Sekiro™: Shadows Die Twice +15 +1 (table Update7.3)

killerkrok555

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

KS212 said:
killerkrok555 said:
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.
damn now ill have to do get the other ending
 

DarDreams

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

Thanks for ignoring my message :dry:
 

bloodaxis

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

DarDreams said:
Thanks for ignoring my message :dry:
There's a lot of posts in this thread so some can easily go unnoticed, regardless, your passive aggressive snark is a great way to ensure no one cares about any of your requests.
 

jpeg9999

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

jpeg9999 said:
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.
pls halp
 

killerkrok555

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

so iv'e completed the game and i've found most id's for items in the game.
but it is not yet complete because i have to play the game again in ng+ in order to gain All Items so ill release the complete and updated list in a few days if i have the time

notice:
1. the list should look more organized if you open it in Notepad++, but it looks messy in Notepad so ill include a link for Notepad++ -----> https://notepad-plus-plus.org/download/v7.6.6.html .
2. i don't know if all the items can be swapped and which items can break your game, so BACKUP YOUR SAVE BEFORE SWAPPING ITEMS.
3. some items cant be swapped , like Combat Arts, i just included them to see if someone can use them for something.
4. i don't take any responsibility if something happens to your game.
5. if you find some of the items that you have, are not found in the list tell me and ill try to find them and add them to the list.
6. missing items from the list that i know are missing : Academics Red Lump and the Red Lump from Doujun Follower

DOWNLOAD:
 

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bloodaxis

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

killerkrok555 said:
notice:
1. the list should look more organized if you open it in Notepad++, but it looks messy in Notepad so ill include a link for Notepad++ -----> https://notepad-plus-plus.org/download/v7.6.6.html .
Not sure if it's my settings being wrong or whatever but the tables look really weird even in notepad++. :D Great job btw!

Edit: Yeah had word wrap on for some reason.

Edit 2: Mibu Pilgrimage Balloon: B0000E38 / 40000E38 / 0056E1E8
Sweet Rice Ball (normal one): B0000BF5 / 40000BF5 / 00439130
Academics' Red Lump: B0000BED / 40000BED / 005A01DE
Red Lump (Kotaro): B0000BEC / 40000BEC / 005961EE
Red Lump (Jinzaemon): B0000BEA / 40000BEA / 0058C1DF
Ministry Dousing Powder: B0000C8B / 40000C8B / 004C41E6
Bite Down (Nightjar version): B0000CDC / 40000CDC / 006041F3

These are the items that I had on my save that I couldn't find in the list, besides mibu pilgrimage balloon they're all copies of other items.
 

killerkrok555

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

Thanks for bloodaxis for posting the item ids that were missing from the list iv'e added them

If any one finds more please tell me

DOWNLOAD:
 

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TheyCallMeTim13

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

DarDreams said:
Thanks for ignoring my message :dry:
You're welcome.
 

teinousi

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

bloodaxis said:
Not sure if it's my settings being wrong or whatever but the tables look really weird even in notepad++. :D Great job btw!

These are the items that I had on my save that I couldn't find in the list, besides mibu pilgrimage balloon they're all copies of other items.
U need to make sure and warning may be some event will won't happen or broken the game to somewhere cannot go ahead :cry:
 

emelerud1

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

Does anyone know a way of finding values associated with resurrections?
 

rizkywingrove

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

rizkywingrove said:
just throwing my two cents here, can anyone add a feature where the mist raven stance always on. I'd love to pull some naruto shit after finishing all 4 endings :D :D
up up just in case :D :D
 

