Mass Effect Andromeda

seekere

What is cheating?
May 3, 2017
1
0
1
Cielos post_id=2299 time=1490101566 user_id=177 said:
Darkedone02 post_id=2272 time=1490044953 user_id=74 said:
Cielos post_id=2271 time=1490044047 user_id=177 said:
uploaded a table to this post.
nothing fancy though, the player fetch process is using STN's method as well, (used as the player check for inf. ammo and instant skills cooldown script).
Thank you for your contribution! I'm hoping we get a skill points pointer and the three research pointers as well? I hate having message spam saying "you have unused skill points" or "you have not use all of your research points, use them now!" every 10 minutes.
the pointer is very east to locate, but it doesn't do much.
1st off the skill points would be recalculate with the skill points of your current level minus the sum of skill costs of all the skills you've learnt everytime you load a savegame.
then, when you're learning a skills, it again do the same as above to determine you can learn a skill or not. if you can, the game would just update the said pointer's value after you've learnt a skill.
in other words, the pointer is just for display only, and it won't even update the onscreen value itself when you change it yourself using CE.

that said, just updated the table with an ignore skill points script.
it won't messed with the skills' cost (won't force set them to zero), thus it won't show any skill points when you load a savegame that has used up the skill points already. plus you can still learn any skills with no skill points left.

then again, I didn't play for 10 mins to see the message would still pop up, let me know after testing.

to start, just activate the script, then load, or reload savegame.
**note that if you've somehow force set the skill costs to zero before on the current game seesion, you may need to reboot the game first.
i dont post here hardly at all if ever so please forgive me if im doing something wrong by asking this here or whatever, but i have a quick question to ask u if u dont mind:
have u made a Cheat Table with THIS option & if so where is it so i can download it(sorry i see that that was 2 questions, my bad). i admit im not the sharpest tool n the shed with this stuff anymore, but u seem to have solved, or found a potential solution, to fix a problem many of us have/have had. so if u could please point me n the right direction so i can get ur ct table id greatly appreciate it. thx! & i wish u well.
 

Wolv

Noobzor
Apr 14, 2017
8
0
1
I know Kalas has responded to this once, but was wondering if anyone else has figured out a way to make the player turrets or Remnant VI with infinite health or undead status? Is it just too hard? I've spent hours trying to lock down the right pointers but just can't seem to find it. Seems like one or two shots and those things just die lickity split.
 

Kalas

Cat'n America!
Fearless Donors
Table Maker
Mar 3, 2017
525
50
28
Wolv post_id=7389 time=1493848590 user_id=2313 said:
I know Kalas has responded to this once, but was wondering if anyone else has figured out a way to make the player turrets or Remnant VI with infinite health or undead status? Is it just too hard? I've spent hours trying to lock down the right pointers but just can't seem to find it. Seems like one or two shots and those things just die lickity split.
I don't have the latest version of this game so I can't work on that, but listen what you can do.

Find player health, what writes and check what accesses this instruction that you found, use Infinite Health and get hit by these turrets and also hit some back, even with infinite health the addresses will pop up in the window and you can cmp them, but again you need at least 3-4 Turrets to cmp with.
 

Cielos

RCE Fanatics
Talents
Mar 3, 2017
345
77
28
Wolv post_id=7389 time=1493848590 user_id=2313 said:
I know Kalas has responded to this once, but was wondering if anyone else has figured out a way to make the player turrets or Remnant VI with infinite health or undead status? Is it just too hard? I've spent hours trying to lock down the right pointers but just can't seem to find it. Seems like one or two shots and those things just die lickity split.
EDIT15.1
- updated the player team identification method. undead's team options should work on player summoned "Assault Turret" and "Remnant VI" (both TECH skills) now.
so, re-download and test~

///////////////////////////////
seekere post_id=7350 time=1493816701 user_id=3838 said:
Cielos post_id=2299 time=1490101566 user_id=177 said:
Darkedone02 post_id=2272 time=1490044953 user_id=74 said:
Thank you for your contribution! I'm hoping we get a skill points pointer and the three research pointers as well? I hate having message spam saying "you have unused skill points" or "you have not use all of your research points, use them now!" every 10 minutes.
the pointer is very east to locate, but it doesn't do much.
1st off the skill points would be recalculate with the skill points of your current level minus the sum of skill costs of all the skills you've learnt everytime you load a savegame.
then, when you're learning a skills, it again do the same as above to determine you can learn a skill or not. if you can, the game would just update the said pointer's value after you've learnt a skill.
in other words, the pointer is just for display only, and it won't even update the onscreen value itself when you change it yourself using CE.

that said, just updated the table with an ignore skill points script.
it won't messed with the skills' cost (won't force set them to zero), thus it won't show any skill points when you load a savegame that has used up the skill points already. plus you can still learn any skills with no skill points left.

then again, I didn't play for 10 mins to see the message would still pop up, let me know after testing.

to start, just activate the script, then load, or reload savegame.
**note that if you've somehow force set the skill costs to zero before on the current game seesion, you may need to reboot the game first.
i dont post here hardly at all if ever so please forgive me if im doing something wrong by asking this here or whatever, but i have a quick question to ask u if u dont mind:
have u made a Cheat Table with THIS option & if so where is it so i can download it(sorry i see that that was 2 questions, my bad). i admit im not the sharpest tool n the shed with this stuff anymore, but u seem to have solved, or found a potential solution, to fix a problem many of us have/have had. so if u could please point me n the right direction so i can get ur ct table id greatly appreciate it. thx! & i wish u well.
if you meant the ignore skill points script, it can be found on the first page, or here. it's been done for quite a while already...
anyway, remember to read the descriptions before you use the scripts.
 

CainStar

What is cheating?
May 4, 2017
1
0
1
Could somebody take a look at Vee_ script(page33) for the exp multiplier, and tell me how to lower the exp gain. I would much rather gain like 5000 exp on one "hit" than than all the way to level 132. I'm experiencing the "No merchant/chest inventory" bug since I hit level 61, and I just want to get to level 71 which "fixes" the problem. It just taking for ever to power level.
 
Mar 24, 2017
32
1
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MEA 1.05 No Recoil + Weapon Modder

MEA 1.05
1) No recoil script
2) Weapon modifier script


Statistics include:
Damage per shot
Rate of Fire
Max ammo
Clip size
Reload time
Shot placements


As far as I can tell quite stable.
The weapon pointer will be loaded when the weapon is reloaded.
Weapon Statistics can be changed to personal preference, or the BFG script
can be run to make the current weapon into one-shot-one-kill machine gun.

The spread numbers determine how the bullets will spread upon discharge.
You can play around with the numbers to find what exactly they do, but the gist is that
the spread radius starts at min, then maxes out to max, with the linear rate of decay
determined by the transient time coefficient.

tl;dr; set all spread numbers to 0 to get maximum precision when firing.

Best type of weapons to use are automatic sniper rifles (like the raptor), and possibly
automatic shotguns.
 

Attachments

Wolv

Noobzor
Apr 14, 2017
8
0
1
Wolv post_id=7389 time=1493848590 user_id=2313 said:
I know Kalas has responded to this once, but was wondering if anyone else has figured out a way to make the player turrets or Remnant VI with infinite health or undead status? Is it just too hard? I've spent hours trying to lock down the right pointers but just can't seem to find it. Seems like one or two shots and those things just die lickity split.
EDIT15.1
- updated the player team identification method. undead's team options should work on player summoned "Assault Turret" and "Remnant VI" (both TECH skills) now.
Firstly, damn you're fast Cielos. I have tested the new undead script. It now keeps the assault turret/remnants VI alive, but it also keeps all enemies alive as well. I'm sifting through your work now, I'll update if I figure it out.

Thanks!
 

Cielos

RCE Fanatics
Talents
Mar 3, 2017
345
77
28
Wolv post_id=7552 time=1493965989 user_id=2313 said:
Wolv post_id=7389 time=1493848590 user_id=2313 said:
EDIT15.1
- updated the player team identification method. undead's team options should work on player summoned "Assault Turret" and "Remnant VI" (both TECH skills) now.
Firstly, damn you're fast Cielos. I have tested the new undead script. It now keeps the assault turret/remnants VI alive, but it also keeps all enemies alive as well. I'm sifting through your work now, I'll update if I figure it out.

Thanks!
thanks for testing.
turns out the identification doesn't work on remnants, as they were spawned as neutral, and only turn hostile when you provoke them, and the pointer I used would identify them as your team as well.

updating the script now. should be up for testing soon...

EDIT:
table uploaded. test away~
 

Wolv

Noobzor
Apr 14, 2017
8
0
1
EDIT15.1
- updated the player team identification method. undead's team options should work on player summoned "Assault Turret" and "Remnant VI" (both TECH skills) now.
Firstly, damn you're fast Cielos. I have tested the new undead script. It now keeps the assault turret/remnants VI alive, but it also keeps all enemies alive as well. I'm sifting through your work now, I'll update if I figure it out.

Thanks!
thanks for testing.
turns out the identification doesn't work on remnants, as they were spawned as neutral, and only turn hostile when you provoke them, and the pointer I used would identify them as your team as well.

updating the script now. should be up for testing soon...

EDIT:
table uploaded. test away~
Fully tested and functional for both the "Assault Turret" and "Remnant VI"...You just made my outer space experience rock! Nicely done man, thanks tons.
 
Apr 19, 2017
6
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Hi guys, is it possible to edit the range of biotics? let's say the damage range of the annihilation field? Thanks.
 

Wolv

Noobzor
Apr 14, 2017
8
0
1
settis post_id=7684 time=1494063336 user_id=2816 said:
Hi guys, is it possible to edit the range of biotics? let's say the damage range of the annihilation field? Thanks.
I've tried narrowing this down in several different ways. I'm still fairly new to CE in general though and haven't had much luck.
 
Mar 24, 2017
32
1
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settis post_id=7684 time=1494063336 user_id=2816 said:
Hi guys, is it possible to edit the range of biotics? let's say the damage range of the annihilation field? Thanks.
For 1.05
Try this and let me know if it works.

Activate Modify Biotic Radius.
Then you can fine tune the "Aoe Radius" value to whatever you want.
I've tested this on shockwave, nova, and annihilation.
Being able to one shot every creep in 1000 meters with nova makes entire battle mechanics
utterly trivial so I'd use it judiciously.

Although I've dubbed it as biotic radius modifier, it might actually grab different attributes
from various skills and not necessarily from biotics. Other attributes such as damage,
cool down times are also modifiable but they are in different functions.
I've seen descriptions for zero skill cooldowns, etc. from other tables so I have not added these.
If there is any particular skill attributes that is required, post a request and I might add them.
 

Attachments

Mar 24, 2017
32
1
8
Gain fixed amount of experience per kill

CainStar post_id=7488 time=1493916197 user_id=3867 said:
Could somebody take a look at Vee_ script(page33) for the exp multiplier, and tell me how to lower the exp gain. I would much rather gain like 5000 exp on one "hit" than than all the way to level 132. I'm experiencing the "No merchant/chest inventory" bug since I hit level 61, and I just want to get to level 71 which "fixes" the problem. It just taking for ever to power level.
If you have updated to 1.05 try this.
You can set the exp gain amount, and every time you get a kill you'll increase exp by that amt.
I think it does that for any exp gain though, so quest exp might also increase by this amount.
If you want to gain those exp normally, I suggest using this script to gain the exp you need
by farming some mobs then turning it off.
 

Attachments

Fyzzy4life

What is cheating?
May 7, 2017
3
0
1
So,the infinite life,no reload and infinite ammo works just fine on multiplayer,but only if you are the host! So my question is I am the only one who is "god mode"? Or my full team has the advantage?
 

Fyzzy4life

What is cheating?
May 7, 2017
3
0
1
I see. So there isn't a way to make it just for me? Or even to just a part of the team,maybe some of theme don't want to...cheat
 
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