NieR Automata

Mar 20, 2017
53
0
6
#41
Here is a sprint speed modifier
Code:
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>86</ID>
      <Description>"Sprint Speed Modifier"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(SprintSpeedAOB,NieRAutomata.exe,F3 0F 11 B3 90 1A 00 00) // should be unique
alloc(newmem,$1000,"NieRAutomata.exe"+1B8931)

label(code)
label(return)
label(SprintMod)
registersymbol(SprintMod)

newmem:

code:
  push eax
  mov eax,[SprintMod]
  mov [rbx+00001A90],eax
  pop eax
  jmp return

  SprintMod:
  dd (float)3

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

[DISABLE]

SprintSpeedAOB:
  db F3 0F 11 B3 90 1A 00 00

unregistersymbol(SprintSpeedAOB)
unregistersymbol(SprintMod)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "NieRAutomata.exe"+1B8931

"NieRAutomata.exe"+1B8900: F3 0F 10 B3 0C 71 01 00        -  movss xmm6,[rbx+0001710C]
"NieRAutomata.exe"+1B8908: 83 BB 80 6E 01 00 05           -  cmp dword ptr [rbx+00016E80],05
"NieRAutomata.exe"+1B890F: 75 05                          -  jne NieRAutomata.exe+1B8916
"NieRAutomata.exe"+1B8911: F3 41 0F 58 F3                 -  addss xmm6,xmm11
"NieRAutomata.exe"+1B8916: F3 0F 10 83 90 1A 00 00        -  movss xmm0,[rbx+00001A90]
"NieRAutomata.exe"+1B891E: 48 8B 03                       -  mov rax,[rbx]
"NieRAutomata.exe"+1B8921: 48 8B CB                       -  mov rcx,rbx
"NieRAutomata.exe"+1B8924: F3 0F 5C F0                    -  subss xmm6,xmm0
"NieRAutomata.exe"+1B8928: F3 41 0F 59 F1                 -  mulss xmm6,xmm9
"NieRAutomata.exe"+1B892D: F3 0F 58 F0                    -  addss xmm6,xmm0
// ---------- INJECTING HERE ----------
"NieRAutomata.exe"+1B8931: F3 0F 11 B3 90 1A 00 00        -  movss [rbx+00001A90],xmm6
// ---------- DONE INJECTING  ----------
"NieRAutomata.exe"+1B8939: FF 90 50 03 00 00              -  call qword ptr [rax+00000350]
"NieRAutomata.exe"+1B893F: 85 C0                          -  test eax,eax
"NieRAutomata.exe"+1B8941: 75 20                          -  jne NieRAutomata.exe+1B8963
"NieRAutomata.exe"+1B8943: 83 BB 78 64 01 00 01           -  cmp dword ptr [rbx+00016478],01
"NieRAutomata.exe"+1B894A: 75 17                          -  jne NieRAutomata.exe+1B8963
"NieRAutomata.exe"+1B894C: 48 8B CB                       -  mov rcx,rbx
"NieRAutomata.exe"+1B894F: E8 CC CB 08 00                 -  call NieRAutomata.exe+245520
"NieRAutomata.exe"+1B8954: 48 85 C0                       -  test rax,rax
"NieRAutomata.exe"+1B8957: 74 0A                          -  je NieRAutomata.exe+1B8963
"NieRAutomata.exe"+1B8959: C7 83 90 1A 00 00 00 00 80 3F  -  mov [rbx+00001A90],3F800000
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>87</ID>
          <Description>"Speed Modifier"</Description>
          <VariableType>Float</VariableType>
          <Address>SprintMod</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Edit: And here is a pointless yet fun one. Here is a functional but slightly buggy walk through walls code.
Code:
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>88</ID>
      <Description>"Walk Through Walls"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(WallClipAOB1,NieRAutomata.exe,0F 29 42 50 44 39 82 68 05 00 00) // should be unique
aobscanmodule(WallClipAOB2,NieRAutomata.exe,0F 29 43 50 39 93 68 05 00 00 7E 39) // should be unique
registersymbol(WallClipAOB1)
registersymbol(WallClipAOB2)

WallClipAOB1:
db 90 90 90 90

WallClipAOB2:
db 90 90 90 90
 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
WallClipAOB1:
db 0f 29 42 50

WallClipAOB2:
db 0f 29 43 50

unregistersymbol(WallClipAOB1)
unregistersymbol(WallClipAOB2)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
 

KS212

Novice Cheater
Mar 3, 2017
228
0
16
#42
pox911 post_id=2305 time=1490110475 user_id=1371 said:
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.
There's apparently also another safety/sanity check... If you take off from one spot and stay in the air too long, the game will teleport you back to where you started as if you had bugged out and its resetting you 'just in case'. While this is good for if you ACTUALLY bug out, it sucks if you want to 'fly around' as with a combo of inf double jump and inf airdash, you basically can stay in the air permanently.
 
Mar 20, 2017
53
0
6
#43
KS212 post_id=2331 time=1490138403 user_id=426 said:
There's apparently also another safety/sanity check... If you take off from one spot and stay in the air too long, the game will teleport you back to where you started as if you had bugged out and its resetting you 'just in case'. While this is good for if you ACTUALLY bug out, it sucks if you want to 'fly around' as with a combo of inf double jump and inf airdash, you basically can stay in the air permanently.
interesting. I thought it was just a teleport check if you fell under the level to far and not just airborn as a whole. Maybe i can make take over that. If the timer is where i think it is, then i can try making it ignore the timer as long as you are above X elevation.
 

DTR

What is cheating?
Mar 19, 2017
4
0
1
#44
He did it boys. The madman made the slow motion button. I can die happy. My perversion now merely needs a hotkey to adjust the camera zoom in real-time. Position would be handy as well for gameplay purposes of course.
 

KS212

Novice Cheater
Mar 3, 2017
228
0
16
#45
pox911 post_id=2339 time=1490149116 user_id=1371 said:
interesting. I thought it was just a teleport check if you fell under the level to far and not just airborn as a whole. Maybe i can make take over that. If the timer is where i think it is, then i can try making it ignore the timer as long as you are above X elevation.
Yeah, at first I thought it was a check for 'if you're falling thru geometry or falling thru structures without bones' (buildings that don't actually have walls/ceilings as normally you can't get that high).

That made initial sense, so I stuck to just 'flying' around areas that were ACTUALLY open... The desert was a great testing area.

No matter what, unless I made sure to touch ground every so often... If I stayed in the air for too long it would eventually just warp me back to my initial 'takeoff' point as if the game had glitched and it had 'recovered'. Its a shame as the world of NieR is the kind of world that feels like its such a wreck that the only 'ideal' way to travel it is by air... 'Flying' around the world actually feels pretty damn great even if its done in the pseudo manner of jump-dash-jump-dash etc. If you can remove that little 'check' it'd be great.

What would be TRULY ideal but is most likely not doable would be a code that gives you the Flyer Unit and free control over it. Yeah, I know this isn't going to happen, ever.
 
Mar 20, 2017
53
0
6
#46
I might be able to make a air dash speed mod though based on the code i used for the sprint speed. I still need to look into the reset timer.
 

KS212

Novice Cheater
Mar 3, 2017
228
0
16
#47
Good luck with the timer. If that doesn't work, maybe there's another pointer or variable somewhere that tells the game you've touched ground and it may be possible to twig that to saying yes every so often even if you haven't landed.
 
Mar 21, 2017
72
5
8
#48
Dunno if this is even possible, but does the game have different button binds for executing different pod programs (like Laser, Hammer, Shield, etc.)?
Like:
Button 1 = Execute Pod A Program
Button 2 = Execute Pod B program
Button 3 = Execute Pod C program

Currently, we have only one button for pod program, and use the dpad to switch between pods. I feel this isn't the best control mechanism and having dedicated buttons for each pod program would make the gameplay better.

So, would it possible via cheatengine to find or create something like this?
 

Forces

Novice Cheater
Mar 3, 2017
103
0
16
#49
Here a CT w/ this topic cheat compilation, for more convenience.
credit: everyone who work on the scripts in this topic ♥











ps: if anyone know how to use another person save, tell me. b'cuz my file get corrupted, and my friend send me his save, but, doens't work. sadbois :(
 

Attachments

Eddy

Noobzor
Mar 19, 2017
62
0
6
#50
Forces post_id=2465 time=1490284643 user_id=441 said:
Here a CT w/ this topic cheat compilation, for more convenience.
credit: everyone who work on the scripts in this topic ♥











ps: if anyone know how to use another person save, tell me. b'cuz my file get corrupted, and my friend send me his save, but, doens't work. sadbois :(
You can try Hexedit.
 
Mar 21, 2017
72
5
8
#51
Does anyone know how much Critical+ bonus on weapons adds? Is it a 10% bonus, or 20%, or more? Ancient Overlord or Cypress Stick weapons have Critical+ bonus after they are levelled at least once.
 

Naxshe22

What is cheating?
Mar 24, 2017
1
0
1
#52
can anyone make a cheat table to edit the attack stat and only the attack stat i wana continue to lvl up but keep my attack stat low
 

pokashine

What is cheating?
Mar 25, 2017
7
0
1
#53
Just curious, any way to incorporate additional costumes into the existing table?

I know you unlock the additional (heavy?) armor after the 3rd playthrough, but any way to get that early? It'd be nice. Like, just a toggle maybe? Or item swap, a la Dark Souls.
 

river

What is cheating?
Mar 25, 2017
1
0
1
#54
Thank you guys, the game is much enjoyable, actually I'm looking for something like instant hack :mrgreen:
 

skacikpl

What is cheating?
Mar 18, 2017
18
0
1
#55
pokashine post_id=2587 time=1490413339 user_id=1559 said:
Just curious, any way to incorporate additional costumes into the existing table?

I know you unlock the additional (heavy?) armor after the 3rd playthrough, but any way to get that early? It'd be nice. Like, just a toggle maybe? Or item swap, a la Dark Souls.
There's no need for any additional work, you can use the table that allows you to edit highlighted item.
Firstly do a string search for either item_uq_changeArmour2 or item_uq_changeArmour1 (1 is full armor with helmet, 2 is without helmet).
Browse memory region of the non-green address, number next to item name is it's ID.

Buy or use any item you don't want to edit it's ID with the armor one and that's that.
 
Mar 21, 2017
64
0
6
#59
ive already got all the endings a-z :3
i want to reset to play through the game again, but keep my stats, and hopefully gain higher stats with the combined levels. (something i did with dragons dogma, dark arisen...ended up having 40k atk and 30k def after 600playthroughs and tons of level resets after hitting 200)
 

pokashine

What is cheating?
Mar 25, 2017
7
0
1
#60
Hmm... here's another question (request? idea?).

It depends on how NPCs are handled in the game, of course. But is it possible (somehow) to entirely swap outfits with, say... Jackass? Or other NPCs?

Something about the caped hoodie + faded jeans, on Jackass, just looks cool. Would be fun to play through with that set. Just wondering!