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Re: Daemon X Machina Customization Table v1.4

Posted: Sat Feb 22, 2020 4:32 pm
by The Black X
Try the pointer version in the table v1.4. No need to search anything. Always worked for me so far.

Re: Daemon X Machina Customization Table v1.4

Posted: Sat Feb 22, 2020 8:11 pm
by KS212
The Black X wrote:
Sat Feb 22, 2020 4:32 pm
Try the pointer version in the table v1.4. No need to search anything. Always worked for me so far.
Tried, it doesn't work. It finds slots but they're not the Orca parts despite me still having them in inventory.

Re: Daemon X Machina Customization Table v1.4

Posted: Sun Feb 23, 2020 12:44 am
by Algester
KS212 wrote:
Sat Feb 22, 2020 8:11 pm
The Black X wrote:
Sat Feb 22, 2020 4:32 pm
Try the pointer version in the table v1.4. No need to search anything. Always worked for me so far.
Tried, it doesn't work. It finds slots but they're not the Orca parts despite me still having them in inventory.
the easier method is to look for the current highlighted Item address to do this you need to locate at least one of your attachments and have it slotted into your weapon or armor as the hex changes according to these variables and also you must be in the single player lobby (lobby where you can get story missions)

Re: Daemon X Machina Customization Table v1.4

Posted: Sun Feb 23, 2020 1:54 am
by Mezspirit
Set Three Empty Mod Slots

Code: Select all

[ENABLE]

aobscanmodule(modcheck,DXM-Win64-Shipping.exe,48 8B 42 D8 48 89 41 E8) // should be unique
alloc(newmem,$1000,modcheck)
aobscanmodule(modcheck1,DXM-Win64-Shipping.exe,48 8B 42 E0 48 89 41 F0) // should be unique
alloc(newmem1,$1000,modcheck1)
aobscanmodule(modcheck2,DXM-Win64-Shipping.exe,48 8B 42 E8 48 89 41 F8) // should be unique
alloc(newmem2,$1000,modcheck2)

label(code)
label(return)
label(code1)
label(return1)
label(code2)
label(return2)

newmem:
  cmp dword ptr[rdx-28],0741
  jne code
  mov dword ptr[rdx-28],0

code:
  mov rax,[rdx-28]
  mov [rcx-18],rax
  jmp return

modcheck:
  jmp newmem
  nop
  nop
  nop

return:
registersymbol(modcheck)

newmem1:
  cmp dword ptr[rdx-20],0741
  jne code1
  mov dword ptr[rdx-20],0

code1:
  mov rax,[rdx-20]
  mov [rcx-10],rax
  jmp return1

modcheck1:
  jmp newmem1
  nop
  nop
  nop

return1:
registersymbol(modcheck1)

newmem2:
  cmp dword ptr[rdx-18],0741
  jne code2
  mov dword ptr[rdx-18],0

code2:
  mov rax,[rdx-18]
  mov [rcx-08],rax
  jmp return2

modcheck2:
  jmp newmem2
  nop
  nop
  nop

return2:
registersymbol(modcheck2)

[DISABLE]

modcheck:
  db 48 8B 42 D8 48 89 41 E8

modcheck1:
  db 48 8B 42 E0 48 89 41 F0

modcheck2:
  db 48 8B 42 E8 48 89 41 F8

unregistersymbol(modcheck)
dealloc(newmem)
unregistersymbol(modcheck1)
dealloc(newmem1)
unregistersymbol(modcheck2)
dealloc(newmem2)
Activate this in "Factory -> Customize Equipment -> Armor/Weapon". Then press Q/E (the button that switches Armor/Weapon). It should make all parts get three empty slots.

Deactivate this script in "Customize Equipment" to avoid any conflict. Maybe.

Have fun and hope it works.

