Mass Effect Andromeda

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Cielos
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Re: Mass Effect Andromeda

Post by Cielos » Fri May 05, 2017 4:46 pm

Wolv wrote:
Fri May 05, 2017 6:33 am
Wolv wrote:
Wed May 03, 2017 9:56 pm
[...]
EDIT15.1
- updated the player team identification method. undead's team options should work on player summoned "Assault Turret" and "Remnant VI" (both TECH skills) now.
Firstly, damn you're fast Cielos. I have tested the new undead script. It now keeps the assault turret/remnants VI alive, but it also keeps all enemies alive as well. I'm sifting through your work now, I'll update if I figure it out.

Thanks!
thanks for testing.
turns out the identification doesn't work on remnants, as they were spawned as neutral, and only turn hostile when you provoke them, and the pointer I used would identify them as your team as well.

updating the script now. should be up for testing soon...

EDIT:
table uploaded. test away~

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Re: Mass Effect Andromeda

Post by Wolv » Sat May 06, 2017 2:27 am

EDIT15.1
- updated the player team identification method. undead's team options should work on player summoned "Assault Turret" and "Remnant VI" (both TECH skills) now.
Firstly, damn you're fast Cielos. I have tested the new undead script. It now keeps the assault turret/remnants VI alive, but it also keeps all enemies alive as well. I'm sifting through your work now, I'll update if I figure it out.

Thanks!
thanks for testing.
turns out the identification doesn't work on remnants, as they were spawned as neutral, and only turn hostile when you provoke them, and the pointer I used would identify them as your team as well.

updating the script now. should be up for testing soon...

EDIT:
table uploaded. test away~
Fully tested and functional for both the "Assault Turret" and "Remnant VI"...You just made my outer space experience rock! Nicely done man, thanks tons.

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Re: Mass Effect Andromeda

Post by settis » Sat May 06, 2017 9:35 am

Hi guys, is it possible to edit the range of biotics? let's say the damage range of the annihilation field? Thanks.

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Re: Mass Effect Andromeda

Post by Wolv » Sat May 06, 2017 11:34 pm

settis wrote:
Sat May 06, 2017 9:35 am
Hi guys, is it possible to edit the range of biotics? let's say the damage range of the annihilation field? Thanks.
I've tried narrowing this down in several different ways. I'm still fairly new to CE in general though and haven't had much luck.

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Re: Mass Effect Andromeda

Post by merlini » Sun May 07, 2017 8:32 am

settis wrote:
Sat May 06, 2017 9:35 am
Hi guys, is it possible to edit the range of biotics? let's say the damage range of the annihilation field? Thanks.
For 1.05
Try this and let me know if it works.

Activate Modify Biotic Radius.
Then you can fine tune the "Aoe Radius" value to whatever you want.
I've tested this on shockwave, nova, and annihilation.
Being able to one shot every creep in 1000 meters with nova makes entire battle mechanics
utterly trivial so I'd use it judiciously.

Although I've dubbed it as biotic radius modifier, it might actually grab different attributes
from various skills and not necessarily from biotics. Other attributes such as damage,
cool down times are also modifiable but they are in different functions.
I've seen descriptions for zero skill cooldowns, etc. from other tables so I have not added these.
If there is any particular skill attributes that is required, post a request and I might add them.
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MEA_radius_merlini.CT
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Last edited by merlini on Sun May 07, 2017 8:37 pm, edited 1 time in total.

Hukta
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Re: Mass Effect Andromeda

Post by Hukta » Sun May 07, 2017 12:27 pm

I can try only with 1.04

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Re: Mass Effect Andromeda

Post by Adnan008 » Sun May 07, 2017 12:49 pm

Hukta wrote:
Sun May 07, 2017 12:27 pm
I can try only with 1.04
why? 1.05 cracked patch is out

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Gain fixed amount of experience per kill

