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

Posted: Tue Mar 31, 2020 9:52 pm
by Rysefox
Thanks vanit for the game :)

I made a table for Mount & Blade II: Bannerlord - v. e1.2.1


Preview:
Spoiler
Image
Video:
Spoiler
Table:
Spoiler
Freeze Enemy
One Hit Kill
Attribute Points
Focus Points
Morale
Set Attributes to High value
Zero Weapon Weight
Unlimited Ammo
High Clan Tier Level
Unlimited Health Horse
Increase Horse Speed
Get Camera
Ghost
Unlimited Health
Unlimited Health Troop
Get Party Leader Stats
Instant Mission Leave
Freeze Mission
Force Mission End
Gold
Influence
Food
Holding Weapon Stats
Low Difficulty
Smithy Resources
Stamina
Immortal Horse
Immortal Human
TownData
Load ConstructionProgress
Get Selected Machine Data
Reserve
Finish Construction after 1 Day
Settlement Construction Level
Get Settlement Construction
Renown
Updates:
Spoiler
Update 31:
Added support for v.e.1.2.1
Fixed No Reload
Get PlayerCoord no longer crash the game
No crashes/freezes with Unlimited Health

Update 30:
Added Support for e. 1.1.1
Fixed One Hit Kill
Fixed Unlimited Health ( Human Map )
Fixed Get Party Leader Stats
Fixed Get PlayerCoord
Fixed Unlimited Morale
Fixed Unlimited Gold
Fixed Unlimited Health Troop
Fixed Unlimited Health Human
Fixed Unlimited Health horse

Update 29:
Added Support for e.1.2.0 Beta
Fixed One Hit Kill
Fixed Attribute Points
Fixed Focus Points
Fixed Get Character Level
Fixed Unlimited Health ( Human Map )
Fixed Get Party Leader stats
Fixed PlayerCoord
Fixed Freeze Mission
Fixed Unlimited Morale
Fixed Unlimited Gold
Fixed Unlimited Health Troop
Fixed Unlimited Health Horse
Fixed Unlimited Health Human ( Human Combat )
Fixed Reserve

No reload will not work for bow

Reserve:
1. Spend some Gold
2. Activate Script
3. Set Own Value or set it to Unlimited Reserve
4. Spend again some Gold
5. Reopen Town Window

Unlock all Smithy Parts:
1. Forge 1 weapon.
2. Activate script
3. Forge again 1 weapon -> You screen will freeze for few seconds
4. When freeze is over deactivate script and reopen smithy

Blade Data
Select a Blade

TownData
Click on a Town and the pointers should trigger

Troop XP
Make sure you open Party window first so that you can activate script.
When you change your value make sure you reopen your window

Unlimited Ammo
Make sure that you switch through your weapons

Freeze Enemy:
Can take some time to unfreeze Enemys -> Important move with your Player

One Hit Kill:
Hit one Enemy in a fight -> Watch Video

Unlimited Stamina:
Loose some stamina.

Get Character Level:
Activate and press C to open character window

Get Selected Machine Data:
You need to be in a siege and select a machine. (When you can't activate it reactivate "reinitializeSymbolhandler") -> Can take 2-3 trys to activate

Renown:
Open Clan window first when you can't activate script


Have fun :)
Spoiler
Image

Re: Mount & Blade II: Bannerlord - v. b0.9.0 - +26 - Update 1

Posted: Tue Mar 31, 2020 11:34 pm
by Rysefox
Update 1

Re: Mount & Blade II: Bannerlord - v. b0.9.0 - +26 - Update 1

Posted: Tue Mar 31, 2020 11:42 pm
by cocotoon
Well done, can you disabled the fucking heal cap?
When I modify the health value, the cap increase my value...

Thank you

Re: Mount & Blade II: Bannerlord - v. b0.9.0 - +26 - Update 1

Posted: Wed Apr 01, 2020 12:28 am
by MoonRacer
Thank you!
I'm not able to get Attribute nor Focus points to work (The only things I think not demoed in your video).

Re: Mount & Blade II: Bannerlord - v. b0.9.0 - +26 - Update 1

Posted: Wed Apr 01, 2020 12:32 am
by Rysefox
MoonRacer wrote:
Wed Apr 01, 2020 12:28 am
Thank you!
I'm not able to get Attribute nor Focus points to work (The only things I think not demoed in your video).
Lose one Attributepoint or focus then activate script and lose again and you have 999 points

Re: Mount & Blade II: Bannerlord - v. b0.9.0 - +26 - Update 1

Posted: Wed Apr 01, 2020 12:33 am
by Rysefox
cocotoon wrote:
Tue Mar 31, 2020 11:42 pm
Well done, can you disabled the fucking heal cap?
When I modify the health value, the cap increase my value...

Thank you
Yes

Re: Mount & Blade II: Bannerlord - v. b0.9.0 - +27 - Update 2

Posted: Wed Apr 01, 2020 12:55 am
by Rysefox
Update 2

Re: Mount & Blade II: Bannerlord - v. b0.9.0 - +27 - Update 2

Posted: Wed Apr 01, 2020 1:41 am
by lcmiracle
Hi thanks, can you incorporate the character pointer script from the request thread somehow? It was working as I am writing this comment, though it seems it has to be activated after the character menu had been opened at least once. Thanks!

Re: Mount & Blade II: Bannerlord - v. b0.9.0 - +27 - Update 2

Posted: Wed Apr 01, 2020 5:56 am
by ShadowOps
Thanks for the trainer. edit: Feature request is already in the trainer lol.