Re: Daemon X Machina Customization Table v1.4

Posted: Sun Feb 23, 2020 10:31 am
by NumberXer0
Mezspirit wrote:
Sun Feb 23, 2020 1:54 am
Set Three Empty Mod Slots

Code: Select all

[ENABLE]

aobscanmodule(modcheck,DXM-Win64-Shipping.exe,48 8B 42 D8 48 89 41 E8) // should be unique
alloc(newmem,$1000,modcheck)
aobscanmodule(modcheck1,DXM-Win64-Shipping.exe,48 8B 42 E0 48 89 41 F0) // should be unique
alloc(newmem1,$1000,modcheck1)
aobscanmodule(modcheck2,DXM-Win64-Shipping.exe,48 8B 42 E8 48 89 41 F8) // should be unique
alloc(newmem2,$1000,modcheck2)

label(code)
label(return)
label(code1)
label(return1)
label(code2)
label(return2)

newmem:
  cmp dword ptr[rdx-28],0741
  jne code
  mov dword ptr[rdx-28],0

code:
  mov rax,[rdx-28]
  mov [rcx-18],rax
  jmp return

modcheck:
  jmp newmem
  nop
  nop
  nop

return:
registersymbol(modcheck)

newmem1:
  cmp dword ptr[rdx-20],0741
  jne code1
  mov dword ptr[rdx-20],0

code1:
  mov rax,[rdx-20]
  mov [rcx-10],rax
  jmp return1

modcheck1:
  jmp newmem1
  nop
  nop
  nop

return1:
registersymbol(modcheck1)

newmem2:
  cmp dword ptr[rdx-18],0741
  jne code2
  mov dword ptr[rdx-18],0

code2:
  mov rax,[rdx-18]
  mov [rcx-08],rax
  jmp return2

modcheck2:
  jmp newmem2
  nop
  nop
  nop

return2:
registersymbol(modcheck2)

[DISABLE]

modcheck:
  db 48 8B 42 D8 48 89 41 E8

modcheck1:
  db 48 8B 42 E0 48 89 41 F0

modcheck2:
  db 48 8B 42 E8 48 89 41 F8

unregistersymbol(modcheck)
dealloc(newmem)
unregistersymbol(modcheck1)
dealloc(newmem1)
unregistersymbol(modcheck2)
dealloc(newmem2)
Activate this in "Factory -> Customize Equipment -> Armor/Weapon". Then press Q/E (the button that switches Armor/Weapon). It should make all parts get three empty slots.

Deactivate this script in "Customize Equipment" to avoid any conflict. Maybe.

Have fun and hope it works.
You nailed it. Absolutely worked. Thanks so much! Now farming gear is so much less of a headache. I think this is the last thing I needed to be able to enjoy this game.

Re: Daemon X Machina Customization Table v1.4

Posted: Sun Feb 23, 2020 10:58 am
by budboy
Mezspirit wrote:
Sun Feb 23, 2020 1:54 am
Set Three Empty Mod Slots

Code: Select all

[ENABLE]

aobscanmodule(modcheck,DXM-Win64-Shipping.exe,48 8B 42 D8 48 89 41 E8) // should be unique
alloc(newmem,$1000,modcheck)
aobscanmodule(modcheck1,DXM-Win64-Shipping.exe,48 8B 42 E0 48 89 41 F0) // should be unique
alloc(newmem1,$1000,modcheck1)
aobscanmodule(modcheck2,DXM-Win64-Shipping.exe,48 8B 42 E8 48 89 41 F8) // should be unique
alloc(newmem2,$1000,modcheck2)

label(code)
label(return)
label(code1)
label(return1)
label(code2)
label(return2)

newmem:
  cmp dword ptr[rdx-28],0741
  jne code
  mov dword ptr[rdx-28],0

code:
  mov rax,[rdx-28]
  mov [rcx-18],rax
  jmp return

modcheck:
  jmp newmem
  nop
  nop
  nop

return:
registersymbol(modcheck)

newmem1:
  cmp dword ptr[rdx-20],0741
  jne code1
  mov dword ptr[rdx-20],0

code1:
  mov rax,[rdx-20]
  mov [rcx-10],rax
  jmp return1

modcheck1:
  jmp newmem1
  nop
  nop
  nop

return1:
registersymbol(modcheck1)

newmem2:
  cmp dword ptr[rdx-18],0741
  jne code2
  mov dword ptr[rdx-18],0

code2:
  mov rax,[rdx-18]
  mov [rcx-08],rax
  jmp return2

modcheck2:
  jmp newmem2
  nop
  nop
  nop

return2:
registersymbol(modcheck2)

