'm just a n00b, and talented modders always answer you, you would be able to do so if there is really a way to do it.

Good luck mate.

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maoffense01

To: ThirteenAG

My mods haven't been stolen yet. Someone hasn't been stolen one of my mods yet.

 

To: Ethenal

Are you insulting? Just shut the fúck off! You're here to disturb,not to help. :v:

 

To: 4sinayousefi

Thanks,dude! Your advise's great!

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there is no way to lock a script the only way to make it useless to the people who decompiles script and recompile it changing the autor name is to use only external opcodes,not the internal opcodes you can find more info about the external opcodes on sanny builder there is even a external opcode to avoid renaming the file.

Now if we talk about real mods (a script is a script and never would be a mod because mod is about modification of textures,map models etc not scriptitng) the way to do that is locking the dff files,dont lock the textures because there are hundred of tools to bypass the lock on textures,but unfortunatelly the dff lock is the way to go because nobody would be able to look the model or whatever you made on 3ds max,besides is safer then locking the texture because a locked texture will fail to load (im cursing the people that make this because their models wont load properly they are just white stuffs without textures)

Thats a way to lock a mod.

Edited by Tabris666
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JohnDoe4444

Also there's a way to do so by jumping to an unknown label as Sanny Builder won't open it by saying "decompiling is impossible"; the exact reason of this is unknown for me, also it can be much hard to compile the script as Sanny Builder, I think, is unable to compile it. I never have tested it though.

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After compiling your cs file open it using notepad and at last add some stupid lines and save it. Then sunny builder will show a problem while decomipiling it but game will run it smoothly.

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  • 2 weeks later...

Why you want to lock your cleo script? Although you lock your cleo script, The stealer can steal your mod. Except you put your name in your mod in the text box, etc. So the stealer cannot claim your mod. You better put their name to the stealer list

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JohnDoe4444

Johnson047 said a very important thing.

There's a great way to avoid renaming the file:

if 8AAB:   not file_exists "CLEO\yourmodnameplusyourname.cs" jf @LABEL_2end_threadjump @LABEL_1

Thanks to MasterHK, a great coder in the country of mine and also a friend of mine, whose mod was just hacked by me with ignore unknown option of sanny builder and I found this method :D

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It is useless, the stealer can change that code.

 

Example

.cs file Name (Original): johnson047mods.cs

.cs file name (Edited by Stealer) : stealernamemods.cs

So, the stealer can change this opcode : 8AAB: not file_exists "CLEO\johnson047mods.cs"

with 8AAB: not file_exists "CLEO\stealernamemods.cs" . So this mod will working again.
But, only Smart Stealer are aware that the opcode must be adapted to the .cs file names that have been changed. So this method is useless.
But, locking that mod doesn't make that mod 100% Secured. The stealer can read that script with IGNORE_UNKNOWN.
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JohnDoe4444

Yeah but with the method that gtafan2u mentioned, it's possible to "lock" the mod thus also make the method of naming useful, if used properly. it also avoid being stolen even by clever thieves. I haven't tested the way gtafan2u mentioned but it'll probably work, as if not, he wouldn't posted such stupid things.

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One way that mod cleo 100 % safe is locked mod is a way to change the script code into a hexadecimal form , and also adds a bit of hex -shaped script code to lock the mod completely. But so far there is no single tool that is used to lock cleo mod that way

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maoffense01

Alright,nevermind these thread! I don't need it now,and right,just blame the stealer for stealing my mod. And report the member if necessary! Thanks,4sinayousefi and Johnson047!

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