NieR Automata

TheByteSize

Novice Cheater
Mar 4, 2017
153
0
16
#21
KS212 post_id=2168 time=1489933595 user_id=426 said:
TheByteSize post_id=2156 time=1489922456 user_id=616 said:
Eddy beat me to this but here it's.
  • Inf Item Usage
  • Inf HP
  • EXP * 10
  • Chip Editor - 2 versions: Fuse Menu and Equip Menu
    ---Chip ID is what control chip type and its Rank. Seems like Chip is max at +8. Increase all Chip ID, Sort Order and Rank by same amount to keep the system from acting weird.
I tried the Chip Editor. Editing the cost works flawlessly and seems to hard save on change... Editing the rank doesn't seem to work. You can change the number but the + value next to the chip doesn't change... Also tried by buying two +0 chips and trying to make them say +5 before Fusing... it doesn't recognize either chip after editing the Rank :/
you didn't read my comment at all didn't you? The Fuse feature will look at the Rank pointer to determine its current rank for checking equal rank items. the Chip ID is used by the game to determine Chip Type and Rank(the +).
 

KS212

Novice Cheater
Mar 3, 2017
228
0
16
#22
TheByteSize post_id=2189 time=1489952602 user_id=616 said:
you didn't read my comment at all didn't you? The Fuse feature will look at the Rank pointer to determine its current rank for checking equal rank items. the Chip ID is used by the game to determine Chip Type and Rank(the +).
Sorry, somehow I glossed over the 'and rank' at the end. Weird system... x.x
 
Mar 20, 2017
53
0
6
#23
I'm still toying around with a few things but i have the infinite double jump, infinite dash amounts in mid air, and chip sort abuse.

i havent found the dash length but that could be linked to the animation itself. I'm still testing quit a few things. Someone already did a chip editor so i can scratch that off things i need to look into :p.
 

Darkedone02

Novice Cheater
Mar 2, 2017
296
3
18
#24
Haywoodspartan post_id=2187 time=1489951861 user_id=1359 said:
Updated Again With More Materials
sadly most of these don't even work, and half of them are altering other items such as the pre-order items and the restorative items instead of the materials itself.
 

frenzy85

What is cheating?
Mar 13, 2017
3
0
1
#25
Darkedone02 post_id=2215 time=1489985699 user_id=74 said:
Haywoodspartan post_id=2187 time=1489951861 user_id=1359 said:
Updated Again With More Materials
sadly most of these don't even work, and half of them are altering other items such as the pre-order items and the restorative items instead of the materials itself.
Yeah... the inventory is actually sorted by order of acquisition, which is why the names don't match for different people.

Use Eddy's table. It can edit highlighted items. Much more useful, imho.
 
Mar 20, 2017
53
0
6
#26
I'm still working on a few things but here are a few things i did throw together.

Code:
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>6</ID>
      <Description>"Allow Use Of Easy Mode Chips"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
aobscanmodule(EasyChipAOB,NieRAutomata.exe,8D 82 E6 F2 FF FF 83 F8 04 77 * 45 85 DB 74 * 33) // should be unique
alloc(newmem,$1000,"NieRAutomata.exe"+6D3164)

label(code)
label(return)

newmem:

code:
  mov eax,5
  jmp return

EasyChipAOB:
  jmp newmem
  nop
return:
registersymbol(EasyChipAOB)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
EasyChipAOB:
  db 8D 82 E6 F2 FF FF

unregistersymbol(EasyChipAOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "NieRAutomata.exe"+6D3164

"NieRAutomata.exe"+6D3136: 4C 8D 04 49              -  lea r8,[rcx+rcx*2]
"NieRAutomata.exe"+6D313A: 49 C1 E0 04              -  shl r8,04
"NieRAutomata.exe"+6D313E: 4C 03 05 6B D4 A0 00     -  add r8,[NieRAutomata.exe+10E05B0]
"NieRAutomata.exe"+6D3145: 41 8B 80 54 1F 00 00     -  mov eax,[r8+00001F54]
"NieRAutomata.exe"+6D314C: 3B C2                    -  cmp eax,edx
"NieRAutomata.exe"+6D314E: 74 0D                    -  je NieRAutomata.exe+6D315D
"NieRAutomata.exe"+6D3150: 41 83 B8 7C 1F 00 00 00  -  cmp dword ptr [r8+00001F7C],00
"NieRAutomata.exe"+6D3158: 0F 45 C2                 -  cmovne eax,edx
"NieRAutomata.exe"+6D315B: 8B D0                    -  mov edx,eax
"NieRAutomata.exe"+6D315D: 44 8B 1D BC 89 29 01     -  mov r11d,[NieRAutomata.exe+196BB20]
// ---------- INJECTING HERE ----------
"NieRAutomata.exe"+6D3164: 8D 82 E6 F2 FF FF        -  lea eax,[rdx-00000D1A]
// ---------- DONE INJECTING  ----------
"NieRAutomata.exe"+6D316A: 83 F8 04                 -  cmp eax,04
"NieRAutomata.exe"+6D316D: 77 0C                    -  ja NieRAutomata.exe+6D317B
"NieRAutomata.exe"+6D316F: 45 85 DB                 -  test r11d,r11d
"NieRAutomata.exe"+6D3172: 74 07                    -  je NieRAutomata.exe+6D317B
"NieRAutomata.exe"+6D3174: 33 C0                    -  xor eax,eax
"NieRAutomata.exe"+6D3176: 48 83 C4 28              -  add rsp,28
"NieRAutomata.exe"+6D317A: C3                       -  ret 
"NieRAutomata.exe"+6D317B: E8 00 14 F1 FF           -  call NieRAutomata.exe+5E4580
"NieRAutomata.exe"+6D3180: 85 C0                    -  test eax,eax
"NieRAutomata.exe"+6D3182: 74 06                    -  je NieRAutomata.exe+6D318A
}
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>70</ID>
      <Description>"Instant Skill Charge"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
aobscanmodule(SkillChargeAOB,NieRAutomata.exe,45 8B 5C C8 14) // should be unique
alloc(newmem,$1000,"NieRAutomata.exe"+235A5A)

label(code)
label(return)

newmem:

code:
  mov r11d,0
  jmp return

SkillChargeAOB:
  jmp newmem
return:
registersymbol(SkillChargeAOB)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
SkillChargeAOB:
  db 45 8B 5C C8 14

unregistersymbol(SkillChargeAOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "NieRAutomata.exe"+235A5A

"NieRAutomata.exe"+235A3F: 41 BB 64 00 00 00        -  mov r11d,00000064
"NieRAutomata.exe"+235A45: 8B CE                    -  mov ecx,esi
"NieRAutomata.exe"+235A47: FF C9                    -  dec ecx
"NieRAutomata.exe"+235A49: 74 16                    -  je NieRAutomata.exe+235A61
"NieRAutomata.exe"+235A4B: FF C9                    -  dec ecx
"NieRAutomata.exe"+235A4D: 75 1D                    -  jne NieRAutomata.exe+235A6C
"NieRAutomata.exe"+235A4F: 45 03 DB                 -  add r11d,r11d
"NieRAutomata.exe"+235A52: EB 18                    -  jmp NieRAutomata.exe+235A6C
"NieRAutomata.exe"+235A54: 48 98                    -  cdqe 
"NieRAutomata.exe"+235A56: 48 8D 0C 80              -  lea rcx,[rax+rax*4]
// ---------- INJECTING HERE ----------
"NieRAutomata.exe"+235A5A: 45 8B 5C C8 14           -  mov r11d,[r8+rcx*8+14]
// ---------- DONE INJECTING  ----------
"NieRAutomata.exe"+235A5F: EB E4                    -  jmp NieRAutomata.exe+235A45
"NieRAutomata.exe"+235A61: 41 8B C3                 -  mov eax,r11d
"NieRAutomata.exe"+235A64: 99                       -  cdq 
"NieRAutomata.exe"+235A65: 2B C2                    -  sub eax,edx
"NieRAutomata.exe"+235A67: D1 F8                    -  sar eax,1
"NieRAutomata.exe"+235A69: 44 03 D8                 -  add r11d,eax
"NieRAutomata.exe"+235A6C: 4C 8B 93 00 66 01 00     -  mov r10,[rbx+00016600]
"NieRAutomata.exe"+235A73: 48 8B 8B 08 66 01 00     -  mov rcx,[rbx+00016608]
"NieRAutomata.exe"+235A7A: 83 CA FF                 -  or edx,-01
"NieRAutomata.exe"+235A7D: 49 8D 3C CA              -  lea rdi,[r10+rcx*8]
}
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>75</ID>
      <Description>"One Hit Kill Against Machines"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]


