Assassin's Creed Odyssey +19 (table Update14.2)

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budabum
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Re: Assassin's Creed Odyssey +18 (table Update13)

Post by budabum » Mon Nov 05, 2018 3:50 pm

i'm replaying for Kassandra with Sun's multiplier. Ship editor will be pending for a while.

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Re: Assassin's Creed Odyssey +16 (table Update11.5)

Post by AkashiGamer » Mon Nov 05, 2018 4:39 pm

lordkain wrote:
Sat Nov 03, 2018 3:44 am
budabum wrote:
Fri Nov 02, 2018 9:53 pm
@Bowzerpapa
stop changing and touching HashId. and please remove this from your instruction.

work only with pItem and pPerk1..4, maybe a day after you'll see the magic
@badabum

Is it possible to add the armor value to the table, so we can edit it? I'm able to replace everything without any problem, both the pItem and the pPerks. But the resulting gear, sometimes has LESS ARMOR than original item.

Image
Just take the armor with the parameters higher and change the hash id and pPerk

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Re: Assassin's Creed Odyssey +18 (table Update13)

Post by SunBeam » Mon Nov 05, 2018 4:53 pm

@budabum: Here's the location for Adrestia Crew damage multiplier:

Code: Select all

ACOdyssey.exe+2E96AA6 - FF 90 18060000        - call qword ptr [rax+00000618]
ACOdyssey.exe+2E96AAC - 44 8B C6              - mov r8d,esi
ACOdyssey.exe+2E96AAF - 8B CB                 - mov ecx,ebx
ACOdyssey.exe+2E96AB1 - 0FB6 D0               - movzx edx,al
ACOdyssey.exe+2E96AB4 - E8 A727FBFF           - call ACOdyssey.exe+2E49260 // returns 0.65 in xmm0
ACOdyssey.exe+2E96AB9 - 66 41 0F6E 8E 84000000  - movd xmm1,[r14+00000084] // base == 7871.00
ACOdyssey.exe+2E96AC2 - 0F5B C9               - cvtdq2ps xmm1,xmm1
ACOdyssey.exe+2E96AC5 - F3 0F59 C8            - mulss xmm1,xmm0 // 2495.68 == 1 arrow damage
ACOdyssey.exe+2E96AC9 - 0F57 C0               - xorps xmm0,xmm0
ACOdyssey.exe+2E96ACC - 0F2F C8               - comiss xmm1,xmm0
ACOdyssey.exe+2E96ACF - 76 0A                 - jna ACOdyssey.exe+2E96ADB
ACOdyssey.exe+2E96AD1 - F3 0F58 0D C39AF300   - addss xmm1,dword ptr [ACOdyssey.exe+3DD059C] { [0.50] }
ACOdyssey.exe+2E96AD9 - EB 08                 - jmp ACOdyssey.exe+2E96AE3
ACOdyssey.exe+2E96ADB - F3 0F5C 0D B99AF300   - subss xmm1,[ACOdyssey.exe+3DD059C] { [0.50] }
ACOdyssey.exe+2E96AE3 - F3 0F2C C1            - cvttss2si eax,xmm1
ACOdyssey.exe+2E96AE7 - 41 89 86 84000000     - mov [r14+00000084],eax
ACOdyssey.exe+2E96AEE - B0 01                 - mov al,01 { 1 }
ACOdyssey.exe+2E96AF0 - 48 8B 5C 24 48        - mov rbx,[rsp+48]
ACOdyssey.exe+2E96AF5 - 48 8B 74 24 50        - mov rsi,[rsp+50]
ACOdyssey.exe+2E96AFA - 48 83 C4 20           - add rsp,20 { 32 }
ACOdyssey.exe+2E96AFE - 41 5F                 - pop r15
ACOdyssey.exe+2E96B00 - 41 5E                 - pop r14
ACOdyssey.exe+2E96B02 - 5F                    - pop rdi
ACOdyssey.exe+2E96B03 - C3                    - ret
And my player-sided code (function is used by any ship firing):

