Mass Effect Andromeda

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Hyron13
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Re: Mass Effect Andromeda

Post by Hyron13 » Fri Apr 14, 2017 8:28 am

ferozna wrote:
Thu Apr 13, 2017 11:02 am
Anyone can give my "Mithrava base coordinates ? On Havarl ? With the script two page before... I'm trying to teleport here because for an unknown reason my advanced base has not activated and I cannot return to Mithrava to validate my quests :(
@ferozna - bit of a late reply, but here are the coordinates I'm given when standing in Mithrava.
X: -219.4046173, Y: 427.4940491, Z: -295.2837219

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ReActif
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Re: Mass Effect Andromeda

Post by ReActif » Fri Apr 14, 2017 8:29 am

UPDATED v2:
Both files have been updated this 22-04-2017
- I have again corrected some errors.
- Translations more explicit.
- More more more... cleaned (UserdefinedSymbols tags suppressed) ^^

List of codes included (and patch):
Player
  • Invulnerability
  • Infinite Ammo
  • Infinite Ammo Pouch
  • Infinite Power Cell
  • Infinite Equipped Item Usage
  • Skills Cooldown Mod -- Modes was inverted, Work correctly now
  • Infinite Jump (Hold [SpaceBar])
  • Teleportation
Nomad
  • Indestructible
  • Infinite Shield
  • Infinite Boost
Shared
  • Damage Multiplier
  • Infinite Life Support
Research & Development
  • Ignore Research Points
  • Ignore Level Requirements
  • Ignore Material Requirements
Various
  • Duplicate Item
  • Ignore Credits
  • Ignore Skill Points
  • Ignore Cryo Points
Informations
  • Health
  • Health Maximum
  • Shield
  • Shield Maximum
  • XP
  • Next Level
  • Skill Points
  • Nexus Level
  • Cryo Points -- Translation more explicit
  • Andromeda Viability Points
  • Viability of EOS -- Adress corrected
  • Viability of VOELD
  • Viability of HAVARL
  • Viability of KADARA
  • Viability of ELAADEN -- Adress corrected
----------
Edit with Google Trad: Sorry for the very approximative English

All table is based on Celio's Table : +16 (Edit 15)
viewtopic.php?f=4&t=596#p1963
Attachments
MassEffectAndromeda_Cleaned_v2_FR.CT
Version 2017-04-22 (French)
Celios's table +16 (edit 15) based
(71.83 KiB) Downloaded 111 times
MassEffectAndromeda_Cleaned_v2.CT
Version 2017-04-22
Celios's table +16 (edit 15) based
(71.36 KiB) Downloaded 373 times
Last edited by ReActif on Sat Apr 22, 2017 11:36 am, edited 6 times in total.

okka
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Re: Mass Effect Andromeda

Post by okka » Fri Apr 14, 2017 1:24 pm

Can anyone make ignore level requirements crafting code for v 1.04? Thanks

DarkIceCore
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Re: Mass Effect Andromeda

Post by DarkIceCore » Fri Apr 14, 2017 1:45 pm

okka wrote:
Fri Apr 14, 2017 1:24 pm
Can anyone make ignore level requirements crafting code for v 1.04? Thanks
adapted Celios code, it's working on 1.04 CPY, but i'm not sure that it's haven't minor sides. cuz 2 pages ago i asked him about correctness of it, and he isn't answer.

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
//aobscanmodule(playerLvlConstantReadRetAOB,MassEffectAndromeda.exe,EB 1B 48 ** ** ** ** ** ** 48 ** ** ** ** 48 8B 03)
//registersymbol(playerLvlConstantReadRetAOB)
aobscanmodule(playerLvlChkRetAOB,MassEffectAndromeda.exe,48 8B 4F 20 48 89 DA 48 8B 01 0F 28 F0)
registersymbol(playerLvlChkRetAOB)

aobscanmodule(playerLvlReadAOB,MassEffectAndromeda.exe,8B 80 C8 00 00 00 FF C0 EB xx) //8B 80 C8 00 00 00 FF C0 EB 02)
registersymbol(playerLvlReadAOB)

label(bIsLvlChk)
registersymbol(bIsLvlChk)

alloc(newmem,2048,playerLvlReadAOB) //"MassEffectAndromeda.exe"+75A048)
label(returnhere)
label(originalcode)
label(exit)

newmem:
//mov rbx,playerLvlConstantReadRetAOB //"MassEffectAndromeda.exe"+C2775E   //constant read
//cmp [rsp+68],rbx
//je originalcode
//mov rbx,[rax+c8]

