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Sword Art Online: Fatal Bullet

Posted: Thu Apr 26, 2018 12:39 pm
by handoi986
[QUOTE="segamot, post: 43574, member: 8751"][SPOILER]I didn't talk about the ship ID. I told you to change the "Item String ID" of an item that's already has memory chips installed.



1. Get any item

[MEDIA=imgur]LAcNET8[/MEDIA]



2. Get the String ID from the item you want(146932 see?)

[MEDIA=imgur]yn2MwAU[/MEDIA]



3. Replace with the ID. Finally, the new fresh item, not only an information change.

[MEDIA=imgur]QjYdWz2[/MEDIA][/SPOILER][/QUOTE]



Like i said, that way only change the display in inventory, not change the weapons or accessories. Here is the proof.



1. This is my AR Kou Legendary

[SPOILER="Screenshot"][IMG]https://i.imgur.com/5JTH1ep.jpg[/IMG][/SPOILER]

[SPOILER="CE Table with Item ID String"][IMG]https://i.imgur.com/1venWQ5.png[/IMG][/SPOILER]



2. Change Item ID String from 146930 (AR Kou) to 146935 (AR Gin+)

[SPOILER="Screenshot"][IMG]https://i.imgur.com/g5n2IzR.jpg[/IMG][/SPOILER]

[SPOILER="CE Table with new Item ID String"][IMG]https://i.imgur.com/ULu6qBi.png[/IMG][/SPOILER]



3. Equip AR Gin+

[SPOILER="Screenshot"][IMG]https://i.imgur.com/BE75ELe.jpg[/IMG]

[IMG]https://i.imgur.com/OzLVzeD.jpg[/IMG][/SPOILER]



4. U can see it yourself: not change the weapons at all

[SPOILER="Still AR Kou, not AR Gin"][IMG]https://i.imgur.com/TI6IDNy.jpg[/IMG][/SPOILER]

Sword Art Online: Fatal Bullet

Posted: Thu Apr 26, 2018 12:49 pm
by handoi986
And I fogot: If u change ID String to other type gun, for example AR to Sniper, u will have a sniper gun in AR tab, and of course its still AR. Sorry my bad English.

Sword Art Online: Fatal Bullet

Posted: Thu Apr 26, 2018 1:50 pm
by Saonyx
[QUOTE="segamot, post: 43576, member: 8751"]I have no idea if this will solve your problem or not. For me, I did enable the script suddenly after I opened the game. If I play for a moment, I can't make the script works either.[/QUOTE]

I cannot enable them no matter what. Tried doing it after a while, at the beginning right after starting. In the different sections. Nothing works, and the usual search for addresses doesn't work like it does to any other game I've meddled with.

Sword Art Online: Fatal Bullet

Posted: Thu Apr 26, 2018 2:03 pm
by segamot
[QUOTE="handoi986, post: 43580, member: 9609"]And I fogot: If u change ID String to other type gun, for example AR to Sniper, u will have a sniper gun in AR tab, and of course its still AR. Sorry my bad English.[/QUOTE]



My apologize, I tested only on accessories and I thought it would work on weapons either. Sorry for the mistake, the way does not work on weapons!

[SPOILER="acces"][MEDIA=imgur]VDgX1gK[/MEDIA][/SPOILER]

Sword Art Online: Fatal Bullet

Posted: Thu Apr 26, 2018 5:03 pm
by VocWubsy
Hmm this is odd, has there been an update recently? Weapons used to physically change along with stat changing. Now im just bamboozled

Sword Art Online: Fatal Bullet

Posted: Thu Apr 26, 2018 5:08 pm
by VocWubsy
Im trying out some different possibilities for why I used to be able to modify the weapon entirely. Maybe a trainer code let me change it with no error?

Sword Art Online: Fatal Bullet

Posted: Thu Apr 26, 2018 5:22 pm
by VocWubsy
Uhhh theres an item in my inventory thats just called "none"

Sword Art Online: Fatal Bullet

Posted: Thu Apr 26, 2018 10:02 pm
by Saonyx
Nvm. I figure out what I was doing wrong.

After disabling the EAC, reboot the computer.

