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Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Mon Jan 04, 2021 4:20 pm
by kay0
jomoroon wrote:
Fri Jan 01, 2021 2:10 am
Is there anyway we can add a modify speed of weapon as well as damage?
very interested in this aswell!!

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Tue Jan 05, 2021 10:04 am
by matmat596
Thks for the updated table. The modify dmg script now works perfect! Only affect eivor. Only bugs i've noticed is that the kill anims on npc doesn't always kill them with below 1 modifier and the planned dmg when you hover on a npc with a bow drawn doesn't reflect the real dmg done. No big deal.

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Fri Jan 15, 2021 4:25 am
by jimrdg
by the way anything not working after the new updates?

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Fri Jan 15, 2021 6:16 am
by gdoug
jimrdg wrote:
Fri Jan 15, 2021 4:25 am
by the way anything not working after the new updates?
As far as I can tell, you cannot use the Orlog script to set enemy health to 0. I never tried it before today's update, but when I try it not, it just generates an error ding.

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Fri Jan 15, 2021 8:47 am
by Backupinov
The only thing I found that wasn't working was inf health. I don't use all the cheats but this was the only one from de ones I use.

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Fri Jan 15, 2021 2:18 pm
by irnuu
The 'Enable Inventory Related Scripts' is not working.

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Fri Jan 15, 2021 7:26 pm
by matmat596
Does the modify dmg script still work after the update?

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Sat Jan 16, 2021 7:13 pm
by Razapudroshko
still works for 1.1.1 no need updated table?

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Sun Jan 17, 2021 7:11 am
by aSwedishMagyar
gdoug wrote:
Fri Jan 15, 2021 6:16 am
As far as I can tell, you cannot use the Orlog script to set enemy health to 0. I never tried it before today's update, but when I try it not, it just generates an error ding.
matmat596 wrote:
Fri Jan 15, 2021 7:26 pm
Does the modify dmg script still work after the update?
Razapudroshko wrote:
Sat Jan 16, 2021 7:13 pm
still works for 1.1.1 no need updated table?
Backupinov wrote:
Fri Jan 15, 2021 8:47 am
The only thing I found that wasn't working was inf health. I don't use all the cheats but this was the only one from de ones I use.
Updated to the latest version the only script that was not working was Inf Health and I made a new version that should not need updating in the future (old version is in the Debug Do not Use section as Inf Health alt 1). Orlog script does work but you need to be in the game for it to populate pointers. If the pointers do not populate for you, then please show what it looks like when you activate the script and consider going into the memory view and seeing what the opcode is actually writing to.
irnuu wrote:
Fri Jan 15, 2021 2:18 pm
The 'Enable Inventory Related Scripts' is not working.
Please follow the directions under the .zip file included in the first post.

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Sun Jan 17, 2021 9:36 am
by Sylencer90
Information on no fishing trader requirements progress?

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Sun Jan 17, 2021 7:05 pm
by Backupinov
aSwedishMagyar wrote:
Sun Jan 17, 2021 7:11 am
gdoug wrote:
Fri Jan 15, 2021 6:16 am
As far as I can tell, you cannot use the Orlog script to set enemy health to 0. I never tried it before today's update, but when I try it not, it just generates an error ding.
matmat596 wrote:
Fri Jan 15, 2021 7:26 pm
Does the modify dmg script still work after the update?
Razapudroshko wrote:
Sat Jan 16, 2021 7:13 pm
still works for 1.1.1 no need updated table?
Backupinov wrote:
Fri Jan 15, 2021 8:47 am
The only thing I found that wasn't working was inf health. I don't use all the cheats but this was the only one from de ones I use.
Updated to the latest version the only script that was not working was Inf Health and I made a new version that should not need updating in the future (old version is in the Debug Do not Use section as Inf Health alt 1). Orlog script does work but you need to be in the game for it to populate pointers. If the pointers do not populate for you, then please show what it looks like when you activate the script and consider going into the memory view and seeing what the opcode is actually writing to.
irnuu wrote:
Fri Jan 15, 2021 2:18 pm
The 'Enable Inventory Related Scripts' is not working.
Please follow the directions under the .zip file included in the first post.
Thanks for the update. Infhealth is working fine now.

