Mass Effect Andromeda

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GuyInDogSuit
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Re: Mass Effect Andromeda

Post by GuyInDogSuit » Sun Apr 23, 2017 4:47 pm

Is there any way to revert levels back to 1? I want to start a NG+ on Insanity, but at level 1, so I can turn on infinite health and let my team mates die and revive them 25 times for the Medic! achievement.

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Re: Mass Effect Andromeda

Post by sacreddruid » Sun Apr 23, 2017 5:51 pm

GuyInDogSuit wrote:
Sun Apr 23, 2017 4:47 pm
Is there any way to revert levels back to 1? I want to start a NG+ on Insanity, but at level 1, so I can turn on infinite health and let my team mates die and revive them 25 times for the Medic! achievement.
Yea, but I don't know how to do the fancy shit they do that makes stuff auto-find values.

What you'll want to do is have 3 scan tabs, and scan for your EXP value, TNL value, and Level.

Level is always displayed level -1 in memory. i.e. if you're level 55, the value in memory is 54.

You may have to level up several times to get the values narrowed down to around 10 or less. Every time your TNL changes (levelup) do a scan on that tab for the new value. Every time you gain EXP, do a scan for the new value. Use the values displayed in the Cielos table pointers>players section for EXP and TNL.

Once you've found all these values (note how there's like, 5-10 for player level, and like 10 for TNL and like 15 for EXP) you want to add them all to your address list, and enable them all so their values are forced, and change your player level to 0, your EXP to like, 1001, and your TNL to 1000. I think just setting the level values to 0 will make you behave as if level 1 in terms of enemies spawning and stuff, scaling, and all that jazz, so if you don't want to level up to level2, set your TNL higher.

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Re: Mass Effect Andromeda

Post by GuyInDogSuit » Sun Apr 23, 2017 6:02 pm

Kind of hard to do considering I'm max level.

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Re: Mass Effect Andromeda

Post by seeker0003 » Mon Apr 24, 2017 12:06 am

GuyInDogSuit wrote:
Sun Apr 23, 2017 4:47 pm
Is there any way to revert levels back to 1? I want to start a NG+ on Insanity, but at level 1, so I can turn on infinite health and let my team mates die and revive them 25 times for the Medic! achievement.
It's actually quite easy. Using Cielos table, under Enable .7 -> pointers -> player, edit XP to between 0 and 1017 for a Lvl 1 XP amount. Then save and reload. When the save is loaded, it uses your current XP to place your level, and edits Skill points accordingly. Same method can be used to set your level to any value, though it's a bad idea to go too high.

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Re: Mass Effect Andromeda

Post by GuyInDogSuit » Mon Apr 24, 2017 12:08 am

Oh, cool. That explains why the last time I tried messing with that and later reloaded my save, I was level 80-something instead of 132.

I don't think it works for your squad though.

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Weapon Editor + No Recoil

Post by merlini » Thu Apr 27, 2017 12:02 am

DO NOT LEAVE IT ON WHILE YOU ARE ENTERING CINEMATIC SCENE.
IT WILL CRASH.


I was asked by a fellow to make a weapon editor + no recoil script for MEA 1.04
Can someone test this to see if it works on 1.04 version?

My 11 year old computer runs this thing at like 7-12 fps, so testing/reloading all that jazz is
extremely difficult. Thanks.

The best way to use it is to go to a place where you can fire a weapon.
Turn the script on. Modify the stats. Save the game. Then disable the script.
The stats are saved in savegame, so there is no need to leave it on.
The recoil script, however, needs to be left on since the recoils are controlled differently
compared to individual weapon statistics.
Attachments
MEA_BFG.ct
(7.03 KiB) Downloaded 194 times
Last edited by merlini on Thu Apr 27, 2017 12:25 am, edited 1 time in total.

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Re: Mass Effect Andromeda

Post by GuyInDogSuit » Thu Apr 27, 2017 12:09 am

1-hit kills would be awesome. For insanity. Those f*ckers turn into bullet sponges, even with the best gear.

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Re: Mass Effect Andromeda

Post by merlini » Thu Apr 27, 2017 12:21 am

My script has damage numbers.
Set it to 9999 and pretty much one shot one kill anything.
I've played only like 2 hour so I don't know what the insanity difficulties are like.
But I can't imagine mobs having more than 9999 hp.

Also, since the script has rate of fire, it can shoot like 8 bullets a second.
That's easily like 80,000 damage if you use sniper zoom and no recoil.
If there's a creep that can withstand that, there's something wrong with the game mechanics.
:shock:
GuyInDogSuit wrote:
Thu Apr 27, 2017 12:09 am
1-hit kills would be awesome. For insanity. Those f*ckers turn into bullet sponges, even with the best gear.