I never reboot the computer... it has been so for months, so it didn't occur to me.

Sword Art Online: Fatal Bullet

Posted: Fri Apr 27, 2018 4:47 am
by handoi986
Hmm. New DLC updated, add new weapons and accs, weapon lvl up to lvl.8 bla bla...



Hoping the table still work, at least chip editon.

Sword Art Online: Fatal Bullet

Posted: Fri Apr 27, 2018 6:02 am
by final_attack
Hmm ..... some still work (I can't activate some, and didn't check some)

- Credit Pointer (didn't check)

- Medal Pointer (can't activate)

- Medal Shop stock (can't activate)

- Exp Multiplier (didn't check, just in case the table didn't work, I made +10000% Exp before patch hit)

- No material usage (OK!)

- Current Selected Item (tested on weapon and works, haven't tested accessory)

Sword Art Online: Fatal Bullet

Posted: Fri Apr 27, 2018 12:50 pm
by handoi986
After 1.2.0:



- DLC with B.O.B quest and new dungeon still bug, cant play, but new weapons, lvl 8 enchance, lvl 175...



- List function of CE table (tested myself)

[SPOILER]

- Quick proficiency: OK.

- No material usage: OK.

- Medals to 9999 on increase: OK.

- Medals do not decrease: OK.

- Medal shop stock does will not decrease: Can't activate.

- Medal Pointers (View Medal Shop): Can't activate.

- Credit Pointer (View Status): OK.

- EXP & Multiplier: Can't activate.

- Infinite ammo (all weapons): Didn't check, because never used.

- Current Selected Item: Important: OK. Thank goodness.

[/SPOILER]



- List function of fearlessrevolution trainer (only tested some)

[SPOILER]

- Infinite Ammo: OK.

- Super Accuracy: OK.

- Max Medal Gauge: OK.

- Infinite Money (Credits): OK.

- Infinite EXP: OK.

- Infinite CP: OK.

- Infinite SP: OK.

- Max Skills/Gadgets Proficiency: OK.

- No weapon upgrade Req.: OK.

- Max Friendship/Affinity: Not working.

[/SPOILER]



=> Hope [B][USER=10358]hbq0449[/USER][/B] or someone else will fix [B]Medal shop stock does will not decrease[/B] and [B]fearlessrevolution[/B] fix [B]Max Friendship/Affinity[/B]. Sorry my bad English.



[QUOTE="hbq0449, post: 34133, member: 10358"][SPOILER]Medals be 9999 on increase. you can change it to some multiplier.

[code]

{ Game : SAOFB-Win64-Shipping.exe

Version:

Date : 2018-02-25

Author : hanbq



This script does blah blah blah

}



[ENABLE]





aobscanmodule(metal_increase,SAOFB-Win64-Shipping.exe,43 89 04 1A 49 8B 40 38) // should be unique

alloc(newmem,$1000,"SAOFB-Win64-Shipping.exe"+5B437BE)



label(code)

label(return)



newmem:

mov eax, 0000270f

//inc eax

//inc eax

//inc eax

code:

mov [r10+r11],eax

mov rax,[r8+38]

jmp return



metal_increase:

jmp newmem

nop

nop

nop

return:

registersymbol(metal_increase)



[DISABLE]



metal_increase:

db 43 89 04 1A 49 8B 40 38



unregistersymbol(metal_increase)

dealloc(newmem)



{

// ORIGINAL CODE - INJECTION POINT: "SAOFB-Win64-Shipping.exe"+5B437BE



"SAOFB-Win64-Shipping.exe"+5B4379A: 4C 8D 1C 8D 00 00 00 00 - lea r11,[rcx*4+00000000]

"SAOFB-Win64-Shipping.exe"+5B437A2: 41 8B 0C 8A - mov ecx,[r10+rcx*4]