[DISABLE]

modcheck:
  db 48 8B 42 D8 48 89 41 E8

modcheck1:
  db 48 8B 42 E0 48 89 41 F0

modcheck2:
  db 48 8B 42 E8 48 89 41 F8

unregistersymbol(modcheck)
dealloc(newmem)
unregistersymbol(modcheck1)
dealloc(newmem1)
unregistersymbol(modcheck2)
dealloc(newmem2)
Activate this in "Factory -> Customize Equipment -> Armor/Weapon". Then press Q/E (the button that switches Armor/Weapon). It should make all parts get three empty slots.

Deactivate this script in "Customize Equipment" to avoid any conflict. Maybe.

Have fun and hope it works.
Forgive the noob question, but how do you use this?

EDIT: Nvm just copied an existing script, edited it and pasted this one in, works like a charm

Re: Daemon X Machina Customization Table v1.4

Posted: Sun Feb 23, 2020 11:27 am
by NumberXer0
budboy wrote:
Sun Feb 23, 2020 10:58 am
Mezspirit wrote:
Sun Feb 23, 2020 1:54 am
Set Three Empty Mod Slots

Code: Select all

[ENABLE]

aobscanmodule(modcheck,DXM-Win64-Shipping.exe,48 8B 42 D8 48 89 41 E8) // should be unique
alloc(newmem,$1000,modcheck)
aobscanmodule(modcheck1,DXM-Win64-Shipping.exe,48 8B 42 E0 48 89 41 F0) // should be unique
alloc(newmem1,$1000,modcheck1)
aobscanmodule(modcheck2,DXM-Win64-Shipping.exe,48 8B 42 E8 48 89 41 F8) // should be unique
alloc(newmem2,$1000,modcheck2)

label(code)
label(return)
label(code1)
label(return1)
label(code2)
label(return2)

newmem:
  cmp dword ptr[rdx-28],0741
  jne code
  mov dword ptr[rdx-28],0

code:
  mov rax,[rdx-28]
  mov [rcx-18],rax
  jmp return

modcheck:
  jmp newmem
  nop
  nop
  nop

return:
registersymbol(modcheck)

newmem1:
  cmp dword ptr[rdx-20],0741
  jne code1
  mov dword ptr[rdx-20],0

code1:
  mov rax,[rdx-20]
  mov [rcx-10],rax
  jmp return1

modcheck1:
  jmp newmem1
  nop
  nop
  nop

return1:
registersymbol(modcheck1)

newmem2:
  cmp dword ptr[rdx-18],0741
  jne code2
  mov dword ptr[rdx-18],0

code2:
  mov rax,[rdx-18]
  mov [rcx-08],rax
  jmp return2

modcheck2:
  jmp newmem2
  nop
  nop
  nop

return2:
registersymbol(modcheck2)

[DISABLE]

modcheck:
  db 48 8B 42 D8 48 89 41 E8

modcheck1:
  db 48 8B 42 E0 48 89 41 F0

modcheck2:
  db 48 8B 42 E8 48 89 41 F8

unregistersymbol(modcheck)
dealloc(newmem)
unregistersymbol(modcheck1)
dealloc(newmem1)
unregistersymbol(modcheck2)
dealloc(newmem2)
Activate this in "Factory -> Customize Equipment -> Armor/Weapon". Then press Q/E (the button that switches Armor/Weapon). It should make all parts get three empty slots.

Deactivate this script in "Customize Equipment" to avoid any conflict. Maybe.

Have fun and hope it works.
Forgive the noob question, but how do you use this?

EDIT: Nvm just copied an existing script, edited it and pasted this one in, works like a charm
For future reference: Click the Memory View button above the bottom window. Hit the Tools tab and click Auto Assemble at the bottom. Paste the script into the box. Finally hit the File tab and select Add to Current Cheat Table.

