[Early Request] Kingdoms of Amalur: Re-Reckoning

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asthebloody
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by asthebloody »

aSwedishMagyar wrote:
Wed Sep 09, 2020 7:32 am
Did mine not work unless you used wildcard?
ya not work, as for people i think u should using addresses rather than using symbols because its took time to enumerate the symbols (because mine is low ram maybe? xd)

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by aSwedishMagyar »

If it takes too long with enumerating symbols then you can just change the assert to an aobscanmodule for the koa.exe and comment out the define. I like using the symbols for now since it keeps things easy to read. I'll probably make everything use aobscans once I finish rooting around the functions.

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by nillmand2 »

swedishmagyar, how do you get the experience skill/ability points to work in your table.. the stuff still stays as ?? even after selection the experience skill/ability things and then opened and close the pause menu.

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by asthebloody »

CS 6560
- Add buff list, it wont show buffs if weapon/armor got 0 buff (i think there's 1000+ ids for buffs so goodluck for finding good buffs :P )
- Fix infinite health script
- Add compact mode
Attachments
koa.CT
(20.7 KiB) Downloaded 148 times
Last edited by asthebloody on Thu Sep 10, 2020 8:27 am, edited 5 times in total.

nillmand2
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by nillmand2 »

I have no idea how to add those codes and stuff..

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by asthebloody »

nillmand2 wrote:
Wed Sep 09, 2020 11:11 am
I have no idea how to add those codes and stuff..
:lol: , already add attachment

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by gsybhlk »

ashuraman wrote:
Wed Sep 09, 2020 12:07 am
gsybhlk wrote:
Tue Sep 08, 2020 11:55 pm
ashuraman wrote:
Tue Sep 08, 2020 9:05 pm
Confirmed, neither the XP or Skill point editors are working on the steam version

EDIT: I also came across a curious bug with i think the infinite health cheat. I left the tower with it on, leveled up and as soon as i exited the main menu i died
Same thing for me. Can't level up without dying.
If you turn off the infinite health cheat before leveling up you shouldn't die when you do level up. At least i THINK it's the infinite health cheat that's causing it but if not try turning them off one by one till you find the one causing it
I had to kill the trainer and then reload an autosave to not die. Turning off all of the cheats and even restarting the game after saving it didn't help - the health stayed at 9,999/9,999 and then went to 0 after levelling up. Thankfully the autosave was only a little bit before.

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by axellslade »

asthebloody wrote:
Wed Sep 09, 2020 11:07 am
nillmand2 wrote:
Wed Sep 09, 2020 9:41 am
swedishmagyar, how do you get the experience skill/ability points to work in your table.. the stuff still stays as ?? even after selection the experience skill/ability things and then opened and close the pause menu.
my version cs 6560, tell me if this work or no.
backpack, skill point, exp, ability point pointer
Using Steam version 6560, only tested XP so far and it shows the wrong numbers when it populates.

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by asthebloody »

axellslade wrote:
Wed Sep 09, 2020 2:09 pm
Using Steam version 6560, only tested XP so far and it shows the wrong numbers when it populates.
already try activate script then try to get exp from killing monster? and then open main menu? (btw can u send ur savegame to me ? just pm me)
btw im already update the table for fast execute the script (without waiting enumerate symbols 1st)
viewtopic.php?p=152404#p152404

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by aSwedishMagyar »

nillmand2 wrote:
Wed Sep 09, 2020 9:41 am
swedishmagyar, how do you get the experience skill/ability points to work in your table.. the stuff still stays as ?? even after selection the experience skill/ability things and then opened and close the pause menu.
Are you on steam version first off, if so then you just activate the cheat and hit escape twice. Then you select experience or ability/skill point for the item selector variable. It has a dropdown menu.
asthebloody wrote:
Wed Sep 09, 2020 11:07 am
my version cs 6560, tell me if this work or no.
-Add some script and merge with others script
I don't appreciate you 'merging' my scripts without the header as if you made them yourself.

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by foxhoundDutch »

carry weight dont work

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by Kuugen »

Very interested in a port of the super stealth script from the original game's table.

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by aSwedishMagyar »

Kuugen wrote:
Wed Sep 09, 2020 4:54 pm
Very interested in a port of the super stealth script from the original game's table.
I'll see what I can do, in the meantime can someone see if these pointers work for you:
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by 7hornadus »

aSwedishMagyar wrote:
Wed Sep 09, 2020 3:19 am
I have the steam version just so everyone is clear on compatibility.

So this game allows you to use the enumerate DLL's and symbols functionality of Cheat Engine and as a result you can do a lot of cool things. I found functions for base damage mults, harvest chance and others that I haven't had time to look through. Also something to look into is the game's built in cheat functions since my durability script just changes a compare where it checks for the cheat.

Update +1: Added in some pointers for your inventory which you can select from. I populated the offset values in the item selector drop-down for Experience and Ability/Skill Points. The rest are going to be different for you I think. Also, if you haven't modified your backpack size then the get backpack limit should work. Just enable it and enter your inventory and it should populate the right one.

Image
thanks, it's working fine (not steam version)

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by CJBok »

Image

Cleaned up - Exp,Skill Points, Ability Points Pointers script

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>48</ID>
      <Description>"Exp, Skill Points, Ability Points Pointers (Open Menu)"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(luaparam_aob,koa.exe,8B 48 18 89 4E 18 8B 50)
registersymbol(luaparam_aob)
alloc(luaparam_newmem,100)

label(luaparam_return)

label(exp)
label(skill)
label(ability)
registersymbol(exp)
registersymbol(skill)
registersymbol(ability)

luaparam_newmem:
@expcmp:
  cmp edi,00378381
  jne @f
  mov [exp],eax
@skillcmp:
  cmp edi,01E77FA8
  jne @f
  mov [skill],eax
@abilitycmp:
  cmp edi,025282A8
  jne @f
  mov [ability],eax

@exit:
  mov ecx,[eax+18]
  mov [esi+18],ecx
  jmp luaparam_return

exp:
  dd 0
skill:
  dd 0
ability:
  dd 0

luaparam_aob:
  jmp luaparam_newmem
  nop
luaparam_return:

[DISABLE]
luaparam_exp:
  db 8B 48 18 89 4E 18

unregistersymbol(luaparam_aob)
unregistersymbol(exp)
unregistersymbol(skill)
unregistersymbol(ability)
dealloc(luaparam_newmem)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>47</ID>
          <Description>"Exp"</Description>
          <LastState Value="705" RealAddress="86EE25E0"/>
          <VariableType>4 Bytes</VariableType>
          <Address>exp</Address>
          <Offsets>
            <Offset>18</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>88</ID>
          <Description>"Skill Points"</Description>
          <LastState Value="0" RealAddress="86EE2AE0"/>
          <VariableType>4 Bytes</VariableType>
          <Address>skill</Address>
          <Offsets>
            <Offset>18</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>87</ID>
          <Description>"Ability Points"</Description>
          <LastState Value="0" RealAddress="86EE2AB8"/>
          <VariableType>4 Bytes</VariableType>
          <Address>ability</Address>
          <Offsets>
            <Offset>18</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Improved backpack limit script

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>49</ID>
      <Description>"Backpack Pointer (Open Menu)"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(bystring_aob,koa.exe,8B 56 0C 8B FE)
registersymbol(bystring_aob)
alloc(bystring_newmem,100)
label(bystring_return)

label(backpack)
registersymbol(backpack)

bystring_newmem:
  mov edx,[esi+4]
  test edx,edx
  je @f
  cmp [edx+0C],'inventor'
  jne @f
  cmp [edx+14],'y_limit'
  jne @f
  mov [backpack],esi

@exit:
  mov edx,[esi+0C]
  mov edi,esi
  jmp bystring_return

backpack:
  dd 0

bystring_aob:
  jmp bystring_newmem
bystring_return:

[DISABLE]
bystring_aob:
  db 8B 56 0C 8B FE

unregistersymbol(backpack)
unregistersymbol(bystring_aob)
dealloc(bystring_newmem)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>50</ID>
          <Description>"Backpack Size"</Description>
          <LastState Value="70" RealAddress="070DB08C"/>
          <VariableType>4 Bytes</VariableType>
          <Address>backpack</Address>
          <Offsets>
            <Offset>c</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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