Sekiro™: Shadows Die Twice +15 +1 (table Update7.2)

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SecondGenAsian
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Re: Sekiro™: Shadows Die Twice +15 +1 (table Update7.2)

Post by SecondGenAsian » Tue Apr 09, 2019 7:07 pm

AvidFan wrote:
Sat Apr 06, 2019 5:41 am
SecondGenAsian wrote:
Fri Apr 05, 2019 11:24 pm
I'm using +15 +1 Table and in v1.02 I can't get the table to enable.
Did you select the Sekiro process from the Open Process option?
Yea, I'm hitting enable .6 but it does nothing

jpeg9999
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Re: Sekiro™: Shadows Die Twice +15 +1 (table Update7.2)

Post by jpeg9999 » Tue Apr 09, 2019 11:39 pm

This table is great. How can I modify guard deflect .2 so that player dies when guarding an attack. Parries still need to function as usual.

5534658
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Re: Sekiro™: Shadows Die Twice +15 +1 (table Update7.2)

Post by 5534658 » Wed Apr 10, 2019 2:59 am

will there be a function stop ememy respawning?

bloodaxis
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Re: Sekiro™: Shadows Die Twice +15 +1 (table Update7.2)

Post by bloodaxis » Wed Apr 10, 2019 2:58 pm

SecondGenAsian wrote:
Tue Apr 09, 2019 7:07 pm
Yea, I'm hitting enable .6 but it does nothing
Are you pressing the empty box to the left of the text or the text itself?

spcheater213
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Re: Sekiro™: Shadows Die Twice +15 +1 (table Update7.2)

Post by spcheater213 » Wed Apr 10, 2019 3:00 pm

Great table! Is it possible to have a ng+ option? Also infinite buff duration doesn't work for backstab sword buff ninjutsu

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Re: Sekiro™: Shadows Die Twice +11 (table Update5.1)

Post by nazhusone » Wed Apr 10, 2019 5:29 pm

vcaqxmyr wrote:
Tue Mar 26, 2019 9:42 am
Can someone help me change only treasure carp scales with Cielos table?
thx
I also need this.

beguiler
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Re: Sekiro™: Shadows Die Twice +11 (table Update5.1)

Post by beguiler » Wed Apr 10, 2019 6:21 pm

nazhusone wrote:
Wed Apr 10, 2019 5:29 pm
vcaqxmyr wrote:
Tue Mar 26, 2019 9:42 am
Can someone help me change only treasure carp scales with Cielos table?
thx
I also need this.
Just select "some item pointers .2" and [highlighted inventory item] . you'll see some number there for quantity don't do anything yet. Alt tab back into the game, open your inventory and highlight the treasured carp scales remember the quantity you have. Alt tab back to CE and you'll see that number in the quantity field has changed to the amount of treasured carp scales you have, now change the value of it to be whatever you want (up to max of 99 I think). Alt tab back to game exit inventory and go back in and the number will change to the new amount. But you can't change the quantity of something you DO NOT have so until you get at least one item you can't do it.

SecondGenAsian
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Re: Sekiro™: Shadows Die Twice +15 +1 (table Update7.2)

Post by SecondGenAsian » Wed Apr 10, 2019 7:53 pm

bloodaxis wrote:
Wed Apr 10, 2019 2:58 pm
SecondGenAsian wrote:
Tue Apr 09, 2019 7:07 pm
Yea, I'm hitting enable .6 but it does nothing
Are you pressing the empty box to the left of the text or the text itself?
The box obviously. When I try to check the box, cheat engine freezes for a sec and nothing happens.

nazhusone
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Re: Sekiro™: Shadows Die Twice +11 (table Update5.1)

Post by nazhusone » Wed Apr 10, 2019 8:20 pm

beguiler wrote:
Wed Apr 10, 2019 6:21 pm
nazhusone wrote:
Wed Apr 10, 2019 5:29 pm
vcaqxmyr wrote:
Tue Mar 26, 2019 9:42 am
Can someone help me change only treasure carp scales with Cielos table?
thx
I also need this.
Just select "some item pointers .2" and [highlighted inventory item] . you'll see some number there for quantity don't do anything yet. Alt tab back into the game, open your inventory and highlight the treasured carp scales remember the quantity you have. Alt tab back to CE and you'll see that number in the quantity field has changed to the amount of treasured carp scales you have, now change the value of it to be whatever you want (up to max of 99 I think). Alt tab back to game exit inventory and go back in and the number will change to the new amount. But you can't change the quantity of something you DO NOT have so until you get at least one item you can't do it.
Thanks, will try this next time i play.

bloodaxis
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Re: Sekiro™: Shadows Die Twice +15 +1 (table Update7.2)

Post by bloodaxis » Wed Apr 10, 2019 9:07 pm

SecondGenAsian wrote:
Wed Apr 10, 2019 7:53 pm
The box obviously. When I try to check the box, cheat engine freezes for a sec and nothing happens.
Are you running cheat engine as admin? Also should try downloading the newest version if you don't have it, should be 6.8 something. Could try to go into the settings and changing debugger to veh debugger if it isn't set to that already, no fucking clue if that'll actually solve anything but for some reason a bunch of scripts don't work with the windows debugger.

killerkrok555
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Re: Sekiro™: Shadows Die Twice +15 +1 (table Update7.2)

Post by killerkrok555 » Wed Apr 10, 2019 10:11 pm

it seems im unable see the "One Mind" combat art although i used its id's, any ideas on how to fix it so i can see it and use it?

