Wolcen: Lords of Mayhem

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LazerPazer
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Re: Wolcen: Lords of Mayhem

Post by LazerPazer » Sat Feb 15, 2020 12:34 am

how to edit my inventory

Zanzer
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Re: Wolcen: Lords of Mayhem

Post by Zanzer » Sat Feb 15, 2020 3:22 am

Added a crummy inventory editor. Good luck.
Edit the saved game files instead.

ImpalaPUA
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Re: Wolcen: Lords of Mayhem

Post by ImpalaPUA » Sat Feb 15, 2020 3:41 am

Has anyone beaten the game and no the flags to unlock harder difficulties without beating the game?

Done via cheat table or file editing is fine.

Thanks in advance!

Draco856
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Re: Wolcen: Lords of Mayhem

Post by Draco856 » Sat Feb 15, 2020 4:16 am

Does anyone have a list or can tell me how to get it myself of Armor, Weapon, and Gems attribute names for Save Editing?

The things I'm trying to figure out about it are there are the implicit attributes of a given piece, but then there are the rolled affixes that do the same thing, but have a different name in the code, and I'm concerned I could mess something up if I use an implicit attribute on a rolled affix section.

I also would like to know how to add sockets to a given item and what type of socket and how many it has.

I think that's all at the moment. I'll keep chugging away at it myself to see if I can figure it all out, but not holding out much hope since while I have coding experience and can mod the save just fine, finding the actual file that has all the affix points for each stat an armor, weapon or gem can hold is a bit beyond me since I don't know how to unpack the game files.

Mezspirit
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Re: Wolcen: Lords of Mayhem

Post by Mezspirit » Sat Feb 15, 2020 7:30 am

Max Crit Chance:

Code: Select all

[ENABLE]

aobscanmodule(critchance,CryGameSDK.dll,F3 0F 59 C6 0F 28 74 24 20 48) // should be unique
alloc(newmem,$1000,"CryGameSDK.dll"+3F465C)

label(code)
label(return)
label(critcc)

newmem:
  addss xmm0,[critcc]

code:
  mulss xmm0,xmm6
  movaps xmm6,[rsp+20]
  jmp return

critcc:
  dq (float)99999

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

[DISABLE]

critchance:
  db F3 0F 59 C6 0F 28 74 24 20

unregistersymbol(critchance)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "CryGameSDK.dll"+3F465C

"CryGameSDK.dll"+3F462C: E8 3F 00 00 00           -  call CryGameSDK.dll+3F4670
"CryGameSDK.dll"+3F4631: 4C 8B C3                 -  mov r8,rbx
"CryGameSDK.dll"+3F4634: 48 8B D6                 -  mov rdx,rsi
"CryGameSDK.dll"+3F4637: 48 8B CF                 -  mov rcx,rdi
"CryGameSDK.dll"+3F463A: 0F 28 F0                 -  movaps xmm6,xmm0
"CryGameSDK.dll"+3F463D: E8 3E 02 00 00           -  call CryGameSDK.dll+3F4880
"CryGameSDK.dll"+3F4642: F3 0F 59 05 6A 25 87 00  -  mulss xmm0,[CryGameSDK.dll+C66BB4]
"CryGameSDK.dll"+3F464A: 48 8B 5C 24 40           -  mov rbx,[rsp+40]
"CryGameSDK.dll"+3F464F: 48 8B 74 24 48           -  mov rsi,[rsp+48]
"CryGameSDK.dll"+3F4654: F3 0F 58 05 4C E5 85 00  -  addss xmm0,[CryGameSDK.dll+C52BA8]
// ---------- INJECTING HERE ----------
"CryGameSDK.dll"+3F465C: F3 0F 59 C6              -  mulss xmm0,xmm6
"CryGameSDK.dll"+3F4660: 0F 28 74 24 20           -  movaps xmm6,[rsp+20]
// ---------- DONE INJECTING  ----------
"CryGameSDK.dll"+3F4665: 48 83 C4 30              -  add rsp,30
"CryGameSDK.dll"+3F4669: 5F                       -  pop rdi
"CryGameSDK.dll"+3F466A: C3                       -  ret 
"CryGameSDK.dll"+3F466B: CC                       -  int 3 
"CryGameSDK.dll"+3F466C: CC                       -  int 3 
"CryGameSDK.dll"+3F466D: CC                       -  int 3 
"CryGameSDK.dll"+3F466E: CC                       -  int 3 
"CryGameSDK.dll"+3F466F: CC                       -  int 3 
"CryGameSDK.dll"+3F4670: 40 55                    -  push rbp
"CryGameSDK.dll"+3F4672: 57                       -  push rdi
}
Max Ailment Chance:

Code: Select all

[ENABLE]

aobscanmodule(ailchance,CryGameSDK.dll,F3 0F 59 F2 0F 28 7C 24 30) // should be unique
alloc(newmem,$1000,"CryGameSDK.dll"+3FEB49)

label(code)
label(return)
label(ailcc)

newmem:
  addss xmm2,[ailcc]

code:
  mulss xmm6,xmm2
  movaps xmm7,[rsp+30]
  jmp return

ailcc:
  dq (float)99999

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

[DISABLE]

ailchance:
  db F3 0F 59 F2 0F 28 7C 24 30

unregistersymbol(ailchance)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "CryGameSDK.dll"+3FEB49

