Kingdom Come Deliverance II

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aura90
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Re: Kingdom Come Deliverance II

Post by aura90 »

AlbertHP wrote:
Wed Feb 12, 2025 7:12 am
aura90 wrote:
Tue Feb 11, 2025 5:16 pm
cheat_find_perks

It will give you all perks with name ID, and Number ID
You Can Also add all perks with

cheat_add_all_perks
Hey there, so I tried both of the commands that you gave me in the console, but neither were recognized by the game. It gave me a (Warning) Unknown command message.

Are you sure that's how those commands are written?
You Need A Mod Called "Cheat" To Be Able To Use All The Old Version Cheat Codes
But Sadley For Pebble Even When You Cheat Add The Perk, You Will Still Have To Do The Manual 30 Km Run With It To Be Able To Have The Double Stats

Also All The Horse Stats Are "Double" Value

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1
Last edited by aura90 on Wed Feb 12, 2025 1:07 pm, edited 2 times in total.

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jonaaa
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Re: Kingdom Come Deliverance II

Post by jonaaa »

AlbertHP wrote:
Wed Feb 12, 2025 11:57 am
jonaaa wrote:
Wed Feb 12, 2025 11:47 am
AlbertHP wrote:
Wed Feb 12, 2025 11:37 am


What cheat mod? If I use the console command for spawning items, it works fine. Doesn't that mean that my console is already working?
If you're talking about those two commands he sent in the quoted message (the all_perks_one), there's a mod named cheat, yes, cheat. If you want to use the cheat_add_all_perks, cheat_add_item, etc, you must install the cheat mod. Go to Nexus and you'll find there.

Alternatively, another user posted a full list of codes that unlocks Perks, etc without the cheat mod, you can find the list on the cheat mod comments section.

Image
Thanks, I didn't know I needed a "cheat mod" cause my console was working fine for spawning items.

It's too bad the list given through the console doesn't use the English name from the actual perk menu, that's what I really needed. Anyone know which of those perk in the list is the Perk "LUCKY FIND" ?

I was able to figure out most of the other perks but that one eludes me.

Code: Select all

#player.soul:AddPerk('a804853c-f8dc-4b52-a093-78ddcc690b3b')
Also, for those who are struggling with the pebbles perk, someone made a mod to unlock it easily.

Impala
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Re: Kingdom Come Deliverance II

Post by Impala »

Tiffany wrote:
Tue Feb 11, 2025 9:18 am
If anyone figures out how to add the hidden Good Old Pebbles perk that triggers after 35km ridden with him let me know. I had to use a trainer at 6x game speed running a loop around the castle which is something I wouldn't really want to have to do again ngl
aura90 wrote:
Wed Feb 12, 2025 12:37 pm
But Sadley For Pebble Even When You Cheat Add The Perk, You Will Still Have To Do The Manual 30 Km Run With It To Be Able To Have The Double Stats

I made a script for this (thanks to @Zanzer for the information, feel free to add it to your table if you want)

This script will set your distance ridden on pebbles or red herring

How to use:

1. Enable Script
2. Select Horse in dropdown
3. Ride around on selected horse
4. Disable Script
5. Ride around on horse until you get perk

Copy and paste into cheat engine with ctrl c and ctrl p

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>338</ID>
      <Description>"Good Ole Pebbles/Red Herring Perk"</Description>
      <Options moHideChildren="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//WHGame.DLL+F30144 - F2 0F10 84 C1 A8070000  - movsd xmm0,[rcx+rax*8+000007A8]
aobscanmodule(pebbles,WHGame.DLL,F2 0F 10 84 C1 A8 07 00 00) // should be unique
alloc(newmem,$1000,pebbles)

label(code)
label(return)

newmem:
  movsd xmm0,[HorseType]
  movsd [rcx+rax*8+000007A8],xmm0
code:
  movsd xmm0,[rcx+rax*8+000007A8]
  jmp return

HorseType:
  dq (double)100

pebbles:
  jmp newmem
  nop 4
return:
registersymbol(pebbles)
registersymbol(HorseType)
[DISABLE]
pebbles:
  db F2 0F 10 84 C1 A8 07 00 00

unregistersymbol(HorseType)
unregistersymbol(pebbles)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: WHGame.DLL+F30144