Code: Select all

	[ENABLE]

	aobscanmodule( AdrestiaDamageMultiplier, ACOdyssey.exe, 66410F6E8E????????0F5BC9F30F59C80F57C00F2FC8 )
	registersymbol( AdrestiaDamageMultiplier )
	label( AdrestiaDamageMultiplier_o )
	registersymbol( AdrestiaDamageMultiplier_o )

	label( back )

	label( CheckEntity )
	registersymbol( CheckEntity )
	label( CheckEntity_null )
	label( CheckEntity_exit )
	label( GetEntity )
	registersymbol( GetEntity )

	AdrestiaDamageMultiplierHook:
	AdrestiaDamageMultiplier_o:
	readmem( AdrestiaDamageMultiplier, 9 )
	push rax
	push rcx
	push rdx
	call short CheckEntity
	test al,al
	je short @f
	  mov rax,s_dmg_mult_f
	  movss xmm0,[rax]
	@@:
	pop rdx
	pop rcx
	pop rax
	jmp back

	db CC CC CC CC

	CheckEntity:
	sub rsp,28
	//mov rcx,r13 -- this is the EntityGroup of the target ship
	mov rax,[r14+50]
	test rax,rax
	je short CheckEntity_null
	  mov rcx,[rax+8]
	  shl rcx,20
	  sar rcx,3F
	  and rcx,[rax] // this gets the EntityGroup of the ship firing
	  je short CheckEntity_null
		call short GetEntity
		test rax,rax
		je short CheckEntity_exit
		  movzx ecx,byte ptr [rax+D8]
		  xor eax,eax
		  and cl,7
		  cmp cl,1
		  sete al
		  add rsp,28
		  ret
	CheckEntity_null:
	xor al,al
	CheckEntity_exit:
	add rsp,28
	ret

	db CC CC CC CC

	GetEntity:
	sub rsp,28
	add rcx,1A0
	call GetMetaAIVirtualObjectivePlayerEntity
	mov rcx,[rax]
	mov rax,[rcx+8]
	shl rax,20
	sar rax,3F
	and rax,[rcx]
	je short @f
	  cmp qword ptr [rax+18],00
	  jne short @f
		xor eax,eax
	@@:
	add rsp,28
	ret

	db DE AD C0 DE

	AdrestiaDamageMultiplier:
	jmp AdrestiaDamageMultiplierHook
	db 90 90 90 90
	back:

	[DISABLE]

	AdrestiaDamageMultiplier:
	readmem( AdrestiaDamageMultiplier_o, 9 )

	unregistersymbol( GetEntity )
	unregistersymbol( CheckEntity )
	unregistersymbol( AdrestiaDamageMultiplier_o )
	unregistersymbol( AdrestiaDamageMultiplier )
Just give it a cave for AdrestiaDamageMultiplierHook (either use alloc( AdrestiaDamageMultiplierHook, 0x1000, ACOdyssey.exe ) + registersymbol( AdrestiaDamageMultiplierHook ) or define( AdrestiaDamageMultiplierHook, address ) + fullaccess( address, 0x1000 )).

Have fun :P

P.S.: Also do this:

Code: Select all

label( s_dmg_mult_f )
registersymbol( s_dmg_mult_f )

s_dmg_mult_f:
dd (float)1.0
After "db DE AD C0 DE" in the cave in [ENABLE].

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Re: Assassin's Creed Odyssey +17 (table Update12)

Post by NChabb » Mon Nov 05, 2018 11:04 pm

SGSM wrote:
Sun Nov 04, 2018 10:12 am
https://ibb.co/cBfVnf

How can I get "bare chested" armor hashID?
Have you tried to hover the icon with the mouse with budabum's inventory editor open? Doesn't the HashID appears in the table when you do so or you really need to actually equip/unequip something?

