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Re: Nioh 2 Complete Edition CT

Posted: Tue Feb 09, 2021 1:42 am
by DaedalusLost
I found a stupid way of finding the + level for weapons and armor. Go to the blacksmith, soul matching, and scan for the + value on 2 bytes. The value will be one of the green ones at the very bottom with nioh2.exe+######. You can soul match a few times to more accurately scan for the value but it seems to only be for one item at a time

Re: Nioh 2 Complete Edition CT

Posted: Tue Feb 09, 2021 2:20 am
by LCHLH
DaedalusLost wrote:
Tue Feb 09, 2021 1:42 am
I found a stupid way of finding the + level for weapons and armor. Go to the blacksmith, soul matching, and scan for the + value on 2 bytes. The value will be one of the green ones at the very bottom with nioh2.exe+######. You can soul match a few times to more accurately scan for the value but it seems to only be for one item at a time
Psst, look at the post right before your own; there's a nice spreadsheet with accurate information.
Set your scan's starting address to 700000000000 and search for the item ID (from that spreadsheet, IDS -Equipment... tab), for example 4E DE 4E DE is the Bonepile Spear, that'll instantly return the green address for all your same items (good luck if you got more, might try locking and unlocking and seeing if the lock byte changes to determine the right one).
Browse to that memory region and you'll have the Equipment Break Down from the Codes-Equipment/Scrolls/Cores/Items tab.
You'll notice the green-marked byte; that's your + level. The Orange bytes are the original and soul-matched level (to determine the cost for future soul-matching).

That sheet is very accurate, and is a good visual indication if you like working in the memory view of CE.

Re: Nioh 2 Complete Edition CT

Posted: Tue Feb 09, 2021 2:47 am
by KS212
InfinityArts wrote:
Tue Feb 09, 2021 12:35 am
Here's an updated revision of DhaosCollider's table that doesn't rely on Big Endian value types for the effects editing. Created courtesy of the spreadsheet that the PS4 save editor folks compiled [Link], should be accurate as of this posting.

Note that the Effect ID also has the maximum value for that effect in brackets, this should help you set the strength to match. But if you just set Footer Pt 1 to the max (7F00 or FF00), then reload your save, the value should automatically jump to max "legit" for that effect.

Edit: Sorted the effects alphabetically.
Thanks for this! Works great tho there's a small bug. For 'Effect Footer 1' on Status 1 (the first effect) it spits an error of 'The value xxxx could not be parsed' when trying to set the dropdown to something.

For Status 2 to Status 7 its fine, just the first one.

Re: Nioh 2 Complete Edition CT

Posted: Tue Feb 09, 2021 2:54 am
by NinjaBlazin
thedown1 wrote:
Mon Feb 08, 2021 12:27 pm
Reuploading DhaosCollider's table with dropdown list for effects from what was found in the google sheet. please rep him for his great table.
Where is the dropdown list for effects? When I click on Status Value I don't get any dropdown menu.

Re: Nioh 2 Complete Edition CT

Posted: Tue Feb 09, 2021 4:39 am
by InfinityArts
KS212 wrote:
Tue Feb 09, 2021 2:47 am
Thanks for this! Works great tho there's a small bug. For 'Effect Footer 1' on Status 1 (the first effect) it spits an error of 'The value xxxx could not be parsed' when trying to set the dropdown to something.

For Status 2 to Status 7 its fine, just the first one.
Couldn't replicate the issue, but I reuploaded the table again just in case.

Re: Nioh 2 Complete Edition CT

Posted: Tue Feb 09, 2021 5:04 am
by enpoping
InfinityArts wrote:
Tue Feb 09, 2021 12:35 am
Here's an updated revision of DhaosCollider's table that doesn't rely on Big Endian value types for the effects editing. Created courtesy of the spreadsheet that the PS4 save editor folks compiled [Link], should be accurate as of this posting.

Note that the Effect ID also has the maximum value for that effect in brackets, this should help you set the strength to match. But if you just set Footer Pt 1 to the max (7F00 or FF00), then reload your save, the value should automatically jump to max "legit" for that effect.