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Thu Jan 21, 2021 9:42 pm
by acecel
Thanks a lot for the table, a lot of useful scripts. :D

Please find below a script to find the pointer to the value of "Earned Mastery Points" :

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>90964</ID>
      <Description>"Get Earned Mastery Points"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : ACValhalla.exe
  Version: 
  Date   : 2021-01-21
  Author : Acecel

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(aob_mastery_points_earned,ACValhalla.exe,8B 9A 2C 01 00 00) // should be unique
alloc(newmem,$1000,aob_mastery_points_earned)

registersymbol(EarnedMastery)
label(code)
label(return)
label(EarnedMastery)

newmem:
  mov [EarnedMastery],rdx

code:
  mov ebx,[rdx+0000012C]
  jmp return

EarnedMastery:
  dq 0

aob_mastery_points_earned:
  jmp newmem
  nop

return:
registersymbol(aob_mastery_points_earned)

[DISABLE]

aob_mastery_points_earned:
  db 8B 9A 2C 01 00 00

unregistersymbol(aob_mastery_points_earned)
unregistersymbol(EarnedMastery)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: ACValhalla.exe+246E945

ACValhalla.exe+246E91F: 0F 46 F1           - cmovbe esi,ecx
ACValhalla.exe+246E922: 41 89 75 08        - mov [r13+08],esi
ACValhalla.exe+246E926: 89 B2 28 01 00 00  - mov [rdx+00000128],esi
ACValhalla.exe+246E92C: 41 8B 55 08        - mov edx,[r13+08]
ACValhalla.exe+246E930: 8B C2              - mov eax,edx
ACValhalla.exe+246E932: 41 2B 45 0C        - sub eax,[r13+0C]
ACValhalla.exe+246E936: 41 3B 55 0C        - cmp edx,[r13+0C]
ACValhalla.exe+246E93A: 44 0F 43 C0        - cmovae r8d,eax
ACValhalla.exe+246E93E: B8 01 00 00 00     - mov eax,00000001
ACValhalla.exe+246E943: EB 32              - jmp ACValhalla.exe+246E977
// ---------- INJECTING HERE ----------
ACValhalla.exe+246E945: 8B 9A 2C 01 00 00  - mov ebx,[rdx+0000012C]
// ---------- DONE INJECTING  ----------
ACValhalla.exe+246E94B: 03 CB              - add ecx,ebx
ACValhalla.exe+246E94D: 3B CE              - cmp ecx,esi
ACValhalla.exe+246E94F: 0F 46 F1           - cmovbe esi,ecx
ACValhalla.exe+246E952: 41 89 75 10        - mov [r13+10],esi
ACValhalla.exe+246E956: 89 B2 2C 01 00 00  - mov [rdx+0000012C],esi
ACValhalla.exe+246E95C: 41 8B 55 10        - mov edx,[r13+10]
ACValhalla.exe+246E960: 8B C2              - mov eax,edx
ACValhalla.exe+246E962: 41 2B 45 14        - sub eax,[r13+14]
ACValhalla.exe+246E966: 41 3B 55 14        - cmp edx,[r13+14]
ACValhalla.exe+246E96A: 44 0F 43 C0        - cmovae r8d,eax
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>90965</ID>
          <Description>"Earned Mastery Points"</Description>
          <LastState Value="301" RealAddress="1BEA16C3B4C"/>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>800080</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>EarnedMastery</Address>
          <Offsets>
            <Offset>12C</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
You need to get a mastery point for the value to be updated, but if you change it the new value will be kept definitely by the game unlike the script in the table (which is only temporarily). ;)

And about the original script you can also find the value "Mastery Point Used" just after which may be interesting to view/edit, like this :

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>90911</ID>
      <Description>"Get Mastery Points (Earned &amp; Used)"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{
	Game	: ACValhalla.exe
	Version	: 
	Date	: 2021-01-04
	Author	: aSwedishMagyar
}
[ENABLE]
aobscanmodule(getMastery,$process,8B 41 10 8B 51 14 39)
registersymbol(getMastery)
registersymbol(baseMastery)
alloc(newgetMastery,100,getMastery)
label(codegetMastery)
label(returngetMastery)
label(baseMastery)
newgetMastery:
  mov [baseMastery],rcx
codegetMastery:
  mov eax,[rcx+10]
  mov edx,[rcx+14]
  jmp returngetMastery
baseMastery:
  dq 0
getMastery:
  jmp newgetMastery
  nop
returngetMastery:

[DISABLE]
getMastery:
  db 8B 41 10 8B 51 14

unregistersymbol(getMastery)
unregistersymbol(baseMastery)
dealloc(newgetMastery)

