Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT

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TheyCallMeTim13
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Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT

Post by TheyCallMeTim13 » Sun Feb 11, 2018 8:13 pm

Metal Gear Solid 5 Phantom Pain - table v: 4.0.3 CT
Game Name: Metal Gear Solid V: The Phantom Pain
Game Vendor: Steam
Game Version: 1.14
Game Process: mgsvtpp.exe
Game File Version: 1.0.14.0


So this is really a communal table at this point, I think about half this is form other tables; An older table I got from CEF or this one, and some from the table posted in the topic linked below. I mostly posted this in a different topic as I think this qualifies as more of a fork at this point. If you think you should be credited, just let me know. I really hadn't originally plained on sharing this table so proper steps where not taken for documenting authors (and not every one puts there name in the scripts or tables).

Original Topic:
Metal Gear Solid V

Made by
Kalas
???
???
My Mom
looking at the original tables/scripts it seems like 2 authors are not getting proper credit.

Features:
FeaturesShow
  • I2CETState
    Saves and loads table state (i.e.: what memory records are enabled).
    Uses named states (i.e.: 'default', 'testState', or 'SuperCheated'), if no name is given then 'default' is used.
    • Save Table State : Default
    • Load Table State : Default
  • Pointers
  • I2CETeleporter
    • Teleport To: Waypoint
    • Teleport To: Last Map Icon Selected
    • Teleport To: Called Supply Drop Point
    • Teleport To: Called Vehicle Supply Drop Point
    • Teleport To: Player Vehicle (Last Driven Vehicle)
    • Teleport: Back
    • All named locations have "Teleport To" save scripts in "Saves" section.
    • Save Location (saves location to local file)
    • Helpers
      • Generate Memory Records (helper script for generating "teleport to save" scripts from saves)
      • Zero Camera Rotation Angle
      • Write Saves To File
      • Print Saves
      • Rename Save
      • Read From File
      • Delete Save
  • Time manipulation
    • Sync with Real Time
    • Time Display (Standard & Military)
    • Time Scale
    • Time Setters
  • Weather manipulation (I only updated this)
  • No Clip
  • Infinite Health
  • Infinite Consciousness
  • Super Speed (delta write multipliers)
  • Infinite Ammo
  • No Reload
  • Infinite Suppressors
  • Infinite Battery
  • Infinite GMP
  • Infinite Resources
  • Invisibility (I only updated this)
  • Insta Action Hold
  • Baby Chick Hat Hook (I only updated this)
  • Demon Stat Multiplier
  • Heroism Stat Multiplier
  • Instant Developments
  • Instant Deployments
  • Instant Mother Base Development (I only updated this)
  • Staff Hook (I only updated this) Only works with one view type, change "View" in "Staff Management" if addresses don't populate.
    • Staff Creator (Be the Smoking Whale)
    • Staff Copier (Copies the current selected staff member)
    • Staff Writer (Saves/Reads all staff members (arrays) to/from file)
    • Staff Stats Setter Sets values to hardcoded or custom values, but all values for the selected staff member are set.
  • Staff Divisions Hook (I only updated this)
  • Stop Mission Timer
  • Stop Ops Timer (I only updated this)
  • Stop Drug Duration Timer (I only updated this)
  • Weapon Fire Selector (Single shot, Burst fire, and Full auto)
  • Weapon Accuracy Hook
  • Weapon Fire Rate Hook (I only updated this)
  • Iron Sights Hook
  • Zoom Set Hook
  • No Turret Heat
  • Combatant - Insta Stuns/Kills (I only updated this)
  • Combatant - One Hit Kills (I only updated this)
  • Combatant - one Hit/Punch Stuns/Kills
  • No Combatants Wake Up
  • Skulls - Insta Stuns/Kills
  • Skulls - One Hit Kills
  • Skulls - One Hit Stuns
  • Insta End Alerts
  • Stun All Large Animals (I only updated this)
  • No Large Animals Wake Up
  • Large Animal - one Hit Stuns
  • Vehicle Health Dec. Hook
  • Vehicle Acceleration Multiplier
  • Vehicle Speed Multiplier
  • Tank Infinite Ammo
  • Tank Fire Rate Hook
  • Tank Faster Aiming
  • Tank MG No Over Heat
  • Unlocker (Unlocks all developments, emblems, and cassette tapes. Developments will still require staff division level and special staff members to meet requirements.)
  • Emblem Unlocker (I only updated this)
  • Text Emblem Unlocker (I only updated this)
  • Rewards Hook (I only updated this)
  • Buddy Bond Hook (I only updated this)
General Helper Scripts:
  • Fill Health
  • Fill Consciousness
  • Renew Suppressors
  • Fill Main Weapons Ammo
  • Fill Battery
  • +25,000 GMP
  • +500,000 GMP
  • +25,000,000 GMP
  • +50,000 Processed Materials
  • +100,000 Processed Materials
  • +500,000 Processed Materials
  • +5,000 Plant Materials
  • +50,000 Plant Materials
  • +10 Placed Weapons
  • +100 Placed Weapons
  • +500 Placed Weapons
  • +10 Vehicles
  • +100 Vehicles
  • +500 Vehicles
  • +5 Walker Gears
  • +20 Walker Gears
  • +100 Walker Gears
  • +5 Parasites
  • +50 Parasites
Other Features:
  • Auto Attach to process
  • Simple Logger (with levels)
  • Debug Section:
    • Helpers:
      • Print Game Module Info
      • Print Game Module Version
      • Enable Compact Mode
      • Disable Compact Mode
      • Set Logger Level : WARN (Default)
      • Set Logger Level : INFO
      • Set Logger Level : DEBUG
      • Set Logger Level : TRACE
    • All hooks have their own section, check scripts for real hook names.