Edit: Sorted the effects alphabetically.
some how i make it even worse LOL.
Image

Re: Nioh 2 Complete Edition CT

Posted: Tue Feb 09, 2021 5:10 am
by enpoping
InfinityArts wrote:
Tue Feb 09, 2021 12:35 am
Here's an updated revision of DhaosCollider's table that doesn't rely on Big Endian value types for the effects editing. Created courtesy of the spreadsheet that the PS4 save editor folks compiled [Link], should be accurate as of this posting.

Note that the Effect ID also has the maximum value for that effect in brackets, this should help you set the strength to match. But if you just set Footer Pt 1 to the max (7F00 or FF00), then reload your save, the value should automatically jump to max "legit" for that effect.

Edit: Sorted the effects alphabetically.
alright i its my bad, its not 7F00 its 007F it need to reverse. to have max legit stat, this game is capped stat you maybe cant make it AAA+ thou. Image

Re: Nioh 2 Complete Edition CT

Posted: Tue Feb 09, 2021 5:13 am
by Master_Builder
enpoping wrote:
Tue Feb 09, 2021 5:10 am
alright i its my bad, its not 7F00 its 007F it need to reverse. to have max legit stat, this game is capped stat you cant make it AAA+ thou. Image
If you're setting them as an array of bytes, 7F00 is correct. If you're setting it as a 2 byte hex value, 007F is correct.
It just depends on what your table is set up as.

Re: Nioh 2 Complete Edition CT

Posted: Tue Feb 09, 2021 5:22 am
by enpoping
Master_Builder wrote:
Tue Feb 09, 2021 5:13 am
enpoping wrote:
Tue Feb 09, 2021 5:10 am
alright i its my bad, its not 7F00 its 007F it need to reverse. to have max legit stat, this game is capped stat you cant make it AAA+ thou. Image
If you're setting them as an array of bytes, 7F00 is correct. If you're setting it as a 2 byte hex value, 007F is correct.
It just depends on what your table is set up as.
true, im setting at 2 bytes, that's why, forgot about that thou.

Re: Nioh 2 Complete Edition CT

Posted: Tue Feb 09, 2021 5:41 am
by KS212
InfinityArts wrote:
Tue Feb 09, 2021 4:39 am
KS212 wrote:
Tue Feb 09, 2021 2:47 am
Thanks for this! Works great tho there's a small bug. For 'Effect Footer 1' on Status 1 (the first effect) it spits an error of 'The value xxxx could not be parsed' when trying to set the dropdown to something.

For Status 2 to Status 7 its fine, just the first one.
Couldn't replicate the issue, but I reuploaded the table again just in case.
Weird, the reuploaded table fixed the issue. All good, thanks :)

Re: Nioh 2 Complete Edition CT

Posted: Tue Feb 09, 2021 7:14 am
by QuarryTen
I managed to find the base values (I believe there's two of them; 1 visual 1 real) for skills poiints but it looks like there's some pretty intense encryption going on. After dissecting the data structure of the opcode used for the addresses, CE assumes that the name of the the structure is 'MemoryProtect'. So, there's definitely some annoying encryption going on.

Anyone have any luck figuring out how bypass this? Trying to stay away from trainers because I want to learn how to tackle this scenario.

Re: Nioh 2 Complete Edition CT

Posted: Tue Feb 09, 2021 7:23 am
by DaedalusLost
Can I ask what the issue is when trying to change equipment to ethereal? I have some in game and the editor has a rarity value of 5 instead of a color.

It seems that I can just change the value in the rarity section of the editor to "5", literally just 5 and the equipment will become ethereal

Re: Nioh 2 Complete Edition CT

Posted: Tue Feb 09, 2021 7:53 am
by battler624@gmail.co
InfinityArts wrote:
Tue Feb 09, 2021 12:35 am
Here's an updated revision of DhaosCollider's table that doesn't rely on Big Endian value types for the effects editing. Created courtesy of the spreadsheet that the PS4 save editor folks compiled [Link], should be accurate as of this posting.

Note that the Effect ID also has the maximum value for that effect in brackets, this should help you set the strength to match. But if you just set Footer Pt 1 to the max (7F00 or FF00), then reload your save, the value should automatically jump to max "legit" for that effect.