//mov rbx,"MassEffectAndromeda.exe"+63DCCC8   //level read in development
//cmp [rsp+68],rbx
//jne @f
//mov eax,#80
//jmp exit
//@@:

mov rbx,playerLvlChkRetAOB //"MassEffectAndromeda.exe"+63ADBDF   //level chk
cmp [rsp+68],rbx
jne @f
//mov rbx,[rax+c8]
mov byte ptr [bIsLvlChk],1

originalcode:
mov eax,[rax+000000C8]

exit:
jmp returnhere

///
bIsLvlChk:
dd 0
///

playerLvlReadAOB: //"MassEffectAndromeda.exe"+75A048:
jmp newmem
nop
returnhere:

///**********************************************///

aobscanmodule(setFlagIfEnoughLvlAOB,MassEffectAndromeda.exe,0F 2F F0 0F 93 D0 48 ** ** ** ** 0F 28 ** ** ** 48 83 ** ** 5F C3)
registersymbol(setFlagIfEnoughLvlAOB)

alloc(newmem2,2048,setFlagIfEnoughLvlAOB) //"MassEffectAndromeda.exe"+63ADC06)
label(returnhere2)
label(originalcode2)
label(exit2)

newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
cmp byte ptr [bIsLvlChk],1
jne @f
mov byte ptr [bIsLvlChk],0
mov al,1
jmp exit2

originalcode2:
comiss xmm6,xmm0
setae al

exit2:
jmp returnhere2

///

setFlagIfEnoughLvlAOB: //"MassEffectAndromeda.exe"+63ADC06:
jmp newmem2
nop
returnhere2:




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
playerLvlReadAOB: //"MassEffectAndromeda.exe"+75A048:
db 8B 80 C8 00 00 00
//Alt: mov eax,[rax+000000C8]

unregistersymbol(bIsLvlChk)

///**********************************************///

dealloc(newmem2)
setFlagIfEnoughLvlAOB: //"MassEffectAndromeda.exe"+63ADC06:
db 0F 2F F0 0F 93 D0
//Alt: comiss xmm6,xmm0
//Alt: setae al
"playerLvlReadAOB" from original 1.05 was incorrect for 1.04, so here is surroundings for correct:

Code: Select all

MassEffectAndromeda.exe+51F53E3 - 48 85 C9              - test rcx,rcx
MassEffectAndromeda.exe+51F53E6 - 74 10                 - je MassEffectAndromeda.exe+51F53F8
MassEffectAndromeda.exe+51F53E8 - F0 FF 49 08           - lock dec [rcx+08]
MassEffectAndromeda.exe+51F53EC - 75 0A                 - jne MassEffectAndromeda.exe+51F53F8
MassEffectAndromeda.exe+51F53EE - 48 85 C9              - test rcx,rcx
MassEffectAndromeda.exe+51F53F1 - 74 05                 - je MassEffectAndromeda.exe+51F53F8
MassEffectAndromeda.exe+51F53F3 - E8 18C0B0FF           - call MassEffectAndromeda.exe+4D01410
MassEffectAndromeda.exe+51F53F8 - 48 85 DB              - test rbx,rbx
MassEffectAndromeda.exe+51F53FB - 74 1A                 - je MassEffectAndromeda.exe+51F5417
MassEffectAndromeda.exe+51F53FD - 48 8B 83 F8080000     - mov rax,[rbx+000008F8]
MassEffectAndromeda.exe+51F5404 - 48 85 C0              - test rax,rax
MassEffectAndromeda.exe+51F5407 - 74 0E                 - je MassEffectAndromeda.exe+51F5417
playerLvlReadAOB                - 8B 80 C8000000        - mov eax,[rax+000000C8]
MassEffectAndromeda.exe+51F540F - FF C0                 - inc eax
MassEffectAndromeda.exe+51F5411 - EB 06                 - jmp MassEffectAndromeda.exe+51F5419
MassEffectAndromeda.exe+51F5413 - 21 FC                 - and esp,edi
MassEffectAndromeda.exe+51F5415 - 32 10                 - xor dl,[rax]
MassEffectAndromeda.exe+51F5417 - 31 C0                 - xor eax,eax
MassEffectAndromeda.exe+51F5419 - 48 83 C4 30           - add rsp,30
MassEffectAndromeda.exe+51F541D - 5B                    - pop rbx
MassEffectAndromeda.exe+51F541E - C3                    - ret
MassEffectAndromeda.exe+51F541F - 37                    - aaa
MassEffectAndromeda.exe+51F5420 - CC                    - int 3
MassEffectAndromeda.exe+51F5421 - CC                    - int 3
MassEffectAndromeda.exe+51F5422 - CC                    - int 3
MassEffectAndromeda.exe+51F5423 - CC                    - int 3
MassEffectAndromeda.exe+51F5424 - CC                    - int 3
MassEffectAndromeda.exe+51F5425 - CC                    - int 3
MassEffectAndromeda.exe+51F5426 - 66 2E 0F1F 84 00 00000000  - nop cs:[rax+rax+00000000]
MassEffectAndromeda.exe+51F5430 - 48 89 5C 24 08        - mov [rsp+08],rbx
MassEffectAndromeda.exe+51F5435 - 57                    - push rdi
MassEffectAndromeda.exe+51F5436 - 48 83 EC 30           - sub rsp,30
MassEffectAndromeda.exe+51F543A - 0F29 74 24 20         - movaps [rsp+20],xmm6


