Mass Effect Andromeda

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GuyInDogSuit
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Re: Mass Effect Andromeda

Post by GuyInDogSuit »

zeypherin wrote:
Sun Apr 16, 2017 12:01 pm
K the accuracy code posted here also affects teammates and enemies as well. With the accuracy mode on Vetra can actually hit stuff and finally the Soned becomes a usable weapon. But yes just to note enemies also become accurate which makes for fun fights.

To get the code just for the player might require editing the crafted weapons stats and im not sure that is possible atm. Unless crafted weapons can be memory edited like DA:I
Does it make it easier to get headshots?

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

zeypherin
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Re: Mass Effect Andromeda

Post by zeypherin »

With assault rifles sort off, snipers were always accurate anyways. I personally use it to fix the Soned cause Bio in their infinite wisdom decided to make the heaviest ultra rare assault rifle have a accuracy from 30-39. That is a shotgun level accuracy and not a assault rifle.

But yea enemies can also nail you quite well with the accuracy script.

Agonical
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Re: Mass Effect Andromeda

Post by Agonical »

A simple table of xp points for the first 50 levels and 10 last ones. You can only get to 132 max. In order to locate your current xp points

1) Locate your current Level
2) In game lookup how many "Points Until Next Level" (PUNL) do you need
3) Substract FROM the number in the table your PUNL
4) Search CE for that number.
5) Kill something
6) Repeat the procedure. You should be good after just 2 searches. Best of Luck to you all.

1 1017
2 2136
3 3356
4 4678
5 6102
6 7627
7 9254
8 10983
9 12814
10 14746
11 16780
12 18915
13 21153
14 23492
15 25932
16 28475
17 31119
18 33864
19 36712
20 39661
21 42712
22 45864
23 49119
24 52475
25 55932
26 59492
27 63153
28 66915
29 70780
30 74746
31 78814
32 82983
33 87254
34 91627
35 96103
36 100678
37 105356
38 110136
39 115017
40 120000
41 125085
42 130271
43 135559
44 140949
45 146441
46 152034
47 157729
48 163525
49 169424
50 175424

118 822000
119 835017
120 848136
121 861356
122 874678
123 888102
124 901627
125 915254
126 928983
127 942814
128 956746
129 970780
130 984915
131
132

cielle
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Re: Mass Effect Andromeda

Post by cielle »

Is it possible to make a cheat that allows the selection of both branches of each ability tree?

Eg. taking both 4 point abilities for radius and damage, etc.

Tired of respeccing haha.

Thanks and keep up the good work.

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ReActif
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Re: Mass Effect Andromeda

Post by ReActif »

I discover something strange with the original table and mine.
In "New Game +" the viability information is not indexed in the same way.
During a "New Game +" which corresponded to Elaaden becomes Eos, and I no longer find the value of Eos ...

Very strange.

Edit : This time this is ok, maybe some code dont like to be active in same time on some location... or this too soon in the story for have good values
Last edited by ReActif on Mon Apr 17, 2017 11:00 am, edited 1 time in total.

demargon
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Re: Mass Effect Andromeda

Post by demargon »

cielle wrote:
Mon Apr 17, 2017 7:34 am
Is it possible to make a cheat that allows the selection of both branches of each ability tree?

Eg. taking both 4 point abilities for radius and damage, etc.

Tired of respeccing haha.

Thanks and keep up the good work.
Can't be done.
the selection process to select one or the other branch is binary, 0 or 1 (0 for the upper, 1 for the lower), and then mutually exclusive.
Tried messing with some other possibilities but insta crash, if you put anything else than 0, 1, or 255 (means not unlocked).
I do hope it could be modded in the future ^^

danver
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Re: Mass Effect Andromeda

Post by danver »

Hey guys I'm having a issue with the inventory table. Every time i try to use it it wont do anything, and I'm currently on patch 1.0.4 CPY version of the game. Not sure if that's the issue so if someone could elaborate exactly what the issue could be that would be great thanks.

sacreddruid
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Re: Mass Effect Andromeda

Post by sacreddruid »

danver wrote:
Mon Apr 17, 2017 12:37 pm
Hey guys I'm having a issue with the inventory table. Every time i try to use it it wont do anything, and I'm currently on patch 1.0.4 CPY version of the game. Not sure if that's the issue so if someone could elaborate exactly what the issue could be that would be great thanks.
viewtopic.php?f=4&t=1498&p=5585&hilit=m ... meda#p5238

bisermarchev
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Re: Mass Effect Andromeda

Post by bisermarchev »

there is a option for MP xp but cant make it work any clue how to turn it on?

zumika
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Re: Mass Effect Andromeda

Post by zumika »

Would it be possible to add a check for ignoring player's gender? :0 It could in theory allow the romances to be available to anyone.

Goldflinger
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Re: Mass Effect Andromeda

Post by Goldflinger »

Would it be possible to get an updated table for version 1.04 CPY with the fix for turrets being invincible when using the undead script for both the player and his crew?

