Mass Effect Andromeda

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iLLusion
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Re: Mass Effect Andromeda

Post by iLLusion » Wed Apr 12, 2017 9:36 pm

GuyInDogSuit wrote:
Wed Apr 12, 2017 9:25 pm
Decryption keys would be nice. I hate those Sudoku puzzles!
sacreddruid wrote:
Wed Apr 12, 2017 5:18 pm
yoco wrote:
Wed Apr 12, 2017 5:15 pm
Is it possible to get unlimited Decryption keys? I really hate doing does sudoku puzzles!
Vendors pretty consistently sell them, so there's the "infinite credits" option.

Or you can use the item dupe option to "sell" your keys repeatedly until you have 9, and repeat anytime you get low.
Someone answered that already. ;-)

Nume
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Re: Mass Effect Andromeda

Post by Nume » Wed Apr 12, 2017 10:50 pm

Just to add to the note on decryption keys, they used to only be sold at the Aya vendor AFAIK, but with the 1.05 patch they added them to basically any general items vendor, so it is very easy to max out.

SeductiveCrab
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Re: Mass Effect Andromeda

Post by SeductiveCrab » Thu Apr 13, 2017 1:09 am

Kalas wrote:
Wed Apr 05, 2017 5:05 pm
Hey, just wanted to share my Cheat Table as well.

Compatible with 1.0.4 Version

Features:

  • Infinite Health
    Infinite Shield
    No Reload
    Infinite Ammo
    Instant Skill Cooldown
    Infinite Consumables
    Better Accuracy
    Infinite Skill Points
    Infinite Credits
    Infinite Life Support
    Infinite Nomad Shield
    Infinite Nomad Boost
    Infinite Research Points
    Infinite Materials
    Instant Reward Cooldown


Note:

  • Important - Run the game first and then the Cheat Table / Trainer.

    Infinite Consumables - Equipped Consumables will be set to 99 upon use.

    Infinite Skill Points - Spend some Skill Points for the cheat to take effect.

    Infinite Credits - Sell an item for the cheat to take effect.

    Infinite Research Points - Spend some Research Points for the cheat to take effect.

    Infinite Materials - Sell a material so it's value will change to 9999.

    Instant Reward Cooldown - After activation enter any menu (Ctyo Pod Menu or Inventory Menu) and press X to collect rewards, you can do that as much as you want.


Mass Effect Andromeda.CT
I can't get the unlimited skill points portion to work.

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GuyInDogSuit
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Re: Mass Effect Andromeda

Post by GuyInDogSuit » Thu Apr 13, 2017 3:22 am

I used the duplicate thing, got 48 decryption keys, haha. More than enough.

ferozna
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Re: Mass Effect Andromeda

Post by ferozna » Thu Apr 13, 2017 11:02 am

Hello,
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 :(.

Thanks

jmz
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Re: Mass Effect Andromeda

Post by jmz » Thu Apr 13, 2017 1:49 pm

LorgrenBenirus wrote:
Wed Apr 12, 2017 4:26 pm
Is there a way to stop the Remnant weapons from overheating?
Script for v1.05.
Works for both Remnant and vintage heatsink augmented weapons.

Code: Select all

[ENABLE]
assert("MassEffectAndromeda.exe"+6FE933, 0F B7 90 F4 00 00 00 8D 4A FF 66 3B CA 74 07 66 89 88 F4)

"MassEffectAndromeda.exe"+6FE942:
nop
nop
nop
nop
nop
nop
nop

[DISABLE]
"MassEffectAndromeda.exe"+6FE942:
mov [rax+000000F4],cx

/*
MassEffectAndromeda.IsGameRuntime+5806E3 - 0FB7 90 F4000000      - movzx edx,word ptr [rax+000000F4]
MassEffectAndromeda.IsGameRuntime+5806EA - 8D 4A FF              - lea ecx,[rdx-01]
MassEffectAndromeda.IsGameRuntime+5806ED - 66 3B CA              - cmp cx,dx
MassEffectAndromeda.IsGameRuntime+5806F0 - 74 07                 - je MassEffectAndromeda.IsGameRuntime+5806F9

MassEffectAndromeda.IsGameRuntime+5806F2 - 66 89 88 F4000000     - mov [rax+000000F4],cx

