Assassin's Creed: Origins

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Razt
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Re: Assassin's Creed: Origins

Post by Razt » Sun Oct 29, 2017 7:17 pm

Goujyn wrote:
Sun Oct 29, 2017 5:34 pm
ImpalaPUA wrote:
Sat Oct 28, 2017 1:39 am
Money is a simple 4 byte search
do you know of somewhere that actually tells you how to do this? I've seen people say it's easy and that's how to get money, but no one seems to actually tell you how to do it. Google searching doesn't pull up anything useful for me
Run cheat engine and hook it to ACOrigins.exe do a 4byte search for the value of your current money. You'll get a bunch of results. Then do something to earn or spend money in the game and search for the value you have now. You should have a single result and then just change the value of that to how much money you'd like.

Goujyn
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Re: Assassin's Creed: Origins

Post by Goujyn » Sun Oct 29, 2017 8:46 pm

Razt wrote:
Sun Oct 29, 2017 7:17 pm
Goujyn wrote:
Sun Oct 29, 2017 5:34 pm
ImpalaPUA wrote:
Sat Oct 28, 2017 1:39 am
Money is a simple 4 byte search
do you know of somewhere that actually tells you how to do this? I've seen people say it's easy and that's how to get money, but no one seems to actually tell you how to do it. Google searching doesn't pull up anything useful for me
Run cheat engine and hook it to ACOrigins.exe do a 4byte search for the value of your current money. You'll get a bunch of results. Then do something to earn or spend money in the game and search for the value you have now. You should have a single result and then just change the value of that to how much money you'd like.
Thank you very much, I will try this today

Edit: Worked great, now i know how. Greatly appreciated!

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Blayde
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Re: Assassin's Creed: Origins

Post by Blayde » Mon Oct 30, 2017 3:44 am

Goujyn wrote:
Sun Oct 29, 2017 5:34 pm

do you know of somewhere that actually tells you how to do this? I've seen people say it's easy and that's how to get money, but no one seems to actually tell you how to do it. Google searching doesn't pull up anything useful for me

Cheat The Game:https://www.youtube.com/user/BloodFayte
Or
Stephen Chapman:https://www.youtube.com/user/seowhistleblower

If you want to learn something

B34R
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Re: Assassin's Creed: Origins

Post by B34R » Tue Oct 31, 2017 5:47 pm

Darkedone02 wrote:
Sat Oct 28, 2017 10:01 pm
It seems that the ability points is strickly 99 usable points, meaning that once you go past that, the unlimited ability points become limited, it does not giving you a fresh and static number of 99.
Question: are the ability points sticky (or limited) to 99 by the game design (aka we can't go past 99) or is the limit assigned by the script ?

( a different way of asking )

if I were to adjust the script, would I have more than 99 ability points to spend ?


EXAMPLE:

freespacee:
mov [rcx+0000027C], #99 <--------- here change "99" to "200"--------
code:
mov eax,[rcx+0000027C]
jmp return





(sorry if this seems like a straightforward question, I'm a noob :mrgreen: )

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Mortinec
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Re: Assassin's Creed: Origins

Post by Mortinec » Tue Oct 31, 2017 7:51 pm

Here's my random addition to this. I'm new and this needs testing, but so far it takes the sub part out of everything. Money, arrows, tools, etc, since they all seem to use the same function to process. I just added it on to the current (atm) table of STN. Enjoy! And let me know if it breaks something for you!

Found a couple issues already:
1: Will crash game if activated before loading save.
2: Will crash game if you learn a new tool/inventory ability with it active.

Easy to avoid, but thought they should be mentioned.
Attachments
ACOriginsUnlimited.CT
(12.35 KiB) Downloaded 139 times

redskull
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Re: Assassin's Creed: Origins

Post by redskull » Tue Oct 31, 2017 8:41 pm

I test your new table and my game crash

averhoeven
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Re: Assassin's Creed: Origins

Post by averhoeven » Wed Nov 01, 2017 3:52 pm

B34R wrote:
Tue Oct 31, 2017 5:47 pm
Darkedone02 wrote:
Sat Oct 28, 2017 10:01 pm
It seems that the ability points is strickly 99 usable points, meaning that once you go past that, the unlimited ability points become limited, it does not giving you a fresh and static number of 99.
Question: are the ability points sticky (or limited) to 99 by the game design (aka we can't go past 99) or is the limit assigned by the script ?

( a different way of asking )

if I were to adjust the script, would I have more than 99 ability points to spend ?