I assume this armor get equipped on you by force during the Olympics. Didn't know you could access your inventory since I was locked out of it during Perikles' party and the Cult invasion (both using custom outfits).

Also, would be cool to find the hashID for the cult outfit too

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Re: Assassin's Creed Odyssey +18 (table Update13)

Post by moonx0x » Tue Nov 06, 2018 5:28 am

Can so help me with this.. i cant use any cheats at all literally cant active it through the table.. i tried using the fling trainer instead and it said i was running 32 bit version of the game :<

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Re: Assassin's Creed Odyssey +18 (table Update13)

Post by ResidentMedievil » Tue Nov 06, 2018 8:13 am

It is unfortunate that the resulting gear has LESS ARMOR than original item, but at least it works

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Re: Assassin's Creed Odyssey +17 (table Update12)

Post by budabum » Tue Nov 06, 2018 8:39 am

NChabb wrote:
Mon Nov 05, 2018 11:04 pm
SGSM wrote:
Sun Nov 04, 2018 10:12 am
https://ibb.co/cBfVnf

How can I get "bare chested" armor hashID?
Have you tried to hover the icon with the mouse with budabum's inventory editor open? Doesn't the HashID appears in the table when you do so or you really need to actually equip/unequip something?

I assume this armor get equipped on you by force during the Olympics. Didn't know you could access your inventory since I was locked out of it during Perikles' party and the Cult invasion (both using custom outfits).

Also, would be cool to find the hashID for the cult outfit too
last update I added [Debug ] section where you can simply Hover Over an item in the Inventory menu and see how values are updated. But.... this 'debug' works only for unequipped items... lmao.. if i knew, i would update debug to support equipped also. Maybe next update. idk.
i'm really all on just started new game for Kassandra.... cant sleep until finish :)


----
ResidentMedievil wrote:
Tue Nov 06, 2018 8:13 am
It is unfortunate that the resulting gear has LESS ARMOR than original item, but at least it works
Armor is dynamically calculated value based on perks and perhaps something else.
you may try lowering Gear Level to, let's say, 25 from 50 and then go to blacksmith and upgrade it back to 50.
idk if it helps though

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Re: Assassin's Creed Odyssey +18 (table Update13)

Post by ResidentMedievil » Tue Nov 06, 2018 8:57 am

Edit: it seems that whatever value has the starting armor to swap doesn't count, when exiting and then loading the game the armor value goes automatically at max

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Re: Assassin's Creed Odyssey +18 (table Update13)

Post by SunBeam » Tue Nov 06, 2018 8:59 am

You can easily check out the calculus. Most of it starts from a base parameter (in PlayerProgression), times your level, then everything's done in MMX registers ;) Might post how calculus is done for one of the traits :P Just gotta determine which param are the multipliers for :D

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Re: Assassin's Creed Odyssey +19 (table Update14)

Post by Cielos » Tue Nov 06, 2018 9:53 am

finally finished Odyssey quests... going through the lost artefacts quest line now, then to the Cultists... then I can move on... hopefully....

so, another small update for a simple script:
Update14
- added ignore horse speed limit.
may trace the on-foot speed limit later before wrapping up the table... not sure though....

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Re: Assassin's Creed Odyssey +19 (table Update14)

Post by slayer0527 » Tue Nov 06, 2018 12:12 pm

Cielos wrote:
Tue Nov 06, 2018 9:53 am
finally finished Odyssey quests... going through the lost artefacts quest line now, then to the Cultists... then I can move on... hopefully....

so, another small update for a simple script:
Update14
- added ignore horse speed limit.
may trace the on-foot speed limit later before wrapping up the table... not sure though....
Thank you very much for this! The speed limit was very annoying!

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Re: Assassin's Creed Odyssey +19 (table Update14)

Post by SunBeam » Tue Nov 06, 2018 12:21 pm

@Cielos: Zanzer, I think, wrote something similar for Black Flag. I might check it out there and adapt it to Odyssey. Movement speed.

LE: See the first table in this thread: viewtopic.php?t=553.

