NieR Automata

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KS212
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Re: NieR Automata

Post by KS212 » Mon Mar 20, 2017 11:21 pm

Still waiting for pox911's stuff... Fling's trainer has no infinite dashing :/

Nyrakav
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Re: NieR Automata

Post by Nyrakav » Tue Mar 21, 2017 12:11 am

Any chance someone could make a table with enemy scaling if possible? I've beaten the game and there doesn't seem to be a proper NG+.

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pox911
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Re: NieR Automata

Post by pox911 » Tue Mar 21, 2017 6:03 am

Here is a basic infinite double jump code and always able to air dash. Ive had no luck on air dash length though. :P Run speed still aludes me. Im trying to modify the chip power and then find an access from there.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>78</ID>
      <Description>"Infinite Double Jump"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(InfDoubleJumpAOB,NieRAutomata.exe,83 BB A8 14 00 00 02 0F)
registersymbol(InfDoubleJumpAOB)

InfDoubleJumpAOB+6:
db FF 0f 8c

 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
InfDoubleJumpAOB+6:
db 02 0f 8d

unregistersymbol(InfDoubleJumpAOB)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>80</ID>
      <Description>"Infinite Air Dashes"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(InfDashAOB,NieRAutomata.exe,C7 83 88 0A 01 00 01 00 00 00) // should be unique
registersymbol(InfDashAOB)

InfDashAOB+6:
db 00

 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
InfDashAOB+6:
db 01

unregistersymbol(InfDashAOB)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

KS212
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Re: NieR Automata

Post by KS212 » Tue Mar 21, 2017 10:02 am

pox911 wrote:
Tue Mar 21, 2017 6:03 am
Here is a basic infinite double jump code and always able to air dash. Ive had no luck on air dash length though. :P Run speed still aludes me. Im trying to modify the chip power and then find an access from there.
Thanks a bunch for this, even being able to repeatedly airdash makes a HUGE difference to mobility/travel.

Just a thought by looking at your code, you're re-enabling the airdash by setting the counter to 00 making it as if the dash has not yet been used... Logically speaking there would have to be a variable or at least some sort of control somewhere that identifies the 'airdashing' state... maybe if this state could be set to always '1' while button is held?...

Alternatively there would also have to be a definition in the code somewhere which determines the length/duration of the airdash... maybe it'd work if you could pinpoint this and set it to some ridiculously huge number?

Just some ideas... I have no real idea how to FIND these but I have a semi decent idea of how the logic would work...

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Re: NieR Automata

Post by Anacra » Tue Mar 21, 2017 1:45 pm

There is a chip called EVADE RANGE UP, which might help in figuring out your inf air dash mechanic.

KS212
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Re: NieR Automata

Post by KS212 » Tue Mar 21, 2017 1:57 pm

Anacra wrote:
Tue Mar 21, 2017 1:45 pm
There is a chip called EVADE RANGE UP, which might help in figuring out your inf air dash mechanic.
What that chip does is adjust the distance at which your dash becomes an evasion in relation to an incoming attack when using the dash button defensively. Its a combat chip, so not too sure how it'd help with travel .

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pox911
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Re: NieR Automata

Post by pox911 » Tue Mar 21, 2017 3:34 pm

KS212 wrote:
Tue Mar 21, 2017 10:02 am
Thanks a bunch for this, even being able to repeatedly airdash makes a HUGE difference to mobility/travel.

Just a thought by looking at your code, you're re-enabling the airdash by setting the counter to 00 making it as if the dash has not yet been used... Logically speaking there would have to be a variable or at least some sort of control somewhere that identifies the 'airdashing' state... maybe if this state could be set to always '1' while button is held?...

Alternatively there would also have to be a definition in the code somewhere which determines the length/duration of the airdash... maybe it'd work if you could pinpoint this and set it to some ridiculously huge number?