EXAMPLE:

freespacee:
mov [rcx+0000027C], #99 <--------- here change "99" to "200"--------
code:
mov eax,[rcx+0000027C]
jmp return





(sorry if this seems like a straightforward question, I'm a noob :mrgreen: )
If you fill in all of the abilities (I believe it takes 99) using the cheat table on, but then turn it off, you will receive an additional point whenever you level up. This will allow you to pump them into the Seer, Warrior, Hunter end nodes which add a % damage each time.
Source: that's what I've been doing.

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Cielos
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Re: Assassin's Creed: Origins

Post by Cielos » Thu Nov 02, 2017 6:08 pm

made some scripts for the game.
- the table uses the same injection point from STN's Unlimited Health script, thus you can't activate this if you're using that script.
- the table uses vng21092's aobscan lua script, the original thread can be found here: http://forum.cheatengine.org/viewtopic.php?t=584799
- to avoid crash upon script activation, activate "general", "time of day mod", and "movement mod" in the title screen ("press any key" screen after the logo vids) first, and let them stay activated for the whole game session. then you can freely activate/deactivate the child scripts in-game.
- remember to read the scripts' description.
Update7
- added easy chariot race.
Update6
- updated inf. ammo, it works better on Light Bows and Warrior Bows now, i.e., can still shoot multiplier arrows when you have only 1 arrow left.
Update5
- added inf. all items and ignore resources.
Update4
- added ignore $
- updated undead, its functionality won't kick-in unless you activate it now.
- updated inf. ammo, it works on the weapons when you're trying to sell them before this update, it would only affect the ammo now.
Update3
- added ignore adrenaline.
- updated inf. ammo, it supports all ammo now.
Update2
- added a easy script ignore ability points, using the info SubBeam shared right above this post.
Update1.1
- uploaded the wrong table on the last update. re-download!
Update1
- added no-clip.
- rewrote (kind of) the enable script to general script.
- moved time of day mod script out of the enable script.
undead
- activate general first.
- health still drop when being hit but you won't die.
- health will stop decreasing when it reaches the "min health block" threshold specified.
- note that when the health is lesser than 1 block, some enemies can do a script kill on you. you can "wake up" again after a few seconds, and the enemies attacks won't be able to touch you anymore, while you can still kill them as usual. may back-trace more later to make some sort of no-touch script... don't know.

inf. ammo
- activate general first.
- all ammo still decrease when being used until they reach 1.
- for Warrior Bows, you can still shoot multiple arrows when you have 1 arrow left.
- for Light Bows, you can still fetch multiple arrows to shoot without re-fetching arrow for each shot when you have 1 arrow left.

inf. all items
- activate general first.
- all items, including ammos, weapons, resources, still decrease when being used/sell/dismantle/craft until they reach 1.
- as the quantity stop decreasing at 1, it's not meant to be an "infinite crafting" script. check ignore resources if you want that.
- also, not tested on the QUEST ITEMS, it may or may not break the game plot on handling QUEST ITEMS, so I don't recommend using this for gaming session, but for experiment only.

ignore adrenaline
- activate general first.
- allows you to use Overpower Attack any time, regardless of how much adrenaline you have.

ignore $
- activate general first.
- you can buy/upgrade anything with zero $.
- $ still drop until it reaches zero when you use it.
- DOESN'T affect "Refill", you still can't Refill ammo without enough $. (probably just need to flip another flag, as the concert is just the same, feel free to trace the flag-flipping code yourself...)

ignore ability points
- activate general first.
- allows you to learn any ability with 0 ability points.
- ability points still decrease upon learning abilities until it reaches zero.

ignore resources
- activate general first.
- allows you to craft anything in the Gear Menu without any resources.
- resources used still decrease upon crafting until they reach zero.

easy chariot race
- activate general first.
- player has infinite usage of boost.
- non-player can't use boost at all, meaning they will be much slower with this script activated.

time of day mod
- hold CapsLock and PageUp to rewind time.
- hold CapsLock and PageDown to advance time.
- time of day would advance normally without pressing any of the above keys.
- the value of current time of day can be changed manually, just a normal 24 hours value.

no-clip
- when movement mod is activated, press numpad0 and numpad- to toggle no-clip.
- when activated, use keyboard+mouse to fly around. using the walk key allows you to move slower.
- may work with controller as well, report~
- note that you CAN get hurt if you no-clip to a lower place that you start off and/or fly in-air for too long.
- also you may get desynchronized if you venture into some place you're not supposed to be.
- in short, use with caution.
latest:
ACOrigins +10.CT
+10, table Update7
(44.71 KiB) Downloaded 132 times
ACOrigins +9.CT
+9, table Update6
(43.45 KiB) Downloaded 203 times
backup(s):
ACOrigins +9.CT
+9, table Update5
(42.39 KiB) Downloaded 79 times
ACOrigins +7.CT
+7, table Update4
(40.79 KiB) Downloaded 36 times
ACOrigins +6.CT
+6, table Update3
(39.63 KiB) Downloaded 44 times
ACOrigins +5.CT
+5, table Update2
(38.25 KiB) Downloaded 23 times
ACOrigins +4.CT
+4, table Update1.1
(36.68 KiB) Downloaded 9 times
ACOrigins +3.CT
+3, table init release
(20.26 KiB) Downloaded 51 times
/////
now that the basic cheats are done, time to restart the game and actually play it now....
Last edited by Cielos on Sun Nov 05, 2017 11:58 pm, edited 10 times in total.
want a custom cheat that no one seems bothered?
prepare a paypal and PM me, or just find a way for me to access the game in question.

