Mass Effect Andromeda

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Csimbi
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Re: Mass Effect Andromeda

Post by Csimbi » Thu Aug 10, 2017 7:56 pm

Posted update #1 here.

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Re: Mass Effect Andromeda

Post by Csimbi » Fri Aug 11, 2017 10:46 am

Posted update #2 here.

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Re: Mass Effect Andromeda

Post by Csimbi » Sat Aug 12, 2017 4:12 pm

Posted update #3 here.

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Re: Mass Effect Andromeda

Post by taglag » Sat Aug 12, 2017 10:38 pm

Csimbi, thank you again for staying around t0 Update, and improve this table.. I am very Grateful

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Re: Mass Effect Andromeda

Post by LorgrenBenirus » Sat Aug 19, 2017 9:46 am

Indeed, thanks for keeping them tables alive and updated Csimbi :) Though, it seems that the damage multiplier isn't working, at least I cannot get it enabled.

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Re: Mass Effect Andromeda

Post by Csimbi » Sat Aug 19, 2017 2:40 pm

What damage multiplier? I don't recall seeing one.

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Re: Mass Effect Andromeda

Post by LorgrenBenirus » Sat Aug 19, 2017 9:51 pm

Under Exploration related - Shared is an option labeled "damage multiplier", assumed it worked just like in previous tables where player damage (and companion damage if selected) could be multiplied. Helped at higher levels against bullet sponge mobs.

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Re: Mass Effect Andromeda

Post by Csimbi » Sun Aug 20, 2017 8:00 am

Oh, gotcha. I have not felt the need for it at all...
Things is, I created a ... X shotgun and an sniper rifle with damage augmentation(s)/mods, I enable the firespeed/accuracy/recoil mods and I get trigger-happy either close-range or long-range...

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Cielos
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Re: Mass Effect Andromeda

Post by Cielos » Sun Aug 20, 2017 7:17 pm

@Csimbi
I made that scripts to prove a point (kind of...), as someone said that it's impossible to do (or something like that..?), and I just go for a easy way by modifying my existing scripts to achieve it. I don't even use that much myself... :roll:

haven't try your scripts yet, but I believe it's a much better solution, as my scripts just deal with the damage the enemies took, not the damage the player deal to them, that means when the enemies are killing each other, the battle would be over very soon.
anyway I've linked to your table from my post...

btw, I haven't play the game for quite a while (I haven't even finished the game yet before I stopped...), read that there's some improvement in creating the character, what exactly are those improvement...? the game is kinda big and I'm still cheating other games, don't feel like to re-download the game from Origin yet...

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Re: Mass Effect Andromeda

Post by LorgrenBenirus » Mon Aug 21, 2017 3:21 pm

Facial animations have gotten better, sure can be even better but at least it's not the plastic world it was before. One thing what I like, and what they added, was an option to modify face mid-game, on Tempest in Lexi's medbay is now a facial reconstruction terminal, but nice thing with it is that you can also import-export faces like at char creation. This is handy. There are several other changes also, at first not to clearly visible but as you play through it you see that "oh, that's different/better now". I hadn't played it in a while either, but checked recently the mods and saw that there's a whole bunch of them, figured I'll give it a try with mods this time, so installed several of them and am playing now again with the mods.

@Csimbi: yes, I tried those options now and that's actually pretty great feature. Widow sniper rifle, accuracy/no recoil/fire rate boost and things get laid down fast. Nice, thanks for that :)

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Re: Mass Effect Andromeda

Post by Csimbi » Mon Aug 21, 2017 7:16 pm

@Cielos
Understood. I was not complaining or anything, it's just that I missed it because I did not need it.
I am on the 1.10 patch - and this is where I started the game - so I would not know what's changed.
I did find a few bugs in upgrades, quests and quest markers, but what kills this game are the delays.
Having to hold buttons to activate/pick up things, waiting for item descriptions to come up when you trade, having to watch unskippable videos a 100 times. etc. - all these things are wasting a lot of your time...