Versions:
Table Versions InfoShow
  • v 2.0.2:
    I added a flag to "Armor Skulls - Insta Kills" for testing and didn't have it set by default to enable it.
  • v 2.0.3:
    I actually set the flag in the right script this time.
  • v 2.0.4:
    Fixed bug with "Stats1WrtHook" corrupting game/stats settings file. Thanks Dreaming Turtle for getting me pointed in the right direction.
    Also removed injection of "Stats1WrtHook" and "Stats1Hook" as I thought I did in the first place, because these need a bit more work.
  • v 2.0.5:
    Added Features:
    • Cassette Tape Unlocker Hook
    • Large Animal - one Hit Stuns
    • Skulls - Insta Stuns/Kills
    • Skulls - One Hit Kills
    • Skulls - One Hit Stuns
  • v 2.0.6:
    Fixed conflict with "Large Animal - one Hit Stuns" and "No Large Animals Wake Up" AOBs.
    Added Features:
    • All Named Locations Added to Teleporter Saves
    • Insta End Alerts
    • Multipliers added to "Super Speed" for D-Horse and D-Walker.
    • "Staff Stats Setter" now uses a flag to use hard-coded values or custom values.
  • v 2.0.7:
    Fixed "Staff Hook", I didn't realize I broke it. Thank you bipoxxl, for letting me know.
    Added Features:
    • Infinite Consciousness
  • v 2.0.8:
    Fixed "Buddy Bond Hook", (Includes all buddies).
  • v 2.0.9:
    "Weapon Fire Rate Hook" now uses multiplier.
    Reworked "Weather" section.
    Reworked "Time" section.
    Added Features:
    • Teleport To: Called Heli LZ (Added to Teleporter)
    • Teleport To: Called Supply Drop Point (Added to Teleporter)
    • Teleport To: Player Vehicle (Added to Teleporter)
    • "Weapon Fire Rate Hook" now includes semi-automatic weapons (But are still semi-automatic)
      Try: "Weapon Fire Rate Hook" + "No reload" + any rocket luncher.
    • Renew Suppressors (General Helper Scripts)
    • Fill Main Weapons Ammo (General Helper Scripts)
  • v 2.0.10:
    Updated "I2CETeleporter" (v1.0.5).
    Removed "Teleport To: Called Heli LZ", needs more work. Y coordinate isn't always right and you end up under the map. Just use waypoints for now.
    Fixed the multiplier default in "Weapon Fire Rate Hook", I changed it while working on other stuff and forgot to change it back for the last table.
    Added Features:
    • Teleport: Back (Added to Teleporter)
    • Demon Stat Multiplier
    • Heroism Stat Multiplier
    • No Clip (Not for objects, just no hits or knock downs)
  • v 2.0.11:
    Added Features:
    • Vehicle Acceleration Multiplier
    • Vehicle Speed Multiplier
    • Tank Infinite Ammo
    • Tank Fire Rate Hook
    • Tank Faster Aiming
    • Tank MG No Over Heat
  • v 2.0.12:
    Changed "PlayerRotationAngleHook"; the values act better just still not as desired.
    Removed "PlayerRotationAngleHook" from main hooks, found with "PlayerBaseHook" (connected with "ptrPlayerBaseHook").
    Removed "CamRotationAngleHook" from main hooks, found with "PlayerBaseHook" (connected with "ptrPlayerBaseHook").
    Added Features:
    • Insta Action Hold
  • v 2.0.13:
    Changed "PlayerBaseHook" to "PlayerHook"; changed injection point and pointer level.
    Removed "HealthHook" from main hooks, found with "PlayerHook" (connected with "ptrPlayerHook").
    Removed "BatteryHook" from main hooks, found with "WeaponHook" (connected with "ptrWeaponHook"); Added "BatteryMaxHook", parts from "BatteryHook" that are needed to get the maximum values address.
    Added Features:
    • D-Walker code added to: Infinite Suppressors
    • D-Walker code added to: No Reload
    • D-Walker code added to: Infinite Ammo
    • D-Walker code added to: No Turret Heat
    • Weapon Fire Selector (Single shot, Burst fire, and Full auto)
    • Fill Health (General Helper Scripts)
    • Fill Consciousness (General Helper Scripts)
  • v 2.0.14:
    Changed "Weapon Fire Selector" to use 3 flags based on the current weapon, i.e.: Stores a different fire type for each weapon (main, back, or side).
    Added key reader to "Weapon Fire Selector"; Use "Left D-Pad" or "Num 1" while aimed, to select fire type.
    Added Features:
    • Baby Chick Hat Hook (I only updated this)
    • Staff Divisions Hook (I only updated this)
    • Rewards Hook (I only updated this)
  • v 2.0.15:
    Added Features:
    • Vehicle Health Dec. Hook
    • Teleport To: Called Vehicle Supply Drop Point (Added to Teleporter)
    • Teleport To: Last Map Icon Selected (Added to Teleporter)
  • v 2.0.16:
    Updated "I2CETeleporter" (v1.0.9). Fixed some errors.
  • v 2.0.17:
    Added Features:
    • Sync with Real Time (Added to "Time" section)
    • Staff Creator (Added to "Staff Hook")
    • Staff Copier (Added to "Staff Hook")
  • v 2.0.18:
    Setup staff creator and copier as functions.
  • v 3.0.1:
    Added new logger module to other modules and table. "I2CETLogger" (v1.0.1)
    Added table helpers as module. "I2CETableHelpers" (v1.0.1)
    Updated "I2CETableCEA" (v2.1.1).
    • Logger change.
    • AOB scans and asserts are now split so logger can know more about failed scripts.
      AOB not found error messages example:

      Code: Select all

      I2CETLogger::CETLog - ERROR: aobScan:
      	Error with "AnimalLargeConsciousnessIncHook.CEA", AOB pattern not found: "90909090909090909090F3xxxxxxxxxxxxxx66xxxxxx66xxxxxx0F28xx0F5BxxF3xxxxxxxxxxxxxxF3xxxxxxF3xxxxxxF3xxxxxx66xxxxxx66xxxx66xxxxxx66xxxxxx0F5BxxF3xxxxxxF3xxxxxxF3xxxxxx66xxxxxx0FB7xxxx66xxxxxx66xxxxxx"
      Assert failed error messages example:

      Code: Select all

      I2CETLogger::CETLog - ERROR: runChecks:
      	Error with "AnimalLargeConsciousnessIncHook.CEA", bytes don't match injection point.
      	  At: 000000014427B75A
      	 Got: 9090909090
      	Read: 6689430E0F
      	-------------------- CODE --------------------
      	14427B73E - 6E - outsb 
      	14427B742 - C1 66 0F 42 - shl [rsi+0F],42
      	14427B746 - C1 66 44 01 - shl [rsi+44],01
      	14427B74A - C8 0F5B C0 - enter 5B0F,-40
      	14427B74E - F3 0F59 C8  - mulss xmm1,xmm0
      	14427B752 - F3 0F5C D9  - subss xmm3,xmm1
      	14427B756 - F3 0F11 1B  - movss [rbx],xmm3
      	14427B75A - 66 89 43 0E  - mov [rbx+0E],ax   <<<---- $INJaddr
      	14427B75E - 0FB7 4B 12  - movzx ecx,word ptr [rbx+12]
      	14427B762 - 66 89 53 12  - mov [rbx+12],dx
      	14427B766 - 66 39 4B 0E  - cmp [rbx+0E],cx
      	14427B76A - 66 0F42 4B 0E  - cmovb cx,[rbx+0E]
      	14427B76F - 66 29 4B 0E  - sub [rbx+0E],cx
      	14427B773 - 0FB7 43 0E  - movzx eax,word ptr [rbx+0E]
      	14427B777 - 66 41 39 C1  - cmp r9w,ax
      	14427B77B - 74 6C - je 14427B7E9
      	------------------ CODE END ------------------
    Updated "I2CETeleporter" (v1.0.10). Logger change.
  • v 3.0.2:
    Fixed output of "I2CETableCEA" assert error message, code output.