aobscanmodule(OHKOAOB,NieRAutomata.exe,4D 8B C7 8B D3 FF) // should be unique
alloc(newmem,$1000,"NieRAutomata.exe"+2F15A8)

label(code)
label(return)

newmem:

code:
  mov r8,r15
  mov edx,#9000000
  jmp return

OHKOAOB:
  jmp newmem
return:
registersymbol(OHKOAOB)

[DISABLE]

OHKOAOB:
  db 4D 8B C7 8B D3

unregistersymbol(OHKOAOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "NieRAutomata.exe"+2F15A8

"NieRAutomata.exe"+2F1589: F3 0F 59 F7           -  mulss xmm6,xmm7
"NieRAutomata.exe"+2F158D: 0F BA E0 09           -  bt eax,09
"NieRAutomata.exe"+2F1591: 73 06                 -  jae NieRAutomata.exe+2F1599
"NieRAutomata.exe"+2F1593: 89 B7 58 08 00 00     -  mov [rdi+00000858],esi
"NieRAutomata.exe"+2F1599: 41 8B 4F 10           -  mov ecx,[r15+10]
"NieRAutomata.exe"+2F159D: 48 8B 07              -  mov rax,[rdi]
"NieRAutomata.exe"+2F15A0: FF C9                 -  dec ecx
"NieRAutomata.exe"+2F15A2: 74 62                 -  je NieRAutomata.exe+2F1606
"NieRAutomata.exe"+2F15A4: FF C9                 -  dec ecx
"NieRAutomata.exe"+2F15A6: 74 33                 -  je NieRAutomata.exe+2F15DB
// ---------- INJECTING HERE ----------
"NieRAutomata.exe"+2F15A8: 4D 8B C7              -  mov r8,r15
"NieRAutomata.exe"+2F15AB: 8B D3                 -  mov edx,ebx
// ---------- DONE INJECTING  ----------
"NieRAutomata.exe"+2F15AD: FF C9                 -  dec ecx
"NieRAutomata.exe"+2F15AF: 48 8B CF              -  mov rcx,rdi
"NieRAutomata.exe"+2F15B2: 74 0B                 -  je NieRAutomata.exe+2F15BF
"NieRAutomata.exe"+2F15B4: 0F 28 DE              -  movaps xmm3,xmm6
"NieRAutomata.exe"+2F15B7: FF 90 C0 04 00 00     -  call qword ptr [rax+000004C0]
"NieRAutomata.exe"+2F15BD: EB 57                 -  jmp NieRAutomata.exe+2F1616
"NieRAutomata.exe"+2F15BF: 41 0F 28 DD           -  movaps xmm3,xmm13
"NieRAutomata.exe"+2F15C3: FF 90 C0 04 00 00     -  call qword ptr [rax+000004C0]
"NieRAutomata.exe"+2F15C9: 8B D8                 -  mov ebx,eax
"NieRAutomata.exe"+2F15CB: 89 44 24 4C           -  mov [rsp+4C],eax
}
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>7</ID>
      <Description>"Optimize Chips For More Space"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
aobscanmodule(HyperOrganizeAOB,NieRAutomata.exe,45 03 B4 CA 60 1F 00 00) // should be unique
alloc(newmem,$1000,"NieRAutomata.exe"+5E2435)

label(code)
label(return)

newmem:

code:
  mov r14,0
  jmp return

HyperOrganizeAOB:
  jmp newmem
  nop
  nop
  nop
return:
registersymbol(HyperOrganizeAOB)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
HyperOrganizeAOB:
  db 45 03 B4 CA 60 1F 00 00

unregistersymbol(HyperOrganizeAOB)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "NieRAutomata.exe"+5E2435

"NieRAutomata.exe"+5E2408: 83 FB FF                       -  cmp ebx,-01
"NieRAutomata.exe"+5E240B: 75 0A                          -  jne NieRAutomata.exe+5E2417
"NieRAutomata.exe"+5E240D: 46 89 B4 86 D4 05 0E 01        -  mov [rsi+r8*4+010E05D4],r14d
"NieRAutomata.exe"+5E2415: EB 10                          -  jmp NieRAutomata.exe+5E2427
"NieRAutomata.exe"+5E2417: 4B 8D 14 40                    -  lea rdx,[r8+r8*2]
"NieRAutomata.exe"+5E241B: 48 8D 14 93                    -  lea rdx,[rbx+rdx*4]
"NieRAutomata.exe"+5E241F: 45 89 B4 92 64 1F 00 00        -  mov [r10+rdx*4+00001F64],r14d
"NieRAutomata.exe"+5E2427: 4C 8B 15 82 E1 AF 00           -  mov r10,[NieRAutomata.exe+10E05B0]
"NieRAutomata.exe"+5E242E: 48 8D 0C 40                    -  lea rcx,[rax+rax*2]
"NieRAutomata.exe"+5E2432: 48 03 C9                       -  add rcx,rcx
// ---------- INJECTING HERE ----------
"NieRAutomata.exe"+5E2435: 45 03 B4 CA 60 1F 00 00        -  add r14d,[r10+rcx*8+00001F60]
// ---------- DONE INJECTING  ----------
"NieRAutomata.exe"+5E243D: 49 FF C1                       -  inc r9
"NieRAutomata.exe"+5E2440: 4C 3B CF                       -  cmp r9,rdi
"NieRAutomata.exe"+5E2443: 0F 8C 47 FF FF FF              -  jl NieRAutomata.exe+5E2390
"NieRAutomata.exe"+5E2449: 41 FF C3                       -  inc r11d
"NieRAutomata.exe"+5E244C: 41 83 FB 04                    -  cmp r11d,04
"NieRAutomata.exe"+5E2450: 0F 8E 2A FF FF FF              -  jng NieRAutomata.exe+5E2380
"NieRAutomata.exe"+5E2456: 8B D3                          -  mov edx,ebx
"NieRAutomata.exe"+5E2458: 49 8B CC                       -  mov rcx,r12
"NieRAutomata.exe"+5E245B: C7 05 6B E1 AF 00 00 00 00 00  -  mov [NieRAutomata.exe+10E05D0],00000000
"NieRAutomata.exe"+5E2465: E8 76 ED FF FF                 -  call NieRAutomata.exe+5E11E0
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
 

KS212

Novice Cheater
Mar 3, 2017
228
0
16
#27
pox911 post_id=2210 time=1489974198 user_id=1371 said:
I'm still toying around with a few things but i have the infinite double jump, infinite dash amounts in mid air, and chip sort abuse.

i havent found the dash length but that could be linked to the animation itself. I'm still testing quit a few things. Someone already did a chip editor so i can scratch that off things i need to look into :p.
You are my hero, seriously. The amount of travel required in this game gets VERY tedious after a while.

If it becomes possible to just hold down the dash button in air and effectively 'fly' that would be the ideal airdash.
 

Darkedone02

Novice Cheater
Mar 2, 2017
296
3
18
#28
apparently fling has already made the infinite jump AND all materials are 0 cost in crafting things! http://fearlessrevolution.com/nier-automata-v1-0-plus-15-trainer-fling/
 

Eddy

Noobzor
Mar 19, 2017
62
0
6
#29
Darkedone02 post_id=2243 time=1490026806 user_id=74 said:
apparently fling has already made the infinite jump AND all materials are 0 cost in crafting things! http://fearlessrevolution.com/nier-automata-v1-0-plus-15-trainer-fling/
Could someone make a table of his trainer?
I don't know how he do that.
PS: infinite double jumps ->infinite the first jump
 

DTR

What is cheating?
Mar 19, 2017
4
0
1
#30
Without slow motion and real-time camera distance adjustment, my life just isn't complete.

It's time for me to learn how you wizards do your work. I need it.
 

KS212

Novice Cheater
Mar 3, 2017
228
0
16
#31
Still waiting for pox911's stuff... Fling's trainer has no infinite dashing :/
 

Nyrakav

What is cheating?
Mar 18, 2017
6
0
1
#32
Any chance someone could make a table with enemy scaling if possible? I've beaten the game and there doesn't seem to be a proper NG+.
 
Mar 20, 2017
53
0
6
#33
Here is a basic infinite double jump code and always able to air dash. Ive had no luck on air dash length though. :p Run speed still aludes me. Im trying to modify the chip power and then find an access from there.
Code:
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>78</ID>
      <Description>"Infinite Double Jump"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(InfDoubleJumpAOB,NieRAutomata.exe,83 BB A8 14 00 00 02 0F)
registersymbol(InfDoubleJumpAOB)

InfDoubleJumpAOB+6:
db FF 0f 8c

 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
InfDoubleJumpAOB+6:
db 02 0f 8d

unregistersymbol(InfDoubleJumpAOB)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>80</ID>
      <Description>"Infinite Air Dashes"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(InfDashAOB,NieRAutomata.exe,C7 83 88 0A 01 00 01 00 00 00) // should be unique
registersymbol(InfDashAOB)

InfDashAOB+6:
db 00

 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
InfDashAOB+6:
db 01

unregistersymbol(InfDashAOB)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
 

KS212

Novice Cheater
Mar 3, 2017
228
0
16
#34
pox911 post_id=2290 time=1490076192 user_id=1371 said:
Here is a basic infinite double jump code and always able to air dash. Ive had no luck on air dash length though. :p Run speed still aludes me. Im trying to modify the chip power and then find an access from there.
Thanks a bunch for this, even being able to repeatedly airdash makes a HUGE difference to mobility/travel.

Just a thought by looking at your code, you're re-enabling the airdash by setting the counter to 00 making it as if the dash has not yet been used... Logically speaking there would have to be a variable or at least some sort of control somewhere that identifies the 'airdashing' state... maybe if this state could be set to always '1' while button is held?...

Alternatively there would also have to be a definition in the code somewhere which determines the length/duration of the airdash... maybe it'd work if you could pinpoint this and set it to some ridiculously huge number?

Just some ideas... I have no real idea how to FIND these but I have a semi decent idea of how the logic would work...
 
Mar 21, 2017
72
5
8
#35
There is a chip called EVADE RANGE UP, which might help in figuring out your inf air dash mechanic.
 

KS212

Novice Cheater
Mar 3, 2017
228
0
16
#36
Anacra post_id=2300 time=1490103924 user_id=1417 said:
There is a chip called EVADE RANGE UP, which might help in figuring out your inf air dash mechanic.
What that chip does is adjust the distance at which your dash becomes an evasion in relation to an incoming attack when using the dash button defensively. Its a combat chip, so not too sure how it'd help with travel .
 
Mar 20, 2017
53
0
6
#37
KS212 post_id=2294 time=1490090550 user_id=426 said:
Thanks a bunch for this, even being able to repeatedly airdash makes a HUGE difference to mobility/travel.

Just a thought by looking at your code, you're re-enabling the airdash by setting the counter to 00 making it as if the dash has not yet been used... Logically speaking there would have to be a variable or at least some sort of control somewhere that identifies the 'airdashing' state... maybe if this state could be set to always '1' while button is held?...

Alternatively there would also have to be a definition in the code somewhere which determines the length/duration of the airdash... maybe it'd work if you could pinpoint this and set it to some ridiculously huge number?

Just some ideas... I have no real idea how to FIND these but I have a semi decent idea of how the logic would work...
I looked into airdashing and what not and there is a minor timer for when you are holding the dash button but things dont act right if you increase the length that that timer can go. All my tests ended in me still falling but being stuck in the dash animation. It was funny but didnt provide the effect wanted. Air dashing is handled oddly.
 

miorioff

What is cheating?
Mar 21, 2017
2
0
1
#38
Hello, pox911and guys here, can you help a newb here please. Doesnt matter what i do with your code this is what i get

http://imgur.com/gallery/8MRyu

Can you please tell, what am im doing wrong? I am using latest cheat engine and i clearly just copy your code above
 
Mar 20, 2017
53
0
6
#39
you are pasting in the wrong place. The code i put is meant to be pasted in the code window. In CE, when you select a code you can use normal copy and paste commands. They are copied in plain text and that is what i posted.