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Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Wed Nov 18, 2020 6:51 am
by axellslade
aSwedishMagyar wrote:
Wed Nov 18, 2020 6:45 am
I forgot to add it but in the addLocation() function in 'Enable Teleport Related Scripts', add this just before the return:

Code: Select all

local locationsCount = getCount(locationsTable)
locationsTable[locationsCount+1] = saveLocation
This allows you to keep a running list while in-game of places you may want to return to. They will also get saved to the text file so there's no worry of not having them later.
Was about to ask if such function was possible... Thank you very much! Also, I just left my thanks on ArmYof0n3's table.

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Wed Nov 18, 2020 11:08 am
by eTheBlack
Alright, I collected all hashes from my inventory (212 of them), there are still few unknown or unchangable, but I guess its not important.
Anyway you can find them on page 6, here: viewtopic.php?p=165622#p165622

Now I will try to find hashes for fished, after I swap CPU to 5900X 8-)

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Wed Nov 18, 2020 11:40 am
by chrisreddot3
aSwedishMagyar wrote:
Wed Nov 18, 2020 6:45 am
so you now are ignoring me right?
Not gonna help me?
Since i proved for you that im using YOUR table,not sunbeams table,good job dude!...

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Wed Nov 18, 2020 5:24 pm
by aSwedishMagyar
chrisreddot3 wrote:
Wed Nov 18, 2020 11:40 am
so you now are ignoring me right?
Not gonna help me?
Since i proved for you that im using YOUR table,not sunbeams table,good job dude!...
I'm not helping you because it is a waste of my time. The table works for countless other people while you and a smattering of others who more than likely didn't download the txt files only whine and moan without trying anything acting entitled that I should be bending over backwards to help you at your beck and call. Help yourself you little leech.

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Wed Nov 18, 2020 6:46 pm
by axellslade
chrisreddot3 wrote:
Tue Nov 17, 2020 11:46 pm
im not using sunbeam's table,i downloaded YOUR last table sir,and tried to enable inventory...and can't get to work here,standard version of the game,uplay,not uplay+
Image
Switch the interface to english and try the table again. It doesn't seem to work in brazilian portuguese. I also had that problem.

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Thu Nov 19, 2020 12:02 am
by chrisreddot3
axellslade wrote:
Wed Nov 18, 2020 6:46 pm
chrisreddot3 wrote:
Tue Nov 17, 2020 11:46 pm
im not using sunbeam's table,i downloaded YOUR last table sir,and tried to enable inventory...and can't get to work here,standard version of the game,uplay,not uplay+
Image
Switch the interface to english and try the table again. It doesn't seem to work in brazilian portuguese. I also had that problem.
Image
Here,now in full english,i try to activate the cheat inventory and the square became a circle and then go back to square again,and nothing happens,it seems im the only one that this cheat dont work... :(

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Thu Nov 19, 2020 7:20 am
by SunBeam
^ Right-click the script after it doesn't activate and post the error.

And maybe you quit being so smug about whose table you use and whose ass you want to kiss. The kind of service you demand should come with payment, as you think the stuff people do here is for granted, that you are entitled to it and we should serve you..

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Thu Nov 19, 2020 8:38 am
by senseirain
So how do I add Legendary weapon anyone got Gungnir / Mjolnir / Excalibur?

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Thu Nov 19, 2020 1:25 pm
by chrisreddot3
SunBeam wrote:
Thu Nov 19, 2020 7:20 am
^ Right-click the script after it doesn't activate and post the error.
Here the error with right click in the script
Image
ty

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Thu Nov 19, 2020 2:12 pm
by KillerBee
chrisreddot3 wrote:
Thu Nov 19, 2020 1:25 pm
SunBeam wrote:
Thu Nov 19, 2020 7:20 am
^ Right-click the script after it doesn't activate and post the error.
Here the error with right click in the script
*snip*
ty
You haven't downloaded the .zip file needed with the hash files. See the end of the first post.

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Thu Nov 19, 2020 2:21 pm
by NumberXer0
chrisreddot3 wrote:
Thu Nov 19, 2020 1:25 pm
SunBeam wrote:
Thu Nov 19, 2020 7:20 am
^ Right-click the script after it doesn't activate and post the error.
Here the error with right click in the script
Image
ty
Congrats. You failed to download the file that you were already told to do multiple times. This is why people don't want to waste time trying to help.

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Thu Nov 19, 2020 2:27 pm
by SunBeam
When I fucking say people don't read whole posts, you blame me and bitch.. "oh noes I get error" boo-fucking-hoo..

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Thu Nov 19, 2020 2:32 pm
by FrozenSkies
i cant understand how people are so stupid to even read the full post on page 1 where all the information needed are provided.

PS if someone has a savegame from the beginning in england i will try to crate location txt (with all treasures, opal, etc) file wich "aSwedishMagyar" could then integrate into his table.