Edit: Sorted the effects alphabetically.
I assume you cant go over the "legit" cap? I tried doing that with certain effects but it didn't work

Re: Nioh 2 Complete Edition CT

Posted: Tue Feb 09, 2021 8:25 am
by aanpsx
Hi...
================
- Inf HP
- Inf Ki
- Inf Anima
- Ignore Hit
- Easy Break enemy (Super Ki Damage)
- Max Yokai Shift Gauge
- Inf Yokai Shift Duration
- Yokai Shift Instant Cooldown
- Inf Sentience
- Inf Buff
- Max Drop Rate/ Item Rarity
- Max Weapon Familiarity
- Max Weapon Proficiency
- Zero Ninjutsu/Onmyo Magic Cost
- Inf Shotcut Item
- Inf/Max Arrow/Ammo
- Inf/Max Item
- Inf Skill Points
- Inf Prestige Points
- Zero Equipment Weight
- Inf Glory
- Inf Patronage Levels
- Always Show Enemy on Map
- Always Show Kodama on Map
- Always Show Amrita on Map
- Always Show Treasure on Map
- Super Damage
- Attack Multiplier
- Defense Multiplier

================


Replace "Inf/Max Item" With this code (for 1.26):

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1015</ID>
      <Description>"Inf/Max Item"</Description>
      <LastState/>
      <Color>008000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{======================
Author   : aanpsx
Date     : 2021-02-09
Game     : nioh2.exe
Version  : 1.0.0.0
======================}

define(bytes_GetItems,db 49 8B CE 48 8B D8)
define(fmax,(float)999999999)
define(imax,#999999999)
define(fmin,(float)0)
define(mov1,mov byte ptr)
define(cmp1,cmp byte ptr)
define(bit,byte ptr)
define(8b,dq 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0)
//           0 81018202830384048505860687078808890
[ENABLE]
{$lua}
if syntaxcheck then return end
-----------------------
memrec.Color=0x000080ff
-------------- A.B.G.R
{$asm}
aobscanmodule(PSX_GetItems,nioh2.exe,49 8B CE 48 8B D8 E8 ** ** ** ** 4C 8B CE 89)
alloc(newmem_GetItems,$1000,PSX_GetItems)
label(_GetItems)
label(code_GetItems)
registersymbol(_GetItems)
registersymbol(PSX_GetItems)
registersymbol(code_GetItems)
newmem_GetItems:
  mov [_GetItems],rcx  //main pointer
  mov rcx,r14
  movzx ebx,word ptr [rcx+04]
  cmp ebx,63
  jg @f
  mov word ptr [rcx+04],63
  jmp exit_GetItems
@@:
  cmp ebx,3E7
  jg @f
  mov word ptr [rcx+04],03E7
  jmp exit_GetItems
@@:
  mov word ptr [rcx+04],270F
exit_GetItems:
  mov rbx,rax
  jmp return_GetItems
code_GetItems:
  readmem(PSX_GetItems,6)
  jmp return_GetItems
_GetItems:
  8b
PSX_GetItems:
  jmp newmem_GetItems
  nop
return_GetItems:

[DISABLE]
unregistersymbol(*)//unreg all
dealloc(*)//dealoc all
//unregistersymbol(_GetItems)
//unregistersymbol(PSX_GetItems)
//unregistersymbol(code_GetItems)
//dealloc(newmem_GetItems)
PSX_GetItems:
  readmem(code_GetItems,6)
//Alt: mov rcx,r14
//Alt: mov rbx,rax
{$lua}
if syntaxcheck then return end
-----------------------
memrec.Color=0x00008000
-------------- A.B.G.R 
{$asm}
{
// ORIGINAL CODE - INJECTION POINT: nioh2.exe+12DED30