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Re: Weapon Editor + No Recoil

Post by Kisky » Thu Apr 27, 2017 4:17 am

merlini wrote:
Thu Apr 27, 2017 12:02 am
DO NOT LEAVE IT ON WHILE YOU ARE ENTERING CINEMATIC SCENE.
IT WILL CRASH.


I was asked by a fellow to make a weapon editor + no recoil script for MEA 1.04
Can someone test this to see if it works on 1.04 version?

My 11 year old computer runs this thing at like 7-12 fps, so testing/reloading all that jazz is
extremely difficult. Thanks.

The best way to use it is to go to a place where you can fire a weapon.
Turn the script on. Modify the stats. Save the game. Then disable the script.
The stats are saved in savegame, so there is no need to leave it on.
The recoil script, however, needs to be left on since the recoils are controlled differently
compared to individual weapon statistics.
Can you create a version for 1.05?

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Re: Weapon Editor + No Recoil

Post by Vee_ » Thu Apr 27, 2017 5:13 am

merlini wrote:
Thu Apr 27, 2017 12:02 am
DO NOT LEAVE IT ON WHILE YOU ARE ENTERING CINEMATIC SCENE.
IT WILL CRASH.


I was asked by a fellow to make a weapon editor + no recoil script for MEA 1.04
Can someone test this to see if it works on 1.04 version?

My 11 year old computer runs this thing at like 7-12 fps, so testing/reloading all that jazz is
extremely difficult. Thanks.

The best way to use it is to go to a place where you can fire a weapon.
Turn the script on. Modify the stats. Save the game. Then disable the script.
The stats are saved in savegame, so there is no need to leave it on.
The recoil script, however, needs to be left on since the recoils are controlled differently
compared to individual weapon statistics.
Hello merlini looks like this table not working (for me at least :lol: ), when i fire my weapon and activated the weapon editor script, CTD is the only i got. i tried going to Loadout in forward station and activated the weapon editor script, then CTD again. haven't tried no recoil script though.

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Re: Mass Effect Andromeda

Post by Vee_ » Thu Apr 27, 2017 5:26 am

YET ANOTHER COMPILATION TABLE for v1.04 CPY

Pretty much the same as Cielos +16 main table i just merge others script in here, cleaned up the table a bit, and updated some of Cielos code so it's compatible with 1.04 CPY version.
Enjoy, and thank you for the scripts guys AWESOME! :D
Credits : Cielos, STN, 1096bimu, CoffeeKitty, acecel, DarkIceCore

Code: Select all

Game Name     : Mass Effect: Andromeda Super Deluxe Edition +8 DLC
Version       : 1.04 (CPY) Repack FitGirl
Process Name  : MassEffectAndromeda.exe
Author        : Various (Compilation Table)
Credits       : Cielos, STN, 1096bimu, CoffeeKitty, acecel, DarkIceCore
CRC32         : b21f2434 //Not needed, but necessary
Table Version : 1.0
Link:
  Main Topic:
    http://fearlessrevolution.com/viewtopic.php?f=4&t=596&start=465
  Cielos Table Topic:
    http://fearlessrevolution.com/viewtopic.php?f=4&t=596&p=1963#p1963
---------------------------------------------------------------
In The Table:
Exploration:
  - Inf. Health
  - Inf. Ammo
  - Inf. Ammo Pouch
  - Inf. Power Cell
  - Skill Cooldown
  - Inf. Item Usage
  - Better Accuracy
Nomad:
  - Inf. Shield
  - Inf. Helath
  - Inf. Boost
Shared:
  - Damage Multiplier
  - Inf. Life Support
R&D:
  - Ignore Research Points
  - Ignore Material Requirements
  - Ignore Level Requirements
Misc:
  - Moon Jump
  - Ignore Credits
  - XP Gained Multiplier
  - Instant Reward Cooldown
  - Duplicate Item
  - Ignore Inventory
  - Teleportation Coordinate
  - Game Speed Mod

Pointers:
  - Andromeda Viability
  - Player
Attachments
masseffectandromeda_104CPY.CT
1.04 CPY Only
(102.63 KiB) Downloaded 383 times

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Re: Weapon Editor + No Recoil

Post by Vee_ » Thu Apr 27, 2017 6:10 am

Vee_ wrote:
Thu Apr 27, 2017 5:13 am
merlini wrote:
Thu Apr 27, 2017 12:02 am
DO NOT LEAVE IT ON WHILE YOU ARE ENTERING CINEMATIC SCENE.
IT WILL CRASH.


