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Re: Assassin's Creed Odyssey +15 (table Update10)

Posted: Mon Oct 15, 2018 3:13 pm
by john_101891
What about editing armor and weapon skills? Also thank you so much for what you peeps are doing :)

Re: Assassin's Creed Odyssey +15 (table Update10.1)

Posted: Mon Oct 15, 2018 4:15 pm
by fireundubh
@SunBeam: I have the ore map. What I hate about the map is that ores you've collected don't hide the respective markers. Is there any way for you to be able to check for the existence of an ore node and hide the marker if it doesn't exist? Or does the server code get in the way of just checking for the mere existence of those nodes and markers?

Re: Assassin's Creed Odyssey +15 (table Update10.1)

Posted: Mon Oct 15, 2018 4:22 pm
by Cielos
@all
just did a quick update:
Update10.1
- updated movement mod key. it covers horse riding now.
Update10
- added one-hit-kill mod key.
- updated undead. it covers your pet (tamed animal) now.
credits:
my dad wrote a porno, S4E8.
forgot to catch the new episode, listening to it just now and took the time to update the walk key script...

////
ConnollyUK wrote:
Fri Oct 12, 2018 7:43 am
I actually still prefer the walking speed that the table provides - Cielos is clearly much better at this than Ubisoft is! Thank you for updating the table so swiftly.
scanning through the thread for some info, noticed your msg.

first of all, thanks for the kind words. I appreciate it.
I know you're being nice, but I don't think they are doing a bad job here.

for the walk speed on v1.02, I think they did make a mistake when setting the altered speed for the walk key, which can be easily fixed, and they did.

for the walk speed on v1.03 (or the walk speed of Origins, or other games), it's actually just a matter of taste. someone may like to use the game's provided walk speed, some may like to walk a little bit faster, like you and me, some may like to walk even faster, and some just don't use the walk key at all.

for AC, I think it's not practical to provide multiple walk speed for the user to choose from, or multiple movement speed mod keys to suit all the different taste. it just stacks up the key-config and more confusing than user-friendly. and you have to consider that it can be played with controller as well, instead of adding tons of extra config to keyborad+mouse control, I'd concentrate on stability.

in my opinion it sure helps the immersion that I don't sprint like a mad man in a city all the time, especially, for example, when I'm just moving from my parked house to a vendor, and I appreciate they provided a solution for the keyboard+mouse player. because you know, not all game developers bother to provide a simple walk key for non-analogue control. I've made many walk keys for these games...

so, what I want to say is. I'm certainly not doing a better job than the dev on this matter, I'm just sharing alternates that suit me, in case someone else do want this too. I'm glad that someone find this useful, and, again, I appreciate your positive feedback~

Re: Assassin's Creed Odyssey +15 (table Update10.1)

Posted: Mon Oct 15, 2018 5:40 pm
by SunBeam
fireundubh wrote:
Mon Oct 15, 2018 4:15 pm
@SunBeam: I have the ore map. What I hate about the map is that ores you've collected don't hide the respective markers. Is there any way for you to be able to check for the existence of an ore node and hide the marker if it doesn't exist? Or does the server code get in the way of just checking for the mere existence of those nodes and markers?
No, no. It's good they remain there ;) I can easily map out the teleporter :D

Re: Assassin's Creed Odyssey +15 (table Update10.1)

Posted: Mon Oct 15, 2018 7:41 pm
by Cyclops
Orichalcum is a ridiculous microtransaction within the game. Forcing the player to buy helix credits...

Re: Assassin's Creed Odyssey +15 (table Update10.1)

Posted: Mon Oct 15, 2018 7:44 pm
by Cyclops
Whoever cheat the Orichalcum, deserves an award.

Re: Assassin's Creed Odyssey +14 (table Update9)

Posted: Mon Oct 15, 2018 7:50 pm
by cocotoon
Z28Scott wrote:
Sat Oct 13, 2018 4:04 am
Here is version 2 of the damage multipliers. It should now force 14-byte jumps which will allow the allocated memory to go anywhere. If there are still crashing issues, I'll try using a code cave instead. I've never worked with that before.