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Re: Assassin's Creed Odyssey +19 (table Update14)

Post by Cielos » Tue Nov 06, 2018 3:22 pm

@slayer0527
you're welcome. have fun~

@Sun
there're no movement speed cheat in the tables of that post...
(EDIT: just check the tables again, do you mean the "FLASH" script?)

but do you mean this?

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>177</ID>
      <Description>"Old School Sprint"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscan(maxmovingspeedwriteAOB,F3 0F 11 8E 3C 04 00 00 0F 28 C1)
registersymbol(maxmovingspeedwriteAOB)

alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
movss [esi+0000043C],xmm1
pushad
push 20 //Spacebar
call GetAsyncKeyState
shr ax,#15
cmp ax,1
popad
je originalcode
cmp [esi+0000043C],(float)0.8
jle originalcode
mov [esi+0000043C],(float)0.8
movss xmm1,[esi+0000043C]

originalcode:
//movss [esi+0000043C],xmm1

exit:
jmp returnhere

maxmovingspeedwriteAOB: //"AC4BFSP.exe"+13D4B1F:
jmp newmem
nop
nop
nop
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
maxmovingspeedwriteAOB: //"AC4BFSP.exe"+13D4B1F:
db F3 0F 11 8E 3C 04 00 00
//Alt: movss [esi+0000043C],xmm1
unregistersymbol(maxmovingspeedwriteAOB)
</AssemblerScript>
      <Hotkeys>
        <Hotkey>
          <Action>Activate</Action>
          <Keys>
            <Key>119</Key>
            <Key>33</Key>
          </Keys>
          <ID>0</ID>
        </Hotkey>
        <Hotkey>
          <Action>Deactivate</Action>
          <Keys>
            <Key>119</Key>
            <Key>34</Key>
          </Keys>
          <ID>1</ID>
        </Hotkey>
      </Hotkeys>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
(EDIT: ha, just read the script, I used cmp to check a float, and didn't bother to correct it....)

if so, the mechanism is more or less the same still (at least for the horse speed, didn't trace on-foot speed limit yet.)
4 bytes for the current speed limit followed by 4 bytes actual speed.
the horse speed limit bypass on the first post is by skipping the in-town/near-town speed limit assignment when the game is calculating the current horse speed limit (in which after this assignment, the game will calculate the micro-adjustment when going up-hill or down-hill, turning, etc., with the applied moving force that came from key pressing/pad's analogue).
just that on the old games (AC3, Liberation HD and Black Flag) they used to be normalized (0-1) already.

if not, please do port Zanzer's one, always like free cheat~


p.s. used up my 5 attempts to remember my password on CEF, end up resetting the password, and need to wait 30 mins to cool down the 5 wrong attempts. then another 10 mins to locate the post...

missing the multi members created tables.
and missing Geri as well...

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

Post by shood » Tue Nov 06, 2018 6:10 pm

SunBeam wrote:
Sat Oct 27, 2018 12:16 am

Want to finish-up quests fast?

Code: Select all

ACOdyssey.exe+2AB5125 - 0F93 C0               - setae al
ACOdyssey.exe+2AB5128 - 88 83 99030000        - mov [rbx+00000399],al

to

ACOdyssey.exe+2AB5125 - B0 01                 - mov al,01 { 1 }
ACOdyssey.exe+2AB5127 - 90                    - nop 
ACOdyssey.exe+2AB5128 - 88 83 99030000        - mov [rbx+00000399],al
BR,
Sun
Please make a table for this. Apparently the address has changed.
Image

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Re: Assassin's Creed Odyssey +19 (table Update14)

Post by vahndaar » Tue Nov 06, 2018 9:34 pm

Hey guys,

Do we know if we'll see a ship damage modifier in the table? Tried to compile SunBeam's code and everything is fine except CE is tripping over GetMetaAIVirtualObjectivePlayerEntity() which isn't defined.


Cheers,

V

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