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Thu Nov 19, 2020 2:57 pm
by SunBeam
Oh.. seems like he's built a system that allows you to teleport to locations stored in a file? :D Pimp! I did something like this for Assassin's Creed 1 to collect all flags in a region :) But yeah, sometimes teleporting to waypoint might get buggy if you don't disable collisions.

Code: Select all

[ENABLE]

alloc( KeyHandlerThread, 0x1000, AssassinsCreed_Dx10.exe )
registersymbol( KeyHandlerThread )
CreateThread( KeyHandlerThread )
label( KeyHandlerOff )
registersymbol( KeyHandlerOff )

label( pBuffer )
registersymbol( pBuffer )

KeyHandlerThread:
push A
call kernel32.Sleep
cmp [KeyHandlerOff],1
jne short @f
  mov [KeyHandlerOff],2
  ret
@@:
push 65 // VK_NUMPAD5
call user32.GetAsyncKeyState
test ax,ax
je short @f
  call TeleportToCoords
  push C8
  call kernel32.Sleep
@@:
jmp KeyHandlerThread

db CC CC CC CC

TeleportToCoords:
push pBuffer // buffer must be 16-byte aligned address (xxxxxxx0)
mov ecx,[g_CollisionPtr]
call AssassinsCreed_Dx10.exe+1B9210 //call WriteMe //call AssassinsCreed_Dx10.exe+1B9210
//mov ecx,[g_CollisionPtr]
//call AssassinsCreed_Dx10.exe+1BC6F0
mov ecx,[g_CollisionPtr]
mov ecx,[ecx+B8]
mov ecx,[ecx+18]
push ecx
mov ecx,[g_CollisionPtr]
call AssassinsCreed_Dx10.exe+2323B0
mov ecx,[g_CollisionPtr]
mov ecx,[ecx+B8]
mov ecx,[ecx+18]
push 1
push ecx
mov ecx,[g_CollisionPtr]
mov ecx,[ecx+8]
call AssassinsCreed_Dx10.exe+84270
mov ecx,[g_CollisionPtr]
call AssassinsCreed_Dx10.exe+1B8DA0
mov ecx,[g_MenuObj]
mov ecx,[ecx+14]
lea ecx,[ecx+140]
call AssassinsCreed_Dx10.exe+127D10 // Anim:SkeletonUpdate
ret

KeyHandlerOff:
dd 0

KeyHandlerThread+100:
pBuffer:
dd 3F800000 37180D79 80000000 00000000
dd B7180D79 3F800000 00000000 00000000
dd 00000000 00000000 3F800000 00000000
dd C0BFD591 429E152E 42037341 3F800000

[DISABLE]

{$lua}

if( syntaxcheck == false ) then --actual execution
  local starttime = getTickCount()

if readInteger( "KeyHandlerOff" ) == 0 then --could be 2 already
  writeInteger( "KeyHandlerOff", 1 ) --tell the thread to kill itself
end

while( getTickCount() < starttime + 1000 ) and ( readInteger( "KeyHandlerOff" ) ~= 2 ) do --wait till it has finished
  sleep( 20 )
end

if( getTickCount() > starttime + 1000 ) then --could happen when the window is shown
  showMessage( 'Disabling the thread failed!' )
  error( 'Thread disabling failed!' )
end
  sleep( 1 )
end

{$asm}

unregistersymbol( pBuffer )
unregistersymbol( KeyHandlerOff )
unregistersymbol( KeyHandlerThread )
dealloc( KeyHandlerThread )
@aSwedishMagyar: See if some ideas in the above prove helpful. Then I had something like this to work with the script:

AC1_Teleporter_20170205.txt
(77.3 KiB) Downloaded 77 times

Note that I also included orientation/facing in the teleport, not just coordinates. Check in Valhalla -0x10 and -0x20 from XYZ, those should be the vectors for orientation, pitch, facing, etc. :) The idea is this: go to some location, facing the object you want to teleport to. Dump -0x20, -0x10 from XYZ and XYZ. Store to a file. Then in your code load that block in movups (or Lua) and write them to Player XYZ - 0x20, -0x10, 0x00. That will teleport you instantly to the location of your choice, but will also face Eivor towards the object you want the user to look at when you're teleporting there ;)

@public: The script above is NOT for Valhalla!

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Thu Nov 19, 2020 3:03 pm
by FrozenSkies
SunBeam wrote:
Thu Nov 19, 2020 2:57 pm
Oh.. seems like he's built a system that allows you to teleport to locations stored in a file? :D Pimp! I did something like this for Assassin's Creed 1 to collect all flags in a region :) But yeah, sometimes teleporting to waypoint might get buggy if you don't disable collisions.
thats true since the fearlessrevolution trainer has the ability since some days but it is tricky the are 4 possible outcomes:

1. Teleport works fine
2. you get stuck inside of something
3. you get suck under the map
4. the game yeets you up in the air and you die or "desync"

and since i have already gotten quite some stuff and have to many savegames to check wich i am too lazy to do i want some one so send me one so that i can then save all the coordinates and share them here.