z Cyberpunk 2077

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nima2150
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Re: z Cyberpunk 2077

Post by nima2150 »

Is there any roach race cheats?

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

imnotatroll
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Re: z Cyberpunk 2077

Post by imnotatroll »

I'm not having lucky finding the cyberware capacity with memory scans, and another post seems to have only found a temporary address. Any suggestions?

bliseer
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Re: z Cyberpunk 2077

Post by bliseer »

No Reload - 2.1

Code: Select all

{ Game   : Cyberpunk2077.exe
  Version: 
  Date   : 2023-10-08
  Author : Bliseer

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(noReload,Cyberpunk2077.exe,66 2B C6 0F B7 C8) // should be unique
//alloc(newmem,$1000,noReload)
//
//label(code)
//label(return)
//
//newmem:
//
//code:
//  sub ax,si
//  movzx ecx,ax
//  jmp return

noReload:
//  jmp newmem
//  nop
  nop 3

//return:
registersymbol(noReload)

[DISABLE]

noReload:
  db 66 2B C6 0F B7 C8

unregistersymbol(noReload)
//dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Cyberpunk2077.exe+67F988

Cyberpunk2077.exe+67F950: 0F 84 8D 00 00 00     - je Cyberpunk2077.exe+67F9E3
Cyberpunk2077.exe+67F956: 44 38 BF FC 02 00 00  - cmp [rdi+000002FC],r15b
Cyberpunk2077.exe+67F95D: 0F 85 CF 3D 78 01     - jne Cyberpunk2077.exe+1E03732
Cyberpunk2077.exe+67F963: 48 8D 97 E0 02 00 00  - lea rdx,[rdi+000002E0]
Cyberpunk2077.exe+67F96A: 48 8D 4D 30           - lea rcx,[rbp+30]
Cyberpunk2077.exe+67F96E: E8 DD 00 91 01        - call Cyberpunk2077.exe+1F8FA50
Cyberpunk2077.exe+67F973: 0F B7 87 F8 02 00 00  - movzx eax,word ptr [rdi+000002F8]
Cyberpunk2077.exe+67F97A: 48 8B 97 60 03 00 00  - mov rdx,[rdi+00000360]
Cyberpunk2077.exe+67F981: 66 3B C6              - cmp ax,si
Cyberpunk2077.exe+67F984: 66 0F 46 F0           - cmovbe si,ax
// ---------- INJECTING HERE ----------
Cyberpunk2077.exe+67F988: 66 2B C6              - sub ax,si
// ---------- DONE INJECTING  ----------
Cyberpunk2077.exe+67F98B: 0F B7 C8              - movzx ecx,ax
Cyberpunk2077.exe+67F98E: 39 4A 4C              - cmp [rdx+4C],ecx
Cyberpunk2077.exe+67F991: 74 07                 - je Cyberpunk2077.exe+67F99A
Cyberpunk2077.exe+67F993: 89 4A 4C              - mov [rdx+4C],ecx
Cyberpunk2077.exe+67F996: C6 42 56 01           - mov byte ptr [rdx+56],01
Cyberpunk2077.exe+67F99A: 89 8F F8 02 00 00     - mov [rdi+000002F8],ecx
Cyberpunk2077.exe+67F9A0: 44 38 BF BA 02 00 00  - cmp [rdi+000002BA],r15b
Cyberpunk2077.exe+67F9A7: 75 6D                 - jne Cyberpunk2077.exe+67FA16
Cyberpunk2077.exe+67F9A9: 48 8B 45 30           - mov rax,[rbp+30]
Cyberpunk2077.exe+67F9AD: 41 8B CF              - mov ecx,r15d
}
Last edited by bliseer on Mon Oct 09, 2023 4:58 am, edited 2 times in total.

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MSoniSama
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Re: z Cyberpunk 2077

Post by MSoniSama »

imnotatroll wrote:
Sun Oct 08, 2023 6:35 am
I'm not having lucky finding the cyberware capacity with memory scans, and another post seems to have only found a temporary address. Any suggestions?
Just use cyber engine tweak commands to permanently increase that. Check the "categorized aio command list" mod on nexys

andiabrudan
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Re: z Cyberpunk 2077

Post by andiabrudan »

oLaudix wrote:
Fri Oct 06, 2023 1:03 am
Instant cooldown for:
  • Healing Items
  • Optical Camo
  • Overdrive
  • Berserk
  • Sandevistan
  • Grenades
  • Stamina
Hey oLaudix, I noticed your cheat uses the same AOB scan as my reduce damage cheat, so I took the time and "merged" both options into a single one.
I'll share it as a table with just that option (and people can copy-paste it into their tables), since I've added sub-checkmarks to toggle each option individually.
Attachments
Cyberpunk2077.ct
Instant cooldowns + damage reduction (Game v2.01)
(7.67 KiB) Downloaded 1932 times