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Re: Assassin's Creed: Origins

Post by Sefer » Thu Nov 02, 2017 8:32 pm

Cielos wrote:
Thu Nov 02, 2017 6:08 pm
ACOrigins +3.CT
crashes as soon as I press enable on v1.03

NoName
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Re: Assassin's Creed: Origins

Post by NoName » Thu Nov 02, 2017 9:35 pm

Now what about xp? Everytime I try and do a 4 byte search with the amount of xp I currently have and then get up, I get tons of different values that change but none that match my new xp amount.

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Cielos
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Re: Assassin's Creed: Origins

Post by Cielos » Fri Nov 03, 2017 4:51 am

Sefer wrote:
Thu Nov 02, 2017 8:32 pm
Cielos wrote:
Thu Nov 02, 2017 6:08 pm
ACOrigins +3.CT
crashes as soon as I press enable on v1.03
maybe it's the problem STN mentioned, I still just let CE to allocate memory. but using his method would stack up the memory if I choose to deactivate some scripts and turn back on again until I end the game session, as the code cave generated on last activation won't be clean up upon deactivation it seems.
I'll see if I can "rewrote" the scripts later when I'm done with the implementation of my to-do-list to use these manual caves. in the mean time, try to activate all the scripts before you load a save game, or better yet, activate all when the game is playing the logo vids, it should avoid the crashes you mentioned.
EDIT: my cheating/gaming rig has 16G RAM, maybe it helps the situation? don't know.

velvetio
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Re: Assassin's Creed: Origins

Post by velvetio » Fri Nov 03, 2017 7:27 pm

Hello, about the time of day, is there any way to change the time scale? for example 1 minute in the game 3 minutes in real life? Thanks!

Goujyn
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Re: Assassin's Creed: Origins

Post by Goujyn » Fri Nov 03, 2017 8:08 pm

Is there anything useful that can be done for HIppodrome races? Those things are brutal >.<

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Re: Assassin's Creed: Origins

Post by Anacra » Sat Nov 04, 2017 1:29 am

Hurray for Cielos picking up this game. Love his tables!

Is there a way to toggle HUD on/off with some shortcut key method in cheat engine? Also, any chance for equipment modifications (like changing their effects, qualities, etc?)

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Cielos
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Re: Assassin's Creed: Origins

Post by Cielos » Sat Nov 04, 2017 8:40 am

just updated the table from this post.

/////////////////////////////////////////////////////////////
velvetio wrote:
Fri Nov 03, 2017 7:27 pm
Hello, about the time of day, is there any way to change the time scale? for example 1 minute in the game 3 minutes in real life? Thanks!
I imagine it can be done in 2 ways at least.
1. observe the time of day value (in hour, can be found after the script is activated), and determine the current scale the game uses, then we can use this as the base to build our own scale and apply it. something like this: as we know what's the game scale uses, we can revert it back to 1:1, than apply our own scale. the problem is it seems the game doesn't always update the time of day regularly, it'd stop the updating on some occasions. this would mean the scale we applied won't be as accurate.
2. trace the code to locate where/when/how the game translate the internal clock into the game clock, we may find the actual scale the game used and manipulate the time scale there.

/////////////////////////////////////////////////////////////
Anacra wrote:
Sat Nov 04, 2017 1:29 am
Hurray for Cielos picking up this game. Love his tables!

Is there a way to toggle HUD on/off with some shortcut key method in cheat engine? Also, any chance for equipment modifications (like changing their effects, qualities, etc?)
for the first part, you can start by searching for the HUD flag first, then try to switch the flag(s) on/off in-game and see if the game would recognize them on the fly without actually switching them inside the settings menu. if it does, the job is done, if not, you still need to force the game to run the HUD on/off routine everytime you flip the switch outside of the settings menu.
for the second part, it seems fun, but I skipped the building the item structure part when I was writing the inf/ignore items script, and now I want to actually play the game for a while first. so, in the mean time, please share any info you learnt so that others who're interested can have a better start off point if they are interested in building one.

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