    Code: Select all

    I2CETLogger::CETLog - ERROR: runChecks:
    	Error with "AnimalLargeConsciousnessIncHook.CEA", bytes don't match injection point.
    	  At: 000000014427B75A
    	 Got: 9090909090909090
    	Read: 6689430E0FB74B12
    	-------------------- CODE --------------------
    	14427B740 - 66 39 C1  - cmp cx,ax
    	14427B743 - 66 0F42 C1  - cmovb ax,cx
    	14427B747 - 66 44 01 C8  - add ax,r9w
    	14427B74B - 0F5B C0  - cvtdq2ps xmm0,xmm0
    	14427B74E - F3 0F59 C8  - mulss xmm1,xmm0
    	14427B752 - F3 0F5C D9  - subss xmm3,xmm1
    	14427B756 - F3 0F11 1B  - movss [rbx],xmm3
    	14427B75A - 66 89 43 0E  - mov [rbx+0E],ax   <<<---- $INJaddr
    	14427B75E - 0FB7 4B 12  - movzx ecx,word ptr [rbx+12]
    	14427B762 - 66 89 53 12  - mov [rbx+12],dx
    	14427B766 - 66 39 4B 0E  - cmp [rbx+0E],cx
    	14427B76A - 66 0F42 4B 0E  - cmovb cx,[rbx+0E]
    	14427B76F - 66 29 4B 0E  - sub [rbx+0E],cx
    	14427B773 - 0FB7 43 0E  - movzx eax,word ptr [rbx+0E]
    	14427B777 - 66 41 39 C1  - cmp r9w,ax
    	14427B77B - 74 6C - je 14427B7E9
    	------------------ CODE END ------------------
  • v 3.0.3:
    Mostly minor changes, to the logger, teleporter, and table CEA modules. DRYed the modules a little.
    "I2CETableCEA" assert error message code output now marks "$AOBaddr" too.
    Debug section reworked, "Helpers" section added.
    (Debug) Helpers:
    • Print Game Module Info
    • Print Game Module Version
    • Enable Compact Mode
    • Disable Compact Mode
    • Set Logger Level : WARN (Default)
    • Set Logger Level : INFO
    • Set Logger Level : DEBUG
    • Set Logger Level : TRACE
  • v 3.0.4:
    Added Features:
    • I2CETState
      Saves and loads table state (i.e.: what memory records are enabled).
      Uses named states (i.e.: 'default', 'testState', or 'SuperCheated'), if no name is given then 'default' is used.
      • Save Table State : default
      • Load Table State : default
  • v 3.0.5:
    Fixed "I2CETState" to work with "Async"ed memory records and multithreading, it also updates the UI better. It just works way better now.
    "I2CETableCEA" AOB scans and asserts are now ONLY setup as Auto Assembler commands, it also just works better now.
    "I2CETState" now inclued some states stored as table file, new local files will override these.
  • v 3.0.6:
    Changing all memory records to "Async" messed up some stuff, like the teleporter; their fixed with this update.
  • v 3.0.7:
    Added Features:
    • Staff Writer (Saves/Reads all staff members (arrays) to/from file) (Added to "Staff Hook")
  • v 3.0.8:
    "Cassette Tape Unlocker" modified and changed to "Unlocker", now unlocks all developments, emblems, and cassette tapes. Developments will still require staff division level and special staff members to meet requirements.
    Added Features:
    • Unlocker (Unlocks all developments, emblems, and cassette tapes. Developments will still require staff division level and special staff members to meet requirements.)
  • v 3.0.9:
    Fixed table custom types, I failed to add the files for the custom types on the last table.
  • v 4.0.3:
    Fixed some AOBs after game update.

Current Communal Table:
mgsvtpp.[v4.0.3].CT
Game File Version: 1.0.14.0
(1.36 MiB) Downloaded 3533 times

If you find any thing you want to know more about how it works (the Lua stuff, or any of the AA scripts), just let me know.

For editing/updatingShow
Just extract the CEA table files in to a folder named "ceaFiles" for running local files instead of the table files.
See this Lua extension with helper tools for extracting the table files into folders used by my Lua modules:
Add Table Helpers to Tools Menu.

