God Eater 3 (Steam)

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DyavolicEsper
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Re: God Eater 3 (Steam)

Post by DyavolicEsper » Fri Feb 15, 2019 7:47 am

cHAOSfRED wrote:
Thu Feb 14, 2019 12:06 pm
Just to make sure, does the skill ID for Health skill is 09 C4 00 DF (DF00C409) for everyone? Checking in case the skill IDs are different between players. If you have matching skill ID, then try this one A7 D9 88 4C
its the same and the skill you gave was feathers

Jessen
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Re: God Eater 3 (Steam)

Post by Jessen » Fri Feb 15, 2019 9:55 am

pox911 wrote:
Sat Feb 09, 2019 5:53 am
so for my script seems to pull all the names of crafting supplies but not still dumps the hashes to what should be all other items as well. It outputs a lot of "Unknown" names. For example, DC4CB558 is the hash for the Plain Shorts item but my script outputs only "Unknown" but yet B16E232B will show as Yggdrasil Log just fine. The fun of entry points. At least i know the script works for the item hash portion so far. Just need to fine tune the name dumper part


Edit: The spreadsheet so far with the hashes and item names,skills, and clothing.

https://docs.google.com/spreadsheets/d/ ... sp=sharing


edit2: Should have almost all, if not all, items in there now. Seems the hash list is loaded in chunks as needed. By doing random item swaps i caused the rest of it to load in a different chunk. It loaded at least so yay. I just need to poke through the item data some more so i can make the script auto split my output tables by item type.

edit3:
clothing seems to use a completely different hash set. Also seems you can just change your equiped clothing hash without it affecting your inventory at all.

edit4: i managed to add a thing of clothing to my inventory manually. I just need to fiddle with how much i can add and if i can just forcefully add all clothing or not
there seem to be a few broken hashes in your doc as far as items go. I posted some comments on them to point them out, and a few that i could actually correct i mentioned as well. I'm sure these could be just easily found and fixed, though i'm not sure how long it would take.

justiny
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Re: God Eater 3 (Steam)

Post by justiny » Fri Feb 15, 2019 1:28 pm

Sorry, kinda late. But is it possible to have a max fill burst bar script, when using any devours. The max limit one brings it up to level 3, but am looking for a script that fills up the bar and a op gained per melee hit multiplier?

xros
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Re: God Eater 3 (Steam)

Post by xros » Sat Feb 16, 2019 1:14 am

is there a way to edit the attack stat or damage multiplier?

jmentos
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Re: God Eater 3 (Steam)

Post by jmentos » Sat Feb 16, 2019 3:53 am

dammit i cant get the clothing script to work, need help

mkh-pignouf
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Re: God Eater 3 (Steam)

Post by mkh-pignouf » Sat Feb 16, 2019 5:42 pm

thank you very much for this table. it would be nice a little attack speed modifier as said above, i love explosive fights

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pox911
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Re: God Eater 3 (Steam)

Post by pox911 » Sat Feb 16, 2019 11:20 pm

Jessen wrote:
Fri Feb 15, 2019 9:55 am
there seem to be a few broken hashes in your doc as far as items go. I posted some comments on them to point them out, and a few that i could actually correct i mentioned as well. I'm sure these could be just easily found and fixed, though i'm not sure how long it would take.
yeah, i made a mistake on the import and google sheets converted it to a number wrong instead of keeping it text. I planned on updating that section also dumping that it's a consumable, crafting, blueprint, etc.


I'm currently working on a script to override the shops. If it works the way i hope, it will allow for just buying the blueprints of specific clothing or weapons and then just using the bypass crafting scripts to make it easily. I really wanted to make a form that would parse the entire inventory but finding good static entry points for the different item tables has been a pain. Why are descriptions hashes sometimes pointing directly to a string or other times pointing to another hash table that then points to a description string >.>


edit:fixed those messed up IDs.
Image
i managed to edit the shop but it seems that it will only work for the clothing or the burst control units at the moment. On the upside i did accidently find out i can turn Faith's shop into Hope's so that code should pop up soon. I just need to test what happens when i use it when Hope doesnt exist


edit2:
This code will swap the merchant Faith's shop menu with Hope's. That way you can buy from it even when she isn't there. I haven't found an easy way to make her always there but apparently there is a simple bit flag on the shop type.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>160</ID>
      <Description>"Swap Faith's vendor pool with Hope's"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(VendorSwapAOB,ge3.exe,88 88 2C 03 00 00) // should be unique
alloc(newmem,$1000,"ge3.exe"+A1B59E)

label(code)
label(return)

newmem:

code:
  mov cl,1
  mov [rax+0000032C],cl
  jmp return

VendorSwapAOB:
  jmp newmem
  nop
return:
registersymbol(VendorSwapAOB)

[DISABLE]

VendorSwapAOB:
  db 88 88 2C 03 00 00

unregistersymbol(VendorSwapAOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "ge3.exe"+A1B59E

"ge3.exe"+A1B569: C7 41 24 01 00 00 00  -  mov [rcx+24],00000001
"ge3.exe"+A1B570: 48 8B 0D 89 58 5B 01  -  mov rcx,[ge3.exe+1FD0E00]
"ge3.exe"+A1B577: E8 74 73 E6 FF        -  call ge3.exe+8828F0
"ge3.exe"+A1B57C: 84 C0                 -  test al,al
"ge3.exe"+A1B57E: 74 13                 -  je ge3.exe+A1B593
"ge3.exe"+A1B580: 48 8B 0D 79 58 5B 01  -  mov rcx,[ge3.exe+1FD0E00]
"ge3.exe"+A1B587: E8 44 6E E6 FF        -  call ge3.exe+8823D0
"ge3.exe"+A1B58C: C7 43 24 00 00 00 00  -  mov [rbx+24],00000000
"ge3.exe"+A1B593: 48 8B 05 46 50 5B 01  -  mov rax,[ge3.exe+1FD05E0]
"ge3.exe"+A1B59A: 0F B6 4B 20           -  movzx ecx,byte ptr [rbx+20]
// ---------- INJECTING HERE ----------
"ge3.exe"+A1B59E: 88 88 2C 03 00 00     -  mov [rax+0000032C],cl
// ---------- DONE INJECTING  ----------
"ge3.exe"+A1B5A4: B0 01                 -  mov al,01
"ge3.exe"+A1B5A6: 48 83 C4 20           -  add rsp,20
"ge3.exe"+A1B5AA: 5B                    -  pop rbx
"ge3.exe"+A1B5AB: C3                    -  ret 
"ge3.exe"+A1B5AC: CC                    -  int 3 
"ge3.exe"+A1B5AD: CC                    -  int 3 
"ge3.exe"+A1B5AE: CC                    -  int 3 
"ge3.exe"+A1B5AF: CC                    -  int 3 
"ge3.exe"+A1B5B0: CC                    -  int 3 
"ge3.exe"+A1B5B1: CC                    -  int 3 
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Memory32
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Re: God Eater 3 (Steam)

Post by Memory32 » Sun Feb 17, 2019 5:28 am

will the breakable bonds be available anytime soo...i've search every code.....i can find it i would really like for that to be available i know the weapon editin will be late soo no rush pls

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pox911
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Re: God Eater 3 (Steam)

Post by pox911 » Sun Feb 17, 2019 5:52 am

Memory32 wrote:
Sun Feb 17, 2019 5:28 am
will the breakable bonds be available anytime soo...i've search every code.....i can find it i would really like for that to be available i know the weapon editin will be late soo no rush pls
what do you mean? as in easy bond break?

lb43
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Re: God Eater 3 (Steam)

Post by lb43 » Sun Feb 17, 2019 11:24 pm

So are the blueprint ID's unusable until we figure out how to modify items in the shops or has someone figured out a way to unlock blueprints using the ID's in the spreadsheet?

Baronbeef
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Re: God Eater 3 (Steam)

Post by Baronbeef » Mon Feb 18, 2019 8:58 am

Kyle873 wrote:
Wed Feb 13, 2019 5:52 pm
m09 wrote:
Wed Feb 13, 2019 2:31 am
Infinite Custom Bullet Ammo pls

I'm feeling better-ish today so I'm going to tackle custom bullets.

edit:
Infinite custom bullets in the field.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>162</ID>
      <Description>"Infinite Custom Bullets"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : ge3.exe
  Version:
  Date   : 2019-02-13
  Author : kyle873
}

[ENABLE]

aobscanmodule(infbullets,ge3.exe,66 89 51 28 C3 CC CC CC)
alloc(newmem,$1000,infbullets)

label(code)
label(return)

newmem:

code:
  // mov [rcx+28],dx
  ret
  jmp return

infbullets:
  jmp newmem

return:

registersymbol(infbullets)

[DISABLE]

infbullets:
  db 66 89 51 28 C3

unregistersymbol(infbullets)
dealloc(newmem)

</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

And this should cover adjusting the max total cost in-menu to fit a metric ton of ridiculous bullets. Just a note though that I haven't found the module total cap cost of 1000. I think it might be hardcoded.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>164</ID>
      <Description>"Max Custom Bullets Total Cost"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : ge3.exe
  Version:
  Date   : 2019-02-13
  Author : kyle873
}

[ENABLE]

aobscanmodule(infcost,ge3.exe,8B 88 80 06 00 00 89 8B)
alloc(newmem,$1000,infcost)

label(code)
label(return)

newmem:

code:
  // mov ecx,[rax+00000680]
  mov [rax+00000680],#1000000
  mov ecx,[rax+00000680]
  jmp return

infcost:
  jmp newmem
  nop

return:

registersymbol(infcost)

[DISABLE]

infcost:
  db 8B 88 80 06 00 00

unregistersymbol(infcost)
dealloc(newmem)

</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>


I dont know how to do this. Sorry for the noob question

Jessen
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Re: God Eater 3 (Steam)

Post by Jessen » Mon Feb 18, 2019 9:06 am

Baronbeef wrote:
Mon Feb 18, 2019 8:58 am
I dont know how to do this. Sorry for the noob question
Just copy and paste into your cheat engine.

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jonaaa
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Re: God Eater 3 (Steam)

Post by jonaaa » Mon Feb 18, 2019 12:07 pm

Baronbeef wrote:
Mon Feb 18, 2019 8:58 am
I dont know how to do this. Sorry for the noob question
It's simple.

Image

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rocketmonkey
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Re: God Eater 3 (Steam)

Post by rocketmonkey » Mon Feb 18, 2019 7:17 pm

pox911 wrote:
Sat Feb 16, 2019 11:20 pm

i managed to edit the shop but it seems that it will only work for the clothing or the burst control units at the moment. On the upside i did accidently find out i can turn Faith's shop into Hope's so that code should pop up soon. I just need to test what happens when i use it when Hope doesnt exist
If modifying a shop list does not work, maybe modifying the reward list may work. if it's ever possible to do so. for example when you finish a mission it will override the rewards you are given to the ones you select in the scripts. that way maybe the blueprints can be unlocked. i dont know. just an idea.

Jessen
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Re: God Eater 3 (Steam)

Post by Jessen » Mon Feb 18, 2019 10:39 pm

pox911 wrote:
Sat Feb 16, 2019 11:20 pm
I'm currently working on a script to override the shops. If it works the way i hope, it will allow for just buying the blueprints of specific clothing or weapons and then just using the bypass crafting scripts to make it easily. I really wanted to make a form that would parse the entire inventory but finding good static entry points for the different item tables has been a pain. Why are descriptions hashes sometimes pointing directly to a string or other times pointing to another hash table that then points to a description string >.>
have you had any luck with that script beyond just switching faith's shop pool? even just buying the clothes and burst control units would be something useful right now.

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