Assassin's Creed: Origins [Engine:AnvilNEXT64]

Jiruto

Novice Cheater
Jul 17, 2017
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#22
I hope it will work with first version of the game thx man that's awesome table :D
 

v0id

Novice Cheater
Feb 24, 2018
16
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#23
Hey, are you gonna update your table I need some resources and functions to use in a game?
 

SunBeam

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#24
Back on the 20th from my trip. Hold yer horses :p
 

ItsVelez

What is cheating?
Mar 16, 2018
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#25
Hello, i am using the table made for v1.21 and everything except for the health section works FLAWLESSLY, how can i get it to work? I only wanna use godmode, and if you're wondering if i changed the value, i can't. Every value for the health part, is just a question mark or two.
 

SunBeam

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#26
How about you read the Usage part in the first post in this topic? Thank you.
 

KenoMaci

What is cheating?
Mar 20, 2018
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#27
Hey SunBeam, couple of questions; Will you continue work on the older AC games? (I would love to see a "set notoriety" cheat for AC 3). Also, would you ever start to make trainers from your cheat tables?
 

SunBeam

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#33
Slight update incoming:

• I've noticed the Unlimited Ammo/Items script doesn't quite work properly. It's been designed to skip the function in charge with altering quotas if the CharacterAI pointer is found at a certain location in the stack. However, if you shoot while standing on a ledge, you will see the arrows quantity still decreases. Additionally, if you attempt to sell items from your inventory, you will see you get the money, but the item is still there :) Lastly, if you're doing quests, the normal behavior is engine removes the quest item from your Inventory. Well, with script on, item's quantity is never set to 0, thus it will remain in your possession :)

Having said that, the script is to be changed to:
Code:
fullaccess( ACOrigins.exe, 0x1000 )
define( Hook, ACOrigins.exe+800 )

[ENABLE]

label( hTable )

aobscanmodule( AmmoWrite_AOB, ACOrigins.exe, 48895C241048896C241848897424205741544155415641574883EC50488D5940 )
label( AmmoWrite )
registersymbol( AmmoWrite )

Hook:
push rax
push rbx
push rdx
push rcx // store current __this
call GetWorld
mov rcx,[rax+98] // Entity
call ACOrigins.exe+1146720 // GetBhvAssassin
mov rcx,[rax+30] // CharacterAI
mov rcx,[rcx+40]
mov rbx,[ACOrigins.exe+4BD53B0]
lea rax,[rcx+160]
movzx ecx,byte ptr [rbx+49]
mov rax,[rax]
mov rcx,[rax+rcx*8]
add rcx,-50 // Inventory
mov rax,rcx
pop rcx // restore __this
cmp rcx,rax // compare
pop rdx
pop rbx
pop rax
jne short Hook_exit_A
  // if our Inventory, then exclude ammo and tools
  push rax
  push rbx
  push rcx
  push rdi
  mov rax,[r8]
  mov rbx,hTable
  xor rcx,rcx
  Hook_loop:
  mov rdi,[rbx+rcx*8]
  test rdi,rdi
  je short Hook_exit_B
    cmp [rax+10],rdi
    jne short @f
      xor edx,edx // make it so update is done with 0
      jmp short Hook_exit_B
    @@:
    inc ecx
    jmp Hook_loop
  Hook_exit_B:
  pop rdi
  pop rcx
  pop rbx
  pop rax
Hook_exit_A:
mov [rsp+10],rbx
jmp AmmoWrite_AOB+5

hTable:
dq 00000043E344147B // Hunter Arrows
dq 00000043E344147A // Light Arrows
dq 0000007C47909FC5 // Warrior Arrows
dq 0000007C47909FC7 // Predator Arrows
dq 000000DD50E53022 // Smoke Screen
dq 000000DD50E48FD8 // Fire Bomb
dq 0000014AE00E0706 // Berserk
dq 000001539F14A2DF // Poison Darts
dq 000001539F14A2E2 // Sleep Darts
dq 0000014AE00E06CB // Flesh Decay Toxin
dq 0

AmmoWrite_AOB:
AmmoWrite:
jmp Hook

[DISABLE]

AmmoWrite:
db 48 89 5C 24 10

unregistersymbol( AmmoWrite )
So now the script does the following: if our Inventory pointer, then make sure the function is skipped only when a certain item -- by its hash -- is used (those 10 from the filtering list). This way all the other conditions are resolved ;) The function takes in 3 parameters from what I've seen: RCX == entity's Inventory; RDX == quantity; R8 == pointer to pointer of the item slot in the inventory. Just in case you wondered why 'XOR EDX,EDX' :)

• I've created a new script for those who want to manage their consumables, called Inventory Reader (Gold, Resources, Arrows, Tools). Just enable it, open inventory with I key, switch to another pane then back to it. You'll see this:



• All scripts in the [ Scripts ] section, however set out to depend on [ Enable ] and [ Cheat Handler ], don't require these two scripts to be enabled anymore. In short, you still need to enable them to get to that section, but they are independent. If you want, you can move them out.

• Since I saw this was requested, added two additional options: Total Ability Points Acquired (increase this to more to spend) and Total Ability Points Spent (just for reference).

• And a reminder in case you didn't know how useful the camera scripts is: Numpad 7 to enable, travel to your location (WASD,Shift,F,Space), pick a spot, press Q to teleport Bayek there, Numpad 7 to disable. See below video of a quick mission :)


To be posted sometime this weekend.

BR,
Sun
 

castix

What is cheating?
Mar 19, 2018
4
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#34
@SunBeam I'm looking forward to the update. I hope you're not too busy to post it soon
 
Aug 21, 2017
33
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6
#36
When will tables with Inventory Reader (Gold, Resources, Arrows, Tools) be updated? I am waiting. :)
 

Jiruto

Novice Cheater
Jul 17, 2017
22
0
1
#38
Dude this table is awesome ^^ but there is a inventory editor and ı forgot how to use it ı thought it was shift + caps lock to take weapons to your level but it didn't work can anyone tell me which keys do ı need to use to level up my weapons
 

SunBeam

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Feb 4, 2018
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#39
^ I think you're talking about a different author/table; mine doesn't have that option.
 
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