WHGame.DLL+F30124: E9 5B 03 78 FF              - jmp WHGame.DLL+6B0484
WHGame.DLL+F30129: 8D 42 D4                    - lea eax,[rdx-2C]
WHGame.DLL+F3012C: 83 F8 03                    - cmp eax,03
WHGame.DLL+F3012F: 73 0B                       - jae WHGame.DLL+F3013C
WHGame.DLL+F30131: 8B D0                       - mov edx,eax
WHGame.DLL+F30133: 48 83 C4 28                 - add rsp,28
WHGame.DLL+F30137: E9 10 F3 68 FF              - jmp WHGame.DLL+5BF44C
WHGame.DLL+F3013C: 8D 42 D1                    - lea eax,[rdx-2F]
WHGame.DLL+F3013F: 83 F8 0D                    - cmp eax,0D
WHGame.DLL+F30142: 73 0F                       - jae WHGame.DLL+F30153
// ---------- INJECTING HERE ----------
WHGame.DLL+F30144: F2 0F 10 84 C1 A8 07 00 00  - movsd xmm0,[rcx+rax*8+000007A8]
// ---------- DONE INJECTING  ----------
WHGame.DLL+F3014D: 66 0F 5A C0                 - cvtpd2ps xmm0,xmm0
WHGame.DLL+F30151: EB 5E                       - jmp WHGame.DLL+F301B1
WHGame.DLL+F30153: 8D 42 C4                    - lea eax,[rdx-3C]
WHGame.DLL+F30156: 3D CC 00 00 00              - cmp eax,000000CC
WHGame.DLL+F3015B: 73 0B                       - jae WHGame.DLL+F30168
WHGame.DLL+F3015D: 8B D0                       - mov edx,eax
WHGame.DLL+F3015F: 48 83 C4 28                 - add rsp,28
WHGame.DLL+F30163: E9 20 7C 79 FF              - jmp WHGame.DLL+6C7D88
WHGame.DLL+F30168: 8D 82 F8 FE FF FF           - lea eax,[rdx-00000108]
WHGame.DLL+F3016E: 83 F8 06                    - cmp eax,06
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>341</ID>
          <Description>"Enable -&gt; Select Horse -&gt; Ride Horse -&gt; Disable -&gt; Ride til Perk"</Description>
          <GroupHeader>1</GroupHeader>
        </CheatEntry>
        <CheatEntry>
          <ID>340</ID>
          <Description>"Select Horse"</Description>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">*:Pick Horse
34950:Pebbles
49950:Red Herring
</DropDownList>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Double</VariableType>
          <Address>HorseType</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
The table in the attachements is the same if you don't want to paste the code above into cheat engine
Attachments
KingdomCome.CT
Good Ole Pebbles/Red Herring
(3.2 KiB) Downloaded 719 times
KingdomCome.CT
(Outdated)
(2.45 KiB) Downloaded 262 times
Last edited by Impala on Thu Feb 13, 2025 1:10 pm, edited 1 time in total.

RogueTech
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Re: Kingdom Come Deliverance II

Post by RogueTech »

Thanks, so KingdomCome-Pebbles-v1.CT?

batista25255
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Re: Kingdom Come Deliverance II

Post by batista25255 »

Impala wrote:
Wed Feb 12, 2025 1:49 pm
Tiffany wrote:
Tue Feb 11, 2025 9:18 am
If anyone figures out how to add the hidden Good Old Pebbles perk that triggers after 35km ridden with him let me know. I had to use a trainer at 6x game speed running a loop around the castle which is something I wouldn't really want to have to do again ngl
aura90 wrote:
Wed Feb 12, 2025 12:37 pm
But Sadley For Pebble Even When You Cheat Add The Perk, You Will Still Have To Do The Manual 30 Km Run With It To Be Able To Have The Double Stats

I made a script for this (thanks to @Zanzer for the information, feel free to add it to your table if you want)

This script will set your distance ridden on pebbles to 34.8km when enabled, then disable the script, ride around on pebbles, and it unlocks it easily

How to use:

1. Enable Script
2. Ride around on pebbles
3. Disable Script
4. Ride around on pebbles
5. Get perk

Copy and paste into cheat engine with ctrl c and ctrl p

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>338</ID>
      <Description>"Good Ole Pebbles"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//WHGame.DLL+F30144 - F2 0F10 84 C1 A8070000  - movsd xmm0,[rcx+rax*8+000007A8]
aobscanmodule(pebbles,WHGame.DLL,F2 0F 10 84 C1 A8 07 00 00) // should be unique
alloc(newmem,$1000,pebbles)

label(code)
label(return)

newmem:
  movsd xmm0,[NewDouble]
  movsd [rcx+rax*8+000007A8],xmm0
code:
  movsd xmm0,[rcx+rax*8+000007A8]
  jmp return

NewDouble:
  dq (double)34800

pebbles:
  jmp newmem
  nop 4
return:
registersymbol(pebbles)

[DISABLE]

pebbles:
  db F2 0F 10 84 C1 A8 07 00 00

unregistersymbol(pebbles)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: WHGame.DLL+F30144

WHGame.DLL+F30124: E9 5B 03 78 FF              - jmp WHGame.DLL+6B0484
WHGame.DLL+F30129: 8D 42 D4                    - lea eax,[rdx-2C]
WHGame.DLL+F3012C: 83 F8 03                    - cmp eax,03
WHGame.DLL+F3012F: 73 0B                       - jae WHGame.DLL+F3013C
WHGame.DLL+F30131: 8B D0                       - mov edx,eax
WHGame.DLL+F30133: 48 83 C4 28                 - add rsp,28
WHGame.DLL+F30137: E9 10 F3 68 FF              - jmp WHGame.DLL+5BF44C
WHGame.DLL+F3013C: 8D 42 D1                    - lea eax,[rdx-2F]
WHGame.DLL+F3013F: 83 F8 0D                    - cmp eax,0D
WHGame.DLL+F30142: 73 0F                       - jae WHGame.DLL+F30153
// ---------- INJECTING HERE ----------
WHGame.DLL+F30144: F2 0F 10 84 C1 A8 07 00 00  - movsd xmm0,[rcx+rax*8+000007A8]
// ---------- DONE INJECTING  ----------
WHGame.DLL+F3014D: 66 0F 5A C0                 - cvtpd2ps xmm0,xmm0
WHGame.DLL+F30151: EB 5E                       - jmp WHGame.DLL+F301B1
WHGame.DLL+F30153: 8D 42 C4                    - lea eax,[rdx-3C]
WHGame.DLL+F30156: 3D CC 00 00 00              - cmp eax,000000CC
WHGame.DLL+F3015B: 73 0B                       - jae WHGame.DLL+F30168
WHGame.DLL+F3015D: 8B D0                       - mov edx,eax
WHGame.DLL+F3015F: 48 83 C4 28                 - add rsp,28
WHGame.DLL+F30163: E9 20 7C 79 FF              - jmp WHGame.DLL+6C7D88
WHGame.DLL+F30168: 8D 82 F8 FE FF FF           - lea eax,[rdx-00000108]
WHGame.DLL+F3016E: 83 F8 06                    - cmp eax,06
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
The table in the attachements is the same if you don't want to paste the code above into cheat engine
Thank for table, i tried what you said but nothing work. Any help ? Thank you

Tiffany
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Re: Kingdom Come Deliverance II

Post by Tiffany »

Seems there's also a "Good Old Pebbles and Red Herring Perk made easy" mod on Nexus nowadays that'll also just give the perks for Good Old Pebbles and for Red Herring too provided you've written either for more than 100 meters.

wd22134
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Re: Kingdom Come Deliverance II

Post by wd22134 »

I think One Hit Kill f'd up my save permanently! I don't use any table for days and afters 10 hrs playtime lots of characters still stuck in hurt animation and f up cutscenes and sections of the game! BE WARNED!
OP you should take it out TBH

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fearless123456
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Re: Kingdom Come Deliverance II

Post by fearless123456 »

Keep horse sprinting (require max horse and player stamina)
Spoiler

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>382</ID>
      <Description>"Keep Horse Sprinting"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>
[ENABLE]

aobscanmodule(horsesprint,WHGame.DLL,F3 0F 5C C1 0F 2F C2 77 03) // should be unique
alloc(newmem,$1000,horsesprint)

label(code)
label(return)

newmem:

code:
//  subss xmm0,xmm1
  comiss xmm0,xmm2
  jmp return

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

[DISABLE]

horsesprint:
  db F3 0F 5C C1 0F 2F C2

unregistersymbol(horsesprint)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: WHGame.DLL+2923E2C