Just some ideas... I have no real idea how to FIND these but I have a semi decent idea of how the logic would work...
I looked into airdashing and what not and there is a minor timer for when you are holding the dash button but things dont act right if you increase the length that that timer can go. All my tests ended in me still falling but being stuck in the dash animation. It was funny but didnt provide the effect wanted. Air dashing is handled oddly.

miorioff
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Re: NieR Automata

Post by miorioff » Tue Mar 21, 2017 5:14 pm

Hello, pox911and guys here, can you help a newb here please. Doesnt matter what i do with your code this is what i get

http://imgur.com/gallery/8MRyu

Can you please tell, what am im doing wrong? I am using latest cheat engine and i clearly just copy your code above

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pox911
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Re: NieR Automata

Post by pox911 » Tue Mar 21, 2017 5:16 pm

you are pasting in the wrong place. The code i put is meant to be pasted in the code window. In CE, when you select a code you can use normal copy and paste commands. They are copied in plain text and that is what i posted.

notsofast
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Re: NieR Automata

Post by notsofast » Tue Mar 21, 2017 7:20 pm


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pox911
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Re: NieR Automata

Post by pox911 » Tue Mar 21, 2017 8:34 pm

Here is a sprint speed modifier

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>86</ID>
      <Description>"Sprint Speed Modifier"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(SprintSpeedAOB,NieRAutomata.exe,F3 0F 11 B3 90 1A 00 00) // should be unique
alloc(newmem,$1000,"NieRAutomata.exe"+1B8931)

label(code)
label(return)
label(SprintMod)
registersymbol(SprintMod)

newmem:

code:
  push eax
  mov eax,[SprintMod]
  mov [rbx+00001A90],eax
  pop eax
  jmp return

  SprintMod:
  dd (float)3

SprintSpeedAOB:
  jmp newmem
  nop
  nop
  nop
return:
registersymbol(SprintSpeedAOB)

[DISABLE]

SprintSpeedAOB:
  db F3 0F 11 B3 90 1A 00 00

unregistersymbol(SprintSpeedAOB)
unregistersymbol(SprintMod)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "NieRAutomata.exe"+1B8931

"NieRAutomata.exe"+1B8900: F3 0F 10 B3 0C 71 01 00        -  movss xmm6,[rbx+0001710C]
"NieRAutomata.exe"+1B8908: 83 BB 80 6E 01 00 05           -  cmp dword ptr [rbx+00016E80],05
"NieRAutomata.exe"+1B890F: 75 05                          -  jne NieRAutomata.exe+1B8916
"NieRAutomata.exe"+1B8911: F3 41 0F 58 F3                 -  addss xmm6,xmm11
"NieRAutomata.exe"+1B8916: F3 0F 10 83 90 1A 00 00        -  movss xmm0,[rbx+00001A90]
"NieRAutomata.exe"+1B891E: 48 8B 03                       -  mov rax,[rbx]
"NieRAutomata.exe"+1B8921: 48 8B CB                       -  mov rcx,rbx
"NieRAutomata.exe"+1B8924: F3 0F 5C F0                    -  subss xmm6,xmm0
"NieRAutomata.exe"+1B8928: F3 41 0F 59 F1                 -  mulss xmm6,xmm9
"NieRAutomata.exe"+1B892D: F3 0F 58 F0                    -  addss xmm6,xmm0
// ---------- INJECTING HERE ----------
"NieRAutomata.exe"+1B8931: F3 0F 11 B3 90 1A 00 00        -  movss [rbx+00001A90],xmm6
// ---------- DONE INJECTING  ----------
"NieRAutomata.exe"+1B8939: FF 90 50 03 00 00              -  call qword ptr [rax+00000350]
"NieRAutomata.exe"+1B893F: 85 C0                          -  test eax,eax
"NieRAutomata.exe"+1B8941: 75 20                          -  jne NieRAutomata.exe+1B8963
"NieRAutomata.exe"+1B8943: 83 BB 78 64 01 00 01           -  cmp dword ptr [rbx+00016478],01
"NieRAutomata.exe"+1B894A: 75 17                          -  jne NieRAutomata.exe+1B8963
"NieRAutomata.exe"+1B894C: 48 8B CB                       -  mov rcx,rbx
"NieRAutomata.exe"+1B894F: E8 CC CB 08 00                 -  call NieRAutomata.exe+245520
"NieRAutomata.exe"+1B8954: 48 85 C0                       -  test rax,rax
"NieRAutomata.exe"+1B8957: 74 0A                          -  je NieRAutomata.exe+1B8963
"NieRAutomata.exe"+1B8959: C7 83 90 1A 00 00 00 00 80 3F  -  mov [rbx+00001A90],3F800000
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>87</ID>
          <Description>"Speed Modifier"</Description>
          <VariableType>Float</VariableType>
          <Address>SprintMod</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Edit: And here is a pointless yet fun one. Here is a functional but slightly buggy walk through walls code.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>88</ID>
      <Description>"Walk Through Walls"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(WallClipAOB1,NieRAutomata.exe,0F 29 42 50 44 39 82 68 05 00 00) // should be unique
aobscanmodule(WallClipAOB2,NieRAutomata.exe,0F 29 43 50 39 93 68 05 00 00 7E 39) // should be unique
registersymbol(WallClipAOB1)
registersymbol(WallClipAOB2)

