Assassin's Creed: Origins [Engine:AnvilNEXT64]

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Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by SunBeam » Thu Feb 08, 2018 7:04 pm

[ 22.03.2018 - Update #4 ]

• table updated to v1.41

This will be my final update (if I come up with additional scripts, I will still update the table; but I stop at 1.41).

For future updates, well: you have all game versions (even torrented builds), all table versions from 1.21 onwards and even before that -- so learn how to update the table yourself -- as in finding the functions I use, not debug the game on your own. If you need the dumped binaries (.exe files), let me know. I have these:

Image

They cannot be run, but you can use them for static analysis (aobscans, string references, even with IDA).

Cheers,
Sun

[ 04.03.2018 - Update #3 ]

• adjusted Inventory Item Reader + Swapper script (removed all allocs; should enable almost instantly now)
• added Inventory Item Swapper v2 script that faster helps swap items; demo here: viewtopic.php?p=35387#p35387

Note: you cannot use both scripts at the same time!

Cheers!

[ 02.03.2018 - Update #2 ]

Updated the table to 1.30:

• regrouped table content

Image

• added several scripts more:

1) Free Camera + Teleport To Camera

The script came out as an idea from pigeon, who's created the first Lua free camera for the game. Upon further discussions and tests -- over 2-3 weeks -- this was born.

You may enable/disable it with Numpad 7 key (can be re-assigned in CE's interface).

Once enabled, use W-A-S-D to move around, Space bar to increase height, F to decrease height, Shift key to increase camera speed and if you want to teleport Bayek to your camera's position, hit Q.

Note that:

- Bayek won't move when this is enabled
- stay away from sync point ledges when doing this (when you're far off with the camera, engine might still move Bayek and he'll desync)
- God is not enabled, so don't teleport Bayek at great heights -- unless water's below him :)
- if you do teleport him above water, he will fall underneath; you can then set bInfiniteOxygen to 1 and teleport him to another location; once you disable script, you'll be able to swim in air :)

If you want to change internal script keys, then open it up and adjust the lines where you see the respective comments with the wanted key's hexadecimal value. You can find them listed here (first column).

Demos:





2) Inventory Item Reader + Swapper

Script came out as an idea Cielos started initially (though I had access to the player Inventory; he moved faster it seems :P), whereas equipping an item would retrieve its pointer to WeaponSettings and its unique hash identifier. With this script one can collect information (hashes), find the respective WeaponSettings pointer based on this hash and/or swap currently equipped item's WeaponSettings pointer to another item's WeaponSettings pointer (thus converting an owned item into another).

Note that sometimes the script may not enable. If that happens: click on another line and retry enabling; open Memory View, then retry enabling; do some other actions in CE, then retry enabling :) You should get it enabled at some point. Has to do with CE injecting the Lua server DLL into the game process. I recommend you enable it when you've brought the Inventory up on screen (hit I in-game, then enable script).

Details are listed in these videos:





DebugView++ can be obtained from this link: https://debugviewpp.wordpress.com/2014/01/04/7/ (get the Win32 installer/MSI).

Filter settings for DebugView++, in case you want to retrieve information:

Image

Table's been tested with the original Steam/UPlay version of the game (if something doesn't work.. well.. you know why).

BR,
Sun

[ 08.02.2018 - Update #1 ]

Continued from here: viewtopic.php?f=4&t=5259.

Table updated and functional for official version 1.21.

Table contains:

Image

Usage:

• activate [Enable] script
• activate [Cheat Handler] script
• back in-game press Numpad 0
• the rest of the scripts require all 3 steps above having been performed; else you'll crash 'n' burn
• if activating Teleport To Waypoint, use Numpad 9 while in map screen to teleport (after having set a waypoint)
• everything else is to be changed manually from one value to another (too many to detail; but you may ask)

Notes:

• Please note this table is partially scripted, as my goal is more on the lines of game engine analysis. Or making use of the knowledge I've learned to identify the various objects/structures in this title as well. For 98% of you reading, yes, mumbo-jumbo; move along, please :)

• Scripts can be enabled at any given time (don't want to even hear people mentioning how they enabled shit at "Press any key" screen; it doesn't matter).

• If you launch Senu (the drone), engine will send you in God Mode. When Senu returns, God Mode is disabled. This is the default behavior; just in case you wondered why bGodMode you manually set to 1 is now 0 :)

Teleport To Waypoint works only with map open. Enable script, M, click on a location to set a waypoint, press Numpad 9. M again, you're there. If you happen to land underground or get stuck inside some building/object, just repeat. Same goes for those moments when you teleport from water to land and get stuck; teleport back to water, near a beach, swim out to land, then teleport to another location.

