Mass Effect Andromeda

Apr 12, 2017
10
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I discover something strange with the original table and mine.
In "New Game +" the viability information is not indexed in the same way.
During a "New Game +" which corresponded to Elaaden becomes Eos, and I no longer find the value of Eos ...

Very strange.

Edit : This time this is ok, maybe some code dont like to be active in same time on some location... or this too soon in the story for have good values
 

demargon

What is cheating?
Apr 17, 2017
3
0
1
cielle post_id=5701 time=1492414444 user_id=2268 said:
Is it possible to make a cheat that allows the selection of both branches of each ability tree?

Eg. taking both 4 point abilities for radius and damage, etc.

Tired of respeccing haha.

Thanks and keep up the good work.
Can't be done.
the selection process to select one or the other branch is binary, 0 or 1 (0 for the upper, 1 for the lower), and then mutually exclusive.
Tried messing with some other possibilities but insta crash, if you put anything else than 0, 1, or 255 (means not unlocked).
I do hope it could be modded in the future ^^
 
Apr 17, 2017
7
0
1
Hey guys I'm having a issue with the inventory table. Every time i try to use it it wont do anything, and I'm currently on patch 1.0.4 CPY version of the game. Not sure if that's the issue so if someone could elaborate exactly what the issue could be that would be great thanks.
 
Apr 3, 2017
9
0
1
danver post_id=5734 time=1492432660 user_id=2387 said:
Hey guys I'm having a issue with the inventory table. Every time i try to use it it wont do anything, and I'm currently on patch 1.0.4 CPY version of the game. Not sure if that's the issue so if someone could elaborate exactly what the issue could be that would be great thanks.
http://fearlessrevolution.com/viewtopic.php?f=4&t=1498&p=5585&hilit=mass+effect+andromeda#p5238
 

zumika

What is cheating?
Apr 17, 2017
1
0
1
Would it be possible to add a check for ignoring player's gender? :0 It could in theory allow the romances to be available to anyone.
 
Mar 5, 2017
12
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1
Would it be possible to get an updated table for version 1.04 CPY with the fix for turrets being invincible when using the undead script for both the player and his crew?

Thanks.
 
Apr 3, 2017
9
0
1
Anyone able to figure out if there's a way to basically make it so special ammo never runs out?

The whole "only lasts X clips" is just, so, dumb. :|

(And yea I know you could just turn on infinite clip, but then that changes the way the guns end up balanced, whereas infinite disrupter ammo just saves me a button press and saves me from forgetting to toggle it back on when it runs out)
 
Apr 1, 2017
9
0
1
Goldflinger post_id=5760 time=1492454701 user_id=699 said:
Would it be possible to get an updated table for version 1.04 CPY with the fix for turrets being invincible when using the undead script for both the player and his crew?
Thanks.

this is based on aob's for 1.04 CPY, with changes from last table for 1.05 (edit 15)

changes:
Code:
isnotplayer2:
cmp dword ptr [rcx+710],0
jne @f
cmp dword ptr [rcx+1c],1               //UPDATE 1.05 +VER .7 TURRETS
jne @f                                 //UPDATE 1.05 +VER .7 TURRETS
cmp byte ptr [bTeamUndead],1
jge isplayer2                          //UPDATE 1.05 WAS JE
jmp end2
find "enable .x" script inside your table and replace all inside to this:
(double click on <script> to open script-form for edit, called "auto assemble edit")
Code:
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(playerBaseFetch,MassEffectAndromeda.exe,48 8B ** ** ** ** ** 48 85 C9 74 ** ** ** ** ** ** ** ** 48 85 C9 74 ** 48 8B 11 ** ** ** ** ** ** ** ** ** ** ** ** 84)
registersymbol(playerBaseFetch)

label(pPlayerBase)
registersymbol(pPlayerBase)
label(pPlayer)
registersymbol(pPlayer)

alloc(newmem,2048,playerBaseFetch) //"MassEffectAndromeda.exe"+6163C7E)
label(returnhere)
label(originalcode_enable)
registersymbol(originalcode_enable)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
readmem(playerBaseFetch,7)
test rcx,rcx
jz @f
mov [pPlayerBase],rcx

mov rcx,[rcx+228]
mov [pPlayer],rcx
mov rcx,[pPlayerBase]

originalcode_enable:
readmem(playerBaseFetch,7)
//mov rcx,[rdi+000014B8]

exit:
jmp returnhere

///
pPlayerBase:
dq 0
pPlayer:
dq 0
dq 0
///

playerBaseFetch: //"MassEffectAndromeda.exe"+6163C7E:
jmp newmem
nop
nop
returnhere:

///**************************************************///

aobscanmodule(entityCreateRetAOB,MassEffectAndromeda.exe,48 8B ** ** 48 85 C9 74 ** 44 ** ** ** 45 ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** 31 DB)
registersymbol(entityCreateRetAOB)
aobscanmodule(entityDamageRetAOB,MassEffectAndromeda.exe,44 0F 28 E0 45 31 E4 0F 57 D2 44 0F 2F F2)
registersymbol(entityDamageRetAOB)

aobscanmodule(healthCalStartOnHitAOB,MassEffectAndromeda.exe,48 ** ** ** ** 48 ** ** ** ** 57 41 56 41 57 48 ** ** ** 48 8B 01 0F ** ** ** ** 0F ** ** ** ** 4D 89 C7)
registersymbol(healthCalStartOnHitAOB)

label(bTeamUndead)
registersymbol(bTeamUndead)
label(dMinHealth)
registersymbol(dMinHealth)
label(dDamageMultiplier)
registersymbol(dDamageMultiplier)

alloc(newmem2,2048,healthCalStartOnHitAOB) //"MassEffectAndromeda.exe"+51BFD80)
label(returnhere2)
label(originalcode2_enable)
registersymbol(originalcode2_enable)
label(exit2)

newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
mov rax,pPlayer
cmp [rax],rcx
je isplayer2
jmp isnotplayer2

isplayer2:
cmp byte ptr [bTeamUndead],2
jne @f
cmp [rax],rcx
je end2

@@:
comiss xmm1,[dMinHealth]
jae end2
movss xmm1,[dMinHealth]
movss xmm7,xmm1
addss xmm1,xmm6
movss [rcx+20],xmm1
movss xmm0,xmm1
movss xmm11,xmm1
movss xmm1,xmm7
jmp end2

isnotplayer2:
cmp dword ptr [rcx+710],0
jne @f
cmp dword ptr [rcx+1c],1               //UPDATE 1.05 +VER .7 TURRETS
jne @f                                 //UPDATE 1.05 +VER .7 TURRETS
cmp byte ptr [bTeamUndead],1
jge isplayer2                          //UPDATE 1.05 WAS JE
jmp end2

@@:
//mov [rax+8],rcx
mov rax,entityCreateRetAOB //"MassEffectAndromeda.exe"+51C26B8     //create entity
cmp [rsp],rax
je @f
mov rax,entityDamageRetAOB //"MassEffectAndromeda.exe"+51BF71F     //attack? damage from player/team?
cmp [rsp],rax
jne @f

mov rax,pPlayer
mov [rax+8],rcx

mulss xmm6,[dDamageMultiplier]
movss xmm1,xmm0
subss xmm1,xmm6
movss xmm7,xmm1
movss xmm14,xmm6

end2:

originalcode2_enable:
readmem(healthCalStartOnHitAOB,5)
//mov [rsp+10],rbx

exit2:
jmp returnhere2

///
bTeamUndead:
dd 0
dMinHealth:
dd 0
dDamageMultiplier:
dd (float)1
///

healthCalStartOnHitAOB: //"MassEffectAndromeda.exe"+51BFD80:
jmp newmem2
returnhere2:

///**************************************************///

aobscanmodule(menuAccessReturn,MassEffectAndromeda.exe,48 ** ** ** 89 ** ** ** 48 85 F6 ** ** ** ** ** ** 48 ** ** ** ** 48 ** ** ** ** ** ** ** 89 F8)
registersymbol(menuAccessReturn)

aobscanmodule(someAVReadAOB,MassEffectAndromeda.exe,8B 43 ** EB ** 49 ** ** ** 41)
registersymbol(someAVReadAOB)

label(originalcode4_enable)
registersymbol(originalcode4_enable)
label(dAVIndex)
registersymbol(dAVIndex)
label(pAVs)
registersymbol(pAVs)

alloc(newmem4,2048,someAVReadAOB) //"MassEffectAndromeda.exe"+6997EC9)
label(returnhere4)
label(originalcode4)
label(exit4)

newmem4: //this is allocated memory, you have read,write,execute access
//place your code here
push rcx
mov rcx,menuAccessReturn //"MassEffectAndromeda.exe"+6995282
cmp [rsp+80],rcx
pop rcx
jne end4

push rcx
push rdx
push r8
mov rdx,pAVs
mov rcx,[rsp+50]
test rcx,rcx
jz avfetchinit4
movsxd rcx,dword ptr [dAVIndex]
inc rcx
cmp rcx,#10
jg avfetchend4

xor r8,r8
@@:
cmp [rdx+r8*8],rbx
je avfetchend4
inc r8
cmp r8,rcx
jl @b
jmp avfetch4

avfetchinit4:
xor r8,r8
@@:
mov [rdx+r8*8],rcx
inc r8
cmp r8,#10
jl @b

avfetch4:
mov [rdx+rcx*8],rbx
mov [dAVIndex],ecx

avfetchend4:
pop r8
pop rdx
pop rcx

end4:

originalcode4:
readmem(someAVReadAOB,3)
reassemble(someAVReadAOB+3)

exit4:
jmp returnhere4

///
originalcode4_enable:
readmem(someAVReadAOB,5)
dAVIndex:
dd 0
pAVs:
///

someAVReadAOB: //"MassEffectAndromeda.exe"+6997EC9:
jmp newmem4
returnhere4:




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
playerBaseFetch: //"MassEffectAndromeda.exe"+6163C7E:
readmem(originalcode_enable,7)
//db 48 8B 8F B8 14 00 00
//Alt: mov rcx,[rdi+000014B8]

unregistersymbol(originalcode_enable)
unregistersymbol(pPlayerBase)
unregistersymbol(pPlayer)

///**************************************************///

dealloc(newmem2)
healthCalStartOnHitAOB: //"MassEffectAndromeda.exe"+51BFD80:
readmem(originalcode2_enable,5)
//db 48 89 5C 24 10
//Alt: mov [rsp+10],rbx

unregistersymbol(originalcode2_enable)
unregistersymbol(bTeamUndead)
unregistersymbol(dMinHealth)
unregistersymbol(dDamageMultiplier)

///**************************************************///

dealloc(newmem4)
someAVReadAOB: //"MassEffectAndromeda.exe"+6997EC9:
readmem(originalcode4_enable,5)
//db 8B 43 30 EB 13
//Alt: mov eax,[rbx+30]
//Alt: jmp MassEffectAndromeda.exe+6997EE1

unregistersymbol(originalcode4_enable)
unregistersymbol(dAVIndex)
unregistersymbol(pAVs)
 
Apr 12, 2017
10
0
1
bisermarchev post_id=5741 time=1492440576 user_id=2391 said:
there is a option for MP xp but cant make it work any clue how to turn it on?
This is why i have cleaned the table, there are many old code in the table, look the branch for see if is it in 1.05 branch or not !
I think they keep all code for try later a mod.
 
Apr 12, 2017
10
0
1
sacreddruid post_id=5817 time=1492476800 user_id=1966 said:
Anyone able to figure out if there's a way to basically make it so special ammo never runs out?

The whole "only lasts X clips" is just, so, dumb. :|

(And yea I know you could just turn on infinite clip, but then that changes the way the guns end up balanced, whereas infinite disrupter ammo just saves me a button press and saves me from forgetting to toggle it back on when it runs out)
I dont understand, when i activate "Infinite Equipped Item Usage" this is ok for me
Maybe try with "Infinite Power Cell"
and "Infinite Ammo Pouch".

I activate all and i never had problems
 

deathcon313

What is cheating?
Apr 18, 2017
1
0
1
Any way you could add an option to instantly get 100% planet viability so I dont have to spend hours driving around each planet
 

GuyInDogSuit

Expert Cheater
Mar 22, 2017
58
0
6
deathcon313 post_id=5862 time=1492522854 user_id=2420 said:
Any way you could add an option to instantly get 100% planet viability so I dont have to spend hours driving around each planet
That kind of ruins the fun of the game though. And it's not hard to reach 100%, at least not on the first three planets. What we need is a way to unlock all forward stations.
 

Adnan008

Novice Cheater
Mar 24, 2017
21
0
1
it isnt exactly cheat but it kinda is.
my 2 save games for unlock "matchmaker" achievement less than 5 min. read description
http://www.fearlessrevolution.com/masseffectandromeda/mods/92
 

GuyInDogSuit

Expert Cheater
Mar 22, 2017
58
0
6
Adnan008 post_id=6191 time=1492765768 user_id=1538 said:
it isnt exactly cheat but it kinda is.
my 2 save games for unlock "matchmaker" achievement less than 5 min. read description
http://www.fearlessrevolution.com/masseffectandromeda/mods/92
Damn, Deluxe Edition saves? Bummer.
 

Wolv

Noobzor
Apr 14, 2017
8
0
1
I saw a few posts in relation to removing undead status to turrets. I assume that's enemy turrets? Has anyone come up with a way to make the player turrets and remnant VI constructs undead/invincible? Doesn't seem to work for me choosing any of the current undead player/teammate options.

Also, looking for a way to increase radius of biotics/explosions if anyone has a method.
 

GuyInDogSuit

Expert Cheater
Mar 22, 2017
58
0
6
Would be cool if there was a way to unlock some of those harder to get achievements like Cartographer and Matchmaker. Save files might work, but it sucks that most of the ones on Nexus Mods are for the Deluxe Edition.
 
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