WHGame.DLL+2923E06: E8 B5 5D 47 FF  - call WHGame.DLL+1D99BC0
WHGame.DLL+2923E0B: 48 8D 4B 60     - lea rcx,[rbx+60]
WHGame.DLL+2923E0F: E8 C8 92 B1 FD  - call WHGame.DLL+43D0DC
WHGame.DLL+2923E14: 48 8B 5C 24 50  - mov rbx,[rsp+50]
WHGame.DLL+2923E19: 48 8B 74 24 58  - mov rsi,[rsp+58]
WHGame.DLL+2923E1E: 48 83 C4 30     - add rsp,30
WHGame.DLL+2923E22: 5F              - pop rdi
WHGame.DLL+2923E23: C3              - ret 
WHGame.DLL+2923E24: F3 0F 10 41 1C  - movss xmm0,[rcx+1C]
WHGame.DLL+2923E29: 0F 57 D2        - xorps xmm2,xmm2
// ---------- INJECTING HERE ----------
WHGame.DLL+2923E2C: F3 0F 5C C1     - subss xmm0,xmm1
// ---------- DONE INJECTING  ----------
WHGame.DLL+2923E30: 0F 2F C2        - comiss xmm0,xmm2
WHGame.DLL+2923E33: 77 03           - ja WHGame.DLL+2923E38
WHGame.DLL+2923E35: 0F 57 C0        - xorps xmm0,xmm0
WHGame.DLL+2923E38: 0F 2F D0        - comiss xmm2,xmm0
WHGame.DLL+2923E3B: F3 0F 11 41 1C  - movss [rcx+1C],xmm0
WHGame.DLL+2923E40: 0F 93 C0        - setae al
WHGame.DLL+2923E43: C3              - ret 
WHGame.DLL+2923E44: 48 89 5C 24 08  - mov [rsp+08],rbx
WHGame.DLL+2923E49: 57              - push rdi
WHGame.DLL+2923E4A: 48 83 EC 20     - sub rsp,20
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>



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fearless123456
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Re: Kingdom Come Deliverance II

Post by fearless123456 »

Max horse stamina
Spoiler

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>383</ID>
      <Description>"Max Horse Stamina"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>
[ENABLE]

aobscanmodule(horsestamina,WHGame.DLL,F3 0F 10 83 EC 06 00 00) // should be unique
alloc(newmem,$1000,horsestamina)

label(code)
label(return)

newmem:
mov [rbx+000006EC],(float)999.0
code:
  movss xmm0,[rbx+000006EC]
  jmp return

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

[DISABLE]

horsestamina:
  db F3 0F 10 83 EC 06 00 00

unregistersymbol(horsestamina)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: WHGame.DLL+6C77AC

WHGame.DLL+6C7789: 5F                       - pop rdi
WHGame.DLL+6C778A: C3                       - ret 
WHGame.DLL+6C778B: 48 81 C7 90 00 00 00     - add rdi,00000090
WHGame.DLL+6C7792: EB B8                    - jmp WHGame.DLL+6C774C
WHGame.DLL+6C7794: 48 8B CB                 - mov rcx,rbx
WHGame.DLL+6C7797: E8 58 2C 2E 00           - call WHGame.DLL+9AA3F4
WHGame.DLL+6C779C: 84 C0                    - test al,al
WHGame.DLL+6C779E: 0F 84 37 FF FF FF        - je WHGame.DLL+6C76DB
WHGame.DLL+6C77A4: 40 8A D6                 - mov dl,sil
WHGame.DLL+6C77A7: E9 31 FF FF FF           - jmp WHGame.DLL+6C76DD
// ---------- INJECTING HERE ----------
WHGame.DLL+6C77AC: F3 0F 10 83 EC 06 00 00  - movss xmm0,[rbx+000006EC]
// ---------- DONE INJECTING  ----------
WHGame.DLL+6C77B4: 0F 2E 05 25 63 8F 03     - ucomiss xmm0,[WHGame.DLL+3FBDAE0]
WHGame.DLL+6C77BB: 7A A8                    - jp WHGame.DLL+6C7765
WHGame.DLL+6C77BD: 75 A6                    - jne WHGame.DLL+6C7765
WHGame.DLL+6C77BF: E9 6C 49 93 01           - jmp WHGame.DLL+1FFC130
WHGame.DLL+6C77C4: 84 D2                    - test dl,dl
WHGame.DLL+6C77C6: 0F 84 0C 00 00 00        - je WHGame.DLL+6C77D8
WHGame.DLL+6C77CC: 45 33 C9                 - xor r9d,r9d
WHGame.DLL+6C77CF: 49 8B D0                 - mov rdx,r8
WHGame.DLL+6C77D2: E9 B5 2B BD 00           - jmp WHGame.DLL+129A38C
WHGame.DLL+6C77D7: CC                       - int 3 
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>