nioh2.exe+12DECD2: E9 84 01 00 00           - jmp nioh2.exe+12DEE5B
nioh2.exe+12DECD7: 48 8B 0D 9A 21 46 01     - mov rcx,[nioh2.exe+2740E78]
nioh2.exe+12DECDE: BA 1E D6 32 00           - mov edx,0032D61E
nioh2.exe+12DECE3: E8 38 02 28 00           - call nioh2.exe+155EF20
nioh2.exe+12DECE8: 4C 8B C0                 - mov r8,rax
nioh2.exe+12DECEB: 48 8D 4D 90              - lea rcx,[rbp-70]
nioh2.exe+12DECEF: BA 40 00 00 00           - mov edx,00000040
nioh2.exe+12DECF4: E8 77 68 8F FF           - call nioh2.exe+BD5570
nioh2.exe+12DECF9: E9 5D 01 00 00           - jmp nioh2.exe+12DEE5B
nioh2.exe+12DECFE: 48 8B 35 0B CF 2B 01     - mov rsi,[nioh2.exe+259BC10]
nioh2.exe+12DED05: 80 F9 02                 - cmp cl,02
nioh2.exe+12DED08: 75 15                    - jne nioh2.exe+12DED1F
nioh2.exe+12DED0A: 41 8B 55 00              - mov edx,[r13+00]
nioh2.exe+12DED0E: 48 8B CB                 - mov rcx,rbx
nioh2.exe+12DED11: E8 6A C8 9F FF           - call nioh2.exe+CDB580
nioh2.exe+12DED16: 48 8B 35 13 7F 81 01     - mov rsi,[nioh2.exe+2AF6C30]
nioh2.exe+12DED1D: 8B F8                    - mov edi,eax
nioh2.exe+12DED1F: 48 8B 0D 52 21 46 01     - mov rcx,[nioh2.exe+2740E78]
nioh2.exe+12DED26: BA 43 11 1D 00           - mov edx,001D1143
nioh2.exe+12DED2B: E8 F0 01 28 00           - call nioh2.exe+155EF20
// ---------- INJECTING HERE ----------
nioh2.exe+12DED30: 49 8B CE                 - mov rcx,r14
// ---------- DONE INJECTING  ----------
nioh2.exe+12DED33: 48 8B D8                 - mov rbx,rax
nioh2.exe+12DED36: E8 95 57 C7 FF           - call nioh2.exe+F544D0
nioh2.exe+12DED3B: 4C 8B CE                 - mov r9,rsi
nioh2.exe+12DED3E: 89 7C 24 28              - mov [rsp+28],edi
nioh2.exe+12DED42: 4C 8B C3                 - mov r8,rbx
nioh2.exe+12DED45: 89 44 24 20              - mov [rsp+20],eax
nioh2.exe+12DED49: BA 40 00 00 00           - mov edx,00000040
nioh2.exe+12DED4E: 48 8D 4D 90              - lea rcx,[rbp-70]
nioh2.exe+12DED52: E8 19 68 8F FF           - call nioh2.exe+BD5570
nioh2.exe+12DED57: E9 FF 00 00 00           - jmp nioh2.exe+12DEE5B
nioh2.exe+12DED5C: 41 F7 46 10 00 44 00 00  - test [r14+10],00004400
nioh2.exe+12DED64: 0F 85 B8 00 00 00        - jne nioh2.exe+12DEE22
nioh2.exe+12DED6A: 45 0F B7 6E 0A           - movzx r13d,word ptr [r14+0A]
nioh2.exe+12DED6F: BB 78 00 00 00           - mov ebx,00000078
nioh2.exe+12DED74: 66 41 3B DD              - cmp bx,r13w
nioh2.exe+12DED78: 41 0F B7 C5              - movzx eax,r13w
nioh2.exe+12DED7C: 66 0F 42 C3              - cmovb ax,bx
nioh2.exe+12DED80: 66 85 C0                 - test ax,ax
nioh2.exe+12DED83: 74 62                    - je nioh2.exe+12DEDE7
nioh2.exe+12DED85: 41 0F B6 7E 14           - movzx edi,byte ptr [r14+14]
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Re: Nioh 2 Complete Edition CT

Posted: Tue Feb 09, 2021 9:57 am
by Arikado
base-on DhaosCollider's table "equipment_ptr"
Forge Plus: +A (2 Bytes)
Rarity: +14 (Byte)
Spirit Core Lvl: +15 (Byte)