Schaos FrameWork

10/17/2026 08:44 Sai321#1

SCHAOSFRAMEWORK
Build the tool you actually want to run.
HOT-RELOAD SCRIPTING • LIVE INTROSPECTION • AI COPILOT • MEMORY WORKBENCH
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ONE RUNTIME. YOUR TOOLS. YOUR WORKFLOW.
SChaosFramework is a Windows x64 scripting and reverse-engineering workbench for supported targets. It gives you the runtime underneath the menu: inspect what the target exposes, write a tool in SCS, save the file, and see the result without rebuilding, reattaching, or restarting.
This is not a single hard-locked menu. The Framework ships with Script Studio, live engine introspection, a CE/x64dbg-style memory tool, visual and trainer starter projects, an AI assistant grounded in the live target, and an extension SDK for building your own modules.

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Live overlay + Script Studio — build and iterate in the same runtime.

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WHAT YOU GET
01 — SCRIPT STUDIO + HOT RELOAD
  • Write SCS scripts directly inside the runtime: windows, tabs, panels, buttons, sliders, hotkeys, timers, callbacks, overlays, and custom render primitives.
  • Save a .scs file and hot-reload it on the next frame. The directory watcher also picks up new files automatically.
  • Use a full Studio workflow: script tree, code editor, live-metadata autocomplete, inline diagnostics, function-template insertion, validation console, health panel, fault counters, and persistent logs.
  • Build in SCS with modules, functions, closures, coroutines, metatables, lists/maps/sets, JSON UI, multiple returns, and a bytecode VM with JIT support.
  • Register your own SCS builtins or extend the runtime with native C/C++ plugins through the included SDK and sample plugin.
02 — LIVE INTROSPECTION, NOT STALE DUMPS
  • Browse live classes, functions, properties, objects, values, parameters, and enums through a searchable reflection cache.
  • Insert invocation templates with parameters already expanded from the target's metadata.
  • Values update while the target runs. Compatibility snapshots and metadata-drift controls are built into the runtime.
  • The shipped build contains engine integrations for Unreal, Unity (Mono / IL2CPP), RAGE / FiveM, id Tech, HeroEngine, and Tank/Overwatch targets.
03 — MEMORY, DEBUGGING, AND PATCHING WORKBENCH
  • AOB/pattern scans, signature generation, snapshot-and-refine scans, value scans, pointer chains, pointer discovery, cross-reference lookup, module browser, memory map, and structure tools.
  • Hex memory view, x86/x64 disassembly, register context, stack/call-stack views, watch lists, freeze controls, and imported Cheat Engine tables/forms/hotkeys.
  • Conditional software and hardware breakpoints, step in/over/out, run-to-cursor, tracing, hooks, watchpoints, and function-call inspection.
  • Assembly-style patches that can be compiled, installed, enabled, disabled, reverted, grouped, and kept as portable files.
04 — AI THAT SEES THE SAME TARGET YOU DO
  • The in-app copilot receives the current script, screenshots, and live introspection context before it writes suggestions.
  • It can create scripts in Studio, validate them, and work through multi-step jobs in the background.
  • Autopilot tooling keeps target knowledge per game/build, verifies findings, records checkpoints, supports rollback, and can reuse saved knowledge after an update.
05 — READY-TO-FORK PROJECTS AND MODULES
  • Universal Unreal all-in-one starter: configurable visual, aim, and trainer modules using live reflection.
  • Visual controls include boxes, corner boxes, heads, skeletons, names, distance, health bars, snaplines, team filtering, and line-of-sight state.
  • Aim controls include hold/toggle/always activation, FOV, smoothing, aim point, bone selection, prediction, visibility checks, team filtering, FOV circle, and lock line.
  • Trainer controls include health, ammo, movement speed, jump height, gravity, infinite jumps, fly mode, and game-speed controls where the target exposes the required data.
  • Included project folders cover Marvel, The Outer Worlds 2, High on Life 2, a reusable Unreal template set, navigation references, console tooling, and the full SChaos Memory Tool.
  • Reusable module library: UI helpers, layouts, memory recipes, timers, hotkey wiring, and project scaffolds. Community modules can be shared through Discord.

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RAGE showcase: assistant-authored panel running beside the live target.

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BUILT FOR ITERATION

1. Attach → 2. Inspect live metadata → 3. Build in Studio or ask the copilot → 4. Save and hot-reload
The result is a framework where the menu, the debugger, the memory tools, the engine data, and your scripts all operate in the same runtime. One API can drive your UI, live data, rendering, automation, and tooling.
FRAMEWORK SPEC
  • Platform: Windows x64
  • Language: SCS bytecode VM + JIT, with 1,300+ builtins across roughly 70 namespaces
  • Extensibility: SCS modules, custom builtins, signed bundles, and native C/C++ plugin SDK
  • License: per-device HWID-bound entitlement; sign in and the runtime picks up your access automatically
  • Delivery: card and crypto checkout; key is added to your account after payment confirmation
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ACCESS

DAY — $5 • WEEK — $20 • MONTH — $50 • YEAR — $500
[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...] for target questions, modules, support, and the latest framework status.

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Check target availability with the team before purchase. Features depend on what the selected target exposes.