Page 2 of 17

Re: NieR Automata

Posted: Sun Mar 19, 2017 12:34 pm
by skacikpl
Here's a simple (very partial) item list:
[Link]

To get the id, search item name as string, non-green address will have it's ID next to it.

There seems to be some sort of check implemented on DLC items, they revert back to old ID when used.
10th pod skin is amazarashi and there are several others that are in the game but not available yet - including black one (assuming same as 9s is using) and purple.

and 3 DLC clothes whatever they may be.

Re: NieR Automata

Posted: Sun Mar 19, 2017 1:14 pm
by DTR
Could you add options to move the camera in and out to avoid opening up the menu? And speed modifier for slow/fast/stop motion?

Re: NieR Automata

Posted: Sun Mar 19, 2017 2:26 pm
by KS212
TheByteSize wrote:
Sun Mar 19, 2017 11:20 am
Eddy beat me to this but here it's.
  • Inf Item Usage
  • Inf HP
  • EXP * 10
  • Chip Editor - 2 versions: Fuse Menu and Equip Menu
    ---Chip ID is what control chip type and its Rank. Seems like Chip is max at +8. Increase all Chip ID, Sort Order and Rank by same amount to keep the system from acting weird.
I tried the Chip Editor. Editing the cost works flawlessly and seems to hard save on change... Editing the rank doesn't seem to work. You can change the number but the + value next to the chip doesn't change... Also tried by buying two +0 chips and trying to make them say +5 before Fusing... it doesn't recognize either chip after editing the Rank :/

Re: NieR Automata

Posted: Sun Mar 19, 2017 6:21 pm
by Haywoodspartan
I manually Scanned each Item as I got them so this is the most accurate version of my Current Materials table with the Steam Version of the Game.

Re: NieR Automata

Posted: Sun Mar 19, 2017 7:31 pm
by Haywoodspartan
Updated Again With More Materials

Re: NieR Automata

Posted: Sun Mar 19, 2017 7:43 pm
by TheByteSize
KS212 wrote:
Sun Mar 19, 2017 2:26 pm
TheByteSize wrote:
Sun Mar 19, 2017 11:20 am
Eddy beat me to this but here it's.
  • Inf Item Usage
  • Inf HP
  • EXP * 10
  • Chip Editor - 2 versions: Fuse Menu and Equip Menu
    ---Chip ID is what control chip type and its Rank. Seems like Chip is max at +8. Increase all Chip ID, Sort Order and Rank by same amount to keep the system from acting weird.
I tried the Chip Editor. Editing the cost works flawlessly and seems to hard save on change... Editing the rank doesn't seem to work. You can change the number but the + value next to the chip doesn't change... Also tried by buying two +0 chips and trying to make them say +5 before Fusing... it doesn't recognize either chip after editing the Rank :/
you didn't read my comment at all didn't you? The Fuse feature will look at the Rank pointer to determine its current rank for checking equal rank items. the Chip ID is used by the game to determine Chip Type and Rank(the +).

Re: NieR Automata

Posted: Sun Mar 19, 2017 11:23 pm
by KS212
TheByteSize wrote:
Sun Mar 19, 2017 7:43 pm


you didn't read my comment at all didn't you? The Fuse feature will look at the Rank pointer to determine its current rank for checking equal rank items. the Chip ID is used by the game to determine Chip Type and Rank(the +).
Sorry, somehow I glossed over the 'and rank' at the end. Weird system... x.x

Re: NieR Automata

Posted: Mon Mar 20, 2017 1:43 am
by pox911
I'm still toying around with a few things but i have the infinite double jump, infinite dash amounts in mid air, and chip sort abuse.

i havent found the dash length but that could be linked to the animation itself. I'm still testing quit a few things. Someone already did a chip editor so i can scratch that off things i need to look into :P.

Re: NieR Automata

Posted: Mon Mar 20, 2017 4:54 am
by Darkedone02
Haywoodspartan wrote:
Sun Mar 19, 2017 7:31 pm
Updated Again With More Materials
sadly most of these don't even work, and half of them are altering other items such as the pre-order items and the restorative items instead of the materials itself.

Re: NieR Automata

Posted: Mon Mar 20, 2017 6:29 am
by frenzy85
Darkedone02 wrote:
Mon Mar 20, 2017 4:54 am
Haywoodspartan wrote:
Sun Mar 19, 2017 7:31 pm
Updated Again With More Materials
sadly most of these don't even work, and half of them are altering other items such as the pre-order items and the restorative items instead of the materials itself.
Yeah... the inventory is actually sorted by order of acquisition, which is why the names don't match for different people.

Use Eddy's table. It can edit highlighted items. Much more useful, imho.