Oh and some scripts you can literally just paste into an empty CE window and it will create the script automatically. Not sure why some work and some don't. This one doesn't, so you have to create it manually.

Re: Daemon X Machina Customization Table v1.4

Posted: Sun Feb 23, 2020 11:54 pm
by Kishirika
Somehow I can't active Mezspirit's script, not sure why though. = =

Re: Daemon X Machina Customization Table v1.4

Posted: Mon Feb 24, 2020 12:10 am
by NumberXer0
Kishirika wrote:
Sun Feb 23, 2020 11:54 pm
Somehow I can't active Mezspirit's script, not sure why though. = =
Did you activate it where they said to?

Factory -> Customize Equipment -> Armor/Weapon

Re: Daemon X Machina Customization Table v1.4

Posted: Mon Feb 24, 2020 12:32 am
by Kishirika
NumberXer0 wrote:
Mon Feb 24, 2020 12:10 am
Kishirika wrote:
Sun Feb 23, 2020 11:54 pm
Somehow I can't active Mezspirit's script, not sure why though. = =
Did you activate it where they said to?

Factory -> Customize Equipment -> Armor/Weapon
Oh it work now. stupid me. XD

Re: Daemon X Machina Customization Table v1.4

Posted: Mon Feb 24, 2020 1:01 am
by NumberXer0
Kishirika wrote:
Mon Feb 24, 2020 12:32 am
NumberXer0 wrote:
Mon Feb 24, 2020 12:10 am
Kishirika wrote:
Sun Feb 23, 2020 11:54 pm
Somehow I can't active Mezspirit's script, not sure why though. = =
Did you activate it where they said to?

Factory -> Customize Equipment -> Armor/Weapon
Oh it work now. stupid me. XD
Yeah, its a very specific script haha. Glad it works now!

Re: Daemon X Machina Customization Table v1.4

Posted: Tue Feb 25, 2020 10:11 am
by The Black X
Mezspirit wrote:
Sun Feb 23, 2020 1:54 am
Set Three Empty Mod Slots

Code: Select all

[ENABLE]

aobscanmodule(modcheck,DXM-Win64-Shipping.exe,48 8B 42 D8 48 89 41 E8) // should be unique
alloc(newmem,$1000,modcheck)
aobscanmodule(modcheck1,DXM-Win64-Shipping.exe,48 8B 42 E0 48 89 41 F0) // should be unique
alloc(newmem1,$1000,modcheck1)
aobscanmodule(modcheck2,DXM-Win64-Shipping.exe,48 8B 42 E8 48 89 41 F8) // should be unique
alloc(newmem2,$1000,modcheck2)

label(code)
label(return)
label(code1)
label(return1)
label(code2)
label(return2)

newmem:
  cmp dword ptr[rdx-28],0741
  jne code
  mov dword ptr[rdx-28],0

code:
  mov rax,[rdx-28]
  mov [rcx-18],rax
  jmp return

modcheck:
  jmp newmem
  nop
  nop
  nop

return:
registersymbol(modcheck)

newmem1:
  cmp dword ptr[rdx-20],0741
  jne code1
  mov dword ptr[rdx-20],0

code1:
  mov rax,[rdx-20]
  mov [rcx-10],rax
  jmp return1

modcheck1:
  jmp newmem1
  nop
  nop
  nop

return1:
registersymbol(modcheck1)

newmem2:
  cmp dword ptr[rdx-18],0741
  jne code2
  mov dword ptr[rdx-18],0

code2:
  mov rax,[rdx-18]
  mov [rcx-08],rax
  jmp return2

modcheck2:
  jmp newmem2
  nop
  nop
  nop

return2:
registersymbol(modcheck2)

[DISABLE]

modcheck:
  db 48 8B 42 D8 48 89 41 E8

modcheck1:
  db 48 8B 42 E0 48 89 41 F0

modcheck2:
  db 48 8B 42 E8 48 89 41 F8

unregistersymbol(modcheck)
dealloc(newmem)
unregistersymbol(modcheck1)
dealloc(newmem1)
unregistersymbol(modcheck2)
dealloc(newmem2)
Activate this in "Factory -> Customize Equipment -> Armor/Weapon". Then press Q/E (the button that switches Armor/Weapon). It should make all parts get three empty slots.