"CryGameSDK.dll"+3FEB19: F3 0F 58 F8              -  addss xmm7,xmm0
"CryGameSDK.dll"+3FEB1D: 8B 55 30                 -  mov edx,[rbp+30]
"CryGameSDK.dll"+3FEB20: 03 55 D0                 -  add edx,[rbp-30]
"CryGameSDK.dll"+3FEB23: 03 55 D4                 -  add edx,[rbp-2C]
"CryGameSDK.dll"+3FEB26: F3 0F 59 3D 86 80 86 00  -  mulss xmm7,[CryGameSDK.dll+C66BB4]
"CryGameSDK.dll"+3FEB2E: 66 0F 6E D2              -  movd xmm2,edx
"CryGameSDK.dll"+3FEB32: 0F 5B D2                 -  cvtdq2ps xmm2,xmm2
"CryGameSDK.dll"+3FEB35: F3 0F 59 15 77 80 86 00  -  mulss xmm2,[CryGameSDK.dll+C66BB4]
"CryGameSDK.dll"+3FEB3D: F3 0F 58 D7              -  addss xmm2,xmm7
"CryGameSDK.dll"+3FEB41: F3 0F 58 15 5F 40 85 00  -  addss xmm2,[CryGameSDK.dll+C52BA8]
// ---------- INJECTING HERE ----------
"CryGameSDK.dll"+3FEB49: F3 0F 59 F2              -  mulss xmm6,xmm2
"CryGameSDK.dll"+3FEB4D: 0F 28 7C 24 30           -  movaps xmm7,[rsp+30]
// ---------- DONE INJECTING  ----------
"CryGameSDK.dll"+3FEB52: 0F 28 C6                 -  movaps xmm0,xmm6
"CryGameSDK.dll"+3FEB55: 0F 28 74 24 40           -  movaps xmm6,[rsp+40]
"CryGameSDK.dll"+3FEB5A: 48 83 C4 50              -  add rsp,50
"CryGameSDK.dll"+3FEB5E: 41 5F                    -  pop r15
"CryGameSDK.dll"+3FEB60: 41 5E                    -  pop r14
"CryGameSDK.dll"+3FEB62: 5F                       -  pop rdi
"CryGameSDK.dll"+3FEB63: 5B                       -  pop rbx
"CryGameSDK.dll"+3FEB64: 5D                       -  pop rbp
"CryGameSDK.dll"+3FEB65: C3                       -  ret 
"CryGameSDK.dll"+3FEB66: 66 90                    -  nop 
}
Both codes does what it says it does without affecting any other stats(hopefully). Enjoy.

KS212
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Re: Wolcen: Lords of Mayhem

Post by KS212 » Sat Feb 15, 2020 8:21 am

Can anyone do an infinite Primordial Essence ie the transform to Apocalypse form guage? This is the guage in between the health and power guages.

If you enable bar values in Options you can see the number. Doing a Binary search will find it... but I can't seem to freeze or add to it.

Draco856
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Re: Wolcen: Lords of Mayhem

Post by Draco856 » Sat Feb 15, 2020 12:07 pm

KS212 wrote:
Sat Feb 15, 2020 8:21 am
Can anyone do an infinite Primordial Essence ie the transform to Apocalypse form guage? This is the guage in between the health and power guages.

If you enable bar values in Options you can see the number. Doing a Binary search will find it... but I can't seem to freeze or add to it.
Primordial Essence is based in a Float. Get it to 1000 (Full Bar), then transform, and revert a few times to find it.

squall23
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Re: Wolcen: Lords of Mayhem

Post by squall23 » Sat Feb 15, 2020 12:30 pm

Is a drop rarity code is possible? I remember there was one for Grim Dawn that worked really well.

KS212
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Re: Wolcen: Lords of Mayhem

Post by KS212 » Sat Feb 15, 2020 12:39 pm

Draco856 wrote:
Sat Feb 15, 2020 12:07 pm


Primordial Essence is based in a Float. Get it to 1000 (Full Bar), then transform, and revert a few times to find it.
Found it, thanks! Was looking at the wrong thing :)

HoneyBunny
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Re: Wolcen: Lords of Mayhem

Post by HoneyBunny » Sat Feb 15, 2020 12:49 pm

Hello! I downloaded and tried it because i was interested in the gold option. It doesn`t work :/ . Maybe I`m doing something wrong? I tried other options too, but nothing worked as well.

Can somebody please help me? Thank you in advance

bloodaxis
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Re: Wolcen: Lords of Mayhem

Post by bloodaxis » Sat Feb 15, 2020 12:56 pm

Anyone looked into unlocking all the cosmetics in the playerdata.json file yet? I tried to fuck around with it but got nowhere.