Takamichinoku
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Re: Sekiro™: Shadows Die Twice +15 +1 (table Update7.2)

Post by Takamichinoku » Wed Apr 10, 2019 11:13 pm

Cielos wrote:
Sun Apr 07, 2019 5:47 pm
Takamichinoku wrote:
Sun Apr 07, 2019 1:49 pm
[...]
Here ya go! Yea I'm not at all knowledgeable with the Cheat Engine codes and terms so I won't know exactly what I'm doing when backtracking lol.
turns out I need to convert the savegame file manually in order for it to work on my game.... and it seems a lot of work...
so, I power through the game and get the skill myself...

I abandon the previous filter as it would exclude the puppeteer countdown. and I didn't pursue the caller check neither...
instead I went with the stupid way: just do some checks of the max countdown:
buffs' countdown: some are 150, some are 30.
puppeteer's countdown: 45.
and it's literally the filter I implemented now... in theory I can just do a ">=" condition check to cover all these, but I'm afraid that would have a much greater chance to manipulate some other countdowns by accident...
anyway, as usual, I din't test it much, so please report if it doesn't cover some buffs and I'll add them in.
and in case there ARE some buffs not covering by this script, I won't add it to the OP table for now.

so, report! in details~

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>16341</ID>
      <Description>"inf. buffs / puppeteer TEST"</Description>
      <LastState Activated="1"/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(countdownObjEndChkAOB,sekiro.exe,F3 0F ** ** ** ** ** ** F3 ** ** ** 0F 2F ** F3 ** ** ** 76)
registersymbol(countdownObjEndChkAOB)

alloc(newmem,2048,countdownObjEndChkAOB+8) //"sekiro.exe"+BEF42E)
label(returnhere)
label(originalcode_countdownObjEndChkAOB)
registersymbol(originalcode_countdownObjEndChkAOB)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
push rax
mov eax,(float)30
movd xmm1,eax
comiss xmm1,[rbx+4]
je @f
mov eax,(float)45
movd xmm1,eax
comiss xmm1,[rbx+4]
je @f
mov eax,(float)150
movd xmm1,eax
comiss xmm1,[rbx+4]
je @f
movss xmm1,[rbx]
jmp end

@@:
xorps xmm7,xmm7

end:
pop rax

originalcode_countdownObjEndChkAOB:
readmem(countdownObjEndChkAOB+8,7)
//subss xmm1,xmm7
//comiss xmm0,xmm1

exit:
jmp returnhere

///

countdownObjEndChkAOB+8: //"sekiro.exe"+BEF42E:
jmp newmem
nop
nop
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
countdownObjEndChkAOB+8: //"sekiro.exe"+BEF42E:
readmem(originalcode_countdownObjEndChkAOB,7)
//db F3 0F 5C CF 0F 2F C1
//Alt: subss xmm1,xmm7
//Alt: comiss xmm0,xmm1
unregistersymbol(originalcode_countdownObjEndChkAOB)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
copy & paste the above code ONto your table (highlight any entry of your table, press Ctrl-V).


Ok, I added this into the script but I got a message saying "Not all code is injectable"

Am I copying it over the entire script? Or some parts? Lol I really have no idea what I'm doing

KS212
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Re: Sekiro™: Shadows Die Twice +15 +1 (table Update7.2)

Post by KS212 » Wed Apr 10, 2019 11:35 pm

killerkrok555 wrote:
Wed Apr 10, 2019 10:11 pm
it seems im unable see the "One Mind" combat art although i used its id's, any ideas on how to fix it so i can see it and use it?
Swapping in skills/combat arts doesn't work. You have to unlock it by playing.

jpeg9999
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Re: Sekiro™: Shadows Die Twice +15 +1 (table Update7.2)

Post by jpeg9999 » Thu Apr 11, 2019 12:18 am

Is it possible to modify "guard deflect .2" so that player dies when guarding an attack? I can see pPlayer+130 is the players health. How do I set this to zero when a guard has occurred? Regular deflects still allowed.

bloodaxis
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Re: Sekiro™: Shadows Die Twice +15 +1 (table Update7.2)

Post by bloodaxis » Thu Apr 11, 2019 4:17 am

Takamichinoku wrote:
Wed Apr 10, 2019 11:13 pm
Ok, I added this into the script but I got a message saying "Not all code is injectable"

Am I copying it over the entire script? Or some parts? Lol I really have no idea what I'm doing
Don't add it into the script, copy and paste it onto the table itself, it'll show up as a new entry under whatever you have highlighted.

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