I'll see about adding health or armor this weekend, unless someone beats me to it.

It's perfect ... But I have a request for you.
Is it possible to make sure to save the value permanently? When I restart the game, the value resets.
I would like to use cheat engine to modify the values, and not have to use it any more then ... Is someone able to do that?
Thank you very much for everything you do men

Re: Assassin's Creed Odyssey +15 (table Update10.1)

Posted: Mon Oct 15, 2018 9:18 pm
by acecel
Cyclops wrote:
Mon Oct 15, 2018 7:44 pm
Whoever cheat the Orichalcum, deserves an award.
It is not possible, it's server sided.

All you can hope is being able to replace an item with another in your inventory, the another one could be something from the shop.

Re: Assassin's Creed Odyssey +15 (table Update10.1)

Posted: Mon Oct 15, 2018 10:05 pm
by Tago
Would it be possible to edit the blacksmiths shop to sell a desired item? Or change the rarity its fills up with?

Re: Assassin's Creed Odyssey +15 (table Update10.1)

Posted: Mon Oct 15, 2018 10:15 pm
by NumberXer0
acecel wrote:
Mon Oct 15, 2018 9:18 pm
Cyclops wrote:
Mon Oct 15, 2018 7:44 pm
Whoever cheat the Orichalcum, deserves an award.
It is not possible, it's server sided.

All you can hope is being able to replace an item with another in your inventory, the another one could be something from the shop.
That's what I keep checking back for every day haha. Was great in Origins, but I feel like they must have changed something or else it would be made already. They already made the chests take a special currency, wouldn't be surprised if they did something to equipment too.

Re: Assassin's Creed Odyssey +15 (table Update10.1)

Posted: Tue Oct 16, 2018 12:34 am
by spets
@Cielos - do you have a Paypal or something? I'd be quite happy to send a few bucks your way for making these tailored improvements to a game I spend quite a lot of time with.

Re: Assassin's Creed Odyssey +15 (table Update10.1)

Posted: Tue Oct 16, 2018 3:11 am
by Cyclops
Would it be possible to cancel the store's price and get the items without interference? Passing over the orichalcum ore?

Re: Assassin's Creed Odyssey +15 (table Update10.1)

Posted: Tue Oct 16, 2018 3:18 am
by NChabb
Cyclops wrote:
Tue Oct 16, 2018 3:11 am
Would it be possible to cancel the store's price and get the items without interference? Passing over the orichalcum ore?
Doubt it, since it uses Helix which is store-based.

Really the only option I can think of would be a gear editor but even so, I wouldn't expect much since for all we know it could be heavily protected.

According to one of Ubisoft's community manager, the Olympian chests work differently from the Heka. The odds of a legendary item raise with every "failure" (epic item) which means you're eventually guaranteed to loot one. And you will never loot the same Legendary twice. The amount of % raise per attempt is unknown.

So in the meantime, you can slowly work toward the chests with daily Ori missions. :)

Re: Assassin's Creed Odyssey +15 (table Update10.1)

Posted: Tue Oct 16, 2018 11:46 am
by hotshot33
What reason is there that you dont post table with teleport ?
Otherwise i will post table for teleport.. used aob from Cielos

Re: Assassin's Creed Odyssey +15 (table Update10.1)

Posted: Tue Oct 16, 2018 12:13 pm
by OleMagne
hotshot33 wrote:
Tue Oct 16, 2018 11:46 am
What reason is there that you dont post table with teleport ?
Otherwise i will post table for teleport.. used aob from Cielos
There are other trainers with it and, correct me if I'm wrong, but our dearest Cielos most likely doesn't want to straight up copy-paste someone else's code over figuring it out himself. Sunbeam already posted one that you can paste into CE yourself.

EDIT: Managed to stumble upon the inventory a few nights ago. Didn't get anywhere outside of cloning/stacking items before the game abruptly crashed. Oh well.