I don't want to take Cielos job or whatever.
But could you send me a save file so I can take a look on those as well, I can't find any online.. Not sure there is an option to have a save file for this game but hopefully if there is you could send me
I don't want to take Cielos job or whatever.

I'm really sorry for asking what may be a very stupid question but I'm new to this whole scene, how do I go about inserting the above code into your existing table? I've tried opening memory view and pasting the code in auto-assemble, but when I try to save to existing table it tells me the code is not injectable.Cielos wrote: ↑Fri Apr 07, 2017 11:35 amyeah, I know it's 1096bimu script now.
so, I've used another injection point based on 1096bimu's findings, to make these 2 scripts. you can only activate one of them at a time.
test them and see if there's any problem.
if none found, I'll update the table with these scripts on next update. thanks~
dupliacte item
- when activated, whenever you buy/sell stuff, the remaining quantity would be added with the quantity you buy/sell instead of being subtracted.
- the script effect would still kick-in when bulk sell the whole stack now, you won't lose the item instead anymore.
- for example, if you have 16, and you bulk sell the whole stack, you'll get 16 instead and have 32 afterwards.
- remember it works on BOTH buying and selling.
- for dupliacte item .3, hold Shift key when you confirm the trade to duplicate the item. i.e. when asked "CONFIRM TRADE?", hold Shift key, then press SPACE or click on OK.
- if you don't want this mod key at all, just use dupliacte item .2 instead.
- you can only activate one of these 2 scripts at a time.
dupliacte item .2:dupliacte item .3:Code: Select all
<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>1351</ID> <Description>"dupliacte item .2"</Description> <LastState/> <Color>FF0000</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] //code from here to '[DISABLE]' will be used to enable the cheat aobscanmodule(quantityReadOnTransactionAOB,MassEffectAndromeda.exe,8B 57 1C 3B D5 75) registersymbol(quantityReadOnTransactionAOB) alloc(newmem,2048,quantityReadOnTransactionAOB) //"MassEffectAndromeda.exe"+67C9A9) label(returnhere) label(originalcode) label(exit) newmem: //this is allocated memory, you have read,write,execute access //place your code here add [rdi+1c],ebp add [rdi+1c],ebp originalcode: mov edx,[rdi+1C] cmp edx,ebp exit: jmp returnhere /// quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9: jmp newmem returnhere: [DISABLE] //code from here till the end of the code will be used to disable the cheat dealloc(newmem) quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9: db 8B 57 1C 3B D5 //Alt: mov edx,[rdi+1C] //Alt: cmp edx,ebp </AssemblerScript> </CheatEntry> </CheatEntries> </CheatTable>///*************************************************************************///Code: Select all
<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>1353</ID> <Description>"dupliacte item .3"</Description> <Options moHideChildren="1"/> <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(quantityReadOnTransactionAOB,MassEffectAndromeda.exe,8B 57 1C 3B D5 75) registersymbol(quantityReadOnTransactionAOB) alloc(newmem,2048,quantityReadOnTransactionAOB) //"MassEffectAndromeda.exe"+67C9A9) label(returnhere) label(originalcode) label(exit) newmem: //this is allocated memory, you have read,write,execute access //place your code here push rax push rbx push rcx push rdx push rsi push r8 push r9 push r10 push r11 push r12 push r13 push r14 push r15 sub rsp,10 movdqu dqword [rsp],xmm0 sub rsp,10 movdqu dqword [rsp],xmm1 sub rsp,10 movdqu dqword [rsp],xmm2 sub rsp,10 movdqu dqword [rsp],xmm3 sub rsp,10 movdqu dqword [rsp],xmm4 sub rsp,10 movdqu dqword [rsp],xmm5 sub rsp,10 movdqu dqword [rsp],xmm6 sub rsp,10 movdqu dqword [rsp],xmm7 sub rsp,10 movdqu dqword [rsp],xmm8 sub rsp,10 movdqu dqword [rsp],xmm9 sub rsp,10 movdqu dqword [rsp],xmm10 sub rsp,10 movdqu dqword [rsp],xmm11 sub rsp,10 movdqu dqword [rsp],xmm12 sub rsp,10 movdqu dqword [rsp],xmm13 sub rsp,10 movdqu dqword [rsp],xmm14 sub rsp,10 movdqu dqword [rsp],xmm15 push rdi push rbp mov rcx,10 //SHIFT key push rcx call GetAsyncKeyState add rsp,08 shr ax,#15 cmp ax,1 jne @f mov ebp,[rsp] mov rdi,[rsp+8] add [rdi+1c],ebp add [rdi+1c],ebp endchk: pop rbp pop rdi movdqu xmm15,dqword [rsp] add rsp,10 movdqu xmm14,dqword [rsp] add rsp,10 