Re: Mount & Blade II: Bannerlord - v. b0.9.0 - +27 - Update 2

Posted: Wed Apr 01, 2020 7:02 am
by lcmiracle
ShadowOps wrote:
Wed Apr 01, 2020 5:56 am
Thanks for the trainer. edit: Feature request is already in the trainer lol.
Which ones? The character collapsable in the table only gives 999 attribute and focus points. The pointer I'm talking about gives the pointer to those values and more, include names and the character's days of birth and death.

Re: Mount & Blade II: Bannerlord - v. b0.9.0 - +27 - Update 2

Posted: Wed Apr 01, 2020 7:26 am
by fardriel
I posted this in the request thread, but haven't seen it in a table yet. Managed to make an infinite HP script for the player's entire army. (Which can be added to the table if someone finds it useful)

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>{ Game   : TaleWorlds.MountAndBlade.Launcher.exe
  Version:
  Date   : 2020-03-31
  Author : chodn

  This script does blah blah blah
}

[ENABLE]

aobscan(INJECTTEAMHP,C4 E1 78 2E C8) // should be unique
registersymbol(INJECTTEAMHP)
alloc(newmem,$1000,INJECTTEAMHP)
//assert(TaleWorlds.MountAndBlade.Agent::set_Health+7F,C4 E1 78 2E C8)
//alloc(newmem,$1000,TaleWorlds.MountAndBlade.Agent::set_Health+7F)
//assembly symbols don't get loaded if CE is attached before the function is compiled

label(code)
label(return)

alloc(leaderteam,8)
registersymbol(leaderteam)

newmem:
  push rax
  mov rax,[rsi+000000A8] //"Team"
  cmp rax,#0
  je code
  mov rax,[rax+A8] //"MBTeam"
  cmp rax,#0
  je code
  mov rax,[rax+C8] //"_mainAgent"
  mov rax,[rax+A8] //"Team"
  mov rax,[rax+90] //"Side"
  mov [leaderteam],rax //load leader's team
  //we want to do this step every time so the player doesn't need to
  //reactivate the script every single battle. takes a lot longer tho
  mov rax,[rsi+000000A8] //"Team"
  mov rax,[rax+90] //"Side"
  cmp [leaderteam],rax //check if leader's team
  jne code
  vmovss xmm0,[rsi+00000168]
  vmovss xmm2,[rsi+00000168]
  vmovss xmm3,[rsi+00000168]
code:
  pop rax
  vucomiss xmm1,xmm0
  jmp return

leaderteam:
  dq 0

//TaleWorlds.MountAndBlade.Agent::set_Health+7F:
INJECTTEAMHP:
  jmp newmem
return:

[DISABLE]

//TaleWorlds.MountAndBlade.Agent::set_Health+7F:
INJECTTEAMHP:
  db C4 E1 78 2E C8

unregistersymbol(INJECTTEAMHP)
unregistersymbol(leaderteam)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: 7FFDA261618F

7FFDA2616150: C4 E1 62 2A D9              -  vcvtsi2ss xmm3,ebx,ecx
7FFDA2616155: C4 E1 78 28 D3              -  vmovaps xmm2,xmm3
7FFDA261615A: C4 E1 7A 10 86 68 01 00 00  -  vmovss xmm0,[rsi+00000168]
7FFDA2616163: C4 E1 7A 5C C2              -  vsubss xmm0,xmm0,xmm2
7FFDA2616168: C4 E1 7A 10 0D 5F 00 00 00  -  vmovss xmm1,[7FFDA26161D0]
7FFDA2616171: C4 E1 78 54 C1              -  vandps xmm0,xmm0,xmm1
7FFDA2616176: C4 E1 7A 10 0D 59 00 00 00  -  vmovss xmm1,[7FFDA26161D8]
// ---------- INJECTING HERE ----------
7FFDA261617F: C4 E1 78 2E C8              -  vucomiss xmm1,xmm0
// ---------- DONE INJECTING  ----------
7FFDA2616184: 73 3D                       -  jae 7FFDA26161C3
7FFDA2616186: C4 E1 7A 10 86 68 01 00 00  -  vmovss xmm0,[rsi+00000168]
7FFDA261618F: C4 E1 7A 11 96 68 01 00 00  -  vmovss [rsi+00000168],xmm2
7FFDA2616198: 48 8B 4E 10                 -  mov rcx,[rsi+10]
7FFDA261619C: 48 85 C9                    -  test rcx,rcx
7FFDA261619F: 75 06                       -  jne 7FFDA26161A7
7FFDA26161A1: 48 83 C4 30                 -  add rsp,30
7FFDA26161A5: 5E                          -  pop rsi
7FFDA26161A6: C3                          -  ret
7FFDA26161A7: 48 89 4C 24 28              -  mov [rsp+28],rcx
7FFDA26161AC: 48 8D 51 08                 -  lea rdx,[rcx+08]
7FFDA26161B0: 48 8B 0A                    -  mov rcx,[rdx]
7FFDA26161B3: 48 8B D6                    -  mov rdx,rsi
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +29 - Update 3

Posted: Wed Apr 01, 2020 7:34 am
by Rysefox
Update 3

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +29 - Update 3

Posted: Wed Apr 01, 2020 8:15 am
by Neobleak
Thank you for table but 'Make Party Invisible' it make weird bug..

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +29 - Update 3

Posted: Wed Apr 01, 2020 8:17 am
by Rysefox
Neobleak wrote:
Wed Apr 01, 2020 8:15 am
Thank you for table but 'Make Party Invisible' it make weird bug..
Yes I post fix on next update

Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +29 - Update 3

Posted: Wed Apr 01, 2020 8:26 am
by pavlosgr
Thank you for your work! but the infinite arrows and harpoons are unselectable but the other cheats work like a charm