LorgrenBenirus
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Re: Mass Effect Andromeda

Post by LorgrenBenirus » Fri Apr 14, 2017 6:05 pm

jmz wrote:
Thu Apr 13, 2017 1:49 pm
Script for v1.05.
Works for both Remnant and vintage heatsink augmented weapons.
Thank you, very much.

Kisky
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Re: Mass Effect Andromeda

Post by Kisky » Fri Apr 14, 2017 6:21 pm

Hey guys, sorry for asking again but can anyone make a script for Damage Resistance?

Wolv
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Re: Mass Effect Andromeda

Post by Wolv » Fri Apr 14, 2017 8:09 pm

Firstly, thanks to everyone that has created tables, its been awesome benefiting from your generous work. The game experience is enhanced beyond measure. I have a small cry for help: In the biotics passive skill tree, "Containment" rank 4 (Radius); I've been trying for days to nail down a pointer for increasing this number. I want YUGE assplosions and stuff. I'm finding and changing statics often but they never seem to work for me.

Thanks again!

sacreddruid
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Re: Mass Effect Andromeda

Post by sacreddruid » Fri Apr 14, 2017 9:23 pm

Has anyone figured out a way to STOP all EXP gain, or GO BACKWARD in levels? (Delevel)?

Anytime I try to mess with Current EXP or EXP TNL the game kinda shits the bed and ends up setting me to level 132 when I reload a save with tampered EXP values. Only happens if I try to set stuff lower.

It almost feels like EXP is being tracked somewhere else/somehow else, besides for just the current pointers we have?

DarkIceCore
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Re: Mass Effect Andromeda

Post by DarkIceCore » Fri Apr 14, 2017 9:55 pm

sacreddruid wrote:
Fri Apr 14, 2017 9:23 pm
Has anyone figured out a way to STOP all EXP gain, or GO BACKWARD in levels? (Delevel)?
Anytime I try to mess with Current EXP or EXP TNL the game kinda shits the bed and ends up setting me to level 132 when I reload a save with tampered EXP values. Only happens if I try to set stuff lower.
It almost feels like EXP is being tracked somewhere else/somehow else, besides for just the current pointers we have?
use xp pointer + lvl pointer in Celios table
xp pointer = pPlayerBase + d80 + FC
lvl pointer = pPlayerBase + d80 + F8
set lvl to 10, it will be 11 and xp to 50k, gain xp by kill/quest, save->load. if not working, set xp to 1k.
when shit with freezing on kill is started, i already did this steps, but my own problem with freeze was not solved.

iLLusion
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Re: Mass Effect Andromeda

Post by iLLusion » Sat Apr 15, 2017 12:22 am

ReActif wrote:
Fri Apr 14, 2017 8:29 am
Edit with Google Trad: Sorry for the very apprixmative English

I propose a version that I resumed at the base for my personal use.

- I cleaned the table of all that is no longer useful or does not work (having little knowledge in ASM, I hope I have not taken useful things)
- I needed the code for the Infinite Boost of the Nomad so I added it.
- I added the Teleportation code.
- I reclassify all tables and views to make it more convenient (I find) to use and detailed.
Love what you did with Celios table, but 2 things I noticed you missed. Other than that, it's totally awesome. I was actually trying to learn more about Cheat Engine so I could clean it up as you did.

1. Damage multiplier, player only option
2. Moon Jump. (Infinite Jetpack thing)

Now, if you could add a few things from some of the other scripts, it would be even better. One i can remember off the top of my head is the Instant Collect Rewards Cooldown & Better Accuracy from Kalas. The no overheating thing from JMZ would be nice too.

I REALLY REALLY need to learn cheat engine better. hahaha.

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ReActif
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Re: Mass Effect Andromeda

Post by ReActif » Sat Apr 15, 2017 2:46 am

Thank you very much, but I also need to learn more.

I do not think I will add codes (but all is possible ;) )
I will mainly try to find all the possible codes and if I see that they work, try to add them as much as possible in a transparent way.
In the comment section (extra table) of the file I would always put the date of moficiation and the sources used in order to keep track of all this.

My goal was to just provide (already for me), a version with only codes that work and easy to understand for the general public (who do not know too much or click, or what to do)

The CT file is an XML with parts of assembly code, I have fired the comments of the assembler code because it is only useful on the table of Celios but I commented on the XML part for some things so as not to me Let surprise by bits of unnecessary or duplicate codes.

