Assassin's Creed Odyssey v1.3.0/v1.5.1 +21 (table Update18.3)

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axellslade
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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by axellslade »

sage3k wrote:
Sat Oct 20, 2018 9:18 pm
Thank you for the updates to the table. Love this!!

is there anyway to change the main character you are playing as without having to start over? I'm playing with Alexios and he's kinda MEH... (looks confused most of the time)
Probably possible to change the character appearance but the game itself would still refer to you as the opposite character. Highly doubt it's easy to change the whole game to refer to the other character through CheatEngine.

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

Nimarus
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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by Nimarus »

one-hit-kill mod key
- when activated, hold the specified mod key to attack (melee, assassin, shoot, skills... etc.) to land an one-hit-kill on the enemy.
- for bow damage, make sure you're still holding the mod key when the hit landed on them.
- although the damage bar visual for some bow skills may not be updated, the one-hit-kill is still applied.
- mod key can be changed by choosing from the drop-down-list.
- mod key default: CapsLock key.
Sounds like Mod Key must be held down while attacking. Any chance this can be set as a toggle instead? It would be nice for us Lowly Controller Players. Keyboard gaming craps my hands up after a while.

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Re: Assassin's Creed Odyssey +14 (table Update9)

Post by Jack Gray »

Z28Scott wrote:
Thu Oct 18, 2018 1:52 am
Here is version 3 of the damage/armor multipliers. You can now set multipliers for:
  • Warrior Damage
    • Primary weapon
    • Secondary weapon
  • Assassin Damage
  • Hunter Damage
  • Armor
It is best to activate the scripts in the main menu, then the values will apply as soon as your game is loaded. If activating in game, you will need to re-equip a piece of equipment to trigger a recalculation. All defaults are for 1.5x, but can be changed in the table, or edited in the script to make a new default.
cocotoon wrote:
Wed Oct 17, 2018 12:35 pm
I think it's amazing what you do. I'm learning to use the tables but I'm not that good ...
In your opinion, is it possible to change the value of health so that it becomes the default value of the game?
As far as I know, no edited stats will persist in save games. Typically, games with stats that aren't directly player upgradable won't store them in save files, and just calculate them in-game when needed. It is likely only storing your XP/skills/equipment/etc and deriving stats from that. Of course Origins had infinitely upgradable mastery skills, but they are now only 3 levels.
SunBeam wrote:
Sat Oct 13, 2018 9:07 am
@Z28Scott: Everything is right under your nose ;) Just back-trace out of that function you're hooking for Weapon Damage :P Then dive in and study the code. Will post snippets along the way. You can easily work with the PlayerStatsManager parameters, rather than using the item's stats ;) This covers the base parameters for health, armor, typed-damage, etc. - - I'll explain along the way.
This sounds interesting. I traced out of the function call I am using and looked around a bit. Debugging can be difficult though, when working with intermediate calculations rather than the final values. Any thoughts on what to do with the PlayerStatsManager?
This is fantastic thanks a lot!
Is there a chance you could add a ship damage multiplier in the future?

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by Nimarus »

Cheat Table 11.2 Latest version on Steam. Stealth when Sneak/Always appears to be broken.

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by muccmaster »

Anyone able to fix their ability point counter? Even when I use the table to set my ability points gained the same as used it reverts back.

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by Sp1ar »

Thank you.That's really great work.
I'm a freshman here. When first time using CE, I meet many problems.

1st problem:
I want to know your CE setting. When I try to attach ACOdyssey.exe, system always crash.

2nd problem:
I have find address determine the left time of Time Slow ability, but case 1st problem I cant trace it.
Could you add a option in this table switch the Buff Abilities always active or normal.

3rd problem:
I find some Switch what control Alibility like Rush Assassination can be use in combat or not. but I can track it base address. cant convert it to be a pointer. T_T........Could you can Help me>.<

Thanks your work agine.


PS: my PC system is windows 10 (T_T a crash maker..).

jonasbeckman
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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by jonasbeckman »

In Cheat Engine first go to Edit -> Settings -> Debugger Options

And switch from Windows to VEH if it's not used already and then try and see how that works to begin with. :)
(Leave the other settings alone and just the debugger method option being flipped to VEH Debugger if it's not used already.)

That should help stop the game crashing on attaching Cheat Engine to it, also if you are using a older version than 6.8.1 visit the Cheat Engine main website itself and update the program to gain the latest fixes and enhancements since 6.8.1 fixes several problems found in 6.8.0 :)

EDIT: Also before I forget Sunbeam posted several in-depth examples and analysis results both in this topic and throughout the Assassin's Creed Origins topic that might give some further insight into how the game engine is behaving and what it's doing, this includes the anti debug you're probably running into and which then terminates the game.

VEH seems to help work around it but the post provides far more in-depth information on the nature of how this works and what you can do about it.

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by SunBeam »

No idea why he took "attaching" literally :) You're supposed to open the game process.. not attach.

