Warriors Orochi 4

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fionajason
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Re: Warriors Orochi 4

Post by fionajason » Fri Nov 09, 2018 2:17 pm

^ Not using the cracked version, Using the steam version on V1.02 and that is using it in mock battle and the values still just stays "??"

miwagre
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Re: Warriors Orochi 4

Post by miwagre » Fri Nov 09, 2018 3:07 pm

i provided a guide on how to find the character addresses in mock battle.
im sorry that the table i provided doesn't find them on other peoples game. idk why it isnt finding it
https://www.youtube.com/watch?v=phvktjBmbSg

connocr
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Re: Warriors Orochi 4

Post by connocr » Fri Nov 09, 2018 10:27 pm

Hello, and thank you all for the tables.

The newest steam update seems to have broken the Element Quantity pointers(I think anyways). I'm guessing it has to do with the new element they have added.

Could someone fix this or show/tell me how you fix these?

MegaChaos91
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Re: Warriors Orochi 4

Post by MegaChaos91 » Sat Nov 10, 2018 5:05 am

connocr wrote:
Fri Nov 09, 2018 10:27 pm
Hello, and thank you all for the tables.

The newest steam update seems to have broken the Element Quantity pointers(I think anyways). I'm guessing it has to do with the new element they have added.

Could someone fix this or show/tell me how you fix these?
Here.
WO4 Element quantity.CT
(12.95 KiB) Downloaded 32 times
I made my previous Element quantity cheat much easier to modify in case any more updates come out.
Do note that I didn't change the pointer. You'll have to do that yourself. (I'm an evil man. What can I say.)

Steps:
1) Open Cheat Engine
2) Click on the Computer icon in CE (Or File -> Open Process)
3) Hook CE to Warriors Orochi 4 (WO4.exe)
4) Set the 'Scan Type' to Exact Value
5) Set the 'Value Type' to 2 Bytes
6) (Very important) Turn 'Pause the game while scanning' OFF!
7) Go to the 'Fuse Weapons' screen
8) Choose Agility as your Element (Since it's the first element address-wise)
9) (First Scan) Scan for the current value
10) Add the Element to the weapon and confirm
11) (Next Scan) Scan for the current value

Repeat steps 10-11 until you get your address.
---------------------------------------------
For making a pointer:
1) Right-click Agility Element's address
2) Left-click on 'Pointer scan for this address'
3) These are the settings you'll need: https://imgur.com/a/mq06Xe5
4) At the results screen, click on 'Offset 4' to sort the addresses by the lowest offset path
5) Double left-click the pointer which you think is the correct one
(This will add it to your cheat list) (Make sure that it is the game's executable "WO4.exe")
6) Double Left-click on the new Agility Element cheat
7) Copy both the offset and the pointer over to the 'Element quantity' cheat
(E8 = old offset | "WO4.exe"+00D9F570 = old pointer)
8) Left-click on 'OK'

Done. Simple, right?

Note: Be sure to keep the pointer scan file in case you want to whittle down the results at a later time.

Now then... If you'll excuse me, I'm going to bed now. My eyes are on fire.

MC91 out.

miwagre
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Re: Warriors Orochi 4

Post by miwagre » Sat Nov 10, 2018 8:49 am

Sacred treasure swap (how it works) IMPORTANT-MAKE SURE THAT YOUR CHARACTERS HAVE THEIR DEFAULT TREASURE EQUIPPED BEFORE MODIFYING THEIR TREASURES OR THE DIGITS WILL BE ALL MIXED UP -FOR EXAMPLE
IF A CHARACTERS DEFAULT TREASURE IS CERBERUS THEN MAKE SURE IT IS CERBERUS AND NOT THE DLC TREASURE ALTERNATIVE NAMEAS LION. THIS PERTAINS TO EVEN THE GODS!!!
1. Use "character pointer" to determine what sacred treasure each of the seven characters will use. (highlight that particular character to see their current sacred treasure they have equipped to them.
2. Modify which sacred treasure you want those seven characters to have, when I say seven and not 3, I'm speaking about the four characters underneath them in the form party menu. see, the way this works is.
when a mission or mock battle begins the game has the data ready for the sacred treasures of those 7 characters and not the one you dont have equipped, so if you try to equip a sacred treasure that ISN'T equipped on one of those 7 characters, the game will most likely crash or it will appear as if the sacred treasure is equipped but nothing will occur when trying to use the magic
now unto
MODEL SWAPPING