"SAOFB-Win64-Shipping.exe"+5B437A6: 41 89 C9 - mov r9d,ecx

"SAOFB-Win64-Shipping.exe"+5B437A9: 41 01 F9 - add r9d,edi

"SAOFB-Win64-Shipping.exe"+5B437AC: 79 04 - jns SAOFB-Win64-Shipping.exe+5B437B2

"SAOFB-Win64-Shipping.exe"+5B437AE: 31 C0 - xor eax,eax

"SAOFB-Win64-Shipping.exe"+5B437B0: EB 0C - jmp SAOFB-Win64-Shipping.exe+5B437BE

"SAOFB-Win64-Shipping.exe"+5B437B2: B8 0F 27 00 00 - mov eax,0000270F

"SAOFB-Win64-Shipping.exe"+5B437B7: 41 39 C1 - cmp r9d,eax

"SAOFB-Win64-Shipping.exe"+5B437BA: 41 0F 4C C1 - cmovl eax,r9d

// ---------- INJECTING HERE ----------

"SAOFB-Win64-Shipping.exe"+5B437BE: 43 89 04 1A - mov [r10+r11],eax

"SAOFB-Win64-Shipping.exe"+5B437C2: 49 8B 40 38 - mov rax,[r8+38]

// ---------- DONE INJECTING ----------

"SAOFB-Win64-Shipping.exe"+5B437C6: 41 8B 14 03 - mov edx,[r11+rax]

"SAOFB-Win64-Shipping.exe"+5B437CA: 39 D1 - cmp ecx,edx

"SAOFB-Win64-Shipping.exe"+5B437CC: 74 10 - je SAOFB-Win64-Shipping.exe+5B437DE

"SAOFB-Win64-Shipping.exe"+5B437CE: 49 8D 88 B0 02 00 00 - lea rcx,[r8+000002B0]

"SAOFB-Win64-Shipping.exe"+5B437D5: 44 0F B6 C3 - movzx r8d,bl

"SAOFB-Win64-Shipping.exe"+5B437D9: E8 22 25 83 FA - call SAOFB-Win64-Shipping.exe+375D00

"SAOFB-Win64-Shipping.exe"+5B437DE: 48 8B 5C 24 30 - mov rbx,[rsp+30]

"SAOFB-Win64-Shipping.exe"+5B437E3: 48 83 C4 20 - add rsp,20

"SAOFB-Win64-Shipping.exe"+5B437E7: 5F - pop rdi

"SAOFB-Win64-Shipping.exe"+5B437E8: C3 - ret

}

[/code]



Medals will not decrease when buy things:

[code]

{ Game : SAOFB-Win64-Shipping.exe

Version:

Date : 2018-02-25

Author : hanbq



This script does blah blah blah

}



[ENABLE]



aobscanmodule(metal_dec,SAOFB-Win64-Shipping.exe,41 89 14 1B 49 8B 4A 38) // should be unique

alloc(newmem,$1000,"SAOFB-Win64-Shipping.exe"+5B4328C)



label(code)

label(return)



newmem:



code:

// mov [r11+rbx],edx

mov rcx,[r10+38]

jmp return



metal_dec:

jmp newmem

nop

nop

nop

return:

registersymbol(metal_dec)



[DISABLE]



metal_dec:

db 41 89 14 1B 49 8B 4A 38



unregistersymbol(metal_dec)

dealloc(newmem)



{

// ORIGINAL CODE - INJECTION POINT: "SAOFB-Win64-Shipping.exe"+5B4328C



"SAOFB-Win64-Shipping.exe"+5B4326C: 48 8D 1C 85 00 00 00 00 - lea rbx,[rax*4+00000000]

"SAOFB-Win64-Shipping.exe"+5B43274: 41 8B 04 83 - mov eax,[r11+rax*4]

"SAOFB-Win64-Shipping.exe"+5B43278: 89 C1 - mov ecx,eax

"SAOFB-Win64-Shipping.exe"+5B4327A: 01 D1 - add ecx,edx

"SAOFB-Win64-Shipping.exe"+5B4327C: 79 04 - jns SAOFB-Win64-Shipping.exe+5B43282

"SAOFB-Win64-Shipping.exe"+5B4327E: 31 D2 - xor edx,edx

"SAOFB-Win64-Shipping.exe"+5B43280: EB 0A - jmp SAOFB-Win64-Shipping.exe+5B4328C

"SAOFB-Win64-Shipping.exe"+5B43282: BA 0F 27 00 00 - mov edx,0000270F

"SAOFB-Win64-Shipping.exe"+5B43287: 39 D1 - cmp ecx,edx

"SAOFB-Win64-Shipping.exe"+5B43289: 0F 4C D1 - cmovl edx,ecx

// ---------- INJECTING HERE ----------

"SAOFB-Win64-Shipping.exe"+5B4328C: 41 89 14 1B - mov [r11+rbx],edx

"SAOFB-Win64-Shipping.exe"+5B43290: 49 8B 4A 38 - mov rcx,[r10+38]

// ---------- DONE INJECTING ----------

"SAOFB-Win64-Shipping.exe"+5B43294: 8B 14 0B - mov edx,[rbx+rcx]

"SAOFB-Win64-Shipping.exe"+5B43297: 39 D0 - cmp eax,edx

"SAOFB-Win64-Shipping.exe"+5B43299: 74 0D - je SAOFB-Win64-Shipping.exe+5B432A8

"SAOFB-Win64-Shipping.exe"+5B4329B: 49 8D 8A B0 02 00 00 - lea rcx,[r10+000002B0]

"SAOFB-Win64-Shipping.exe"+5B432A2: 5B - pop rbx

"SAOFB-Win64-Shipping.exe"+5B432A3: E9 58 2A 83 FA - jmp SAOFB-Win64-Shipping.exe+375D00

"SAOFB-Win64-Shipping.exe"+5B432A8: 5B - pop rbx

"SAOFB-Win64-Shipping.exe"+5B432A9: C3 - ret

"SAOFB-Win64-Shipping.exe"+5B432AA: CC - int 3

"SAOFB-Win64-Shipping.exe"+5B432AB: F9 - stc

}

[/code]



Medals item stock will not decrease.

[code]

{ Game : SAOFB-Win64-Shipping.exe

Version:

Date : 2018-02-25

Author : hanbq



This script does blah blah blah

}



[ENABLE]



aobscanmodule(metal_stock_desc,SAOFB-Win64-Shipping.exe,41 2B C6 44 0F 49 E0) // should be unique

alloc(newmem,$1000,"SAOFB-Win64-Shipping.exe"+5D32E0)



label(code)

label(return)



newmem:

xor r14d, r14d

code:

sub eax,r14d

cmovns r12d,eax

jmp return



metal_stock_desc:

jmp newmem

nop

nop

return:

registersymbol(metal_stock_desc)



[DISABLE]



metal_stock_desc:

db 41 2B C6 44 0F 49 E0



unregistersymbol(metal_stock_desc)

dealloc(newmem)



{

// ORIGINAL CODE - INJECTION POINT: "SAOFB-Win64-Shipping.exe"+5D32E0



"SAOFB-Win64-Shipping.exe"+5D32C3: E8 E8 15 76 00 - call SAOFB-Win64-Shipping.exe+D348B0

"SAOFB-Win64-Shipping.exe"+5D32C8: FF C7 - inc edi

"SAOFB-Win64-Shipping.exe"+5D32CA: 49 FF C6 - inc r14

"SAOFB-Win64-Shipping.exe"+5D32CD: 83 FF 02 - cmp edi,02

"SAOFB-Win64-Shipping.exe"+5D32D0: 72 AE - jb SAOFB-Win64-Shipping.exe+5D3280

"SAOFB-Win64-Shipping.exe"+5D32D2: 45 33 E4 - xor r12d,r12d

"SAOFB-Win64-Shipping.exe"+5D32D5: 44 8B 75 77 - mov r14d,[rbp+77]

"SAOFB-Win64-Shipping.exe"+5D32D9: 8B 46 34 - mov eax,[rsi+34]

"SAOFB-Win64-Shipping.exe"+5D32DC: 85 C0 - test eax,eax

"SAOFB-Win64-Shipping.exe"+5D32DE: 78 0B - js SAOFB-Win64-Shipping.exe+5D32EB

// ---------- INJECTING HERE ----------

"SAOFB-Win64-Shipping.exe"+5D32E0: 41 2B C6 - sub eax,r14d

"SAOFB-Win64-Shipping.exe"+5D32E3: 44 0F 49 E0 - cmovns r12d,eax

// ---------- DONE INJECTING ----------

"SAOFB-Win64-Shipping.exe"+5D32E7: 44 89 66 34 - mov [rsi+34],r12d

"SAOFB-Win64-Shipping.exe"+5D32EB: 45 8B C6 - mov r8d,r14d

"SAOFB-Win64-Shipping.exe"+5D32EE: 48 8B D6 - mov rdx,rsi

"SAOFB-Win64-Shipping.exe"+5D32F1: 49 8B CD - mov rcx,r13

"SAOFB-Win64-Shipping.exe"+5D32F4: E8 07 5D FF FF - call SAOFB-Win64-Shipping.exe+5C9000

"SAOFB-Win64-Shipping.exe"+5D32F9: 41 8B C7 - mov eax,r15d

"SAOFB-Win64-Shipping.exe"+5D32FC: 48 81 C4 B8 00 00 00 - add rsp,000000B8

"SAOFB-Win64-Shipping.exe"+5D3303: 41 5F - pop r15

"SAOFB-Win64-Shipping.exe"+5D3305: 41 5E - pop r14

"SAOFB-Win64-Shipping.exe"+5D3307: 41 5D - pop r13

}

[/code]





who can figure out the hp, or cp. or exp multiplier... quite weird....and weapon proficiency is a weird things. float and double find nothing..[/SPOILER][/QUOTE]

Sword Art Online: Fatal Bullet

Posted: Fri Apr 27, 2018 5:30 pm
by handoi986
SWORD ART ONLINE: FATAL BULLET - TRAINER +21 V1.1.1 - 1.2.0 {fearlessrevolution} is out now.

Thank goodness.



Now just someone fix [B]Medal shop stock does will not decrease[/B] of CE table.



Btw, another patch has dropped. BANDAI fixed DLC 1 bug.

[SPOILER="Screenshot"][IMG]https://i.imgur.com/v9Ca8zD.jpg[/IMG][IMG]https://i.imgur.com/RTFropF.jpg[/IMG][IMG]https://i.imgur.com/ERSbcbF.jpg[/IMG][IMG]https://i.imgur.com/yneJJK7.jpg[/IMG][IMG]https://i.imgur.com/ZnFFY3h.jpg[/IMG][/SPOILER]

Sword Art Online: Fatal Bullet

Posted: Sat Apr 28, 2018 7:37 pm
by NumberXer0
I've been trying every I can think of to change item rarity and I'm at a loss. I just can't figure it out.

Sword Art Online: Fatal Bullet

Posted: Sat Apr 28, 2018 11:39 pm
by Saonyx
[QUOTE="NumberXer0, post: 43859, member: 1084"]I've been trying every I can think of to change item rarity and I'm at a loss. I just can't figure it out.[/QUOTE]

The rarity changes when you change the number of Memory Chip slots. 8 Slots on weapons makes them Legendary. 1 Slot makes them uncommon. The only thing that doesn't work is when you grab one of the gray weapons, it always crashes and doesn't apply. Same for Accessories with 4 slots for Legendary. You change the number of slots, get out of the inventory, then go back in and it will change the rarity.

Sword Art Online: Fatal Bullet

Posted: Sun Apr 29, 2018 1:49 am
by NumberXer0
[QUOTE="Saonyx, post: 43897, member: 16591"]The rarity changes when you change the number of Memory Chip slots. 8 Slots on weapons makes them Legendary. 1 Slot makes them uncommon. The only thing that doesn't work is when you grab one of the gray weapons, it always crashes and doesn't apply. Same for Accessories with 4 slots for Legendary. You change the number of slots, get out of the inventory, then go back in and it will change the rarity.[/QUOTE]

Sorry, I should have been more specific. I meant for the gray DLC weapons and such. I already made all of my other junk legendary. There were some crashes along the way, but changing everything fast and switching between Home and Kirito's Room after each weapon to save made it much easier. Just need to find a way to mod the gray stuff. Makes the DLC crap useless.