KS212
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Re: Wolcen: Lords of Mayhem

Post by KS212 » Sat Feb 15, 2020 1:06 pm

Primordial Essence doesn't decrease. You still need to fill the bar up manually to 30% before you can transform, on transform it maxes the bar.

Code: Select all

[ENABLE]

aobscanmodule(apoc,CryGameSDK.dll,F3 0F 11 B3 * * * *) // should be unique
alloc(newmem,$1000,"CryGameSDK.dll"+3E106A)

label(code)
label(return)
label(apocbar)

newmem:
  addss xmm6,[apocbar]
code:
  movss [rbx+00000EC0],xmm6
  jmp return

apocbar:
  dq (float)1000

apoc:
  jmp newmem
  nop 3
return:
registersymbol(apoc)

[DISABLE]

apoc:
  db F3 0F 11 B3 C0 0E 00 00

unregistersymbol(apoc)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "CryGameSDK.dll"+3E106A

"CryGameSDK.dll"+3E103F: 0F 57 F6                 -  xorps xmm6,xmm6
"CryGameSDK.dll"+3E1042: F3 0F 10 BB C0 0E 00 00  -  movss xmm7,[rbx+00000EC0]
"CryGameSDK.dll"+3E104A: F3 44 0F 5F C6           -  maxss xmm8,xmm6
"CryGameSDK.dll"+3E104F: F3 41 0F 5C F8           -  subss xmm7,xmm8
"CryGameSDK.dll"+3E1054: E8 A7 FE FF FF           -  call CryGameSDK.dll+3E0F00
"CryGameSDK.dll"+3E1059: 0F 2F FE                 -  comiss xmm7,xmm6
"CryGameSDK.dll"+3E105C: 72 07                    -  jb CryGameSDK.dll+3E1065
"CryGameSDK.dll"+3E105E: 0F 28 F0                 -  movaps xmm6,xmm0
"CryGameSDK.dll"+3E1061: F3 0F 5D F7              -  minss xmm6,xmm7
"CryGameSDK.dll"+3E1065: 0F 28 7C 24 30           -  movaps xmm7,[rsp+30]
// ---------- INJECTING HERE ----------
"CryGameSDK.dll"+3E106A: F3 0F 11 B3 C0 0E 00 00  -  movss [rbx+00000EC0],xmm6
// ---------- DONE INJECTING  ----------
"CryGameSDK.dll"+3E1072: 0F 28 74 24 40           -  movaps xmm6,[rsp+40]
"CryGameSDK.dll"+3E1077: 44 0F 28 44 24 20        -  movaps xmm8,[rsp+20]
"CryGameSDK.dll"+3E107D: 48 83 C4 50              -  add rsp,50
"CryGameSDK.dll"+3E1081: 5B                       -  pop rbx
"CryGameSDK.dll"+3E1082: C3                       -  ret 
"CryGameSDK.dll"+3E1083: CC                       -  int 3 
"CryGameSDK.dll"+3E1084: CC                       -  int 3 
"CryGameSDK.dll"+3E1085: CC                       -  int 3 
"CryGameSDK.dll"+3E1086: CC                       -  int 3 
"CryGameSDK.dll"+3E1087: CC                       -  int 3 
}

If anyone can help me edit/amend the script to also make it max out the bar first on script activation it'll be much appreciated.

Zanzer
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Re: Wolcen: Lords of Mayhem

Post by Zanzer » Sat Feb 15, 2020 1:18 pm

bloodaxis wrote:
Sat Feb 15, 2020 12:56 pm
Anyone looked into unlocking all the cosmetics in the playerdata.json file yet? I tried to fuck around with it but got nowhere.
Does this not work?

Code: Select all

	"AccountCosmeticInventory":	{
		"CosmeticColorsUnlocked":	{
			"version":	0,
			"bitmask":	"ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff"
		},
		"CosmeticWeaponsUnlocked":	{
			"version":	0,
			"bitmask":	"ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff"
		},
		"CosmeticArmorsUnlocked":	{
			"version":	0,
			"bitmask":	"ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff"
		}
	},

Anglican
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Re: Wolcen: Lords of Mayhem

Post by Anglican » Sat Feb 15, 2020 1:27 pm

Is it possible to edit magic find chance in this game?

KS212
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Re: Wolcen: Lords of Mayhem

Post by KS212 » Sat Feb 15, 2020 3:55 pm

Zanzer wrote:
Sat Feb 15, 2020 1:18 pm
bloodaxis wrote:
Sat Feb 15, 2020 12:56 pm
Anyone looked into unlocking all the cosmetics in the playerdata.json file yet? I tried to fuck around with it but got nowhere.
Does this not work?

Code: Select all

	"AccountCosmeticInventory":	{
		"CosmeticColorsUnlocked":	{
			"version":	0,
			"bitmask":	"ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff"
		},
		"CosmeticWeaponsUnlocked":	{
			"version":	0,
			"bitmask":	"ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff"
		},
		"CosmeticArmorsUnlocked":	{
			"version":	0,
			"bitmask":	"ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff"
		}
	},
This actually does work... Also unlocks a bunch of testing stuff.

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