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Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Posted: Thu Apr 02, 2020 8:15 pm
by Gehenna
lekkimsm2500 wrote:
Thu Apr 02, 2020 7:51 pm
Gehenna wrote:
Thu Apr 02, 2020 7:42 pm
Alamo wrote:
Thu Apr 02, 2020 7:25 pm
Am I missing something in the script, or do we not have a way to edit skill values directly? Learning speed from attributes and focus is all well and good, but surely it would be nice in the early game to be able to jump straight to having some competency? Haven't had any luck trying to isolate those during character creation, and its seems like a pain in the butt to manually go after 'em during play.
Sadly, skill focus is about the only hope we got. I couldn't find the skills themselves, and nor am I sure that directly increasing them -wouldn't- break the game.
If you're willing to use other methods, this has worked really well for me:

https://www.fearlessrevolution.com/mountandblade ... rd/mods/16
This was suggested before, and all it does is crash my game.

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Posted: Thu Apr 02, 2020 8:24 pm
by Rysefox
Well Game version 1.0.3 is now out and completly broke my table again. Well need again some time x)

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Posted: Thu Apr 02, 2020 8:33 pm
by Gehenna
Rysefox wrote:
Thu Apr 02, 2020 8:24 pm
Well Game version 1.0.3 is now out and completly broke my table again. Well need again some time x)
As much as it pains me to say, I suspect that this will happen a lot for the next week to a month. The game was clearly shipped out to EA a bit earlier than they originally intended (probably due to wanting to capitalize on everyone being at home), and I suspect it was rushed to am 'acceptable' state given the very obvious lack of QA.

"Fixed a critical issue that corrupted save files after a certain number of saves."

That was it, that was all this update was.... proof of no QA, right here.

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Posted: Thu Apr 02, 2020 9:21 pm
by Geeno
Rysefox., Absolutely brilliant mahn! A huge thanks for spending your time on testing out these things!

Is there any way to edit settlement Prosperity, food etc? ! That would be amazing! Hope that you will crack this one as well!

Once Again, a huge thanks for this CT :)

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Posted: Thu Apr 02, 2020 9:38 pm
by vosszaa
Rysefox wrote:
Thu Apr 02, 2020 8:24 pm
Well Game version 1.0.3 is now out and completly broke my table again. Well need again some time x)
Would it be possible to implement something like convert all prisoners or make them recruit-able faster?

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Posted: Thu Apr 02, 2020 9:43 pm
by NotBrendan
Should have not updated the game x. x

but then again it had a save file breaking bug

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Posted: Thu Apr 02, 2020 10:05 pm
by Rysefox
Geeno wrote:
Thu Apr 02, 2020 9:21 pm
Is there any way to edit settlement Prosperity, food etc? ! That would be amazing! Hope that you will crack this one as well!
for sure

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Posted: Thu Apr 02, 2020 10:49 pm
by Zxeait
Gehenna wrote:
Thu Apr 02, 2020 8:15 pm
This was suggested before, and all it does is crash my game.
All you need to do is unblock the file.
Go to where you installed the .dll
Right click, properties.
At the bottom right is a block saying "[] Unblock" click that.
Ta-da!

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Posted: Thu Apr 02, 2020 10:50 pm
by Kelven
Would be nice to add unlimited army cohesion as well. Found the value myself using exact value 4 bytes but it didn't seem to want to stick...

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Posted: Thu Apr 02, 2020 10:55 pm
by Gehenna
Zxeait wrote:
Thu Apr 02, 2020 10:49 pm
Gehenna wrote:
Thu Apr 02, 2020 8:15 pm
This was suggested before, and all it does is crash my game.
All you need to do is unblock the file.
Go to where you installed the .dll
Right click, properties.
At the bottom right is a block saying "[] Unblock" click that.
Ta-da!
There is no box labeled as such in the lower right. Nor is their one is Advanced Attributes. Nor in Security. Nor... anywhere.

Addendum: I did actually get it to work!.... by unblocking the ZIP file.

Fuck you Microsoft.

Addendum 2: The thing only maxes out your stuff to normal maxes. Meaning no high focus levels for quick leveling. Welp, time to test direct skill leveling.

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Posted: Fri Apr 03, 2020 12:35 am
by fardriel
If anybody's still looking for a smithing stamina hack, this works pretty well. You'll almost definitely need to smelt once and refine once first (I haven't tested if the game loads these functions when you first open the smithing menu or if you have to refine/smelt once first), but it sets the amount of stamina you lose for both actions (with and without the smithing perks) to 0.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>251</ID>
      <Description>"No Refine/Smelt Energy Cost (ASM)"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
assert(TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForSmelting+9,BF 0A 00 00 00)
assert(TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForSmelting+30,BF 05 00 00 00)
assert(TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForRefining+9,BF 06 00 00 00)
assert(TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForRefining+30,BF 03 00 00 00)

TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForSmelting+A:
  db 00

TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForSmelting+31:
  db 00

TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForRefining+A:
  db 00

TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForRefining+31:
  db 00

[DISABLE]
TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForSmelting+A:
  db 0A

TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForSmelting+31:
  db 05

TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForRefining+A:
  db 06

TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultSmithingModel::GetEnergyCostForRefining+31:
  db 03
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Side note, if anyone knows how to force CE to refresh the game's symbol table, I'd appreciate knowing. It'd probably be faster than doing AoB scans. The game still includes basically all of its symbols, it just doesn't load them until JIT compile. For something as small as this, it'd be cool to not have to spend 30-45 seconds on an AoB scan for something they're probably never gonna patch.

EDIT: If the above script doesn't work, then try running this one once and then running the other one. Not really the most ideal, but I personally prefer it to waiting 45-60 seconds to activate every single script, and I put it here for others who feel the same.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>250</ID>
      <Description>"Fetch New Game Symbols"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
{$lua}
reinitializeSymbolhandler()
{$asm}
[DISABLE]
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Posted: Fri Apr 03, 2020 2:21 am
by iicecube
I been looking for a stable working unlimited arrow/throwing, after v1.0.3 it not working at the moment.

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Posted: Fri Apr 03, 2020 2:32 am
by pavlosgr
the infinite arrows and harpoons still don't work!!!!!!

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Posted: Fri Apr 03, 2020 2:40 am
by fardriel

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>8</ID>
      <Description>"Infinite Ammo"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : TaleWorlds.MountAndBlade.Launcher.exe
  Version: 
  Date   : 2020-03-30
  Author : chodn

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(INJECTAMMO,Game.dll,49 03 C9 66 44 89 01) // should be unique
alloc(newmem,$1000,"Game.dll"+F583D)

label(code)
label(return)

newmem:

code:
  add rcx,r9
  mov r8w,[rcx]
  mov [rcx],r8w
  jmp return

INJECTAMMO:
  jmp newmem
  nop 2
return:
registersymbol(INJECTAMMO)

[DISABLE]

INJECTAMMO:
  db 49 03 C9 66 44 89 01

unregistersymbol(INJECTAMMO)
dealloc(newmem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
This script should work for infinite arrows. I haven't tested it for throwing weapons or crossbow bolts.

EDIT: Just hit the Select All button at the top of the code box, copy it, and paste it into your cheat engine window. Tons easier than downloading an entire cheat table for just one script.

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Posted: Fri Apr 03, 2020 2:48 am
by pavlosgr
it doesn't let me check it! how tha .. explain that?