AvidFan

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

Cielos said:
Takamichinoku said:
[...]
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:
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>16341</ID>
      <Description>"inf. buffs / puppeteer TEST"</Description>
      <LastState Activated="1"/>
      <Color>FF0000
      <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).
After some basic testing, I'm happy to say the Infinite Puppeteer buff is working great, and also did you know enemies you've taken control of are invincible as long as the timer doesn't run out? Fucking OP. I'm walking around Ashina Castle with a veritable army behind me - it's very very fun just seeing them take my enemies apart from the sidelines.
Unfortunately lots of buffs are lost in the new filter, the only ones that seem to stay permanent are all the Resistance Up types (Poison, Burn, Terror, Lightning).
I haven't tested all variants yet, but at the very least HP Regen, Posture Regen, and Divine Confetti are no longer infinite with the Puppeteer code.
Speaking of which, do we know why only a single Sugar/Spiritfall type buff can be applied and stay active at a time? Is it hardcoded that way into the game? I'd love to run some simultaneous Yashariku/Ungo buffs for bosses.


EDIT: After some more thorough testing, I've compiled a more definitive list of the working buffs under the Puppeteer Testing Code:

1) INFINITE - All Resistance types (Poison, Burn, Terror, Lightning), All Mibu Prayer Balloon types (Wealth, Possession, Spirit, Soul), Gachiin's Spiritfall (stealth) ONLY - when applied from Sugar, it is impermanent!

2) TEMPORARY - HP Regen, Posture Recovery, Divine Confetti, all Sugars/other Spiritfalls (Ako - HP/Posture Dmg Up, Ungo - Reduce Dmg Taken, Gokan - Reduce Posture Taken, Gachiin's Sugar ONLY - Stealth, Yashariku - Halve Total HP/Posture for Atk Boost)

Think I covered all of them, but please tell me if I've missed any buffs to test. Hope this helps!
 

defiant

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

bug:
guard deflect .2

when this is enabled, you can no longer hold block to cool down your own posture...it freezes your posture in place. releasing block and posture starts to go down, slower than if you could just hold block to do it.
 

bloodaxis

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

AvidFan said:
1) INFINITE - All Resistance types (Poison, Burn, Terror, Lightning), All Mibu Prayer Balloon types (Wealth, Possession, Spirit, Soul), Gachiin's Spiritfall (stealth) ONLY - when applied from Sugar, it is impermanent!

2) TEMPORARY - HP Regen, Posture Recovery, Divine Confetti, all Sugars/other Spiritfalls (Ako - HP/Posture Dmg Up, Ungo - Reduce Dmg Taken, Gokan - Reduce Posture Taken, Gachiin's Sugar ONLY - Stealth, Yashariku - Halve Total HP/Posture for Atk Boost)

Think I covered all of them, but please tell me if I've missed any buffs to test. Hope this helps!
I'm guessing Bestowal isn't infinite with that code either.
 

MasterVegito

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

Which part of the code regulates the infinite part? Something like 120 seconds would be nice as an option
 

axischris

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

Any hope for infinite enemy (boss) posture?

That would make my speedrun practice much easier.

Anyone who makes it would get a big kiss on the cheek.
 

bloodaxis

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

axischris said:
Any hope for infinite enemy (boss) posture?

That would make my speedrun practice much easier.

Anyone who makes it would get a big kiss on the cheek.
This table has an infinite health that works on both enemies and the player, not sure if it works on the bosses too, and since it's infinite health and not posture it might not be what you want, but you might be able to cobble together a script that works for posture with it.
 

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Mayu

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

Requesting an infinite item pickups feature. This is about pre-placed golden orbs, not loot dropped by enemies.
 

killerkrok555

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

i dont know if anyone investigated this but i found something weird the dragon flash id for my first play through was:
808001B9/000A3D18/956A01F8

but now it seems to be in my second play through : 808000B6/000A3D18/956A01F8

i think since the pointer is designed to be used on items rather then on skills we cannot get the correct id for them but rather half correct since they seem so similar, ill try to investigate it more further but until then i think adding a skills pointer would be nice
 

Cielos

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

for infinite enemy posture.
here are some hints:
1. all the multipliers provided by the scripts can be set to ZERO.
2. 28 x 0 = 0, 380 x 0 = 0, .....
3. there's a script named posture damage multiplier in the table of the first post.

BUT, if you means the number of deathblow you need to do to bosses before you can kill them, we'll need another cheat then~
 
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