when starting a mission when the mission is about to begin and the loading mission bar fills all the way prompting you to press A to start playing, The game will read who's in the team of three, THAT is when you modify your party and not a moment after. and after the mission is over as soon as you return to the camp menu UNCHECK ALL OF THE CHARACTER MODIFIER POINTERS THAT YOU CHANGED RIGHT BEFORE THE MISSION!!!
THE ONLY TIME YOU NEED TO MESS WITH MODIFYING THE PARTY IS RIGHT BEFORE A MISSION STARTS WHEN THE LOADING METER HAS FILLED COMPLETELY AND YOU ARE PROMPTED TO PRESS A TO START THE ACTION.


CREDIT TO THE AMAZING GEORDAN AND MEGACHAOS91 (apologies for my negligence on providing credit before)


ONLY THING LEFT IS TO HAVE SOMEONE MAKE A POINTER FOR ATTACK SPEED AND A POINTER TO REDUCE ODINS ATTACK CHARGE TIME TO ZERO SO HE CAN DO HIS ATTACKS AT MAX CHARGE WITHOUT HAVING TO HOLD TRIANGLE FOREVER


VIDEO TUTORIAL
https://www.youtube.com/watch?v=CY5ZLUl5dkQ
Attachments
WARRIORS OROCHI 4 Complete table with,model swap and sacred treasure combat swap.CT
(300.22 KiB) Downloaded 68 times
Last edited by miwagre on Sat Nov 10, 2018 3:27 pm, edited 1 time in total.

connocr
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Re: Warriors Orochi 4

Post by connocr » Sat Nov 10, 2018 11:10 am

Well, I can't get the pointer working. I've been at it all evening/night. Can't seem to reduce the results down from 44 million.

All in all, I can find the addresses easy enough. It's not too much of a hassle though, as I only really need to relocate the addresses for the gold elements each time I load up the game. The others can be purchased and I have 8 millions gems legit from playing so it's all good.

fionajason
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Re: Warriors Orochi 4

Post by fionajason » Sat Nov 10, 2018 11:16 am

it's working now thanks,anyways i have a request/idea can we let other character aside from the 8 use the deification form i know the models won't work for the character but at least they have that Cool aura effect on them.

killerazteca
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Re: Warriors Orochi 4

Post by killerazteca » Sat Nov 10, 2018 6:33 pm

I am running the new updated warriors 1.0.0.2 but addresses under miscellaneous codes (gems, crystals, growth points) keep changing automatically and never finds a value. Before this patch everything was working great. I tried the battle codes and those are working fine. Any ideas?

connocr
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Re: Warriors Orochi 4

Post by connocr » Sat Nov 10, 2018 8:33 pm

Ok, so I think I got it figured out. I've updated the addresses for the 'Miscellaneous" and "Element Quantity(MegaChaos91's update)' in miwagre's most current table(has a whole bunch of stuff so figured...)

Should work, though keep in mind I'm only average-ish at all this.

WO4 Ver1.0.0.2.CT
WO4 Version 1.0.0.2
(300.5 KiB) Downloaded 82 times

killerazteca
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Re: Warriors Orochi 4

Post by killerazteca » Sun Nov 11, 2018 4:28 am

connocr wrote:
Sat Nov 10, 2018 8:33 pm
Ok, so I think I got it figured out. I've updated the addresses for the 'Miscellaneous" and "Element Quantity(MegaChaos91's update)' in miwagre's most current table(has a whole bunch of stuff so figured...)

Should work, though keep in mind I'm only average-ish at all this.


