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Re: Dragon Quest XI (Steam)

Posted: Sat Oct 06, 2018 12:27 am
by fearlessfan1
kennean wrote:
Fri Oct 05, 2018 10:52 am
On a side note, I've made a script that let you put the number that will outcome on the roulette
....
Tried to find an Always Jackpot, but until now no luck...
I did the same thing, I didn't release it because it crashed if it was still activated when leaving roulette, at least for me. I did dig a bit further, but the crashes when I modified asm stuff for testing threw me off and too much was utilizing the same memory addresses in the places I was looking.

One thing that you probably noticed also, was that the result of the wheel is made before the wheel spins, the animation is superfluous. It would of been interesting if they actually used physics to determine the result instead forcing the ball into a predetermined slot.

Re: Dragon Quest XI (Steam)

Posted: Sat Oct 06, 2018 3:52 am
by LunarFreya
Does "Infinite good status" affect Erik "divide", "Critical claim" or not ? i used "divide" and it only last one turn so i want to know for sure ? :D

Re: Dragon Quest XI (Steam)

Posted: Sat Oct 06, 2018 5:34 pm
by lexlim86
LunarFreya wrote:
Sat Oct 06, 2018 3:52 am
Does "Infinite good status" affect Erik "divide", "Critical claim" or not ? i used "divide" and it only last one turn so i want to know for sure ? :D
i am about to post this one as well, but i think it does not as it only last for one turn, hopefully someone can fix this

Re: Dragon Quest XI (Steam)

Posted: Sun Oct 07, 2018 10:07 am
by MasterVegito
Could a cheat that allows you to put every accessory or every item in general on every character be made?

Re: Dragon Quest XI (Steam)

Posted: Sun Oct 07, 2018 9:34 pm
by Nickd91
MasterVegito wrote:
Sun Oct 07, 2018 10:07 am
Could a cheat that allows you to put every accessory or every item in general on every character be made?
Probably not, you might be able to make an "Equip Everything/Anything In Character Inventory", as the characters equips are always in their personal inventory. Even making that might be impossible as the whole game is designed around a limit of 2 handslots, 1 body slot, 1 foot slot, 2 accessory slots. You might have better luck modding an item externally (an actual game modification) and giving it the desired stuff. Like changing all plain clothes to do X. Don't know exactly how that would work though as I haven't done any actual modding of the game.

Re: Dragon Quest XI (Steam)

Posted: Mon Oct 08, 2018 12:41 am
by kennean
fearlessfan1 wrote:
Sat Oct 06, 2018 12:27 am
kennean wrote:
Fri Oct 05, 2018 10:52 am
On a side note, I've made a script that let you put the number that will outcome on the roulette
....
Tried to find an Always Jackpot, but until now no luck...
I did the same thing, I didn't release it because it crashed if it was still activated when leaving roulette, at least for me. I did dig a bit further, but the crashes when I modified asm stuff for testing threw me off and too much was utilizing the same memory addresses in the places I was looking.

One thing that you probably noticed also, was that the result of the wheel is made before the wheel spins, the animation is superfluous. It would of been interesting if they actually used physics to determine the result instead forcing the ball into a predetermined slot.
Yes, I realized that when I was searching, hence I've thought that the Jackpot system would work similarly... With physics it would be very difficult for me to crack it! But more fun indeed! :lol:

Here's the code if you're interested:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>4543</ID>
      <Description>"Roulette Result"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(RouleteResultAOB,DRAGON QUEST XI.exe,45 89 3E 48 8B 7C 24 78) // should be unique
registersymbol(RouleteResultAOB)
alloc(newmem10,$1024,RouleteResultAOB)

///
label(return)
label(originalcode)
label(RouleteNumb)
registersymbol(RouleteNumb)

newmem10:
  mov, r15d,[RouleteNumb]

originalcode:
  mov [r14],r15d
  mov rdi,[rsp+78]
  jmp return

RouleteNumb:
dd #1

RouleteResultAOB:
  jmp newmem10
  nop
  nop
  nop
return:


[DISABLE]

RouleteResultAOB:
  db 45 89 3E 48 8B 7C 24 78

unregistersymbol(RouleteResultAOB)
unregistersymbol(RouleteNumb)

dealloc(newmem10)

</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>4544</ID>
          <Description>"Roulete Number (0 - 36)"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>RouleteNumb</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Didn't had any crashes entering or exiting the roulette, but when I've bet 2000 tokens on the treasure chest (00) the game froze... With only 200 tokens it worked just fine, no idea why ...

Re: Dragon Quest XI (Steam)

Posted: Mon Oct 08, 2018 7:27 am
by akosipaul
thanks for the awesome table! btw any of you guys had trouble with using a generic usb controller? unfortunately i dont have a xbox 360 usb controller. thanks in advance!