I was asked by a fellow to make a weapon editor + no recoil script for MEA 1.04
Can someone test this to see if it works on 1.04 version?

My 11 year old computer runs this thing at like 7-12 fps, so testing/reloading all that jazz is
extremely difficult. Thanks.

The best way to use it is to go to a place where you can fire a weapon.
Turn the script on. Modify the stats. Save the game. Then disable the script.
The stats are saved in savegame, so there is no need to leave it on.
The recoil script, however, needs to be left on since the recoils are controlled differently
compared to individual weapon statistics.
Hello merlini looks like this table not working (for me at least :lol: ), when i fire my weapon and activated the weapon editor script, CTD is the only i got. i tried going to Loadout in forward station and activated the weapon editor script, then CTD again. haven't tried no recoil script though.
Ok my bad, merlini's table works just fine but still, for unknown reason, every 10 - 25 minutes gameplay the game CTD. :cry:

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Re: Weapon Editor + No Recoil

Post by merlini » Thu Apr 27, 2017 6:20 am

Vee_ wrote:
Thu Apr 27, 2017 5:13 am
Hello merlini looks like this table not working (for me at least :lol: ), when i fire my weapon and activated the weapon editor script, CTD is the only i got. i tried going to Loadout in forward station and activated the weapon editor script, then CTD again. haven't tried no recoil script though.
1) You are using 1.04?
2) What is CTD? I do not know what that means. :?:

But here's what I've done just now by restarting MEA.
Started MEA.
Loaded my CT without any other CT and selected process.
Enabled "Modify Weapon Stats" (Pic 1)
Then I fired my sniper rifle.
It loaded the pointer to my table and filled the stats. (Pic 2)
Then I toggled my BFG script which made a one shot one kill sniper machine gun. (Pic 3)

Lastly, does your "MassEffectAndromeda.exe"+519E4F6 look like (pic 4)?

Thanks for reviewing my script.


--Edit--
Taking down large screenshots (pic 1 to 3) to reduce bandwidth on the server.
Attachments

[The extension png has been deactivated and can no longer be displayed.]

Last edited by merlini on Thu Apr 27, 2017 6:49 am, edited 1 time in total.

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Re: Weapon Editor + No Recoil

Post by Vee_ » Thu Apr 27, 2017 6:31 am

merlini wrote:
Thu Apr 27, 2017 6:20 am
Vee_ wrote:
Thu Apr 27, 2017 5:13 am
Hello merlini looks like this table not working (for me at least :lol: ), when i fire my weapon and activated the weapon editor script, CTD is the only i got. i tried going to Loadout in forward station and activated the weapon editor script, then CTD again. haven't tried no recoil script though.
1) You are using 1.04?
2) What is CTD? I do not know what that means. :?:

But here's what I've done just now by restarting MEA.
Started MEA.
Loaded my CT without any other CT and selected process.
Enabled "Modify Weapon Stats" (Pic 1)
Then I fired my sniper rifle.
It loaded the pointer to my table and filled the stats. (Pic 2)
Then I toggled my BFG script which made a one shot one kill sniper machine gun. (Pic 3)

Lastly, does your "MassEffectAndromeda.exe"+519E4F6 look like (pic 4)?
1. Yes, using v1.04 CPY version
2. CTD = Crash To Desktop. Without any warning or error message after the crash.

And yeah the address is the same as pic 4, anyway your table is working both script activated flawlessly. But as i said before, after 10-25 minutes of gameplay the game crash to desktop don't know why. Great script though, maybe the problems on my end i'll check it out later :D.

EDIT:
When i said script activated, i mean the address loaded with the correct values and I can edit it. After 10-25 minutes, bam!! It's CTD all over again :lol:
Last edited by Vee_ on Thu Apr 27, 2017 6:38 am, edited 1 time in total.

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Re: Weapon Editor + No Recoil

Post by merlini » Thu Apr 27, 2017 6:37 am

Vee_ wrote:
Thu Apr 27, 2017 6:31 am
And yeah the address is the same as pic 4, anyway your table is working both script activated flawlessly. But as i said before, after 10-25 minutes of gameplay the game crash to desktop don't know why. Great script though, maybe the problems on my end i'll check it out later :D.
Yeah. It CTD on my computer too when it enters any kind of cinematic scenes.
So, leaving a planet, talking to a person, etc. I think crashes it.
This is why I modify the weapons, then disable the script.
The no recoil can be left on indefinitely though.

I could track down where it's crashing and fix it but it takes me good
6 minutes to start the game and load the save. So it's tricky to debug
when I have to crash it then wait 5-6 min to change it, then do it again etc.
I'll eventually track it down and make sure it can be just left on.

Thanks for report back.

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