I saw somewhere a table with the "moon jump" but from what I tested it did not work any more, finally not to be more precise, it was supposed to be the infinite jetpack.

PS : I thought I had pulled the pointers out of a front post but apparently no, I was just tricked by some dialogue leaving me thinking there were even more front-posts than what the game actually did.

----

It may not be possible to have the infinite jetpack without breaking the environment (all NPCs, or the gravity of the planets).

Or the gravity must be set to 0 when the jetpack button is pressed but this is problematic on the joystick, probably allocated a completely neutral key to activate this temporarily.

In things easier to do I think, is to make the duration of the stabilizer when one is in unlimited combat.

sacreddruid
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Re: Mass Effect Andromeda

Post by sacreddruid » Sat Apr 15, 2017 4:59 am

DarkIceCore wrote:
Fri Apr 14, 2017 9:55 pm
sacreddruid wrote:
Fri Apr 14, 2017 9:23 pm
Has anyone figured out a way to STOP all EXP gain, or GO BACKWARD in levels? (Delevel)?
Anytime I try to mess with Current EXP or EXP TNL the game kinda shits the bed and ends up setting me to level 132 when I reload a save with tampered EXP values. Only happens if I try to set stuff lower.
It almost feels like EXP is being tracked somewhere else/somehow else, besides for just the current pointers we have?
use xp pointer + lvl pointer in Celios table
xp pointer = pPlayerBase + d80 + FC
lvl pointer = pPlayerBase + d80 + F8
set lvl to 10, it will be 11 and xp to 50k, gain xp by kill/quest, save->load. if not working, set xp to 1k.
when shit with freezing on kill is started, i already did this steps, but my own problem with freeze was not solved.
Thanks, this helped a bit, the only issue I'm running into is that no matter what set the values to, I'm reverting to my original level every time I load the save. I even tried "leveling up" naturally a few times and saving frequently, it just doesn't seem to want to stick on a reload. :(

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ReActif
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Re: Mass Effect Andromeda

Post by ReActif » Sat Apr 15, 2017 7:21 am

Now that I've seen that the "Moon Jump" works, I wonder if we can figure out how to do the same with the dodge?

The idea would be:
Do the same action as the moon jump code but no longer on the jump but on the dodge.
So you will keep the dodge key (Middle Mouse Button or B on the Xbox Controller) to dodge and continue rusher.
It will give a form of super speed.

And the Moon Jump + Infinite Dodge would be perfect! :P

Ideas, because my knowledge in the process is fairly limited.
But I am ready to put time if I am oriented towards the method.

yoco
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Re: Mass Effect Andromeda

Post by yoco » Sat Apr 15, 2017 7:38 am

acecel wrote:
Fri Apr 14, 2017 3:06 am
STN wrote:
Fri Apr 14, 2017 1:18 am
acecel wrote:
Thu Apr 13, 2017 11:59 pm
And i would also like a way to move/run faster, even an game speed X2 could be enough
Added inventory size - viewtopic.php?t=1498
Thank you, but is this for v1.05 i guess, because it doesn't work for v1.04

This code seems to work for v1.04 (9999 inventory)

Code: Select all

[ENABLE]

aobscanmodule(inventorysize,MassEffectAndromeda.exe,F3 0F 10 41 18 C3 B5 CC CC CC)  // should be unique
alloc(newmem,$1000,"MassEffectAndromeda.exe"+6B9A0)

label(code)
label(return)

newmem:
cmp rsi, 7FFF
jne code
mov [rcx+18], (float)9999
code:
  movss xmm0,[rcx+18]
  jmp return

inventorysize:
  jmp newmem
return:
registersymbol(inventorysize)
[DISABLE]

inventorysize:
  db F3 0F 10 41 18

unregistersymbol(inventorysize)
dealloc(newmem)
How do I make this permanent? It always switches back to 50 when I start a game!

yoco
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Re: Mass Effect Andromeda

Post by yoco » Sat Apr 15, 2017 8:17 am

GuyInDogSuit wrote:
Thu Apr 13, 2017 4:37 pm
yoco wrote:
Thu Apr 13, 2017 3:22 pm
GuyInDogSuit wrote:
Thu Apr 13, 2017 3:22 am
I used the duplicate thing, got 48 decryption keys, haha. More than enough.
Can you plz explain how to use this dupe option? I'm on Tempest, and I have 1 desc key.
Enable the method holding shift, then hold shift and sell your key. It will instead double your amount. Keep doing this until you have at most 15 (there's five worlds to terraform, and each has three monoliths with Sudoku puzzles). Or you can go nuts and dupe a bunch for new game + uses like I did.
What table are you using for this? I tried but nothing happens. It just sells my key! I have CPY version (1.04)

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