Older Table Versions:
Attachments
mgsvtpp.[v4.0.2].CT
Game File Version: 1.0.14.0
(1.36 MiB) Downloaded 1893 times
mgsvtpp.[v3.0.12].CT
Game File Version: 1.0.12.0
(1.44 MiB) Downloaded 545 times
mgsvtpp.[v3.0.9].CT
Game File Version: 1.0.12.0
(1.44 MiB) Downloaded 236 times
mgsvtpp.[v3.0.8].CT
Game File Version: 1.0.12.0
(1.44 MiB) Downloaded 245 times
mgsvtpp.[v3.0.7].CT
Game File Version: 1.0.12.0
(1.41 MiB) Downloaded 443 times
mgsvtpp.[v3.0.6].CT
Game File Version: 1.0.12.0
(1.41 MiB) Downloaded 235 times
mgsvtpp.[v3.0.5].CT
Game File Version: 1.0.12.0
(1.41 MiB) Downloaded 86 times
mgsvtpp.[v3.0.4].CT
Game File Version: 1.0.12.0
(1.45 MiB) Downloaded 117 times
mgsvtpp.[v3.0.3].CT
Game File Version: 1.0.12.0
(1.42 MiB) Downloaded 189 times
Last edited by TheyCallMeTim13 on Sat Aug 18, 2018 7:30 pm, edited 63 times in total.

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glecas
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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.1 CT

Post by glecas » Sun Feb 11, 2018 8:40 pm

This looks very different from any other .CT file I've ever seen. Hehehe... I opened it and was like: "What am I looking at here!?" :oops:

Hehe just goes to show how noobish i am... But I'm still learning (in baby steps).

Nevertheless, thanks for this wonderful share! :D It will surely come in handy.
TheyCallMeTim13 wrote:
Sun Feb 11, 2018 8:13 pm
But at this point I am having some issues with the game it self, and I'm trying to figure it out. But I can't even return to the main menu in the first mission with out a black screen, even after reinstalling the game and deleting all save data (and some other stuff). So I can only give limited help it seems.
If you are like me who keeps my computer on at all times, perhaps you should try a simple reboot. I tend to forget it myself, and it has sometimes solved even the smallest of issues.

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.1 CT

Post by TheyCallMeTim13 » Sun Feb 11, 2018 8:53 pm

glecas wrote:
Sun Feb 11, 2018 8:40 pm
This looks very different from any other .CT file I've ever seen. Hehehe... I opened it and was like: "What am I looking at here!?" :oops:

Hehe just goes to show how noobish i am... But I'm still learning (in baby steps)...
It's mostly just, my way of doing things. Which isn't always the best or the most strait forward, but it tends to work for me. In this case I mostly like to use an external editor and use external files. And I use some Lua extensions I made for generating template scripts for AA and Lua. And I'm no professional, just learning. And in life, all or us start off at the same point, it's just about time and energy at that point.


EDIT:
glecas wrote:
Sun Feb 11, 2018 8:40 pm
...If you are like me who keeps my computer on at all times, perhaps you should try a simple reboot. I tend to forget it myself, and it has sometimes solved even the smallest of issues.
I shut down regularly, and have un/reinstalled drivers and the game, tried new saves, the saves posted in the link you gave me. I was thinking it was my cassette tape unlocker, but I have tried all this with out cheats or even hooking the process.

At this point the only thing I have changed is 2 RAM cards, but this is the only game, and process, giving me issues (so far). But All I come up with is may be the clocks or some thing else is mismatched and messing with this game. So next try is to just run with the new RAM cards, and try all but 1 (bad) of the old ones.

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.1 CT

Post by glecas » Sun Feb 11, 2018 9:48 pm

TheyCallMeTim13 wrote:
Sun Feb 11, 2018 8:53 pm
At this point the only thing I have changed is 2 RAM cards, but this is the only game, and process, giving me issues (so far). But All I come up with is may be the clocks or some thing else is mismatched and messing with this game. So next try is to just run with the new RAM cards, and try all but 1 (bad) of the old ones.
It sounds odd that it would be a hardware issue since u claim that MGSVTPP is the only game giving you issues... but ofc you never know.

I don't know about your setup....
But I can tell you this much from my experience about RAM though: You always want to match each RAM card as close as possible - if not perfectly match. That goes for bus speed, voltage etc... even the brand if possible. The closer the match, the smaller risk of running into problems. Mixing different RAM cards can bring unwanted issues.

Then there's ofc always the possibility of a RAM being defect or faulty somehow. In this case you need to test them seperately one-by-one. Remove all the cards, and only boot with ONE card - run a few tests - repeat with another card until you find the one that is giving issues.

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.1 CT

Post by TheyCallMeTim13 » Sun Feb 11, 2018 10:23 pm

glecas wrote:
Sun Feb 11, 2018 9:48 pm
TheyCallMeTim13 wrote:
Sun Feb 11, 2018 8:53 pm
At this point the only thing I have changed is 2 RAM cards, but this is the only game, and process, giving me issues (so far). But All I come up with is may be the clocks or some thing else is mismatched and messing with this game. So next try is to just run with the new RAM cards, and try all but 1 (bad) of the old ones.
It sounds odd that it would be a hardware issue since u claim that MGSVTPP is the only game giving you issues... but ofc you never know.