Re: NieR Automata

Posted: Mon Mar 20, 2017 7:01 am
by pox911
I'm still working on a few things but here are a few things i did throw together.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>6</ID>
      <Description>"Allow Use Of Easy Mode Chips"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
aobscanmodule(EasyChipAOB,NieRAutomata.exe,8D 82 E6 F2 FF FF 83 F8 04 77 * 45 85 DB 74 * 33) // should be unique
alloc(newmem,$1000,"NieRAutomata.exe"+6D3164)

label(code)
label(return)

newmem:

code:
  mov eax,5
  jmp return

EasyChipAOB:
  jmp newmem
  nop
return:
registersymbol(EasyChipAOB)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
EasyChipAOB:
  db 8D 82 E6 F2 FF FF

unregistersymbol(EasyChipAOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "NieRAutomata.exe"+6D3164

"NieRAutomata.exe"+6D3136: 4C 8D 04 49              -  lea r8,[rcx+rcx*2]
"NieRAutomata.exe"+6D313A: 49 C1 E0 04              -  shl r8,04
"NieRAutomata.exe"+6D313E: 4C 03 05 6B D4 A0 00     -  add r8,[NieRAutomata.exe+10E05B0]
"NieRAutomata.exe"+6D3145: 41 8B 80 54 1F 00 00     -  mov eax,[r8+00001F54]
"NieRAutomata.exe"+6D314C: 3B C2                    -  cmp eax,edx
"NieRAutomata.exe"+6D314E: 74 0D                    -  je NieRAutomata.exe+6D315D
"NieRAutomata.exe"+6D3150: 41 83 B8 7C 1F 00 00 00  -  cmp dword ptr [r8+00001F7C],00
"NieRAutomata.exe"+6D3158: 0F 45 C2                 -  cmovne eax,edx
"NieRAutomata.exe"+6D315B: 8B D0                    -  mov edx,eax
"NieRAutomata.exe"+6D315D: 44 8B 1D BC 89 29 01     -  mov r11d,[NieRAutomata.exe+196BB20]
// ---------- INJECTING HERE ----------
"NieRAutomata.exe"+6D3164: 8D 82 E6 F2 FF FF        -  lea eax,[rdx-00000D1A]
// ---------- DONE INJECTING  ----------
"NieRAutomata.exe"+6D316A: 83 F8 04                 -  cmp eax,04
"NieRAutomata.exe"+6D316D: 77 0C                    -  ja NieRAutomata.exe+6D317B
"NieRAutomata.exe"+6D316F: 45 85 DB                 -  test r11d,r11d
"NieRAutomata.exe"+6D3172: 74 07                    -  je NieRAutomata.exe+6D317B
"NieRAutomata.exe"+6D3174: 33 C0                    -  xor eax,eax
"NieRAutomata.exe"+6D3176: 48 83 C4 28              -  add rsp,28
"NieRAutomata.exe"+6D317A: C3                       -  ret 
"NieRAutomata.exe"+6D317B: E8 00 14 F1 FF           -  call NieRAutomata.exe+5E4580
"NieRAutomata.exe"+6D3180: 85 C0                    -  test eax,eax
"NieRAutomata.exe"+6D3182: 74 06                    -  je NieRAutomata.exe+6D318A
}
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>70</ID>
      <Description>"Instant Skill Charge"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
aobscanmodule(SkillChargeAOB,NieRAutomata.exe,45 8B 5C C8 14) // should be unique
alloc(newmem,$1000,"NieRAutomata.exe"+235A5A)

label(code)
label(return)

newmem:

code:
  mov r11d,0
  jmp return

SkillChargeAOB:
  jmp newmem
return:
registersymbol(SkillChargeAOB)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
SkillChargeAOB:
  db 45 8B 5C C8 14

unregistersymbol(SkillChargeAOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "NieRAutomata.exe"+235A5A