WallClipAOB1:
db 90 90 90 90

WallClipAOB2:
db 90 90 90 90
 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
WallClipAOB1:
db 0f 29 42 50

WallClipAOB2:
db 0f 29 43 50

unregistersymbol(WallClipAOB1)
unregistersymbol(WallClipAOB2)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

KS212
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Re: NieR Automata

Post by KS212 » Tue Mar 21, 2017 11:20 pm

pox911 wrote:
Tue Mar 21, 2017 3:34 pm


I looked into airdashing and what not and there is a minor timer for when you are holding the dash button but things dont act right if you increase the length that that timer can go. All my tests ended in me still falling but being stuck in the dash animation. It was funny but didnt provide the effect wanted. Air dashing is handled oddly.
There's apparently also another safety/sanity check... If you take off from one spot and stay in the air too long, the game will teleport you back to where you started as if you had bugged out and its resetting you 'just in case'. While this is good for if you ACTUALLY bug out, it sucks if you want to 'fly around' as with a combo of inf double jump and inf airdash, you basically can stay in the air permanently.

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Re: NieR Automata

Post by pox911 » Wed Mar 22, 2017 2:18 am

KS212 wrote:
Tue Mar 21, 2017 11:20 pm

There's apparently also another safety/sanity check... If you take off from one spot and stay in the air too long, the game will teleport you back to where you started as if you had bugged out and its resetting you 'just in case'. While this is good for if you ACTUALLY bug out, it sucks if you want to 'fly around' as with a combo of inf double jump and inf airdash, you basically can stay in the air permanently.
interesting. I thought it was just a teleport check if you fell under the level to far and not just airborn as a whole. Maybe i can make take over that. If the timer is where i think it is, then i can try making it ignore the timer as long as you are above X elevation.

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Re: NieR Automata

Post by DTR » Wed Mar 22, 2017 4:35 am

He did it boys. The madman made the slow motion button. I can die happy. My perversion now merely needs a hotkey to adjust the camera zoom in real-time. Position would be handy as well for gameplay purposes of course.

KS212
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Re: NieR Automata

Post by KS212 » Wed Mar 22, 2017 4:46 am

pox911 wrote:
Wed Mar 22, 2017 2:18 am


interesting. I thought it was just a teleport check if you fell under the level to far and not just airborn as a whole. Maybe i can make take over that. If the timer is where i think it is, then i can try making it ignore the timer as long as you are above X elevation.
Yeah, at first I thought it was a check for 'if you're falling thru geometry or falling thru structures without bones' (buildings that don't actually have walls/ceilings as normally you can't get that high).

That made initial sense, so I stuck to just 'flying' around areas that were ACTUALLY open... The desert was a great testing area.

No matter what, unless I made sure to touch ground every so often... If I stayed in the air for too long it would eventually just warp me back to my initial 'takeoff' point as if the game had glitched and it had 'recovered'. Its a shame as the world of NieR is the kind of world that feels like its such a wreck that the only 'ideal' way to travel it is by air... 'Flying' around the world actually feels pretty damn great even if its done in the pseudo manner of jump-dash-jump-dash etc. If you can remove that little 'check' it'd be great.

What would be TRULY ideal but is most likely not doable would be a code that gives you the Flyer Unit and free control over it. Yeah, I know this isn't going to happen, ever.

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