WO4 Ver1.0.0.2.CT
Thank you so much for this table. It works with new update (do not know if the new update broke the code, but yours works flawless)

SpiritMoon2209
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Re: Warriors Orochi 4

Post by SpiritMoon2209 » Sun Nov 11, 2018 10:58 am

Range modifier doesn't really work for me, possibly it worked before 1.0.0.2

Could you share how to find the address so that I can attempt to fix :?

I found those scripts on http://nakayoc5c5.blog.shinobi.jp/cheat ... %BC%93_196 (appended to miwagre's scripts).

He manages to change FOV, rotate models in base camp and rotate joints, quite fascinating. I hope that someone could work on camera manipulation based on this script.
WO4 Ver1.0.0.2.CT
Added Shinobi's FOV script. Fixed Pandemonium for 1.0.0.2
(323.67 KiB) Downloaded 91 times

miwagre
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Re: Warriors Orochi 4

Post by miwagre » Sun Nov 11, 2018 3:36 pm

SpiritMoon2209 wrote:
Sun Nov 11, 2018 10:58 am
Range modifier doesn't really work for me, possibly it worked before 1.0.0.2

Could you share how to find the address so that I can attempt to fix :?

I found those scripts on http://nakayoc5c5.blog.shinobi.jp/cheat ... %BC%93_196 (appended to miwagre's scripts).

He manages to change FOV, rotate models in base camp and rotate joints, quite fascinating. I hope that someone could work on camera manipulation based on this script.WO4 Ver1.0.0.2.CT
what exactly is "joints"

SpiritMoon2209
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Re: Warriors Orochi 4

Post by SpiritMoon2209 » Sun Nov 11, 2018 3:43 pm

I have no idea, but as I play with it, it is a part of the body.

SpiritMoon2209
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Re: Warriors Orochi 4

Post by SpiritMoon2209 » Sun Nov 11, 2018 10:40 pm

Sorry, forgot to copy his instructions :P source : http://nakayoc5c5.blog.shinobi.jp/

[change chara animations] This would control the animation of the characters at Base Camp
P+I:animation number -1
P+K:animation number +1

[adjust fov]

hotkeys:
//
V+I:fov +
V+K:fov -
V+C:reset fov
//
V+U:near clipping +
V+O:near clipping -

[control joints]

hotkeys:
//
M+I:rotate joint x-
M+K:rotate joint x+
M+J:rotate joint y-
M+L:rotate joint y+
M+U:rotate joint z-
M+O:rotate joint z+
//
M+C:reset joint
//
N+J:move model x-
N+L:move model x+
N+I:move model y+
N+K:move model y-
N+U:move model z-
N+O:move model z+
//
N+C:reset position
//
B+I:joint number -1
B+K:joint number +1
//
B+T:enable joint test
B+G:disable joint test

miwagre
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Re: Warriors Orochi 4

Post by miwagre » Mon Nov 12, 2018 1:53 am

SpiritMoon2209 wrote:
Sun Nov 11, 2018 10:40 pm
Sorry, forgot to copy his instructions :P source : http://nakayoc5c5.blog.shinobi.jp/

[change chara animations] This would control the animation of the characters at Base Camp
P+I:animation number -1
P+K:animation number +1

[adjust fov]

hotkeys:
//
V+I:fov +
V+K:fov -
V+C:reset fov
//
V+U:near clipping +
V+O:near clipping -

[control joints]

hotkeys:
//
M+I:rotate joint x-
M+K:rotate joint x+
M+J:rotate joint y-
M+L:rotate joint y+
M+U:rotate joint z-
M+O:rotate joint z+
//
M+C:reset joint
//
N+J:move model x-
N+L:move model x+
N+I:move model y+
N+K:move model y-
N+U:move model z-
N+O:move model z+
//
N+C:reset position
//
B+I:joint number -1
B+K:joint number +1
//
B+T:enable joint test
B+G:disable joint test
I guess the question i should've asked was, what's the point of this table? Like what does it let you do to the characters that can enhance gameplay?

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