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by Sp1ar »

jonasbeckman wrote:
Sun Oct 21, 2018 1:02 pm
In Cheat Engine first go to Edit -> Settings -> Debugger Options

And switch from Windows to VEH if it's not used already and then try and see how that works to begin with. :)
(Leave the other settings alone and just the debugger method option being flipped to VEH Debugger if it's not used already.)
Thank for your advise. In VEH, I have found the base address of Flaming Attack. Now I'm trying to mod it infinite last time and let it to be a positive ability :D .
This is Flaming Attack Code:

Code: Select all

ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A00 - 48 85 C9              - test rcx,rcx
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A03 - 0F84 DB000000         - je ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316AE4
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A09 - 53                    - push rbx
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A0A - 48 83 EC 20           - sub rsp,20 { 32 }
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A0E - 48 8B D9              - mov rbx,rcx
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A11 - 48 89 7C 24 30        - mov [rsp+30],rdi
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A16 - 48 8D 0D B3CA6E03     - lea rcx,[ACOdyssey.g_LEngineDefaultPoolId+11593C] { [FFFFFFFF] }
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A1D - E8 CE11B4FE           - call ACOdyssey.Ordinal268+7A0DC0
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A22 - 8B 05 90CD6E03        - mov eax,[ACOdyssey.g_LEngineDefaultPoolId+115C24] { [00000001] }
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A28 - 48 8D 14 40           - lea rdx,[rax+rax*2]
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A2C - 48 8D 05 6DCA6E03     - lea rax,[ACOdyssey.g_LEngineDefaultPoolId+11590C] { [08675F28] }
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A33 - 48 8D 0C D0           - lea rcx,[rax+rdx*8]
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A37 - E8 F498FCFF           - call ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+2E0330
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A3C - 48 8D 0D 8DCA6E03     - lea rcx,[ACOdyssey.g_LEngineDefaultPoolId+11593C] { [FFFFFFFF] }
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A43 - 48 8B F8              - mov rdi,rax
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A46 - E8 25BCE801           - call ACOdyssey.AK::WriteBytesMem::Bytes+505EF0
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A4B - 48 8B 43 70           - mov rax,[rbx+70]
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A4F - 48 85 C0              - test rax,rax
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A52 - 74 10                 - je ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A64
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A54 - 8B 48 2C              - mov ecx,[rax+2C]
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A57 - 89 4F 18              - mov [rdi+18],ecx
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A5A - 48 8B 4B 70           - mov rcx,[rbx+70]
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A5E - 8B 51 28              - mov edx,[rcx+28]
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A61 - 89 57 1C              - mov [rdi+1C],edx
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A64 - 48 8B 4B 20           - mov rcx,[rbx+20]
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A68 - 48 8D 05 F18F6E03     - lea rax,[ACOdyssey.g_LEngineDefaultPoolId+111ECC] { [00000000] }
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A6F - 48 3B C8              - cmp rcx,rax
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A72 - 74 0B                 - je ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A7F
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A74 - B8 01000000           - mov eax,00000001 { 1 }
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A79 - F0 48 0FC1 41 08      - lock xadd [rcx+08],rax
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A7F - 48 87 4F 10           - xchg [rdi+10],rcx
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A83 - E8 0815D0FE           - call ACOdyssey.Ordinal268+961160
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A88 - 48 8D 53 28           - lea rdx,[rbx+28]
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A8C - 48 8D 4F 38           - lea rcx,[rdi+38]
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A90 - E8 1B32BCFF           - call ACOdyssey.AK::MusicEngine::Term+14D4A0
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A95 - 8B 43 78              - mov eax,[rbx+78]
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A98 - 48 8B CB              - mov rcx,rbx
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A9B - 89 47 24              - mov [rdi+24],eax
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316A9E - 8B 83 D0000000        - mov eax,[rbx+000000D0]
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316AA4 - 89 47 28              - mov [rdi+28],eax
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316AA7 - 8B 83 D4000000        - mov eax,[rbx+000000D4]
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316AAD - 89 47 2C              - mov [rdi+2C],eax
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316AB0 - E8 1BF72B00           - call ACOdyssey.AK::WriteBytesMem::Count+1D1E80
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316AB5 - 48 8D 8B 80000000     - lea rcx,[rbx+00000080]
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316ABC - F3 0F11 47 30         - movss [rdi+30],xmm0
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316AC1 - E8 5A659AFF           - call ACOdyssey.Ordinal268+16061F0
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316AC6 - 48 8D 15 4B2DA003     - lea rdx,[ACOdyssey.g_LEngineDefaultPoolId+42BC84] { [00000000] }
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316ACD - F3 0F11 47 34         - movss [rdi+34],xmm0
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316AD2 - 48 8B CF              - mov rcx,rdi
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316AD5 - E8 36EEDAFE           - call ACOdyssey.Ordinal268+A0EAE0
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316ADA - 48 8B 7C 24 30        - mov rdi,[rsp+30]
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316ADF - 48 83 C4 20           - add rsp,20 { 32 }
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316AE3 - 5B                    - pop rbx
ACOdyssey.scimitar::GfxRainBlockerHeightMap::Shutdown+316AE4 - C3                    - ret 

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by Sp1ar »

SunBeam wrote:
Sun Oct 21, 2018 1:42 pm
No idea why he took "attaching" literally :) You're supposed to open the game process.. not attach.
:D I try to mode a new game style~ Odyssey is awesome, I want it has more feature, like when press and hold "Q" game will enter Slow Time for Xs, or the Flaming Attack ability become a possive ability, it alow your all wapon attack deal Fire Damage.
This just beginning, it's a long way to a freshman.... :roll:

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by john_101891 »

Item Editor in the process I take it?? Since Origins had it I guess there will be one for this game?

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by SunBeam »

Don't think Origins had one. If you mean budabum's gear editor, then maybe :)

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by AkashiGamer »

We would soon have done gear editor)

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by mortache »

This is all very fine but i just want the helix credit skins haha especially Pegasos

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by SunBeam »

AkashiGamer wrote:
Sun Oct 21, 2018 11:24 pm
We would soon have done gear editor)
Good to know. One less worry for me :)

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