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SlimyKitsune
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Re: z Cyberpunk 2077

Post by SlimyKitsune »

Is it possible to have like an item swap?

tanu8
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Re: z Cyberpunk 2077

Post by tanu8 »

andiabrudan wrote:
Sun Oct 08, 2023 3:49 pm
oLaudix wrote:
Fri Oct 06, 2023 1:03 am
Instant cooldown for:
  • Healing Items
  • Optical Camo
  • Overdrive
  • Berserk
  • Sandevistan
  • Grenades
  • Stamina
Hey oLaudix, I noticed your cheat uses the same AOB scan as my reduce damage cheat, so I took the time and "merged" both options into a single one.
I'll share it as a table with just that option (and people can copy-paste it into their tables), since I've added sub-checkmarks to toggle each option individually.

Doesn't throwing knives stop hitting when you activate Sandestistan?

Ptarmigann
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Re: z Cyberpunk 2077

Post by Ptarmigann »

Reaper wrote:
Wed Sep 27, 2023 8:52 pm
Just my quick 2 cents for Cyberpunk 2077: Phantom Liberty (STEAM):

Feel free to use....

Godmode (Health, maybe effects Stamina, RAM and Oxygen too (Not yet testet):

Code: Select all

{$STRICT}
[ENABLE]
aobscanmodule(aobGodmode,Cyberpunk2077.exe,8A 87 ? ? ? ? 88 83 ? ? ? ? 8A 87 ? ? ? ? 88 83 ? ? ? ? 8A 87 ? ? ? ? 88 83 ? ? ? ? 8A 87 ? ? ? ? 88 83 ? ? ? ? 48 8B ? 48 8B ? ? ? 48 83 C4 ? 41)
alloc(newmem,$1000,aobGodmode)
registersymbol(aobGodmode)
registersymbol(aobGodmodeBackup)
label(aobGodmode_code)
label(aobGodmode_return)
label(aobGodmodeBackup)

newmem:
aobGodmodeBackup:
  readmem(aobGodmode,6)
aobGodmode_code:
  cmp dword ptr [rdi+38],1 // Is Player?
  jne @f // Jmp if not
  mov byte ptr [rdi+000001AC],1 // Else Set Godmode
@@:
  //mov al,[rdi+000001AC] // Original
  reassemble(aobGodmode) // Just Testing
  jmp aobGodmode_return

aobGodmode:
  jmp aobGodmode_code
  nop
aobGodmode_return:

[DISABLE]

aobGodmode:
  //db 8A 87 AC 01 00 00
  readmem(aobGodmodeBackup,6)

unregistersymbol(aobGodmodeBackup)
unregistersymbol(aobGodmode)
dealloc(newmem)
Simple No Reload / Inf. Ammo:

Code: Select all

{$STRICT}
[ENABLE]
aobscanmodule(aobNoReload,Cyberpunk2077.exe,0F 84 ? ? ? ? 44 38 ? ? ? ? ? 0F 85 ? ? ? ? 48 8D ? ? ? ? ? 48 8D ? ? E8 ? ? ? ? 0F B7)
registersymbol(aobNoReload)
aobNoReload:
  db 0F 85
[DISABLE]
aobNoReload:
  db 0F 84
unregistersymbol(aobNoReload)
Have fun....
How do you take this out? One of my saves now has infinite ram and stamina no matter what I do.

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oLaudix
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Re: z Cyberpunk 2077

Post by oLaudix »

imnotatroll wrote:
Sun Oct 08, 2023 6:35 am
I'm not having lucky finding the cyberware capacity with memory scans, and another post seems to have only found a temporary address. Any suggestions?
It looks like cyberware capacity is recalculated each and every time based on handful of data from the save itself. They probably did it this way so you could load an old save from before the change without breaking anything.

One way i solved this problem is making cyberware shards infinite when using them and rising my max capacity to like 1200 :D

EDIT1: Did some clunky AF Cyberware capacity. When you take off or put on any cyberware, your current capacity will go down to 0. Still doesnt stick between loads but saves a lot of cyberware juggling to find the value. I am not sure if it doesnt screw with anything else so best turn it on only when you are at ripper doc.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>87866</ID>
      <Description>"Cyberware Capacity"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(_cyberwareCap,Cyberpunk2077.exe,F3 0F 59 01 F3 0F 59 41 04) // should be unique
alloc(newmem,$1000,_cyberwareCap)

label(code)
label(return)
label(_cyberwareCurrent)
registersymbol(_cyberwareCurrent)
newmem:
  movss xmm14,[rcx+10]
  comiss xmm14,[_cyberwareCurrent]
  je code
  addss xmm14,[rcx+20]
  comiss xmm14,[_cyberwareCurrent]
  jne code
  mov [rcx],(float)0
code:
  mulss xmm0,[rcx]
  mulss xmm0,[rcx+04]
  jmp return

