Roblox External Offsets [version-2a06298afe3947ab], now with PrimativeFlags!

// Roblox version: version-2a06298afe3947ab (LIVE)
// Dumper version: 0.1.0
// Dumped by theo (https://imtheo.lol) :3
// Dumped at: 13:40 26/07/2025
// Total offsets: 81

#include <cstdint>
namespace Offsets {
    namespace BasePart {
         inline constexpr uintptr_t Material = 0x2d8;
         inline constexpr uintptr_t Position = 0x14c;
         inline constexpr uintptr_t Primative = 0x178;
         inline constexpr uintptr_t PrimativeFlags = 0x309;
         inline constexpr uintptr_t Rotation = 0x128;
         inline constexpr uintptr_t Size = 0x25c;
         inline constexpr uintptr_t Transparency = 0xf8;
         inline constexpr uintptr_t Velocity = 0x158;
    }

    namespace Camera {
         inline constexpr uintptr_t CameraSubject = 0xf0;
         inline constexpr uintptr_t FieldOfView = 0x168;
         inline constexpr uintptr_t Position = 0x124;
         inline constexpr uintptr_t Rotation = 0x100;
    }

    namespace ClickDetector {
         inline constexpr uintptr_t MaxActivationDistance = 0x118;
         inline constexpr uintptr_t MouseIcon = 0xf8;
    }

    namespace DataModel {
         inline constexpr uintptr_t CreatorId = 0x190;
         inline constexpr uintptr_t GameId = 0x198;
         inline constexpr uintptr_t GameLoaded = 0x668;
         inline constexpr uintptr_t JobId = 0x140;
         inline constexpr uintptr_t PlaceId = 0x1a0;
         inline constexpr uintptr_t Workspace = 0x180;
    }

    namespace FakeDataModel {
         inline constexpr uintptr_t Pointer = 0x68d7308;
         inline constexpr uintptr_t RealDataModel = 0x1c0;
    }

    namespace GuiObject {
         inline constexpr uintptr_t Image = 0x820;
         inline constexpr uintptr_t Position = 0x3c0;
         inline constexpr uintptr_t ScreenGui_Enabled = 0x85;
         inline constexpr uintptr_t Size = 0x3e0;
         inline constexpr uintptr_t Text = 0x8b0;
         inline constexpr uintptr_t Visible = 0x459;
    }

    namespace Humanoid {
         inline constexpr uintptr_t Health = 0x19c;
         inline constexpr uintptr_t HipHeight = 0x1a8;
         inline constexpr uintptr_t JumpPower = 0x19c;
         inline constexpr uintptr_t MaxHealth = 0x1bc;
         inline constexpr uintptr_t Walkspeed = 0x1dc;
         inline constexpr uintptr_t WalkspeedCheck = 0x3b8;
    }

    namespace Instance {
         inline constexpr uintptr_t ChildrenEnd = 0x10;
         inline constexpr uintptr_t ChildrenStart = 0x80;
         inline constexpr uintptr_t ClassDescriptor = 0x18;
         inline constexpr uintptr_t ClassName = 0x8;
         inline constexpr uintptr_t Name = 0x78;
         inline constexpr uintptr_t Parent = 0x50;
    }

    namespace Lighting {
         inline constexpr uintptr_t Ambient = 0xe0;
         inline constexpr uintptr_t Brightness = 0x128;
         inline constexpr uintptr_t ClockTime = 0x1c0;
         inline constexpr uintptr_t FogColor = 0x104;
         inline constexpr uintptr_t FogEnd = 0x13c;
         inline constexpr uintptr_t FogStart = 0x140;
         inline constexpr uintptr_t OutdoorAmbient = 0x110;
    }

    namespace MeshPart {
         inline constexpr uintptr_t MeshId = 0x2d8;
         inline constexpr uintptr_t Texture = 0x2d8;
    }

    namespace Misc {
         inline constexpr uintptr_t AnimationId = 0xd8;
         inline constexpr uintptr_t StringLength = 0x10;
         inline constexpr uintptr_t Value = 0xd8;
    }

    namespace MouseService {
         inline constexpr uintptr_t InputObject = 0x108;
         inline constexpr uintptr_t MousePosition = 0xf4;
         inline constexpr uintptr_t SensitivityPointer = 0x694ddc0;
    }

    namespace Player {
         inline constexpr uintptr_t CameraMode = 0x2d8;
         inline constexpr uintptr_t LocalPlayer = 0x128;
         inline constexpr uintptr_t MaxZoomDistance = 0x2d0;
         inline constexpr uintptr_t MinZoomDistance = 0x2d4;
         inline constexpr uintptr_t ModelInstance = 0x340;
         inline constexpr uintptr_t Team = 0x268;
         inline constexpr uintptr_t UserId = 0x278;
    }

    namespace PrimativeFlags {
         inline constexpr uintptr_t Anchored = 0x2;
         inline constexpr uintptr_t CanCollide = 0x8;
         inline constexpr uintptr_t CanTouch = 0x10;
    }

    namespace ProximityPrompt {
         inline constexpr uintptr_t ActionText = 0xd8;
         inline constexpr uintptr_t Enabled = 0x14a;
         inline constexpr uintptr_t GamepadKeyCode = 0x134;
         inline constexpr uintptr_t HoldDuration = 0x138;
         inline constexpr uintptr_t KeyCode = 0x13c;
         inline constexpr uintptr_t MaxActivationDistance = 0x140;
         inline constexpr uintptr_t ObjectText = 0xf8;
         inline constexpr uintptr_t RequiresLineOfSight = 0x14b;
    }

    namespace Stats {
         inline constexpr uintptr_t Ping = 0xd0;
    }

    namespace Textures {
         inline constexpr uintptr_t Decal_Texture = 0x1a0;
         inline constexpr uintptr_t Texture_Texture = 0x1a0;
    }

    namespace VisualEngine {
         inline constexpr uintptr_t Dimensions = 0x720;
         inline constexpr uintptr_t Pointer = 0x6719638;
         inline constexpr uintptr_t ViewMatrix = 0x4b0;
    }

    namespace Workspace {
         inline constexpr uintptr_t CurrentCamera = 0x428;
         inline constexpr uintptr_t Gravity = 0x968;
    }
}

Incase you dont know what PrimativeFlags are, Roblox changed how CanCollide, CanTouch, Anchored + more are stored. They are no longer different offsets they are in more like a “flags” form.

Here’s an example how you can read and write using these new “flags”.

bool BasePart::CanCollide()
{
    uintptr_t Primitive = Driver::Read<uintptr_t>(this->Address + Offsets::BasePart::Primative);
    return (Driver::Read<BYTE>(Primitive + Offsets::BasePart::PrimativeFlags) & Offsets::PrimativeFlags::CanCollide) != 0;
} // Returns true when collisions are enabled, false when not

void BasePart::SetCanCollide(bool Enabled) {
    uintptr_t Primative = Driver::Read<uintptr_t>(this->Address + Offsets::BasePart::Primative);
    BYTE Flags = Driver::Read<BYTE>(Primative + Offsets::BasePart::PrimativeFlags);

    if(Enabled) {
        Flags |= Offsets::PrimativeFlags::CanCollide;
    } else {
        Flags &= ~Offsets::PrimativeFlags::CanCollide;
    }

    Driver::Write<BYTE>(Primative + Offsets::BasePart::PrimativeFlags, Flags);
}

The same method for works for setting the other values, just change Offsets::PrimativeFlags::CanCollide to whatever else you want to change!