movdqu xmm13,dqword [rsp] add rsp,10 movdqu xmm12,dqword [rsp] add rsp,10 movdqu xmm11,dqword [rsp] add rsp,10 movdqu xmm10,dqword [rsp] add rsp,10 movdqu xmm9,dqword [rsp] add rsp,10 movdqu xmm8,dqword [rsp] add rsp,10 movdqu xmm7,dqword [rsp] add rsp,10 movdqu xmm6,dqword [rsp] add rsp,10 movdqu xmm5,dqword [rsp] add rsp,10 movdqu xmm4,dqword [rsp] add rsp,10 movdqu xmm3,dqword [rsp] add rsp,10 movdqu xmm2,dqword [rsp] add rsp,10 movdqu xmm1,dqword [rsp] add rsp,10 movdqu xmm0,dqword [rsp] add rsp,10 pop r15 pop r14 pop r13 pop r12 pop r11 pop r10 pop r9 pop r8 pop rsi pop rdx pop rcx pop rbx pop rax originalcode: mov edx,[rdi+1C] cmp edx,ebp exit: jmp returnhere /// quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9: jmp newmem returnhere: [DISABLE] //code from here till the end of the code will be used to disable the cheat dealloc(newmem) quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9: db 8B 57 1C 3B D5 //Alt: mov edx,[rdi+1C] //Alt: cmp edx,ebp </AssemblerScript> <CheatEntries> <CheatEntry> <ID>1354</ID> <Description>"hold shift and Confirm Trade"</Description> <LastState Value="" RealAddress="00000000"/> <Color>808080</Color> <GroupHeader>1</GroupHeader> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatTable>
yes, it's a different issue. what they're descibing is a bug that causes by "Inf. life support" that Kala posted.hedop wrote: ↑Fri Apr 07, 2017 9:57 amPersonally I couldn't care less about the undead option simply because I didn't really need it for my teammates. However some posters above have mentioned that it prevents them from progressing in certain missions. Now they might have a different issue BUT I assumed it might be the same issue connected to the turrets which will prevent you from progressing if you do not know how to fix it. They way to fix it is to simply switch to player only in the undead option for the time being and switch back once you have progressed if you want to use it.
what you describe is actually (later revealed) my "undead" script, while saying (at the time) it's Kala's "Inf. life support".
for more info about the problem they mentioned, read the thread.no, you didn't correct yourself.hedop wrote: ↑Fri Apr 07, 2017 9:57 amI know dude. I didn't. I finished the game. I simply reported an issue I encountered and explained what it was for the benefit of other people who might encounter them as well. Are you always this pissy? I corrected myself in the post above and said undead. I also posted in response to YOUR question which table I'm using.
you just said "life support" causes the issue on the first post.
then you said "undead" caused the issue you have on the second post. these two statements aren't mutually exclusive.
and yes, you've reported a bug that's related to my table, and I said thanks. and I may have a look later when I find myself a battle turret to destroy again. (I've restarted a game with a different character, so it could take a while~)
so, why are you pissed?
I'm not familiar with this kind of coding that he uses but try this:ConnollyUK wrote: ↑Fri Apr 07, 2017 5:52 pmI'm really sorry for asking what may be a very stupid question but I'm new to this whole scene, how do I go about inserting the above code into your existing table? I've tried opening memory view and pasting the code in auto-assemble, but when I try to save to existing table it tells me the code is not injectable.Cielos wrote: ↑Fri Apr 07, 2017 11:35 amyeah, I know it's 1096bimu script now.
so, I've used another injection point based on 1096bimu's findings, to make these 2 scripts. you can only activate one of them at a time.
test them and see if there's any problem.
if none found, I'll update the table with these scripts on next update. thanks~
dupliacte item
- when activated, whenever you buy/sell stuff, the remaining quantity would be added with the quantity you buy/sell instead of being subtracted.
- the script effect would still kick-in when bulk sell the whole stack now, you won't lose the item instead anymore.
- for example, if you have 16, and you bulk sell the whole stack, you'll get 16 instead and have 32 afterwards.
- remember it works on BOTH buying and selling.
- for dupliacte item .3, hold Shift key when you confirm the trade to duplicate the item. i.e. when asked "CONFIRM TRADE?", hold Shift key, then press SPACE or click on OK.
- if you don't want this mod key at all, just use dupliacte item .2 instead.