I don't know about your setup....
But I can tell you this much from my experience about RAM though: You always want to match each RAM card as close as possible - if not perfectly match. That goes for bus speed, voltage etc... even the brand if possible. The closer the match, the smaller risk of running into problems. Mixing different RAM cards can bring unwanted issues.

Then there's ofc always the possibility of a RAM being defect or faulty somehow. In this case you need to test them seperately one-by-one. Remove all the cards, and only boot with ONE card - run a few tests - repeat with another card until you find the one that is giving issues.
Yeah I had a bad card, and got that replaced. But it's still doing it with the 3 old cards that are still good (and came with the computer and all 4 are mismatched, which I was thinking wasn't a good thing like you said) and even with the 2 new cards that are a matching set. So I don't think it's RAM, but at this point I'm fishing and hoping.

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.1 CT

Post by TheyCallMeTim13 » Sun Feb 11, 2018 10:30 pm

glecas wrote:
Sun Feb 11, 2018 8:40 pm
This looks very different from any other .CT file I've ever seen. Hehehe... I opened it and was like: "What am I looking at here!?" ...
And if you find any thing you want to know more about how it works (the Lua stuff , or any of the AA scripts), just let me know.

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.1 CT

Post by glecas » Sun Feb 11, 2018 10:37 pm

TheyCallMeTim13 wrote:
Sun Feb 11, 2018 10:30 pm
glecas wrote:
Sun Feb 11, 2018 8:40 pm
This looks very different from any other .CT file I've ever seen. Hehehe... I opened it and was like: "What am I looking at here!?" ...
And if you find any thing you want to know more about how it works (the Lua stuff , or any of the AA scripts), just let me know.
Thank you, that is very kind of you! :) I have taken the liberty of adding you as a friend.

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.1 CT

Post by TheyCallMeTim13 » Sun Feb 11, 2018 10:41 pm

glecas wrote:
Sun Feb 11, 2018 10:37 pm
...
Thank you, that is very kind of you! :) I have taken the liberty of adding you as a friend.
I didn't even know you could do that on this site. But I add you as well.

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.3 CT

Post by DeadCraft » Sun Feb 11, 2018 10:54 pm

Table is bug in FOB, no game sound (working only ESC menu) & impossible to complete the task itself. The character simply freezes with a successful capture. Time continues decrease.

P.S. I liked the script for the sprint. Much better than the old. It is a pity that you can not pull it out of the table, to replace the old
Last edited by DeadCraft on Sun Feb 11, 2018 11:01 pm, edited 1 time in total.

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TheyCallMeTim13
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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.3 CT

Post by TheyCallMeTim13 » Sun Feb 11, 2018 11:01 pm

DeadCraft wrote:
Sun Feb 11, 2018 10:54 pm
Table is bug in FOB, no game sound (working only ESC menu) & impossible to complete the task itself. The character simply freezes with a successful capture. Time continues decrease.
What scripts do you have enabled? And does it work with out the table?

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.3 CT

Post by glecas » Sun Feb 11, 2018 11:02 pm

DeadCraft wrote:
Sun Feb 11, 2018 10:54 pm
Table is bug in FOB, no game sound (working only ESC menu) & impossible to complete the task itself. The character simply freezes with a successful capture. Time continues decrease.

P.S. I liked the script for the sprint. Much better than the old. It is a pity that you can not pull it out of the table, to replace the old
You naughty BOY! You shouldn't even be using this in FOB in the first place! :shock:

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.3 CT

Post by DeadCraft » Sun Feb 11, 2018 11:08 pm

TheyCallMeTim13 wrote:
Sun Feb 11, 2018 11:01 pm
DeadCraft wrote:
Sun Feb 11, 2018 10:54 pm
Table is bug in FOB, no game sound (working only ESC menu) & impossible to complete the task itself. The character simply freezes with a successful capture. Time continues decrease.
What scripts do you have enabled? And does it work with out the table?
Invisible
Infinte Health
Super Speed
Infinite Ammo
No Reload
Infinite Supressers
Infinite Battery
Weapon Accuracy Hook
Weapon Fire Rate Hook
Stop Drug Duration Timer

Sound work best out the table. Most likely the problem is in table injection. I'll tried to start the game with the table, but without scripts

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.3 CT

Post by DeadCraft » Sun Feb 11, 2018 11:09 pm

glecas wrote:
Sun Feb 11, 2018 11:02 pm
DeadCraft wrote:
Sun Feb 11, 2018 10:54 pm
Table is bug in FOB, no game sound (working only ESC menu) & impossible to complete the task itself. The character simply freezes with a successful capture. Time continues decrease.