• At times, after loading scenes or your death or various other transitions (where you're in the White Room), you may need to refresh the list of gadgets, re-hitting Numpad 0. Why; cuz engine will reallocate most structures you've acquired when you first entered game world/pressed Numpad 0. Yeah, you'll have to live with it as I won't be arsed to simplify things for you (add timers or convenient checks) - - I might consider it though).

Ask any questions you have and I shall respond (make sure you explicitly describe what you want to do).

BR,
Sun
Attachments
ACOrigins.ct
1.41 (Update 4)
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ACOrigins.CT
1.30 (Update 3)
(124.13 KiB) Downloaded 841 times
ACOrigins.CT
1.30 (Update 2)
(117.81 KiB) Downloaded 256 times
ACOrigins.CT
1.21 (Update 1)
(150.1 KiB) Downloaded 1885 times
Last edited by SunBeam on Sun Feb 25, 2018 2:33 pm, edited 3 times in total.

Majestic13
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Re: Assassin's Creed: Origins (AnvilNEXT64)

Post by Majestic13 » Fri Feb 09, 2018 7:38 pm

how to add the gold money?

also maybe a function to add craft item value.

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Re: Assassin's Creed: Origins (AnvilNEXT64)

Post by Chromeninja » Sat Feb 10, 2018 2:54 am

how do you fix this issue:

https://i.imgur.com/4AtyPRS.png

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Re: Assassin's Creed: Origins (AnvilNEXT64)

Post by SunBeam » Sat Feb 10, 2018 7:48 am

What's the issue here? If the curse effect, then change that 0.33 to 0 for Curse Penalty.

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Re: Assassin's Creed: Origins (AnvilNEXT64)

Post by Kawena1 » Sun Feb 11, 2018 5:07 am

Hey how do I enable godmode? it doesnt seem to be working for me :/

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Re: Assassin's Creed: Origins (AnvilNEXT64)

Post by SunBeam » Sun Feb 11, 2018 8:03 am

^ Re-read the Usage part. You will then manually have to set bGodMode to 1. Note it gets reset when using Senu, so set a hotkey to it.

Any other remarks as to why I don't do it like in other tables/trainers will just be ignored. See Notes #1.

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Re: Assassin's Creed: Origins (AnvilNEXT64)

Post by Kawena1 » Sun Feb 11, 2018 8:47 am

SunBeam wrote:
Sun Feb 11, 2018 8:03 am
^ Re-read the Usage part. You will then manually have to set bGodMode to 1. Note it gets reset when using Senu, so set a hotkey to it.

Any other remarks as to why I don't do it like in other tables/trainers will just be ignored. See Notes #1.
Do you mean like set the value to 1?

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Re: Assassin's Creed: Origins (AnvilNEXT64)

Post by SunBeam » Sun Feb 11, 2018 9:29 am

I have a feeling you will edit your above post with a 'never mind' :)

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Re: Assassin's Creed: Origins (AnvilNEXT64)

Post by mattyb89 » Wed Feb 21, 2018 2:45 pm

Table hard crashes the game when pressing Numpad 0 following the update.

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Re: Assassin's Creed: Origins (AnvilNEXT64)

Post by SunBeam » Wed Feb 21, 2018 6:34 pm

Haven't yet posted the update for 1.30 ;) Sometime tonight.

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Re: Assassin's Creed: Origins (AnvilNEXT64)

Post by mattyb89 » Thu Feb 22, 2018 1:16 pm

SunBeam wrote:
Wed Feb 21, 2018 6:34 pm
Haven't yet posted the update for 1.30 ;) Sometime tonight.
Nice one, thank you for the reply :)

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Re: Assassin's Creed: Origins (AnvilNEXT64)

Post by Paul44 » Fri Feb 23, 2018 3:40 pm

@SunBeam: I've tried your 'Teleport' function yesterday. Great job! I've still got a long way to go, so it seems...

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Re: Assassin's Creed: Origins (AnvilNEXT64)

Post by SunBeam » Sat Feb 24, 2018 12:41 am

I'll post the updated table once I finish with the Free Camera. Sorry for the delay, fiddling with this (with piegon member) since the 21st of February.

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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by SunBeam » Fri Mar 02, 2018 11:32 am

Updated to 1.30 ;) Enjoy.

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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by machine4578 » Fri Mar 02, 2018 1:03 pm

thank you SunBeam!

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