"NieRAutomata.exe"+235A3F: 41 BB 64 00 00 00        -  mov r11d,00000064
"NieRAutomata.exe"+235A45: 8B CE                    -  mov ecx,esi
"NieRAutomata.exe"+235A47: FF C9                    -  dec ecx
"NieRAutomata.exe"+235A49: 74 16                    -  je NieRAutomata.exe+235A61
"NieRAutomata.exe"+235A4B: FF C9                    -  dec ecx
"NieRAutomata.exe"+235A4D: 75 1D                    -  jne NieRAutomata.exe+235A6C
"NieRAutomata.exe"+235A4F: 45 03 DB                 -  add r11d,r11d
"NieRAutomata.exe"+235A52: EB 18                    -  jmp NieRAutomata.exe+235A6C
"NieRAutomata.exe"+235A54: 48 98                    -  cdqe 
"NieRAutomata.exe"+235A56: 48 8D 0C 80              -  lea rcx,[rax+rax*4]
// ---------- INJECTING HERE ----------
"NieRAutomata.exe"+235A5A: 45 8B 5C C8 14           -  mov r11d,[r8+rcx*8+14]
// ---------- DONE INJECTING  ----------
"NieRAutomata.exe"+235A5F: EB E4                    -  jmp NieRAutomata.exe+235A45
"NieRAutomata.exe"+235A61: 41 8B C3                 -  mov eax,r11d
"NieRAutomata.exe"+235A64: 99                       -  cdq 
"NieRAutomata.exe"+235A65: 2B C2                    -  sub eax,edx
"NieRAutomata.exe"+235A67: D1 F8                    -  sar eax,1
"NieRAutomata.exe"+235A69: 44 03 D8                 -  add r11d,eax
"NieRAutomata.exe"+235A6C: 4C 8B 93 00 66 01 00     -  mov r10,[rbx+00016600]
"NieRAutomata.exe"+235A73: 48 8B 8B 08 66 01 00     -  mov rcx,[rbx+00016608]
"NieRAutomata.exe"+235A7A: 83 CA FF                 -  or edx,-01
"NieRAutomata.exe"+235A7D: 49 8D 3C CA              -  lea rdi,[r10+rcx*8]
}
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>75</ID>
      <Description>"One Hit Kill Against Machines"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]


aobscanmodule(OHKOAOB,NieRAutomata.exe,4D 8B C7 8B D3 FF) // should be unique
alloc(newmem,$1000,"NieRAutomata.exe"+2F15A8)

label(code)
label(return)

newmem:

code:
  mov r8,r15
  mov edx,#9000000
  jmp return

OHKOAOB:
  jmp newmem
return:
registersymbol(OHKOAOB)

[DISABLE]

OHKOAOB:
  db 4D 8B C7 8B D3

unregistersymbol(OHKOAOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "NieRAutomata.exe"+2F15A8

"NieRAutomata.exe"+2F1589: F3 0F 59 F7           -  mulss xmm6,xmm7
"NieRAutomata.exe"+2F158D: 0F BA E0 09           -  bt eax,09
"NieRAutomata.exe"+2F1591: 73 06                 -  jae NieRAutomata.exe+2F1599
"NieRAutomata.exe"+2F1593: 89 B7 58 08 00 00     -  mov [rdi+00000858],esi
"NieRAutomata.exe"+2F1599: 41 8B 4F 10           -  mov ecx,[r15+10]
"NieRAutomata.exe"+2F159D: 48 8B 07              -  mov rax,[rdi]
"NieRAutomata.exe"+2F15A0: FF C9                 -  dec ecx
"NieRAutomata.exe"+2F15A2: 74 62                 -  je NieRAutomata.exe+2F1606
"NieRAutomata.exe"+2F15A4: FF C9                 -  dec ecx
"NieRAutomata.exe"+2F15A6: 74 33                 -  je NieRAutomata.exe+2F15DB
// ---------- INJECTING HERE ----------
"NieRAutomata.exe"+2F15A8: 4D 8B C7              -  mov r8,r15
"NieRAutomata.exe"+2F15AB: 8B D3                 -  mov edx,ebx
// ---------- DONE INJECTING  ----------
"NieRAutomata.exe"+2F15AD: FF C9                 -  dec ecx
"NieRAutomata.exe"+2F15AF: 48 8B CF              -  mov rcx,rdi
"NieRAutomata.exe"+2F15B2: 74 0B                 -  je NieRAutomata.exe+2F15BF
"NieRAutomata.exe"+2F15B4: 0F 28 DE              -  movaps xmm3,xmm6
"NieRAutomata.exe"+2F15B7: FF 90 C0 04 00 00     -  call qword ptr [rax+000004C0]
"NieRAutomata.exe"+2F15BD: EB 57                 -  jmp NieRAutomata.exe+2F1616
"NieRAutomata.exe"+2F15BF: 41 0F 28 DD           -  movaps xmm3,xmm13
"NieRAutomata.exe"+2F15C3: FF 90 C0 04 00 00     -  call qword ptr [rax+000004C0]
"NieRAutomata.exe"+2F15C9: 8B D8                 -  mov ebx,eax
"NieRAutomata.exe"+2F15CB: 89 44 24 4C           -  mov [rsp+4C],eax
}
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>7</ID>
      <Description>"Optimize Chips For More Space"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
aobscanmodule(HyperOrganizeAOB,NieRAutomata.exe,45 03 B4 CA 60 1F 00 00) // should be unique
alloc(newmem,$1000,"NieRAutomata.exe"+5E2435)

label(code)
label(return)

newmem:

code:
  mov r14,0
  jmp return

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

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
HyperOrganizeAOB:
  db 45 03 B4 CA 60 1F 00 00

unregistersymbol(HyperOrganizeAOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "NieRAutomata.exe"+5E2435