P.S. I liked the script for the sprint. Much better than the old. It is a pity that you can not pull it out of the table, to replace the old
You naughty BOY! You shouldn't even be using this in FOB in the first place! :shock:
Do not worry, I'm in the quarantine league. So there's nothing to worry about. I play with the same cheaters =) Who has the coolest cheats: D Honest players do not suffer
Last edited by DeadCraft on Sun Feb 11, 2018 11:12 pm, edited 1 time in total.

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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.3 CT

Post by TheyCallMeTim13 » Sun Feb 11, 2018 11:10 pm

DeadCraft wrote:
Sun Feb 11, 2018 10:54 pm
...
P.S. I liked the script for the sprint. Much better than the old. It is a pity that you can not pull it out of the table, to replace the old
This is the old tables sprint script, I updated for an older table of mine.

Code: Select all

{
	Process			: mgsvtpp.exe  -  (x64)
	Module			: vstdlib_s64.dll  -  000000000006B000
	Game Title		: Metal Gear Solid 5 Phantom Pain
	Game Version	: 1.0.12.0
	CE Version		: 6.7
	Script Version	: 0.0.1
	Date			: 01/07/18
	Author			: TheyCallMeTim13
	Name			: MovementSpeedSprintHook

	Movement Speed Sprint Hook
}


define(address, mgsvtpp.exe+3FDF178)
define(bytes, F3 0F 10 40 44)

////
//// ------------------------------ ENABLE ------------------------------
[ENABLE]
aobScanModule(aobMovementSpeedSprintHook, mgsvtpp.exe, F3xxxxxxxxEBxx41xxxxxx75xx48xxxxxx44xxxx48xxxxxx48xxxxxxxxxxxx48xxxxFFxxF3xxxxxxxx48xxxxxxF3xxxxxxxxxxxxxxxxF3xxxxxx45)
define(injMovementSpeedSprintHook, aobMovementSpeedSprintHook)
assert(injMovementSpeedSprintHook, bytes)
registerSymbol(injMovementSpeedSprintHook)

alloc(memMovementSpeedSprintHook, 0x400, injMovementSpeedSprintHook)

label(ptrMovementSpeedSprintHook)
registerSymbol(ptrMovementSpeedSprintHook)
label(fltMovementSpeedSprintHook)
registerSymbol(fltMovementSpeedSprintHook)

label(n_code)
label(o_code)
label(exit)
label(return)

memMovementSpeedSprintHook:
	ptrMovementSpeedSprintHook:
		dq 0
	fltMovementSpeedSprintHook:
		dd (float)1.3125
	n_code:
		mov [ptrMovementSpeedSprintHook],rax
		movss xmm0,[fltMovementSpeedSprintHook]
	o_code:
		// movss xmm0,[rax+44]
	exit:
		jmp return


////
//// ---------- Injection Point ----------
injMovementSpeedSprintHook:
	jmp n_code
	return:


////
//// ------------------------------ DISABLE ------------------------------
[DISABLE]
////
//// ---------- Injection Point ----------
injMovementSpeedSprintHook:
	db bytes

unregisterSymbol(injMovementSpeedSprintHook)
unregisterSymbol(ptrMovementSpeedSprintHook)
unregisterSymbol(fltMovementSpeedSprintHook)

dealloc(memMovementSpeedSprintHook)