Post by merlini » Sun May 07, 2017 8:47 pm

CainStar wrote:
Thu May 04, 2017 4:43 pm
Could somebody take a look at Vee_ script(page33) for the exp multiplier, and tell me how to lower the exp gain. I would much rather gain like 5000 exp on one "hit" than than all the way to level 132. I'm experiencing the "No merchant/chest inventory" bug since I hit level 61, and I just want to get to level 71 which "fixes" the problem. It just taking for ever to power level.
If you have updated to 1.05 try this.
You can set the exp gain amount, and every time you get a kill you'll increase exp by that amt.
I think it does that for any exp gain though, so quest exp might also increase by this amount.
If you want to gain those exp normally, I suggest using this script to gain the exp you need
by farming some mobs then turning it off.
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Fyzzy4life
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Re: Mass Effect Andromeda

Post by Fyzzy4life » Sun May 07, 2017 9:25 pm

So,the infinite life,no reload and infinite ammo works just fine on multiplayer,but only if you are the host! So my question is I am the only one who is "god mode"? Or my full team has the advantage?

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Re: Mass Effect Andromeda

Post by Matze500 » Sun May 07, 2017 11:04 pm

It will be the complete team.

Fyzzy4life
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Re: Mass Effect Andromeda

Post by Fyzzy4life » Mon May 08, 2017 4:05 am

I see. So there isn't a way to make it just for me? Or even to just a part of the team,maybe some of theme don't want to...cheat

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Re: Mass Effect Andromeda

Post by settis » Mon May 08, 2017 3:07 pm

merlini wrote:
Sun May 07, 2017 8:32 am
settis wrote:
Sat May 06, 2017 9:35 am
Hi guys, is it possible to edit the range of biotics? let's say the damage range of the annihilation field? Thanks.
For 1.05
Try this and let me know if it works.

Activate Modify Biotic Radius.
Then you can fine tune the "Aoe Radius" value to whatever you want.
I've tested this on shockwave, nova, and annihilation.
Being able to one shot every creep in 1000 meters with nova makes entire battle mechanics
utterly trivial so I'd use it judiciously.

Although I've dubbed it as biotic radius modifier, it might actually grab different attributes
from various skills and not necessarily from biotics. Other attributes such as damage,
cool down times are also modifiable but they are in different functions.
I've seen descriptions for zero skill cooldowns, etc. from other tables so I have not added these.
If there is any particular skill attributes that is required, post a request and I might add them.
Thanks a lot for the reply, I'll try it out today!

edit: Works like a charm, thank you man!!!

dscythegeo
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Re: Mass Effect Andromeda

Post by dscythegeo » Mon May 08, 2017 3:18 pm

Using Cielos table edit 15.2, ammo is not infinite when you have Grenade Launcher augmentation on your weapon, still emptied the ammo and reloading. Tried it with 2 Shotguns, N7 Piranha and N7 Crusader. Probably same for Sticky Grenade Launcher augmentation but i didnt test that one. Hopefully there is a fix in the future?

Tested on game version 1.05

**EDIT** Sticky Grenade augmentation works with infinite ammo. Tested it today.
Last edited by dscythegeo on Wed May 10, 2017 5:33 pm, edited 1 time in total.

yeriano
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Re: Mass Effect Andromeda

Post by yeriano » Tue May 09, 2017 7:51 am

for the biotic radius, it not working for me

i can not change the value even after i check the biotic radius

using 1.05. thanks


Edit: it working. seem likes it's conflict with other trainer i used



can i request damage modifer for biotic and tech? thanks you

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Re: Mass Effect Andromeda

Post by merlini » Tue May 09, 2017 12:48 pm

yeriano wrote:
Tue May 09, 2017 7:51 am
can i request damage modifer for biotic and tech? thanks you
Give this a try.
1) Activate "Log Skill 0 Attributes"
2) Use a skill

Below the Script it'll have 10 or so entries.
When you use a skill some of these will begin to get filled.
Usually the first 3 to be filled are cool down times for your 3 selected skills.
Then some primary attributes for your skill will show up too.
For example, with Nova it'll show the damage.
For annihilation, it'll show the damage per second.
etc.

If the list gets cluttered up (e.g. when you go to skill menu, it'll fill up),
just turn the script off then on, then use your skill again.

This might be a bit complicated at first, but once you use it a few times, it'll be fairly easy.
Note that not all of the attributes are added but many important ones are.
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