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fearless123456
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Re: Kingdom Come Deliverance II

Post by fearless123456 »

Max Player States (Health, Stamina, Energy & Nourishment) -- very limited testing
Spoiler

Code: Select all


<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>396</ID>
      <Description>"Max Player States"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>
[ENABLE]

aobscanmodule(playerstate,WHGame.DLL,F3 0F 10 83 F4 06 00 00 0F) // should be unique
alloc(newmem,$1000,playerstate)

label(code)
label(return)

newmem:
mov [rbx+000006F4],(float)100.0 //nourishment
mov [rbx+000006F0],(float)100.0 //energy
mov [rbx+000006EC],(float)999.0 //stamina
mov [rbx+000006E8],(float)100.0 //health
code:
  movss xmm0,[rbx+000006F4]
  jmp return

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

[DISABLE]

playerstate:
  db F3 0F 10 83 F4 06 00 00

unregistersymbol(playerstate)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: WHGame.DLL+FD953E

WHGame.DLL+FD951F: 48 8D 0D 0A E2 41 04     - lea rcx,[WHGame.DLL+53F7730]
WHGame.DLL+FD9526: E8 A1 6E B8 00           - call WHGame.DLL+1B603CC
WHGame.DLL+FD952B: EB 8B                    - jmp WHGame.DLL+FD94B8
WHGame.DLL+FD952D: CC                       - int 3 
WHGame.DLL+FD952E: CC                       - int 3 
WHGame.DLL+FD952F: CC                       - int 3 
WHGame.DLL+FD9530: 40 53                    - push rbx
WHGame.DLL+FD9532: 48 83 EC 20              - sub rsp,20
WHGame.DLL+FD9536: 48 8B D9                 - mov rbx,rcx
WHGame.DLL+FD9539: E8 3E F8 6E FF           - call WHGame.DLL+6C8D7C
// ---------- INJECTING HERE ----------
WHGame.DLL+FD953E: F3 0F 10 83 F4 06 00 00  - movss xmm0,[rbx+000006F4]
// ---------- DONE INJECTING  ----------
WHGame.DLL+FD9546: 0F 2F 80 A8 03 00 00     - comiss xmm0,[rax+000003A8]
WHGame.DLL+FD954D: 0F 97 C0                 - seta al
WHGame.DLL+FD9550: 48 83 C4 20              - add rsp,20
WHGame.DLL+FD9554: 5B                       - pop rbx
WHGame.DLL+FD9555: C3                       - ret 
WHGame.DLL+FD9556: CC                       - int 3 
WHGame.DLL+FD9557: CC                       - int 3 
WHGame.DLL+FD9558: 40 53                    - push rbx
WHGame.DLL+FD955A: 48 83 EC 20              - sub rsp,20
WHGame.DLL+FD955E: 48 8B C2                 - mov rax,rdx
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>



Impala
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Re: Kingdom Come Deliverance II

Post by Impala »

Tiffany wrote:
Thu Feb 13, 2025 4:19 am
Seems there's also a "Good Old Pebbles and Red Herring Perk made easy" mod on Nexus nowadays that'll also just give the perks for Good Old Pebbles and for Red Herring too provided you've written either for more than 100 meters.
Yea I like doing everything through cheat engine instead of mods, personal preference, use whichever you'd like

viewtopic.php?p=392593#p392593

Updated to support Pebbles and Red Herrings perk

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fearless123456
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Re: Kingdom Come Deliverance II

Post by fearless123456 »