{
//// Injection Point: mgsvtpp.exe+3FDF178  -  0000000143FDF178
//// Process: mgsvtpp.exe  -  0000000140000000
//// Module: vstdlib_s64.dll  -  000000005E350000
mgsvtpp.exe+3FDF12A:  83 78 38 01                 -  cmp dword ptr [rax+38],01          
mgsvtpp.exe+3FDF12E:  41 B1 01                    -  mov r9l,01                         
mgsvtpp.exe+3FDF131:  8D 89 F35D0018              -  lea ecx,[rcx+18005DF3]             
mgsvtpp.exe+3FDF137:  F3 0F10 48 30               -  movss xmm1,[rax+30]                
mgsvtpp.exe+3FDF13C:  89 F3                       -  mov ebx,esi                        
mgsvtpp.exe+3FDF13E:  0F44 D9                     -  cmove ebx,ecx                      
mgsvtpp.exe+3FDF141:  44 89 E9                    -  mov ecx,r13d                       
mgsvtpp.exe+3FDF144:  41 89 D8                    -  mov r8d,ebx                        
mgsvtpp.exe+3FDF147:  E8 E41FFEFF                 -  call 143FC1130                     
mgsvtpp.exe+3FDF14C:  F3 44 0F10 1D 17A00AFE      -  movss xmm11,[14208916C]            [(float)1.0000]
mgsvtpp.exe+3FDF155:  0F28 F0                     -  movaps xmm6,xmm0                   
mgsvtpp.exe+3FDF158:  41 0F28 C3                  -  movaps xmm0,xmm11                  
mgsvtpp.exe+3FDF15C:  83 FB 02                    -  cmp ebx,02                         
mgsvtpp.exe+3FDF15F:  75 1E                       -  jne 143FDF17F                      
mgsvtpp.exe+3FDF161:  48 8B 45 08                 -  mov rax,[rbp+08]                   
mgsvtpp.exe+3FDF165:  44 89 E2                    -  mov edx,r12d                       
mgsvtpp.exe+3FDF168:  48 8B 48 78                 -  mov rcx,[rax+78]                   
mgsvtpp.exe+3FDF16C:  48 8B 89 58020000           -  mov rcx,[rcx+00000258]             
mgsvtpp.exe+3FDF173:  48 8B 01                    -  mov rax,[rcx]                      
mgsvtpp.exe+3FDF176:  FF 10                       -  call qword ptr [rax]               
////  INJECTING START  ----------------------------------------------------------
mgsvtpp.exe+3FDF178:  F3 0F10 40 44               -  movss xmm0,[rax+44]                
////  INJECTING END  ----------------------------------------------------------
mgsvtpp.exe+3FDF17D:  EB 22                       -  jmp 143FDF1A1                      
mgsvtpp.exe+3FDF17F:  41 83 FD 03                 -  cmp r13d,03                        
mgsvtpp.exe+3FDF183:  75 1C                       -  jne 143FDF1A1                      
mgsvtpp.exe+3FDF185:  48 8B 45 08                 -  mov rax,[rbp+08]                   
mgsvtpp.exe+3FDF189:  44 89 E2                    -  mov edx,r12d                       
mgsvtpp.exe+3FDF18C:  48 8B 48 78                 -  mov rcx,[rax+78]                   
mgsvtpp.exe+3FDF190:  48 8B 89 58020000           -  mov rcx,[rcx+00000258]             
mgsvtpp.exe+3FDF197:  48 8B 01                    -  mov rax,[rcx]                      
mgsvtpp.exe+3FDF19A:  FF 10                       -  call qword ptr [rax]               
mgsvtpp.exe+3FDF19C:  F3 0F10 40 50               -  movss xmm0,[rax+50]                
mgsvtpp.exe+3FDF1A1:  48 8B 4D 08                 -  mov rcx,[rbp+08]                   
mgsvtpp.exe+3FDF1A5:  F3 44 0F10 3D 322E0EFE      -  movss xmm15,[1420C1FE0]            [(float)4.0000]
mgsvtpp.exe+3FDF1AE:  F3 0F59 F0                  -  mulss xmm6,xmm0                    
mgsvtpp.exe+3FDF1B2:  45 0F57 ED                  -  xorps xmm13,xmm13                  
mgsvtpp.exe+3FDF1B6:  F3 0F11 74 24 4C            -  movss [rsp+4C],xmm6                
mgsvtpp.exe+3FDF1BC:  48 8B 81 38010000           -  mov rax,[rcx+00000138]             
mgsvtpp.exe+3FDF1C3:  F3 0F10 88 1C020000         -  movss xmm1,[rax+0000021C]          
mgsvtpp.exe+3FDF1CB:  41 0F2F CD                  -  comiss xmm1,xmm13                  
mgsvtpp.exe+3FDF1CF:  76 15                       -  jna 143FDF1E6                      
mgsvtpp.exe+3FDF1D1:  F3 0F10 05 FF7EACFE         -  movss xmm0,[142AA70D8]             [(float)0.0167]
//// Template: I2CEA_AOBFullInjectionWithValues
//// Generated with: I2 Cheat Engine Auto Assembler Script Template Generator
//// Code Happy, Code Freely, Be Awesome.
}

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DeadCraft
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Re: Metal Gear Solid 5 Phantom Pain - table v: 2.0.3 CT

Post by DeadCraft » Sun Feb 11, 2018 11:25 pm

Ok, i found

I2Logger.I2CETC: autoAssembleFile: Syntax error in file: "PlayerBaseHook.CEA"
Error in line 47 (mov [ptrI2CETeleporterCoord],r12): can not be compiled

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