Eyeballs and faces are weird at times, conversations in awkward angles (you can't see who you're talking to), etc are things I can live with.

Another thing I hate is that the thruster moves the Nomad a bit backwards, too (not just up) - slowing it way down.

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Re: Mass Effect Andromeda

Post by angelicsol » Mon Aug 21, 2017 11:22 pm

I'm on 1.10, using CE 6.7 and definitely selecting the right process, but I can't activate the enable script. When I click the box, it just highlights it, I can't actually tick the box.

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Re: Mass Effect Andromeda

Post by Csimbi » Tue Aug 22, 2017 5:41 pm

angelicsol wrote:
Mon Aug 21, 2017 11:22 pm
I'm on 1.10, using CE 6.7 and definitely selecting the right process, but I can't activate the enable script. When I click the box, it just highlights it, I can't actually tick the box.
Is this Origin release or some crack?

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Re: Mass Effect Andromeda

Post by angelicsol » Tue Aug 22, 2017 11:13 pm

Csimbi wrote:
Tue Aug 22, 2017 5:41 pm
angelicsol wrote:
Mon Aug 21, 2017 11:22 pm
I'm on 1.10, using CE 6.7 and definitely selecting the right process, but I can't activate the enable script. When I click the box, it just highlights it, I can't actually tick the box.
Is this Origin release or some crack?
Origin, Deluxe Edition.

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Re: Mass Effect Andromeda

Post by Csimbi » Wed Aug 23, 2017 10:23 am

Copy-paste this into the address list and see if you can enable this:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1528</ID>
      <Description>"--aobPlayerBaseReader"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>// Game   : MassEffectAndromeda.exe
// Version:
// Date   :
// Author : Cs
[ENABLE]
aobscanmodule(aobPlayerBaseReader,MassEffectAndromeda.exe,4C 8B 81 ?? ?? 00 00 4D 85 C0 0F 84 ?? ?? ?? ?? 4D 8B 40 ?? 44)

alloc(newmemPlayerBaseReader,4096,aobPlayerBaseReader)

label(aobPlayerBaseReader_r)
label(aobPlayerBaseReader_i)
registersymbol(aobPlayerBaseReader_r)
registersymbol(aobPlayerBaseReader_i)

label(lblPlayerBaseReader)
label(lblPlayerBaseReaderSkip)
label(lblPlayerBaseReaderRet)

label(pPlayerBase)
label(iPlayerTeamIdentifier)
label(pPlayer)
registersymbol(pPlayerBase)
registersymbol(iPlayerTeamIdentifier)
registersymbol(pPlayer)

newmemPlayerBaseReader:

lblPlayerBaseReader:
//Alt: mov r8,[rcx+000014B8]
//db 4C 8B 81 B8 14 00 00
readmem(aobPlayerBaseReader,7)
test r8,r8
jz short lblPlayerBaseReaderSkip
// Player base address
mov [pPlayerBase],r8
// Player team ID value
mov r9d,[r8+16c]
mov [iPlayerTeamIdentifier],r9d
// Player
mov r9,[r8+228]
mov [pPlayer],r9
lblPlayerBaseReaderSkip:
jmp lblPlayerBaseReaderRet
aobPlayerBaseReader_i:
readmem(aobPlayerBaseReader,7)

pPlayerBase:
dq 0
iPlayerTeamIdentifier:
dd 0
pPlayer:
dq 0

//"MassEffectAndromeda.exe"+77F8EF:
aobPlayerBaseReader:
aobPlayerBaseReader_r:
jmp lblPlayerBaseReader
nop
nop
lblPlayerBaseReaderRet:

[DISABLE]
//"MassEffectAndromeda.exe"+77F8EF:
//Alt: mov r8,[rcx+000014B8]
//db 4C 8B 81 B8 14 00 00
aobPlayerBaseReader_r:
readmem(aobPlayerBaseReader_i,7)

unregistersymbol(aobPlayerBaseReader_r)
unregistersymbol(aobPlayerBaseReader_i)

unregistersymbol(pPlayerBase)
unregistersymbol(iPlayerTeamIdentifier)
unregistersymbol(pPlayer)

dealloc(newmemPlayerBaseReader)

{
// ORIGINAL CODE - INJECTION POINT: "MassEffectAndromeda.exe"+77F8EF

"MassEffectAndromeda.exe"+77F8CE: 0F 84 DD 00 00 00              -  je MassEffectAndromeda.exe+77F9B1
"MassEffectAndromeda.exe"+77F8D4: 48 8B 08                       -  mov rcx,[rax]
"MassEffectAndromeda.exe"+77F8D7: 80 B9 C8 13 00 00 00           -  cmp byte ptr [rcx+000013C8],00
"MassEffectAndromeda.exe"+77F8DE: 74 0F                          -  je MassEffectAndromeda.exe+77F8EF
"MassEffectAndromeda.exe"+77F8E0: 48 83 C0 08                    -  add rax,08
"MassEffectAndromeda.exe"+77F8E4: 48 3B C2                       -  cmp rax,rdx
"MassEffectAndromeda.exe"+77F8E7: 75 EB                          -  jne MassEffectAndromeda.exe+77F8D4
"MassEffectAndromeda.exe"+77F8E9: 48 83 C4 20                    -  add rsp,20
"MassEffectAndromeda.exe"+77F8ED: 5B                             -  pop rbx
"MassEffectAndromeda.exe"+77F8EE: C3                             -  ret 
// ---------- INJECTING HERE ----------
"MassEffectAndromeda.exe"+77F8EF: 4C 8B 81 B8 14 00 00           -  mov r8,[rcx+000014B8]
// ---------- DONE INJECTING  ----------
"MassEffectAndromeda.exe"+77F8F6: 4D 85 C0                       -  test r8,r8
"MassEffectAndromeda.exe"+77F8F9: 0F 84 B2 00 00 00              -  je MassEffectAndromeda.exe+77F9B1
"MassEffectAndromeda.exe"+77F8FF: 4D 8B 40 38                    -  mov r8,[r8+38]
"MassEffectAndromeda.exe"+77F903: 44 8B 8B 84 03 00 00           -  mov r9d,[rbx+00000384]
"MassEffectAndromeda.exe"+77F90A: 41 0F B6 48 0A                 -  movzx ecx,byte ptr [r8+0A]
"MassEffectAndromeda.exe"+77F90F: 41 0F B6 40 09                 -  movzx eax,byte ptr [r8+09]
"MassEffectAndromeda.exe"+77F914: 48 8D 14 48                    -  lea rdx,[rax+rcx*2]
"MassEffectAndromeda.exe"+77F918: 48 C1 E2 05                    -  shl rdx,05
"MassEffectAndromeda.exe"+77F91C: 42 0F 28 44 02 40              -  movaps xmm0,[rdx+r8+40]
"MassEffectAndromeda.exe"+77F922: 0F 5C 83 C0 03 00 00           -  subps xmm0,[rbx+000003C0]
}

</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>1529</ID>
          <Description>"pPlayerBase"</Description>
          <ShowAsHex>1</ShowAsHex>
          <Color>0000FF</Color>
          <VariableType>8 Bytes</VariableType>
          <Address>pPlayerBase</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>1530</ID>
          <Description>"iPlayerTeamIdentifier"</Description>
          <Color>0000FF</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>iPlayerTeamIdentifier</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>1532</ID>
          <Description>"pPlayer"</Description>
          <ShowAsHex>1</ShowAsHex>
          <Color>0000FF</Color>
          <VariableType>8 Bytes</VariableType>
          <Address>pPlayer</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
If it works, replace the "enable (patch 1.10)" script with this one (just that script, nothing else) and the rest should work then.

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