_cyberwareCurrent:
dd (float)0

_cyberwareCap:
  jmp newmem
  nop 4
return:
registersymbol(_cyberwareCap)

[DISABLE]
_cyberwareCap:
  db F3 0F 59 01 F3 0F 59 41 04

unregistersymbol(_cyberwareCap)
dealloc(newmem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

bliseer
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Re: z Cyberpunk 2077

Post by bliseer »

oLaudix wrote:
Mon Oct 09, 2023 12:38 pm
imnotatroll wrote:
Sun Oct 08, 2023 6:35 am
I'm not having lucky finding the cyberware capacity with memory scans, and another post seems to have only found a temporary address. Any suggestions?
It looks like cyberware capacity is recalculated each and every time based on handful of data from the save itself. They probably did it this way so you could load an old save from before the change without breaking anything.

One way i solved this problem is making cyberware shards infinite when using them and rising my max capacity to like 1200 :D

EDIT1: Did some clunky AF Cyberware capacity. When you take off or put on any cyberware, your current capacity will go down to 0. Still doesnt stick between loads but saves a lot of cyberware juggling to find the value. I am not sure if it doesnt screw with anything else so best turn it on only when you are at ripper doc.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>87866</ID>
      <Description>"Cyberware Capacity"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(_cyberwareCap,Cyberpunk2077.exe,F3 0F 59 01 F3 0F 59 41 04) // should be unique
alloc(newmem,$1000,_cyberwareCap)

label(code)
label(return)
label(_cyberwareCurrent)
registersymbol(_cyberwareCurrent)
newmem:
  movss xmm14,[rcx+10]
  comiss xmm14,[_cyberwareCurrent]
  je code
  addss xmm14,[rcx+20]
  comiss xmm14,[_cyberwareCurrent]
  jne code
  mov [rcx],(float)0
code:
  mulss xmm0,[rcx]
  mulss xmm0,[rcx+04]
  jmp return

_cyberwareCurrent:
dd (float)0

_cyberwareCap:
  jmp newmem
  nop 4
return:
registersymbol(_cyberwareCap)

[DISABLE]
_cyberwareCap:
  db F3 0F 59 01 F3 0F 59 41 04

unregistersymbol(_cyberwareCap)
dealloc(newmem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
I also tried with the same address.
but it is a generic calculation function

So armor becomes Zero and Carry weight lowest

don't do that.

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oLaudix
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Re: z Cyberpunk 2077

Post by oLaudix »

bliseer wrote:
Mon Oct 09, 2023 4:41 pm
I also tried with the same address.
but it is a generic calculation function

So armor becomes Zero and Carry weight lowest

don't do that.
Or turn it on when you mess with cyberware like I said and TURN IT OFF AFTER.

bliseer
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Re: z Cyberpunk 2077

Post by bliseer »

oLaudix wrote:
Mon Oct 09, 2023 7:24 pm
bliseer wrote:
Mon Oct 09, 2023 4:41 pm
I also tried with the same address.
but it is a generic calculation function

So armor becomes Zero and Carry weight lowest

don't do that.
Or turn it on when you mess with cyberware like I said and TURN IT OFF AFTER.
same time calc cybercap / armore / weight.

i think need GTA5 type WorldPtr.

darkbear
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Re: z Cyberpunk 2077

Post by darkbear »

Anyone got easy carry cheat table?(weight = 0)
Thanks

yaodm2020
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Re: z Cyberpunk 2077

Post by yaodm2020 »

darkbear wrote:
Tue Oct 10, 2023 6:30 am
Anyone got easy carry cheat table?(weight = 0)
Thanks
You can use the console command

darkbear
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Re: z Cyberpunk 2077

Post by darkbear »

yaodm2020 wrote:
Tue Oct 10, 2023 9:57 am
darkbear wrote:
Tue Oct 10, 2023 6:30 am
Anyone got easy carry cheat table?(weight = 0)
Thanks
You can use the console command
Thanks, I find this code is working:
Game.GetStatsSystem():AddModifier(Game.GetPlayer():GetEntityID(),RPGManager.CreateStatModifier(gamedataStatType.CarryCapacity,gameStatModifierType.Additive,10000))
Last edited by darkbear on Wed Oct 11, 2023 9:47 am, edited 1 time in total.

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