Final Fantasy XV (CODEX)

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DrummerIX
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Final Fantasy XV (CODEX)

Post by DrummerIX »

I really shouldn't be working on the pirate version, but so many people asked and someone sent me the exe. It's not as big as the legit version and many offsets changed.

I have some things working from my table for the legit Steam version for all you pirates with CODEX.

I may work on fixing the other things that are not working as I have time, but this should get you going.

Damage Modifier, Infinite MP, Infinite Stamina and Override Shop Item ID work for me.

EDIT 1:
Attempted to fix Damage Modifier. It's working for me in first few fights and hunts. Fixed Infinite AP and AP Multiplier in this update.

EDIT 2:
Thanks to tesajedah for the aob changes for Tech and Skill EXP. I put them in this update.

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
Attachments
ffxv_s_DrummerIX_CODEX.CT
EDIT 2 file (Fixed Tech and Skill EXP Multiplier)
(43.59 KiB) Downloaded 1449 times
ffxv_s_DrummerIX_CODEX.CT
EDIT 1 file (Fixed Damage Modifier, Infinite AP, AP Multiplier)
(43.42 KiB) Downloaded 292 times
ffxv_s_DrummerIX_CODEX.CT
Initial file (Some things ported from legit Steam version)
(43.39 KiB) Downloaded 318 times
Last edited by DrummerIX on Fri Mar 16, 2018 2:49 pm, edited 2 times in total.

makotech222
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Re: Final Fantasy XV (CODEX)

Post by makotech222 »

Much Appreciated

Curious from a coding point of view, how did so many basic AOB searches fail with the new exe? You would think the code for stuff like MP wouldn't change at all between the new version.

DrummerIX
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Re: Final Fantasy XV (CODEX)

Post by DrummerIX »

makotech222 wrote:
Thu Mar 15, 2018 10:59 pm
Much Appreciated

Curious from a coding point of view, how did so many basic AOB searches fail with the new exe? You would think the code for stuff like MP wouldn't change at all between the new version.
I'm not sure what stage of development the CODEX exe was in. It doesn't have Denuvo and is 40% the size of the legit Steam exe.

Anyway, most things were different. The only thing that worked without modification was the EXP Multiplier. I haven't ported everything over quite yet.

Alunage
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Re: Final Fantasy XV (CODEX)

Post by Alunage »

Thank you very much!

Can't thank you enough, even a little is a lot for the pirated version. Quick question if you don't mind me asking, how did you get the stamina? I tried to work on that but to no avail.

KS212
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Re: Final Fantasy XV (CODEX)

Post by KS212 »

This pirate version MAY (or may not) become an actual release, or they may go past it... I'm curious to know what it actually fixes as its newer than the current legit ver but still not officially released as a patch.

makotech222
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Re: Final Fantasy XV (CODEX)

Post by makotech222 »

Any idea why i can't do cheat engine searches? I'm getting a 'Scan Error:thread 0: access violation error from Cheat Engine. Never got this before. Trying to rewrite the Inf magic usage cheat from steam table.

Edit: Found the cause. Having Scan Settings -> MEM_MAPPED enabled caused problems for some reason.

Edit2: Merged OP table with an Inf Magic Usage cheat. Might need some help with a magic cooldown cheat :P
Attachments
ffxv_s.CT
(47.05 KiB) Downloaded 236 times
Last edited by makotech222 on Fri Mar 16, 2018 12:37 am, edited 2 times in total.

maengski
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Re: Final Fantasy XV (CODEX)

Post by maengski »

thank you lord drummerIX may the god of cheats bless upon you

qweasdzxc17
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Re: Final Fantasy XV (CODEX)

Post by qweasdzxc17 »

That dev version has a debug menu that is accessible in game. its L3 and R1 together. With that, you can add in guest characters or spawn enemies like bahamut in the "main campaign" or prep gentiana for snapshot (QA Debug 104). Should probbaly explore that avenue and see if its possible to port the commands back to the steam version.

EDIT: Also has infinite HP.

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jonaaa
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Re: Final Fantasy XV (CODEX)

Post by jonaaa »

qweasdzxc17 wrote:
Fri Mar 16, 2018 1:21 am
That dev version has a debug menu that is accessible in game. its L3 and R1 together. With that, you can add in guest characters or spawn enemies like bahamut in the "main campaign" or prep gentiana for snapshot (QA Debug 104). Should probbaly explore that avenue and see if its possible to port the commands back to the steam version.