Deactivate this script in "Customize Equipment" to avoid any conflict. Maybe.

Have fun and hope it works.
Nice one i'm testing this out! mind if i add it in the table as well?

Re: Daemon X Machina Customization Table v1.4

Posted: Thu Feb 27, 2020 3:09 am
by Mezspirit
The Black X wrote:
Tue Feb 25, 2020 10:11 am
Mezspirit wrote:
Sun Feb 23, 2020 1:54 am
Set Three Empty Mod Slots

Code: Select all

[ENABLE]

aobscanmodule(modcheck,DXM-Win64-Shipping.exe,48 8B 42 D8 48 89 41 E8) // should be unique
alloc(newmem,$1000,modcheck)
aobscanmodule(modcheck1,DXM-Win64-Shipping.exe,48 8B 42 E0 48 89 41 F0) // should be unique
alloc(newmem1,$1000,modcheck1)
aobscanmodule(modcheck2,DXM-Win64-Shipping.exe,48 8B 42 E8 48 89 41 F8) // should be unique
alloc(newmem2,$1000,modcheck2)

label(code)
label(return)
label(code1)
label(return1)
label(code2)
label(return2)

newmem:
  cmp dword ptr[rdx-28],0741
  jne code
  mov dword ptr[rdx-28],0

code:
  mov rax,[rdx-28]
  mov [rcx-18],rax
  jmp return

modcheck:
  jmp newmem
  nop
  nop
  nop

return:
registersymbol(modcheck)

newmem1:
  cmp dword ptr[rdx-20],0741
  jne code1
  mov dword ptr[rdx-20],0

code1:
  mov rax,[rdx-20]
  mov [rcx-10],rax
  jmp return1

modcheck1:
  jmp newmem1
  nop
  nop
  nop

return1:
registersymbol(modcheck1)

newmem2:
  cmp dword ptr[rdx-18],0741
  jne code2
  mov dword ptr[rdx-18],0

code2:
  mov rax,[rdx-18]
  mov [rcx-08],rax
  jmp return2

modcheck2:
  jmp newmem2
  nop
  nop
  nop

return2:
registersymbol(modcheck2)

[DISABLE]

modcheck:
  db 48 8B 42 D8 48 89 41 E8

modcheck1:
  db 48 8B 42 E0 48 89 41 F0

modcheck2:
  db 48 8B 42 E8 48 89 41 F8

unregistersymbol(modcheck)
dealloc(newmem)
unregistersymbol(modcheck1)
dealloc(newmem1)
unregistersymbol(modcheck2)
dealloc(newmem2)
Activate this in "Factory -> Customize Equipment -> Armor/Weapon". Then press Q/E (the button that switches Armor/Weapon). It should make all parts get three empty slots.

Deactivate this script in "Customize Equipment" to avoid any conflict. Maybe.

Have fun and hope it works.
Nice one i'm testing this out! mind if i add it in the table as well?
Go ahead. :)

Re: Daemon X Machina Customization Table v1.4

Posted: Thu Feb 27, 2020 6:47 am
by nyamiya
Anyone know how to add/change a weapon?
I screwed up my save trying to get a multi-socketed Dainslef, and I can't get the weapon anymore because I forgot to turn off auto-save.

Re: Daemon X Machina Customization Table v1.4

Posted: Thu Feb 27, 2020 5:30 pm
by The Black X
nyamiya wrote:
Thu Feb 27, 2020 6:47 am
Anyone know how to add/change a weapon?
I screwed up my save trying to get a multi-socketed Dainslef, and I can't get the weapon anymore because I forgot to turn off auto-save.
If the weapon has a slot you can search by slot. See "tutorial" in the 1st page.
If not, but you remember having dropped a weapon with a slot right before or after you can do the same but you have to navigate a bit in the memory region.