MassEffectAndromeda.IsGameRuntime+5806F9 - 0FB7 88 F8000000      - movzx ecx,word ptr [rax+000000F8]
MassEffectAndromeda.IsGameRuntime+580700 - 66 85 C9              - test cx,cx
MassEffectAndromeda.IsGameRuntime+580703 - 74 0A                 - je MassEffectAndromeda.IsGameRuntime+58070F
MassEffectAndromeda.IsGameRuntime+580705 - 66 FF C9              - dec cx
MassEffectAndromeda.IsGameRuntime+580708 - 66 89 88 F8000000     - mov [rax+000000F8],cx
MassEffectAndromeda.IsGameRuntime+58070F - 48 83 7B 58 00        - cmp qword ptr [rbx+58],00 { 0 }
MassEffectAndromeda.IsGameRuntime+580714 - 0FB7 B8 F4000000      - movzx edi,word ptr [rax+000000F4]
MassEffectAndromeda.IsGameRuntime+58071B - 0F84 88000000         - je MassEffectAndromeda.IsGameRuntime+5807A9
MassEffectAndromeda.IsGameRuntime+580721 - 48 8B 03              - mov rax,[rbx]
MassEffectAndromeda.IsGameRuntime+580724 - 48 8B CB              - mov rcx,rbx
MassEffectAndromeda.IsGameRuntime+580727 - 48 89 74 24 30        - mov [rsp+30],rsi
MassEffectAndromeda.IsGameRuntime+58072C - FF 50 38              - call qword ptr [rax+38]
MassEffectAndromeda.IsGameRuntime+58072F - 48 8B 50 10           - mov rdx,[rax+10]
MassEffectAndromeda.IsGameRuntime+580733 - 80 BA 50030000 00     - cmp byte ptr [rdx+00000350],00 { 0 }
MassEffectAndromeda.IsGameRuntime+58073A - 75 39                 - jne MassEffectAndromeda.IsGameRuntime+580775
MassEffectAndromeda.IsGameRuntime+58073C - 48 8B 03              - mov rax,[rbx]
MassEffectAndromeda.IsGameRuntime+58073F - 48 8B CB              - mov rcx,rbx
*/

yoco
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Re: Mass Effect Andromeda

Post by yoco » 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.

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GuyInDogSuit
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Re: Mass Effect Andromeda

Post by GuyInDogSuit » 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.

acecel
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Re: Mass Effect Andromeda

Post by acecel » Thu Apr 13, 2017 9:47 pm

Still anything for the inventory size ?

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STN
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Re: Mass Effect Andromeda

Post by STN » Thu Apr 13, 2017 9:55 pm

acecel wrote:
Thu Apr 13, 2017 9:47 pm
Still anything for the inventory size ?
Huh, i guess i will take a look

acecel
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Re: Mass Effect Andromeda

Post by acecel » Thu Apr 13, 2017 11:59 pm

STN wrote:
Thu Apr 13, 2017 9:55 pm
acecel wrote:
Thu Apr 13, 2017 9:47 pm
Still anything for the inventory size ?
Huh, i guess i will take a look
And i would also like a way to move/run faster, even an game speed X2 could be enough

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STN
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Re: Mass Effect Andromeda

Post by STN » 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

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GuyInDogSuit
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Re: Mass Effect Andromeda

Post by GuyInDogSuit » Fri Apr 14, 2017 1:22 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
Keep up the good work!

In your face, Infinity!

daddy
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Re: Mass Effect Andromeda

Post by daddy » Fri Apr 14, 2017 2:05 am

yeolgrampy wrote:
Wed Apr 12, 2017 4:29 am
Hi, I was wondering if there was any way to modify ammo pouch, recoil, and accuracy qty, maybe through user modifiable multipliers for 1.05 origin version. Thanks
I really love this suggestion and would like the ability to modify spare ammo pouch, mostly. Some sort of multiplier would be perfect. I don't like the idea of unlimited but the spare ammo count is a little too low for me.

acecel
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Re: Mass Effect Andromeda

Post by acecel » 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)
Last edited by acecel on Fri Apr 14, 2017 10:51 am, edited 1 time in total.

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