Dragon's Dogma 2 +14 (table Update20240425)

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Rankti
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Re: Dragon's Dogma 2 +12

Post by Rankti »

jonaaa wrote:
Thu Apr 04, 2024 12:41 pm
I tested recently and it's working fine, make sure to install REFramework.
I did. I am using the latest one from today :-(

I'm getting this message now

Image

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

User avatar
Leunsel
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Re: Dragon's Dogma 2 +7 c

Post by Leunsel »

Rankti wrote:
Thu Apr 04, 2024 1:05 pm
jonaaa wrote:
Thu Apr 04, 2024 12:41 pm
I tested recently and it's working fine, make sure to install REFramework.
I did. I am using the latest one from today :-(

I'm getting this message now

Image
You might want to read the other post I made the other day regarding that problem.
Leunsel wrote:
Sun Mar 31, 2024 4:15 pm
That's exactly why one needs to use long jumps (14-byte jumps) for all scripts that are not just byte-patches.
It's up for the creator to decide whether or not he fixes that but using long-jumps in the AoB Scripts will fix that.
Unless Denuvo gets removed this problem will persist!

Rankti
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Re: Dragon's Dogma 2 +7 c

Post by Rankti »

Leunsel wrote:
Thu Apr 04, 2024 1:56 pm
Rankti wrote:
Thu Apr 04, 2024 1:05 pm
jonaaa wrote:
Thu Apr 04, 2024 12:41 pm
I tested recently and it's working fine, make sure to install REFramework.
I did. I am using the latest one from today :-(

I'm getting this message now

Image
You might want to read the other post I made the other day regarding that problem.
I did, that's why I was hoping jonaaa to fix it again because it was working until yesterday but now it crashes the game :-(

EDIT: It works again with the new nightly reframework 789 :ugeek:

acecel
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Re: Dragon's Dogma 2 +14

Post by acecel »

Really cool table, as usual with you, thanks a lot.

Would it be possible to add a script "Hide Player Cloak" and "Hide Main Pawn Cloak" in the same vein of the two scripts that hide the helmet ?
The game doesn't handle clothes clipping very well and because of that Cloaks often looks bad because of armor or shield clipping on them, so being able to hide them would be awesome, just an idea :mrgreen:

In any case thanks again for the table.

anon9
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Re: Dragon's Dogma 2 +14

Post by anon9 »

Not sure if this helps anyone and not sure if it is a true static, but if anyone is trying to manipulate time (The Date is the part that can be changed from what I can tell, the other values seem cosmetic and are only useful for telling time)...

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1337189703</ID>
      <Description>"Hour"</Description>
      <LastState Value="3" RealAddress="589102B8"/>
      <ShowAsSigned>0</ShowAsSigned>
      <VariableType>4 Bytes</VariableType>
      <Address>DD2.exe+FD4C1F8</Address>
      <Offsets>
        <Offset>18</Offset>
        <Offset>20</Offset>
      </Offsets>
      <CheatEntries>
        <CheatEntry>
          <ID>1337189704</ID>
          <Description>"Minute"</Description>
          <LastState Value="43" RealAddress="589102BC"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>+4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>1337189705</ID>
          <Description>"Second"</Description>
          <LastState Value="54" RealAddress="589102C0"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>+8</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>1337189706</ID>
          <Description>"Day"</Description>
          <LastState Value="2" RealAddress="589102C4"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>+C</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Code: Select all

{ Game   : DD2.exe
  Author : Anon-9

  Time Location
}

[ENABLE]

aobscanmodule(fFunTime,DD2.exe,49 8B 40 20 8B 48 24 8D 14 49 8B 48 18 8D 04 D1 44) // should be unique
registersymbol(fFunTime)

[DISABLE]

unregistersymbol(fFunTime)

{
// ORIGINAL CODE - INJECTION POINT: DD2.exe+3C436D1

DD2.exe+3C436C8: 74 7E                 - je DD2.exe+3C43748
DD2.exe+3C436CA: 4C 8B 05 27 8B 10 0C  - mov r8,[DD2.exe+FD4C1F8]
// ---------- INJECTING HERE ----------
DD2.exe+3C436D1: 49 8B 40 20           - mov rax,[r8+20]
// ---------- DONE INJECTING  ----------
DD2.exe+3C436D5: 8B 48 24              - mov ecx,[rax+24]
DD2.exe+3C436D8: 8D 14 49              - lea edx,[rcx+rcx*2]
DD2.exe+3C436DB: 8B 48 18              - mov ecx,[rax+18]
DD2.exe+3C436DE: 8D 04 D1              - lea eax,[rcx+rdx*8]
}

CeLioCiBR
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Re: Dragon's Dogma 2 +14

Post by CeLioCiBR »

Cielos wrote:
Fri Mar 22, 2024 12:58 pm
hide arisen helmet
- as title says.
- it's a "soft unhide", bypassing the game's own hide helmet flag rather than flipping the flag directly.

hide pawn helmet
- as title says.
- it's a "soft unhide", bypassing the game's own hide helmet flag rather than flipping the flag directly.
Wait.. the game has a hide helmet flag ? i hope they add a option later in game to toggle it.
Thank you for the table btw.

PantherX82
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Re: Dragon's Dogma 2 +2

Post by PantherX82 »

krustytoe wrote:
Mon Apr 01, 2024 3:40 pm
PantherX82 wrote:
Sun Mar 31, 2024 3:58 pm
krustytoe wrote:
Fri Mar 22, 2024 9:58 pm
just copy and paste into your cheat table

Highlighted Item Finder (Turn off when not using it)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>3</ID>
      <Description>"Highlighted Item Finder"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(ItemAob,DD2.exe,0F 10 48 20 0F 11 44 24 40)
alloc(newmem,$100,ItemAob)
label(code)
label(return)
label(ItemPtr)
registersymbol(ItemAob)
registersymbol(ItemPtr)

newmem:
  mov [ItemPtr],rax

code:
  movups xmm1,[rax+20]
  movups [rsp+40],xmm0
  jmp return

ItemPtr:
  dq 0

ItemAob:
  jmp newmem
  nop 4
return:

[DISABLE]
ItemAob:
  db 0F 10 48 20 0F 11 44 24 40

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>2</ID>
          <Description>"Quantity"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>ItemPtr</Address>
          <Offsets>
            <Offset>2A</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
When I tried to use this I am getting a error message: error in line 4 (<?xml version=1.0 endcoding= "utf-8"?>): this instruction can't be compiled
Just copy and paste into Cheat Engine. You do not need to open an Auto Assemble to paste it in. Also use the one updated by jonaaa because it have the Item ID and some extra goodies.
viewtopic.php?p=344401#p344401
Thanks for the response. I am sorry for the delayed response. I have been really busy. This does help me understand what is wrong. thank you

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