Thanks.

sacreddruid
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Re: Mass Effect Andromeda

Post by sacreddruid »

Anyone able to figure out if there's a way to basically make it so special ammo never runs out?

The whole "only lasts X clips" is just, so, dumb. :|

(And yea I know you could just turn on infinite clip, but then that changes the way the guns end up balanced, whereas infinite disrupter ammo just saves me a button press and saves me from forgetting to toggle it back on when it runs out)

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DarkIceCore
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Re: Mass Effect Andromeda

Post by DarkIceCore »

Goldflinger wrote:
Mon Apr 17, 2017 6:45 pm
Would it be possible to get an updated table for version 1.04 CPY with the fix for turrets being invincible when using the undead script for both the player and his crew?
Thanks.

this is based on aob's for 1.04 CPY, with changes from last table for 1.05 (edit 15)

changes:

Code: Select all

isnotplayer2:
cmp dword ptr [rcx+710],0
jne @f
cmp dword ptr [rcx+1c],1               //UPDATE 1.05 +VER .7 TURRETS
jne @f                                 //UPDATE 1.05 +VER .7 TURRETS
cmp byte ptr [bTeamUndead],1
jge isplayer2                          //UPDATE 1.05 WAS JE
jmp end2
find "enable .x" script inside your table and replace all inside to this:
(double click on <script> to open script-form for edit, called "auto assemble edit")

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(playerBaseFetch,MassEffectAndromeda.exe,48 8B ** ** ** ** ** 48 85 C9 74 ** ** ** ** ** ** ** ** 48 85 C9 74 ** 48 8B 11 ** ** ** ** ** ** ** ** ** ** ** ** 84)
registersymbol(playerBaseFetch)

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

alloc(newmem,2048,playerBaseFetch) //"MassEffectAndromeda.exe"+6163C7E)
label(returnhere)
label(originalcode_enable)
registersymbol(originalcode_enable)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
readmem(playerBaseFetch,7)
test rcx,rcx
jz @f
mov [pPlayerBase],rcx

mov rcx,[rcx+228]
mov [pPlayer],rcx
mov rcx,[pPlayerBase]

originalcode_enable:
readmem(playerBaseFetch,7)
//mov rcx,[rdi+000014B8]

exit:
jmp returnhere

///
pPlayerBase:
dq 0
pPlayer:
dq 0
dq 0
///

playerBaseFetch: //"MassEffectAndromeda.exe"+6163C7E:
jmp newmem
nop
nop
returnhere:

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

aobscanmodule(entityCreateRetAOB,MassEffectAndromeda.exe,48 8B ** ** 48 85 C9 74 ** 44 ** ** ** 45 ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** 31 DB)
registersymbol(entityCreateRetAOB)
aobscanmodule(entityDamageRetAOB,MassEffectAndromeda.exe,44 0F 28 E0 45 31 E4 0F 57 D2 44 0F 2F F2)
registersymbol(entityDamageRetAOB)

aobscanmodule(healthCalStartOnHitAOB,MassEffectAndromeda.exe,48 ** ** ** ** 48 ** ** ** ** 57 41 56 41 57 48 ** ** ** 48 8B 01 0F ** ** ** ** 0F ** ** ** ** 4D 89 C7)
registersymbol(healthCalStartOnHitAOB)

label(bTeamUndead)
registersymbol(bTeamUndead)
label(dMinHealth)
registersymbol(dMinHealth)
label(dDamageMultiplier)
registersymbol(dDamageMultiplier)

alloc(newmem2,2048,healthCalStartOnHitAOB) //"MassEffectAndromeda.exe"+51BFD80)
label(returnhere2)
label(originalcode2_enable)
registersymbol(originalcode2_enable)
label(exit2)

newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
mov rax,pPlayer
cmp [rax],rcx
je isplayer2
jmp isnotplayer2

isplayer2:
cmp byte ptr [bTeamUndead],2
jne @f
cmp [rax],rcx
je end2

@@:
comiss xmm1,[dMinHealth]
jae end2
movss xmm1,[dMinHealth]
movss xmm7,xmm1
addss xmm1,xmm6
movss [rcx+20],xmm1
movss xmm0,xmm1
movss xmm11,xmm1
movss xmm1,xmm7
jmp end2

isnotplayer2:
cmp dword ptr [rcx+710],0
jne @f
cmp dword ptr [rcx+1c],1               //UPDATE 1.05 +VER .7 TURRETS
jne @f                                 //UPDATE 1.05 +VER .7 TURRETS
cmp byte ptr [bTeamUndead],1
jge isplayer2                          //UPDATE 1.05 WAS JE
jmp end2

@@:
//mov [rax+8],rcx
mov rax,entityCreateRetAOB //"MassEffectAndromeda.exe"+51C26B8     //create entity
cmp [rsp],rax
je @f
mov rax,entityDamageRetAOB //"MassEffectAndromeda.exe"+51BF71F     //attack? damage from player/team?
cmp [rsp],rax
jne @f

mov rax,pPlayer
mov [rax+8],rcx

mulss xmm6,[dDamageMultiplier]
movss xmm1,xmm0
subss xmm1,xmm6
movss xmm7,xmm1
movss xmm14,xmm6

end2:

originalcode2_enable:
readmem(healthCalStartOnHitAOB,5)
//mov [rsp+10],rbx

exit2:
jmp returnhere2

///
bTeamUndead:
dd 0
dMinHealth:
dd 0
dDamageMultiplier:
dd (float)1
///

healthCalStartOnHitAOB: //"MassEffectAndromeda.exe"+51BFD80:
jmp newmem2
returnhere2:

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

aobscanmodule(menuAccessReturn,MassEffectAndromeda.exe,48 ** ** ** 89 ** ** ** 48 85 F6 ** ** ** ** ** ** 48 ** ** ** ** 48 ** ** ** ** ** ** ** 89 F8)
registersymbol(menuAccessReturn)

aobscanmodule(someAVReadAOB,MassEffectAndromeda.exe,8B 43 ** EB ** 49 ** ** ** 41)
registersymbol(someAVReadAOB)

label(originalcode4_enable)
registersymbol(originalcode4_enable)
label(dAVIndex)
registersymbol(dAVIndex)
label(pAVs)
registersymbol(pAVs)

alloc(newmem4,2048,someAVReadAOB) //"MassEffectAndromeda.exe"+6997EC9)
label(returnhere4)
label(originalcode4)
label(exit4)

newmem4: //this is allocated memory, you have read,write,execute access
//place your code here
push rcx
mov rcx,menuAccessReturn //"MassEffectAndromeda.exe"+6995282
cmp [rsp+80],rcx
pop rcx
jne end4

push rcx
push rdx
push r8
mov rdx,pAVs
mov rcx,[rsp+50]
test rcx,rcx
jz avfetchinit4
movsxd rcx,dword ptr [dAVIndex]
inc rcx
cmp rcx,#10
jg avfetchend4

xor r8,r8
@@:
cmp [rdx+r8*8],rbx
je avfetchend4
inc r8
cmp r8,rcx
jl @b
jmp avfetch4

avfetchinit4:
xor r8,r8
@@:
mov [rdx+r8*8],rcx
inc r8
cmp r8,#10
jl @b

avfetch4:
mov [rdx+rcx*8],rbx
mov [dAVIndex],ecx

avfetchend4:
pop r8
pop rdx
pop rcx

end4:

originalcode4:
readmem(someAVReadAOB,3)
reassemble(someAVReadAOB+3)

exit4:
jmp returnhere4

///
originalcode4_enable:
readmem(someAVReadAOB,5)
dAVIndex:
dd 0
pAVs:
///

someAVReadAOB: //"MassEffectAndromeda.exe"+6997EC9:
jmp newmem4
returnhere4:




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
playerBaseFetch: //"MassEffectAndromeda.exe"+6163C7E:
readmem(originalcode_enable,7)
//db 48 8B 8F B8 14 00 00
//Alt: mov rcx,[rdi+000014B8]

unregistersymbol(originalcode_enable)
unregistersymbol(pPlayerBase)
unregistersymbol(pPlayer)

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

dealloc(newmem2)
healthCalStartOnHitAOB: //"MassEffectAndromeda.exe"+51BFD80:
readmem(originalcode2_enable,5)
//db 48 89 5C 24 10
//Alt: mov [rsp+10],rbx

unregistersymbol(originalcode2_enable)
unregistersymbol(bTeamUndead)
unregistersymbol(dMinHealth)
unregistersymbol(dDamageMultiplier)

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

dealloc(newmem4)
someAVReadAOB: //"MassEffectAndromeda.exe"+6997EC9:
readmem(originalcode4_enable,5)
//db 8B 43 30 EB 13
//Alt: mov eax,[rbx+30]
//Alt: jmp MassEffectAndromeda.exe+6997EE1

unregistersymbol(originalcode4_enable)
unregistersymbol(dAVIndex)
unregistersymbol(pAVs)
Last edited by DarkIceCore on Tue Apr 18, 2017 12:31 pm, edited 1 time in total.

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ReActif
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Re: Mass Effect Andromeda

Post by ReActif »

bisermarchev wrote:
Mon Apr 17, 2017 2:49 pm
there is a option for MP xp but cant make it work any clue how to turn it on?
This is why i have cleaned the table, there are many old code in the table, look the branch for see if is it in 1.05 branch or not !
I think they keep all code for try later a mod.

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ReActif
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Re: Mass Effect Andromeda

Post by ReActif »

sacreddruid wrote:
Tue Apr 18, 2017 12:53 am
Anyone able to figure out if there's a way to basically make it so special ammo never runs out?

The whole "only lasts X clips" is just, so, dumb. :|

(And yea I know you could just turn on infinite clip, but then that changes the way the guns end up balanced, whereas infinite disrupter ammo just saves me a button press and saves me from forgetting to toggle it back on when it runs out)
I dont understand, when i activate "Infinite Equipped Item Usage" this is ok for me
Maybe try with "Infinite Power Cell"
and "Infinite Ammo Pouch".

I activate all and i never had problems

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