Re: z Cyberpunk 2077
Posted: Sat Oct 07, 2023 4:53 am
Is there any roach race cheats?
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
Code: Select all
{ Game : Cyberpunk2077.exe
Version:
Date : 2023-10-08
Author : Bliseer
This script does blah blah blah
}
[ENABLE]
aobscanmodule(noReload,Cyberpunk2077.exe,66 2B C6 0F B7 C8) // should be unique
//alloc(newmem,$1000,noReload)
//
//label(code)
//label(return)
//
//newmem:
//
//code:
// sub ax,si
// movzx ecx,ax
// jmp return
noReload:
// jmp newmem
// nop
nop 3
//return:
registersymbol(noReload)
[DISABLE]
noReload:
db 66 2B C6 0F B7 C8
unregistersymbol(noReload)
//dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: Cyberpunk2077.exe+67F988
Cyberpunk2077.exe+67F950: 0F 84 8D 00 00 00 - je Cyberpunk2077.exe+67F9E3
Cyberpunk2077.exe+67F956: 44 38 BF FC 02 00 00 - cmp [rdi+000002FC],r15b
Cyberpunk2077.exe+67F95D: 0F 85 CF 3D 78 01 - jne Cyberpunk2077.exe+1E03732
Cyberpunk2077.exe+67F963: 48 8D 97 E0 02 00 00 - lea rdx,[rdi+000002E0]
Cyberpunk2077.exe+67F96A: 48 8D 4D 30 - lea rcx,[rbp+30]
Cyberpunk2077.exe+67F96E: E8 DD 00 91 01 - call Cyberpunk2077.exe+1F8FA50
Cyberpunk2077.exe+67F973: 0F B7 87 F8 02 00 00 - movzx eax,word ptr [rdi+000002F8]
Cyberpunk2077.exe+67F97A: 48 8B 97 60 03 00 00 - mov rdx,[rdi+00000360]
Cyberpunk2077.exe+67F981: 66 3B C6 - cmp ax,si
Cyberpunk2077.exe+67F984: 66 0F 46 F0 - cmovbe si,ax
// ---------- INJECTING HERE ----------
Cyberpunk2077.exe+67F988: 66 2B C6 - sub ax,si
// ---------- DONE INJECTING ----------
Cyberpunk2077.exe+67F98B: 0F B7 C8 - movzx ecx,ax
Cyberpunk2077.exe+67F98E: 39 4A 4C - cmp [rdx+4C],ecx
Cyberpunk2077.exe+67F991: 74 07 - je Cyberpunk2077.exe+67F99A
Cyberpunk2077.exe+67F993: 89 4A 4C - mov [rdx+4C],ecx
Cyberpunk2077.exe+67F996: C6 42 56 01 - mov byte ptr [rdx+56],01
Cyberpunk2077.exe+67F99A: 89 8F F8 02 00 00 - mov [rdi+000002F8],ecx
Cyberpunk2077.exe+67F9A0: 44 38 BF BA 02 00 00 - cmp [rdi+000002BA],r15b
Cyberpunk2077.exe+67F9A7: 75 6D - jne Cyberpunk2077.exe+67FA16
Cyberpunk2077.exe+67F9A9: 48 8B 45 30 - mov rax,[rbp+30]
Cyberpunk2077.exe+67F9AD: 41 8B CF - mov ecx,r15d
}
Just use cyber engine tweak commands to permanently increase that. Check the "categorized aio command list" mod on nexysimnotatroll wrote: ↑Sun Oct 08, 2023 6:35 amI'm not having lucky finding the cyberware capacity with memory scans, and another post seems to have only found a temporary address. Any suggestions?
Hey oLaudix, I noticed your cheat uses the same AOB scan as my reduce damage cheat, so I took the time and "merged" both options into a single one.
andiabrudan wrote: ↑Sun Oct 08, 2023 3:49 pmHey oLaudix, I noticed your cheat uses the same AOB scan as my reduce damage cheat, so I took the time and "merged" both options into a single one.
I'll share it as a table with just that option (and people can copy-paste it into their tables), since I've added sub-checkmarks to toggle each option individually.
How do you take this out? One of my saves now has infinite ram and stamina no matter what I do.Reaper wrote: ↑Wed Sep 27, 2023 8:52 pmJust my quick 2 cents for Cyberpunk 2077: Phantom Liberty (STEAM):
Feel free to use....
