[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 2:52 pm
I don't appreciate you 'merging' my scripts without the header as if you made them yourself.
alright alright, im already delete ur scripts, i dont need ur appreciation btw, im here to share for EVERYONE (including pirate ay ay ho user) so they can enjoy game with cheat :) , my bad for no put your credit (btw already deleted ur scripts so who cares)

btw everyone im already updated with some pointers :D
viewtopic.php?p=152404#p152404

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

Post by Noire Blackheart »

I think he just wanted credit like (Made by aSwedishMagyar) in its own dropdown or something, sorry for assuming, just don't want it to get out of hand.

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

Post by asthebloody »

Noire Blackheart wrote:
Wed Sep 09, 2020 6:57 pm
I think he just wanted credit like (Made by aSwedishMagyar) in its own dropdown or something, sorry for assuming, just don't want it to get out of hand.
yeah i know, its my fault coz too tired (updated old game table / create table for online games)
CJBok wrote:
Wed Sep 09, 2020 6:49 pm
Cleaned up - Exp,Skill Points, Ability Points Pointers script
Improved backpack limit script
thanks mate <3,
umm line 47 skillpoint exp ability script should be luaparam_aob

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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.
So I found out that on my game, the game constants are always at the same location which means for these scripts you don't have to inject code. Let me know if it isn't the same for you. Allows for a Super Stealth effect where enemies can't detect you even when not in stealth.
Image
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koa_pointer_based.CT
09-09-2020
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by FightinCowboy »

This is more a request but is there any way to add a pointer to remove the "bound" status of items? The fucking bug with the House of Ballads quest armor is still in the game where the armor gets permanently bound into your inventory and you can't junk/store/dismantle it.

Edit: While not a perfect solution I managed to turn all the pieces into a "Chest" item so they're at least grouped into one closed inventory pile and not as obnoxious.

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NumberXer0
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by NumberXer0 »

FightinCowboy wrote:
Wed Sep 09, 2020 10:56 pm
This is more a request but is there any way to add a pointer to remove the "bound" status of items? The fucking bug with the House of Ballads quest armor is still in the game where the armor gets permanently bound into your inventory and you can't junk/store/dismantle it.
It should be possible with the Item Editor for the original version, but it doesn't seem updated for the new game. You could just tick the sellable box. The author is apparently working on updating it sooner or later. As for doing it with Cheat Engine, I don't think anyone has figured that out yet unfortunately.

https://www.fearlessrevolution.com/kingdomsofama ... ng/mods/10
^ If you want to keep an eye on the editor for that update.

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

Post by aSwedishMagyar »

I'm assuming the pointer table is working since no one says otherwise. Here is a script to find the current equipped weapons if anyone wants to help me figure out where the rest of the variables are kept for the weapon structure. I have the structure saved so you can just copy your base addresses into it and hunt around (go to memory view and hit Ctrl+D).
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koa_weapon_stats.CT
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by FightinCowboy »

NumberXer0 wrote:
Wed Sep 09, 2020 11:49 pm

It should be possible with the Item Editor for the original version, but it doesn't seem updated for the new game. You could just tick the sellable box. The author is apparently working on updating it sooner or later. As for doing it with Cheat Engine, I don't think anyone has figured that out yet unfortunately.

https://www.fearlessrevolution.com/king ... ng/mods/10
^ If you want to keep an eye on the editor for that update.
that seems to just bring me to the general mods page did you mean to just keep an eye out for the update? Wasn't sure if you were linking an older thread.

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

Post by pablo.vizzi »

aSwedishMagyar wrote:
Wed Sep 09, 2020 8:05 pm
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.
So I found out that on my game, the game constants are always at the same location which means for these scripts you don't have to inject code. Let me know if it isn't the same for you. Allows for a Super Stealth effect where enemies can't detect you even when not in stealth.
Image
Hey, just a quick question...
Is it possible to add a cheat entry to be able to set a "key" to toggle walk/jogging?, instead of being jogging all the time, just for mouse and keyboard users...

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

Post by Enigma1776 »

CJBok wrote:
Wed Sep 09, 2020 6:49 pm
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>
I have no idea how to put this into a table. Keeps giving me the "Unexpected symbol near >"

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

Post by aSwedishMagyar »

Enigma1776 wrote:
Thu Sep 10, 2020 5:55 am

I have no idea how to put this into a table. Keeps giving me the "Unexpected symbol near >"
That is because you don't put this into a table, you make the whole table with it. Open a text file and copy that into it and save as a .CT.

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

Post by Kuugen »

Pointers definitely differ some between steam and GOG. The stealth pointers (and lots of others) are showing massive negative values.

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

Post by aSwedishMagyar »

Kuugen wrote:
Thu Sep 10, 2020 6:16 am
Pointers definitely differ some between steam and GOG. The stealth pointers (and lots of others) are showing massive negative values.
Let me know this this works, just go into stealth mode for a bit to populate the values.
Attachments
koa_pointers_aob.CT
10-09-2020
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by scoobydon »

asthebloody wrote:
Wed Sep 09, 2020 11:07 am
CS 6560 - New Savegame i suggested
- Add Durability pointer (im lazy to add ids/detail as usual :D)
- Add Armor Def Value (gonna add some pointer for buff soon)
Backpack pointer isn't working. I bought the one backpack in Gorhart so my inventory is at 80 currently. What should I do? All else is working just fine.

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

Post by asthebloody »

- Updated buff list ( Enjoy finding thousand ids for buffs :P)
- Fix infinite health script
- Add compact mode
viewtopic.php?p=152404#p152404

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