"NieRAutomata.exe"+5E2408: 83 FB FF                       -  cmp ebx,-01
"NieRAutomata.exe"+5E240B: 75 0A                          -  jne NieRAutomata.exe+5E2417
"NieRAutomata.exe"+5E240D: 46 89 B4 86 D4 05 0E 01        -  mov [rsi+r8*4+010E05D4],r14d
"NieRAutomata.exe"+5E2415: EB 10                          -  jmp NieRAutomata.exe+5E2427
"NieRAutomata.exe"+5E2417: 4B 8D 14 40                    -  lea rdx,[r8+r8*2]
"NieRAutomata.exe"+5E241B: 48 8D 14 93                    -  lea rdx,[rbx+rdx*4]
"NieRAutomata.exe"+5E241F: 45 89 B4 92 64 1F 00 00        -  mov [r10+rdx*4+00001F64],r14d
"NieRAutomata.exe"+5E2427: 4C 8B 15 82 E1 AF 00           -  mov r10,[NieRAutomata.exe+10E05B0]
"NieRAutomata.exe"+5E242E: 48 8D 0C 40                    -  lea rcx,[rax+rax*2]
"NieRAutomata.exe"+5E2432: 48 03 C9                       -  add rcx,rcx
// ---------- INJECTING HERE ----------
"NieRAutomata.exe"+5E2435: 45 03 B4 CA 60 1F 00 00        -  add r14d,[r10+rcx*8+00001F60]
// ---------- DONE INJECTING  ----------
"NieRAutomata.exe"+5E243D: 49 FF C1                       -  inc r9
"NieRAutomata.exe"+5E2440: 4C 3B CF                       -  cmp r9,rdi
"NieRAutomata.exe"+5E2443: 0F 8C 47 FF FF FF              -  jl NieRAutomata.exe+5E2390
"NieRAutomata.exe"+5E2449: 41 FF C3                       -  inc r11d
"NieRAutomata.exe"+5E244C: 41 83 FB 04                    -  cmp r11d,04
"NieRAutomata.exe"+5E2450: 0F 8E 2A FF FF FF              -  jng NieRAutomata.exe+5E2380
"NieRAutomata.exe"+5E2456: 8B D3                          -  mov edx,ebx
"NieRAutomata.exe"+5E2458: 49 8B CC                       -  mov rcx,r12
"NieRAutomata.exe"+5E245B: C7 05 6B E1 AF 00 00 00 00 00  -  mov [NieRAutomata.exe+10E05D0],00000000
"NieRAutomata.exe"+5E2465: E8 76 ED FF FF                 -  call NieRAutomata.exe+5E11E0
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Re: NieR Automata

Posted: Mon Mar 20, 2017 10:18 am
by KS212
pox911 wrote:
Mon Mar 20, 2017 1:43 am
I'm still toying around with a few things but i have the infinite double jump, infinite dash amounts in mid air, and chip sort abuse.

i havent found the dash length but that could be linked to the animation itself. I'm still testing quit a few things. Someone already did a chip editor so i can scratch that off things i need to look into :P.
You are my hero, seriously. The amount of travel required in this game gets VERY tedious after a while.

If it becomes possible to just hold down the dash button in air and effectively 'fly' that would be the ideal airdash.

Re: NieR Automata

Posted: Mon Mar 20, 2017 4:20 pm
by Darkedone02
apparently fearlessrevolution has already made the infinite jump AND all materials are 0 cost in crafting things! http://fearlessrevolution.com/nier-automata- ... ner-fearlessrevolution/

Re: NieR Automata

Posted: Mon Mar 20, 2017 6:09 pm
by Eddy
Darkedone02 wrote:
Mon Mar 20, 2017 4:20 pm
apparently fearlessrevolution has already made the infinite jump AND all materials are 0 cost in crafting things! http://fearlessrevolution.com/nier-automata- ... ner-fearlessrevolution/
Could someone make a table of his trainer?
I don't know how he do that.
PS: infinite double jumps ->infinite the first jump

Re: NieR Automata

Posted: Mon Mar 20, 2017 9:01 pm
by DTR
Without slow motion and real-time camera distance adjustment, my life just isn't complete.

It's time for me to learn how you wizards do your work. I need it.