Re: Dragon Quest XI (Steam)

Posted: Mon Oct 08, 2018 6:21 pm
by MasterVegito
Could draconian options omehow be turned on with cheat engine? This game is sadly the yet another one where the japanese think they are adding challenge to the game by forcing him to restart if he finds the game too easy and making it impossible to turn the options on midgame

Re: Dragon Quest XI (Steam)

Posted: Mon Oct 08, 2018 6:55 pm
by DrummerIX
MasterVegito wrote:
Mon Oct 08, 2018 6:21 pm
Could draconian options omehow be turned on with cheat engine? This game is sadly the yet another one where the japanese think they are adding challenge to the game by forcing him to restart if he finds the game too easy and making it impossible to turn the options on midgame
That's already in the table. In the pointer section.

Re: Dragon Quest XI (Steam)

Posted: Mon Oct 08, 2018 9:50 pm
by Nickd91
akosipaul wrote:
Mon Oct 08, 2018 7:27 am
thanks for the awesome table! btw any of you guys had trouble with using a generic usb controller? unfortunately i dont have a xbox 360 usb controller. thanks in advance!
You should be able to use steam to configure a generic controller as a xbox/playstation controller. It should be in the settings somewhere like "configure controller options" or something.

Re: Dragon Quest XI (Steam)

Posted: Tue Oct 09, 2018 12:10 am
by akosipaul
Nickd91 wrote:
Mon Oct 08, 2018 9:50 pm
akosipaul wrote:
Mon Oct 08, 2018 7:27 am
thanks for the awesome table! btw any of you guys had trouble with using a generic usb controller? unfortunately i dont have a xbox 360 usb controller. thanks in advance!
You should be able to use steam to configure a generic controller as a xbox/playstation controller. It should be in the settings somewhere like "configure controller options" or something.
oh i forgot to mention that im using codex version not steam. i wanted to try it out first before buying, do you know how to make my controller work in codex's version? thanks for the reply btw.

Re: Dragon Quest XI (Steam)

Posted: Tue Oct 09, 2018 1:32 am
by Ultimadrago
Hey Drummer, I'm loving the table and have been very satisfied with the options you and others have contributed! Between this, widescreen and the new orchestra mod my enjoyment of the game has increased 10-fold.

Thanks again! Sorry, just wanted to bring some more love to the thread! :)

Re: Dragon Quest XI (Steam)

Posted: Tue Oct 09, 2018 3:23 am
by Gvaz
kennean wrote:
Mon Oct 08, 2018 12:41 am
fearlessfan1 wrote:
Sat Oct 06, 2018 12:27 am
kennean wrote:
Fri Oct 05, 2018 10:52 am
On a side note, I've made a script that let you put the number that will outcome on the roulette
....
Tried to find an Always Jackpot, but until now no luck...
I did the same thing, I didn't release it because it crashed if it was still activated when leaving roulette, at least for me. I did dig a bit further, but the crashes when I modified asm stuff for testing threw me off and too much was utilizing the same memory addresses in the places I was looking.

One thing that you probably noticed also, was that the result of the wheel is made before the wheel spins, the animation is superfluous. It would of been interesting if they actually used physics to determine the result instead forcing the ball into a predetermined slot.
Yes, I realized that when I was searching, hence I've thought that the Jackpot system would work similarly... With physics it would be very difficult for me to crack it! But more fun indeed! :lol:

Here's the code if you're interested:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>4543</ID>
      <Description>"Roulette Result"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(RouleteResultAOB,DRAGON QUEST XI.exe,45 89 3E 48 8B 7C 24 78) // should be unique
registersymbol(RouleteResultAOB)
alloc(newmem10,$1024,RouleteResultAOB)

///
label(return)
label(originalcode)
label(RouleteNumb)
registersymbol(RouleteNumb)

newmem10:
  mov, r15d,[RouleteNumb]

originalcode:
  mov [r14],r15d
  mov rdi,[rsp+78]
  jmp return

RouleteNumb:
dd #1

RouleteResultAOB:
  jmp newmem10
  nop
  nop
  nop
return:


[DISABLE]

RouleteResultAOB:
  db 45 89 3E 48 8B 7C 24 78

unregistersymbol(RouleteResultAOB)
unregistersymbol(RouleteNumb)

dealloc(newmem10)

</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>4544</ID>
          <Description>"Roulete Number (0 - 36)"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>RouleteNumb</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Didn't had any crashes entering or exiting the roulette, but when I've bet 2000 tokens on the treasure chest (00) the game froze... With only 200 tokens it worked just fine, no idea why ...
How exactly do I use this? I would like to modify the amount of casino coins, not the gold coins itself

Re: Dragon Quest XI (Steam)

Posted: Tue Oct 09, 2018 6:27 am
by Nickd91
akosipaul wrote:
Tue Oct 09, 2018 12:10 am

oh i forgot to mention that im using codex version not steam. i wanted to try it out first before buying, do you know how to make my controller work in codex's version? thanks for the reply btw.
You can still run the game through steam, even if you dont own the game through steam, open steam, at the very top select games, and then add a non steam game . As for another way, I do not know.

Re: Dragon Quest XI (Steam)

Posted: Tue Oct 09, 2018 6:25 pm
by rukazer
is it possible to add the option to get all the costumes for all the chars? that achievement is a pain...