No potion required to save game. Same as the console command: wh_sys_NoSavePotion = 1.
Open the main menu twice to see effect. Very limited testing done.
Spoiler

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>407</ID>
      <Description>"wh_sys_NoSavePotion AOB"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(nosavepotion,WHGame.DLL,48 8B 41 68 4C 8D 3C ED 00 00 00 00) // should be unique
alloc(newmem,$1000,nosavepotion)

label(code)
label(return)

newmem:
mov [rcx+78],1
code:
  mov rax,[rcx+68]
  lea r15,[rbp*8+00000000]
  jmp return

nosavepotion:
  jmp newmem
  nop 7
return:
registersymbol(nosavepotion)

[DISABLE]

nosavepotion:
  db 48 8B 41 68 4C 8D 3C ED 00 00 00 00

unregistersymbol(nosavepotion)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: WHGame.DLL+AB7A47

WHGame.DLL+AB7A28: 41 57                    - push r15
WHGame.DLL+AB7A2A: 48 83 EC 30              - sub rsp,30
WHGame.DLL+AB7A2E: 48 8B DA                 - mov rbx,rdx
WHGame.DLL+AB7A31: 49 63 E8                 - movsxd  rbp,r8d
WHGame.DLL+AB7A34: 48 8B 12                 - mov rdx,[rdx]
WHGame.DLL+AB7A37: 45 8B E1                 - mov r12d,r9d
WHGame.DLL+AB7A3A: 4C 8B F1                 - mov r14,rcx
WHGame.DLL+AB7A3D: 48 3B 53 08              - cmp rdx,[rbx+08]
WHGame.DLL+AB7A41: 74 04                    - je WHGame.DLL+AB7A47
WHGame.DLL+AB7A43: 48 89 53 08              - mov [rbx+08],rdx
// ---------- INJECTING HERE ----------
WHGame.DLL+AB7A47: 48 8B 41 68              - mov rax,[rcx+68]
// ---------- DONE INJECTING  ----------
WHGame.DLL+AB7A4B: 4C 8D 3C ED 00 00 00 00  - lea r15,[rbp*8+00000000]
WHGame.DLL+AB7A53: 4C 03 FD                 - add r15,rbp
WHGame.DLL+AB7A56: 48 8B 48 48              - mov rcx,[rax+48]
WHGame.DLL+AB7A5A: 48 8B 43 10              - mov rax,[rbx+10]
WHGame.DLL+AB7A5E: 48 2B C2                 - sub rax,rdx
WHGame.DLL+AB7A61: 48 C1 F8 04              - sar rax,04
WHGame.DLL+AB7A65: 4A 8B 74 F9 10           - mov rsi,[rcx+r15*8+10]
WHGame.DLL+AB7A6A: 4A 2B 74 F9 08           - sub rsi,[rcx+r15*8+08]
WHGame.DLL+AB7A6F: 48 C1 FE 03              - sar rsi,03
WHGame.DLL+AB7A73: 48 63 CE                 - movsxd  rcx,esi
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>





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sanitka
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Re: Kingdom Come Deliverance II

Post by sanitka »

Zanzer wrote:
Thu Feb 06, 2025 2:20 am
Thanks for the table.

One comment - Steady Bow needs bit of love as at the moment it works for any (N)PC in the game.
(rbx contains current "actor", thus it can be compared to playerPtr)

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sanitka
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Re: Kingdom Come Deliverance II

Post by sanitka »

qwerpy wrote:
Wed Feb 12, 2025 8:39 am

Code: Select all

WHGame.DLL+8C3F91 - F3 0F11 5B 34         - movss [rbx+34],xmm3
Nice tip.
Be aware that as many others "actor" oriented actions this works for all (N)PCs.
As a result even cutthroats have all the gear in 100% shape :P giving you much more damage than they should.
(rbx contains pointer to the current item, +34 is condition, +58 is owner ID (0 ~ player))

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jimrdg
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Re: Kingdom Come Deliverance II

Post by jimrdg »

Send wrote:
Wed Feb 05, 2025 10:22 pm
wd22134 wrote:
Wed Feb 05, 2025 9:30 pm
..
jimrdg wrote:
Tue Feb 04, 2025 11:39 pm
...
I've added cmp's to the health script, along with one hit kill. Let me know if everything is working.
it is working ty

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