Godmode (Health, maybe effects Stamina, RAM and Oxygen too (Not yet testet):
Simple No Reload / Inf. Ammo:Code: Select all
{$STRICT} [ENABLE] aobscanmodule(aobGodmode,Cyberpunk2077.exe,8A 87 ? ? ? ? 88 83 ? ? ? ? 8A 87 ? ? ? ? 88 83 ? ? ? ? 8A 87 ? ? ? ? 88 83 ? ? ? ? 8A 87 ? ? ? ? 88 83 ? ? ? ? 48 8B ? 48 8B ? ? ? 48 83 C4 ? 41) alloc(newmem,$1000,aobGodmode) registersymbol(aobGodmode) registersymbol(aobGodmodeBackup) label(aobGodmode_code) label(aobGodmode_return) label(aobGodmodeBackup) newmem: aobGodmodeBackup: readmem(aobGodmode,6) aobGodmode_code: cmp dword ptr [rdi+38],1 // Is Player? jne @f // Jmp if not mov byte ptr [rdi+000001AC],1 // Else Set Godmode @@: //mov al,[rdi+000001AC] // Original reassemble(aobGodmode) // Just Testing jmp aobGodmode_return aobGodmode: jmp aobGodmode_code nop aobGodmode_return: [DISABLE] aobGodmode: //db 8A 87 AC 01 00 00 readmem(aobGodmodeBackup,6) unregistersymbol(aobGodmodeBackup) unregistersymbol(aobGodmode) dealloc(newmem)
Have fun....Code: Select all
{$STRICT} [ENABLE] aobscanmodule(aobNoReload,Cyberpunk2077.exe,0F 84 ? ? ? ? 44 38 ? ? ? ? ? 0F 85 ? ? ? ? 48 8D ? ? ? ? ? 48 8D ? ? E8 ? ? ? ? 0F B7) registersymbol(aobNoReload) aobNoReload: db 0F 85 [DISABLE] aobNoReload: db 0F 84 unregistersymbol(aobNoReload)
It looks like cyberware capacity is recalculated each and every time based on handful of data from the save itself. They probably did it this way so you could load an old save from before the change without breaking anything.imnotatroll wrote: ↑Sun Oct 08, 2023 6:35 amI'm not having lucky finding the cyberware capacity with memory scans, and another post seems to have only found a temporary address. Any suggestions?
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>87866</ID>
<Description>"Cyberware Capacity"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(_cyberwareCap,Cyberpunk2077.exe,F3 0F 59 01 F3 0F 59 41 04) // should be unique
alloc(newmem,$1000,_cyberwareCap)
label(code)
label(return)
label(_cyberwareCurrent)
registersymbol(_cyberwareCurrent)
newmem:
movss xmm14,[rcx+10]
comiss xmm14,[_cyberwareCurrent]
je code
addss xmm14,[rcx+20]
comiss xmm14,[_cyberwareCurrent]
jne code
mov [rcx],(float)0
code:
mulss xmm0,[rcx]
mulss xmm0,[rcx+04]
jmp return
_cyberwareCurrent:
dd (float)0
_cyberwareCap:
jmp newmem
nop 4
return:
registersymbol(_cyberwareCap)
[DISABLE]
_cyberwareCap:
db F3 0F 59 01 F3 0F 59 41 04
unregistersymbol(_cyberwareCap)
dealloc(newmem)
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
I also tried with the same address.oLaudix wrote: ↑Mon Oct 09, 2023 12:38 pmIt looks like cyberware capacity is recalculated each and every time based on handful of data from the save itself. They probably did it this way so you could load an old save from before the change without breaking anything.imnotatroll wrote: ↑Sun Oct 08, 2023 6:35 amI'm not having lucky finding the cyberware capacity with memory scans, and another post seems to have only found a temporary address. Any suggestions?
One way i solved this problem is making cyberware shards infinite when using them and rising my max capacity to like 1200
EDIT1: Did some clunky AF Cyberware capacity. When you take off or put on any cyberware, your current capacity will go down to 0. Still doesnt stick between loads but saves a lot of cyberware juggling to find the value. I am not sure if it doesnt screw with anything else so best turn it on only when you are at ripper doc.
Code: Select all
<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>87866</ID> <Description>"Cyberware Capacity"</Description> <LastState/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] aobscanmodule(_cyberwareCap,Cyberpunk2077.exe,F3 0F 59 01 F3 0F 59 41 04) // should be unique alloc(newmem,$1000,_cyberwareCap) label(code) label(return) label(_cyberwareCurrent) registersymbol(_cyberwareCurrent) newmem: movss xmm14,[rcx+10] comiss xmm14,[_cyberwareCurrent] je code addss xmm14,[rcx+20] comiss xmm14,[_cyberwareCurrent] jne code mov [rcx],(float)0 code: mulss xmm0,[rcx] mulss xmm0,[rcx+04] jmp return _cyberwareCurrent: dd (float)0 _cyberwareCap: jmp newmem nop 4 return: registersymbol(_cyberwareCap) [DISABLE] _cyberwareCap: db F3 0F 59 01 F3 0F 59 41 04 unregistersymbol(_cyberwareCap) dealloc(newmem) </AssemblerScript> </CheatEntry> </CheatEntries> </CheatTable>
same time calc cybercap / armore / weight.
Thanks, I find this code is working: