Mount & Blade II: Bannerlord - v.e.1.2.1 - Steam - +43 - Update 31

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Rysefox
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Re: Mount & Blade II: Bannerlord - v. e1.0.4 - Steam - +29 - Update 11

Post by Rysefox »

MikBlade wrote:
Sat Apr 04, 2020 12:21 pm
MagikMurlok wrote:
Sat Apr 04, 2020 7:46 am
Unlimited ammo still doesn't work :(
hello, for the ulimited arrows change the script ulimited ammo by :

{ Game : TaleWorlds.MountAndBlade.Launcher.exe
Version:
Date : 2020-03-30
Author : chodn

This script does blah blah blah
}

[ENABLE]

aobscanmodule(INJECTAMMO,Game.dll,49 03 C9 66 44 89 01) // should be unique
alloc(newmem,$1000,"Game.dll"+F583D)

label(code)
label(return)

newmem:

code:
add rcx,r9
mov r8w,[rcx]
mov [rcx],r8w
jmp return

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

[DISABLE]

INJECTAMMO:
db 49 03 C9 66 44 89 01

unregistersymbol(INJECTAMMO)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "Game.dll"+F583D

"Game.dll"+F580D: 48 C7 44 24 28 FE FF FF FF - mov qword ptr [rsp+28],FFFFFFFFFFFFFFFE
"Game.dll"+F5816: 48 89 5C 24 50 - mov [rsp+50],rbx
"Game.dll"+F581B: 48 89 6C 24 58 - mov [rsp+58],rbp
"Game.dll"+F5820: 41 0F B7 E8 - movzx ebp,r8w
"Game.dll"+F5824: 4C 63 F2 - movsxd r14,edx
"Game.dll"+F5827: 4C 8B D1 - mov r10,rcx
"Game.dll"+F582A: 45 33 DB - xor r11d,r11d
"Game.dll"+F582D: 44 89 5C 24 20 - mov [rsp+20],r11d
"Game.dll"+F5832: 4D 69 CE 18 02 00 00 - imul r9,r14,00000218
"Game.dll"+F5839: 48 83 C1 08 - add rcx,08
// ---------- INJECTING HERE ----------
"Game.dll"+F583D: 49 03 C9 - add rcx,r9
"Game.dll"+F5840: 66 44 89 01 - mov [rcx],r8w
// ---------- DONE INJECTING ----------
"Game.dll"+F5844: 4C 39 99 18 01 00 00 - cmp [rcx+00000118],r11
"Game.dll"+F584B: 74 05 - je Game.dll+F5852
"Game.dll"+F584D: E8 7E ED FF FF - call Game.dll+F45D0
"Game.dll"+F5852: 49 63 02 - movsxd rax,dword ptr [r10]
"Game.dll"+F5855: 49 8B 92 B8 0A 00 00 - mov rdx,[r10+00000AB8]
"Game.dll"+F585C: 44 89 5C 24 68 - mov [rsp+68],r11d
"Game.dll"+F5861: 48 69 F0 D0 08 00 00 - imul rsi,rax,000008D0
"Game.dll"+F5868: 48 03 F2 - add rsi,rdx
"Game.dll"+F586B: 8B BE 48 04 00 00 - mov edi,[rsi+00000448]
"Game.dll"+F5871: 8B 5C 24 68 - mov ebx,[rsp+68]
}
Unlimited ammo also works for arrow^^

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

MikBlade
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Re: Mount & Blade II: Bannerlord - v. e1.0.4 - Steam - +29 - Update 12

Post by MikBlade »

sorry, for me doesn't work.
I had to change by this code

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Re: Mount & Blade II: Bannerlord - v. e1.0.4 - Steam - +30 - Update 13

Post by Rysefox »

Update 13

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Re: Mount & Blade II: Bannerlord - v. e1.0.4 - Steam - +30 - Update 13

Post by MikBlade »

[Link]

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Re: Mount & Blade II: Bannerlord - v. e1.0.4 - Steam - +30 - Update 13

Post by Rysefox »

MikBlade wrote:
Sat Apr 04, 2020 12:51 pm
[Link]
God plz watch the video..

for newest table:

Set your own value, switch your weapon, go back to your weapon loose ammo and it takes affect

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Re: Mount & Blade II: Bannerlord - v. e1.0.4 - Steam - +30 - Update 13

Post by MikBlade »

ok nice, sorry.

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Re: Mount & Blade II: Bannerlord - v. e1.0.4 - Steam - +30 - Update 13

Post by Tanagord »

Armor stats editor would be appreciated

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Re: Mount & Blade II: Bannerlord - v. e1.0.4 - Steam - +30 - Update 13

Post by cobaltlotus »

Any chance of there ever being a script that unlocks all the weapon part recipes at the smithy for use?

Getting any of them to unlock seems to be an extraordinary pain in the ass.

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Re: Mount & Blade II: Bannerlord - v. e1.0.4 - Steam - +30 - Update 13

Post by giobba »

Please implement a script for modify the renown.

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Re: Mount & Blade II: Bannerlord - v. e1.0.4 - Steam - +28 - Update 10

Post by ZozZ »

Spoiler
fardriel wrote:
Sat Apr 04, 2020 2:33 am
Rysefox wrote:
Fri Apr 03, 2020 7:13 pm
SleepingSnake wrote:
Fri Apr 03, 2020 6:56 pm
Immortal Troop seems to be making my enemy's units instead of my own units. I ride in first, get hit, activate immortal troop, put normal health on immortal, go ingame, enemies immortal, my units die. Am I doing something wrong?
No its not your fault, is my fault
Don't know if you're still doing unlimited troop health, but if you want to take part of my script for it, you're welcome to. The code it injects into is loaded in the loading screen before the first battle after you boot up the game, so you don't actually have to take damage for it to work.

It's commented so you can pick it apart however you want to. The structs for the player character are all incredibly cyclical - almost all of them will refer to each other or to themselves multiple times, so it's really easy to get player character parameters from almost anywhere.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>44</ID>
      <Description>"Inf HP Player Team"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

// If CE is loaded after entering battle the first time
// Can also be fixed by running the lua function reinitializeSymbolhandler()
assert(TaleWorlds.MountAndBlade.Agent::set_Health+7F,C4 E1 78 2E C8)
alloc(newmem,$1000,TaleWorlds.MountAndBlade.Agent::set_Health+7F)
label(INJECTTEAMHP)

// If CE is loaded before entering battle the first time
//aobscan(INJECTTEAMHP,C4 E1 78 2E C8) // should be unique
//alloc(newmem,$1000,INJECTTEAMHP)

label(code)
label(return)
registersymbol(INJECTTEAMHP)

alloc(leaderteam,8)
registersymbol(leaderteam)

newmem:
  push rax
  mov rax,[rsi+000000A8] // _currentAgent:Team
  cmp rax,#0 // null pointer exception
  je code
  mov rax,[rax+A8] // _currentAgent:Team:MBTeam
  cmp rax,#0 // null pointer exception
  je code
  mov rax,[rax+C8] // _mainAgent (stored in _currentAgent:Team:MBTeam)
  mov rax,[rax+A8] // _mainAgent:Team
  mov rax,[rax+90] // _mainAgent:Team:Side
  mov [leaderteam],rax // store _mainAgent:Team:Side
  mov rax,[rsi+000000A8] // _currentAgent:Team
  mov rax,[rax+90] // _currentAgent:Side
  cmp [leaderteam],rax //if _mainAgent:Team:Side == _currentAgent:Team:Side
  jne code
  vmovss xmm0,[rsi+0000016C] // 168 is _health (current HP)
  vmovss xmm2,[rsi+0000016C] // 16C is <HealthLimit> (maximum HP)
  vmovss xmm3,[rsi+0000016C] // 168 crashes at start of battle if left on all the time. 16C doesn't
code:
  pop rax
  vucomiss xmm1,xmm0
  jmp return

leaderteam:
  dq 0

TaleWorlds.MountAndBlade.Agent::set_Health+7F: //comment out if CE loaded early
INJECTTEAMHP:
  jmp newmem
return:

[DISABLE]

INJECTTEAMHP:
  db C4 E1 78 2E C8

unregistersymbol(INJECTTEAMHP)
unregistersymbol(leaderteam)
dealloc(newmem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Thanks fardriel the script works for me so far, and thank you rysefox for the table

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Re: Mount & Blade II: Bannerlord - v. e1.0.4 - Steam - +30 - Update 13

Post by Rysefox »

cobaltlotus wrote:
Sat Apr 04, 2020 2:13 pm
Any chance of there ever being a script that unlocks all the weapon part recipes at the smithy for use?

Getting any of them to unlock seems to be an extraordinary pain in the ass.
think so
giobba wrote:
Sat Apr 04, 2020 2:36 pm
Please implement a script for modify the renown.

nxt update soon

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Re: Mount & Blade II: Bannerlord - v. e1.0.4 - Steam - +28 - Update 10

Post by Rysefox »

ZozZ wrote:
Sat Apr 04, 2020 3:33 pm
Spoiler
fardriel wrote:
Sat Apr 04, 2020 2:33 am
Rysefox wrote:
Fri Apr 03, 2020 7:13 pm


No its not your fault, is my fault
Don't know if you're still doing unlimited troop health, but if you want to take part of my script for it, you're welcome to. The code it injects into is loaded in the loading screen before the first battle after you boot up the game, so you don't actually have to take damage for it to work.

It's commented so you can pick it apart however you want to. The structs for the player character are all incredibly cyclical - almost all of them will refer to each other or to themselves multiple times, so it's really easy to get player character parameters from almost anywhere.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>44</ID>
      <Description>"Inf HP Player Team"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

// If CE is loaded after entering battle the first time
// Can also be fixed by running the lua function reinitializeSymbolhandler()
assert(TaleWorlds.MountAndBlade.Agent::set_Health+7F,C4 E1 78 2E C8)
alloc(newmem,$1000,TaleWorlds.MountAndBlade.Agent::set_Health+7F)
label(INJECTTEAMHP)

// If CE is loaded before entering battle the first time
//aobscan(INJECTTEAMHP,C4 E1 78 2E C8) // should be unique
//alloc(newmem,$1000,INJECTTEAMHP)

label(code)
label(return)
registersymbol(INJECTTEAMHP)

alloc(leaderteam,8)
registersymbol(leaderteam)

newmem:
  push rax
  mov rax,[rsi+000000A8] // _currentAgent:Team
  cmp rax,#0 // null pointer exception
  je code
  mov rax,[rax+A8] // _currentAgent:Team:MBTeam
  cmp rax,#0 // null pointer exception
  je code
  mov rax,[rax+C8] // _mainAgent (stored in _currentAgent:Team:MBTeam)
  mov rax,[rax+A8] // _mainAgent:Team
  mov rax,[rax+90] // _mainAgent:Team:Side
  mov [leaderteam],rax // store _mainAgent:Team:Side
  mov rax,[rsi+000000A8] // _currentAgent:Team
  mov rax,[rax+90] // _currentAgent:Side
  cmp [leaderteam],rax //if _mainAgent:Team:Side == _currentAgent:Team:Side
  jne code
  vmovss xmm0,[rsi+0000016C] // 168 is _health (current HP)
  vmovss xmm2,[rsi+0000016C] // 16C is <HealthLimit> (maximum HP)
  vmovss xmm3,[rsi+0000016C] // 168 crashes at start of battle if left on all the time. 16C doesn't
code:
  pop rax
  vucomiss xmm1,xmm0
  jmp return

leaderteam:
  dq 0

TaleWorlds.MountAndBlade.Agent::set_Health+7F: //comment out if CE loaded early
INJECTTEAMHP:
  jmp newmem
return:

[DISABLE]

INJECTTEAMHP:
  db C4 E1 78 2E C8

unregistersymbol(INJECTTEAMHP)
unregistersymbol(leaderteam)
dealloc(newmem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Thanks fardriel the script works for me so far, and thank you rysefox for the table
Np ^^

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Re: Mount & Blade II: Bannerlord - v. e1.0.4 - Steam - +28 - Update 10

Post by Aibl »

Thanks a bunch Rysefox for making this and updating it so frequently. :)

Edit: Oh and everyone else that contributed as well lol :D
Last edited by Aibl on Sat Apr 04, 2020 5:04 pm, edited 2 times in total.

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Re: Mount & Blade II: Bannerlord - v. e1.0.4 - Steam - +33 - Update 14

Post by Makoret »

thanks for the updates! on other matters... i downloaded the 14 update but none of the options work :s am i doing something wrong?

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Re: Mount & Blade II: Bannerlord - v. e1.0.4 - Steam - +33 - Update 14

Post by Rysefox »

Makoret wrote:
Sat Apr 04, 2020 4:58 pm
thanks for the updates! on other matters... i downloaded the 14 update but none of the options work :s am i doing something wrong?
For Inventory shit you need to be on the map.
For Renown you need to open Clan window first
For Machine stats you need to be in a siege and select a machine

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