EDIT: Also has infinite HP.
How to open this menu on keyboard

spliffmonkee
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Re: Final Fantasy XV (CODEX)

Post by spliffmonkee »

Fish line durbility pleasee. Thanks

Goldflinger
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Re: Final Fantasy XV (CODEX)

Post by Goldflinger »

First things first, thanks a bunch for this table DrummerIX!

I ve noticed that both god mode and the one that prevents the main character HP to drop below 0 also grant the same effect to monsters that we fight when completing a hunt.

qweasdzxc17
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Re: Final Fantasy XV (CODEX)

Post by qweasdzxc17 »

jonaaa wrote:
Fri Mar 16, 2018 6:37 am
qweasdzxc17 wrote:
Fri Mar 16, 2018 1:21 am
That dev version has a debug menu that is accessible in game. its L3 and R1 together. With that, you can add in guest characters or spawn enemies like bahamut in the "main campaign" or prep gentiana for snapshot (QA Debug 104). Should probbaly explore that avenue and see if its possible to port the commands back to the steam version.

EDIT: Also has infinite HP.
How to open this menu on keyboard
Well its the sprint key and lock on key respectively, but i don't know if they coded it to accept keyboard input.

eTheBlack
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Re: Final Fantasy XV (CODEX)

Post by eTheBlack »

DrummerIX wrote:
Thu Mar 15, 2018 11:19 pm
makotech222 wrote:
Thu Mar 15, 2018 10:59 pm
Much Appreciated

Curious from a coding point of view, how did so many basic AOB searches fail with the new exe? You would think the code for stuff like MP wouldn't change at all between the new version.
I'm not sure what stage of development the CODEX exe was in. It doesn't have Denuvo and is 40% the size of the legit Steam exe.

Anyway, most things were different. The only thing that worked without modification was the EXP Multiplier. I haven't ported everything over quite yet.
"CODEX" exe is legit exe from devs. Yes it is dev build, thats why no DENUVO also it has all DLCs enabled. CODEX just had to emulate Steam.

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tesajadeh
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Re: Final Fantasy XV (CODEX)

Post by tesajadeh »

First, much much appreciated for DrummerIX that making for CODEX version :D
spliffmonkee wrote:
Fri Mar 16, 2018 6:50 am
Fish line durbility pleasee. Thanks
you can copy Inf Fishing Line Durability from Squall8 (Steam version), and change like below:

Code: Select all

{ Game   : ffxv_s.exe
  Version: 
  Date   : 2018-03-07
  Author : Squall8
}

[ENABLE]
aobscanmodule(fishline,ffxv_s.exe,F3 0F 11 BB FC 00 00 00)
//assert(ffxv_s.exe+176E1F,F3 0F 11 BB EC 00 00 00)
//alloc(newmem,$1000,"ffxv_s.exe"+176E1F)
alloc(newmem,$1000,fishline)

label(code)
label(return)

registersymbol(fishline)

newmem:

code:
  movss [rbx+000000EC],xmm7
  fld [rbx+000000F0]
  fstp [rbx+000000EC]
  jmp return

fishline:
  jmp newmem
  nop
  nop
  nop
return:

[DISABLE]

fishline:
  db F3 0F 11 BB FC 00 00 00

unregistersymbol(fishline)
dealloc(newmem)
sorry im noob, just can search the changed aob and tested 1 by 1 :(

aob for Tech EXP Multiplier:

Code: Select all

aobscanmodule(TechEXPMultAOB,ffxv_s.exe,44 0F B6 4C 24 50 48 8B CF 89 5A 08 41 8B D2)
aob for Skill EXP Multiplier:

Code: Select all

aobscanmodule(SkillEXPMultAOB,ffxv_s.exe,78 0D B8 FF C9 9A 3B 3B D0 0F 4F D0 44 8B CA)
Last edited by tesajadeh on Fri Mar 16, 2018 1:56 pm, edited 1 time in total.

vipul700
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Re: Final Fantasy XV (CODEX)

Post by vipul700 »

thanks for table
could you fix the skill xp

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