- you can only activate one of these 2 scripts at a time.
dupliacte item .2:dupliacte item .3:Code: Select all
<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>1351</ID> <Description>"dupliacte item .2"</Description> <LastState/> <Color>FF0000</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] //code from here to '[DISABLE]' will be used to enable the cheat aobscanmodule(quantityReadOnTransactionAOB,MassEffectAndromeda.exe,8B 57 1C 3B D5 75) registersymbol(quantityReadOnTransactionAOB) alloc(newmem,2048,quantityReadOnTransactionAOB) //"MassEffectAndromeda.exe"+67C9A9) label(returnhere) label(originalcode) label(exit) newmem: //this is allocated memory, you have read,write,execute access //place your code here add [rdi+1c],ebp add [rdi+1c],ebp originalcode: mov edx,[rdi+1C] cmp edx,ebp exit: jmp returnhere /// quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9: jmp newmem returnhere: [DISABLE] //code from here till the end of the code will be used to disable the cheat dealloc(newmem) quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9: db 8B 57 1C 3B D5 //Alt: mov edx,[rdi+1C] //Alt: cmp edx,ebp </AssemblerScript> </CheatEntry> </CheatEntries> </CheatTable>///*************************************************************************///Code: Select all
<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>1353</ID> <Description>"dupliacte item .3"</Description> <Options moHideChildren="1"/> <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(quantityReadOnTransactionAOB,MassEffectAndromeda.exe,8B 57 1C 3B D5 75) registersymbol(quantityReadOnTransactionAOB) alloc(newmem,2048,quantityReadOnTransactionAOB) //"MassEffectAndromeda.exe"+67C9A9) label(returnhere) label(originalcode) label(exit) newmem: //this is allocated memory, you have read,write,execute access //place your code here push rax push rbx push rcx push rdx push rsi push r8 push r9 push r10 push r11 push r12 push r13 push r14 push r15 sub rsp,10 movdqu dqword [rsp],xmm0 sub rsp,10 movdqu dqword [rsp],xmm1 sub rsp,10 movdqu dqword [rsp],xmm2 sub rsp,10 movdqu dqword [rsp],xmm3 sub rsp,10 movdqu dqword [rsp],xmm4 sub rsp,10 movdqu dqword [rsp],xmm5 sub rsp,10 movdqu dqword [rsp],xmm6 sub rsp,10 movdqu dqword [rsp],xmm7 sub rsp,10 movdqu dqword [rsp],xmm8 sub rsp,10 movdqu dqword [rsp],xmm9 sub rsp,10 movdqu dqword [rsp],xmm10 sub rsp,10 movdqu dqword [rsp],xmm11 sub rsp,10 movdqu dqword [rsp],xmm12 sub rsp,10 movdqu dqword [rsp],xmm13 sub rsp,10 movdqu dqword [rsp],xmm14 sub rsp,10 movdqu dqword [rsp],xmm15 push rdi push rbp mov rcx,10 //SHIFT key push rcx call GetAsyncKeyState add rsp,08 shr ax,#15 cmp ax,1 jne @f mov ebp,[rsp] mov rdi,[rsp+8] add [rdi+1c],ebp add [rdi+1c],ebp endchk: pop rbp pop rdi movdqu xmm15,dqword [rsp] add rsp,10 movdqu xmm14,dqword [rsp] add rsp,10 movdqu xmm13,dqword [rsp] add rsp,10 movdqu xmm12,dqword [rsp] add rsp,10 movdqu xmm11,dqword [rsp] add rsp,10 movdqu xmm10,dqword [rsp] add rsp,10 movdqu xmm9,dqword [rsp] add rsp,10 movdqu xmm8,dqword [rsp] add rsp,10 movdqu xmm7,dqword [rsp] add rsp,10 movdqu xmm6,dqword [rsp] add rsp,10 movdqu xmm5,dqword [rsp] add rsp,10 movdqu xmm4,dqword [rsp] add rsp,10 movdqu xmm3,dqword [rsp] add rsp,10 movdqu xmm2,dqword [rsp] add rsp,10 movdqu xmm1,dqword [rsp] add rsp,10 movdqu xmm0,dqword [rsp] add rsp,10 pop r15 pop r14 pop r13 pop r12 pop r11 pop r10 pop r9 pop r8 pop rsi pop rdx pop rcx pop rbx pop rax originalcode: mov edx,[rdi+1C] cmp edx,ebp exit: jmp returnhere /// quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9: jmp newmem returnhere: [DISABLE] //code from here till the end of the code will be used to disable the cheat dealloc(newmem) quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9: db 8B 57 1C 3B D5 //Alt: mov edx,[rdi+1C] //Alt: cmp edx,ebp </AssemblerScript> <CheatEntries> <CheatEntry> <ID>1354</ID> <Description>"hold shift and Confirm Trade"</Description> <LastState Value="" RealAddress="00000000"/> <Color>808080</Color> <GroupHeader>1</GroupHeader> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatTable>
yes, it's a different issue. what they're descibing is a bug that causes by "Inf. life support" that Kala posted.hedop wrote: ↑Fri Apr 07, 2017 9:57 amPersonally I couldn't care less about the undead option simply because I didn't really need it for my teammates. However some posters above have mentioned that it prevents them from progressing in certain missions. Now they might have a different issue BUT I assumed it might be the same issue connected to the turrets which will prevent you from progressing if you do not know how to fix it. They way to fix it is to simply switch to player only in the undead option for the time being and switch back once you have progressed if you want to use it.
what you describe is actually (later revealed) my "undead" script, while saying (at the time) it's Kala's "Inf. life support".
for more info about the problem they mentioned, read the thread.no, you didn't correct yourself.hedop wrote: ↑Fri Apr 07, 2017 9:57 amI know dude. I didn't. I finished the game. I simply reported an issue I encountered and explained what it was for the benefit of other people who might encounter them as well. Are you always this pissy? I corrected myself in the post above and said undead. I also posted in response to YOUR question which table I'm using.
you just said "life support" causes the issue on the first post.
then you said "undead" caused the issue you have on the second post. these two statements aren't mutually exclusive.
and yes, you've reported a bug that's related to my table, and I said thanks. and I may have a look later when I find myself a battle turret to destroy again. (I've restarted a game with a different character, so it could take a while~)
so, why are you pissed?
Code: Select all
[ENABLE]
aobscanmodule(quantityReadOnTransactionAOB,MassEffectAndromeda.exe,8B 57 1C 3B D5 75)
registersymbol(quantityReadOnTransactionAOB)
alloc(newmem,2048,quantityReadOnTransactionAOB) //"MassEffectAndromeda.exe"+67C9A9)
label(returnhere)
label(originalcode)
label(exit)
newmem:
add [rdi+1c],ebp
add [rdi+1c],ebp
originalcode:
mov edx,[rdi+1C]
cmp edx,ebp
exit:
jmp returnhere
///
quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9:
jmp newmem
returnhere:
[DISABLE]
dealloc(newmem)
quantityReadOnTransactionAOB:
db 8B 57 1C 3B D5

EDIT:EDIT14:
- added dupliacte item, based on 1096bimu's findings
- updated battle skills instant cooldown to skills cooldown mod, you may choose to either make it instant cooldown or apply a multiplier instead now.
///*************************************************************///EDIT14.2:
- updated skills cooldown mod, reversed the multiplier (the smaller the multiplier the faster the cooldown is done).
- changed duplicate item's status to method.
it's easier done than said. I've updated the script, you can compare the 2 scripts, skills cooldown mod and battle skills instant cooldown to see one of the ways to do this.TimeDiver0 wrote: ↑Sat Apr 08, 2017 12:00 am[...]
How would someone go about modifying the 'Battle Skills Instant Cooldown' script so that, instead of zeroing out all cooldowns, it applies a multiplier instead, like 'Damage Multiplier' does?
[...]
it's not my "job"... and if you're interested in sharing cheats, by all means, please do.

I don't mind sharing my Cheats/Scripts, I just need that save file for the cryo points, the game is too much talking lol, soo many dialogs and shit.Cielos wrote: ↑Sat Apr 08, 2017 9:27 am@all
table updated.EDIT:EDIT14:
- added dupliacte item, based on 1096bimu's findings
- updated battle skills instant cooldown to skills cooldown mod, you may choose to either make it instant cooldown or apply a multiplier instead now.
another small update:///*************************************************************///EDIT14.2:
- updated skills cooldown mod, reversed the multiplier (the smaller the multiplier the faster the cooldown is done).
- changed duplicate item's status to method.
it's easier done than said. I've updated the script, you can compare the 2 scripts, skills cooldown mod and battle skills instant cooldown to see one of the ways to do this.TimeDiver0 wrote: ↑Sat Apr 08, 2017 12:00 am[...]
How would someone go about modifying the 'Battle Skills Instant Cooldown' script so that, instead of zeroing out all cooldowns, it applies a multiplier instead, like 'Damage Multiplier' does?
[...]
///*************************************************************///
it's not my "job"... and if you're interested in sharing cheats, by all means, please do.
for the save files, I believe for CPY version you can share the files for sure, just the simple copy and paste should do the trick. not sure about the legit version though..

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