{
// ORIGINAL CODE - INJECTION POINT: ACValhalla.exe.link+18D37910

ACValhalla.exe.link+18D378BB: 48 C7 C0 00 00 01 00           - mov rax,00010000
ACValhalla.exe.link+18D378C2: 48 F7 E3                       - mul rbx
ACValhalla.exe.link+18D378C5: 29 D2                          - sub edx,edx
ACValhalla.exe.link+18D378C7: 53                             - push rbx
ACValhalla.exe.link+18D378C8: 81 C2 DF D4 9E 44              - add edx,449ED4DF
ACValhalla.exe.link+18D378CE: BE A2 87 1B E2                 - mov esi,E21B87A2
ACValhalla.exe.link+18D378D3: 21 F2                          - and edx,esi
ACValhalla.exe.link+18D378D5: C1 FA 11                       - sar edx,11
ACValhalla.exe.link+18D378D8: 52                             - push rdx
ACValhalla.exe.link+18D378D9: 48 BA 1C 75 96 FD F6 7F 00 00  - mov rdx,ACValhalla.exe.link+E2EF51C
ACValhalla.exe.link+18D378E3: 48 87 14 24                    - xchg [rsp],rdx
ACValhalla.exe.link+18D378E7: 7A 02                          - jp ACValhalla.exe.link+18D378EB
ACValhalla.exe.link+18D378E9: C3                             - ret 
ACValhalla.exe.link+18D378EA: 31 BE D7 C1 3D 6C              - xor [rsi+6C3DC1D7],edi
ACValhalla.exe.link+18D378F0: BA E9 6A 0E 70                 - mov edx,700E6AE9
ACValhalla.exe.link+18D378F5: 0F AC F2 08                    - shrd edx,esi,08
ACValhalla.exe.link+18D378F9: C1 E6 0D                       - shl esi,0D
ACValhalla.exe.link+18D378FC: 48 8D 64 24 08                 - lea rsp,[rsp+08]
ACValhalla.exe.link+18D37901: 0F 84 89 CF B1 F1              - je ACValhalla.exe.link+A854890
ACValhalla.exe.link+18D37907: 66 0F 1F 84 00 00 00 00 00     - nop word ptr [rax+rax+00000000]
// ---------- INJECTING HERE ----------
ACValhalla.exe.link+18D37910: 8B 41 10                       - mov eax,[rcx+10]
// ---------- DONE INJECTING  ----------
ACValhalla.exe.link+18D37913: 8B 51 14                       - mov edx,[rcx+14]
ACValhalla.exe.link+18D37916: 39 D0                          - cmp eax,edx
ACValhalla.exe.link+18D37918: 73 03                          - jae ACValhalla.exe.link+18D3791D
ACValhalla.exe.link+18D3791A: 31 C0                          - xor eax,eax
ACValhalla.exe.link+18D3791C: C3                             - ret 
ACValhalla.exe.link+18D3791D: 29 D0                          - sub eax,edx
ACValhalla.exe.link+18D3791F: C3                             - ret 
ACValhalla.exe.link+18D37920: 50                             - push rax
ACValhalla.exe.link+18D37921: 45 29 D2                       - sub r10d,r10d
ACValhalla.exe.link+18D37924: 41 81 F2 9A 76 16 11           - xor r10d,1116769A
ACValhalla.exe.link+18D3792B: 44 01 D0                       - add eax,r10d
ACValhalla.exe.link+18D3792E: 44 09 14 24                    - or [rsp],r10d
ACValhalla.exe.link+18D37932: 45 09 D3                       - or r11d,r10d
ACValhalla.exe.link+18D37935: 2B 04 24                       - sub eax,[rsp]
ACValhalla.exe.link+18D37938: 03 04 24                       - add eax,[rsp]
ACValhalla.exe.link+18D3793B: 4C 8D 04 24                    - lea r8,[rsp]
ACValhalla.exe.link+18D3793F: 49 81 C0 1E 9A 2D A0           - add r8,FFFFFFFFA02D9A1E
ACValhalla.exe.link+18D37946: 45 29 98 E2 65 D2 5F           - sub [r8+5FD265E2],r11d
ACValhalla.exe.link+18D3794D: 2B 04 24                       - sub eax,[rsp]
ACValhalla.exe.link+18D37950: 4C 89 0C 24                    - mov [rsp],r9
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>90912</ID>
          <Description>"Earned Mastery Points"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>800080</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>baseMastery</Address>
          <Offsets>
            <Offset>10</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>90947</ID>
          <Description>"Used Mastery Points"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>800080</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>baseMastery</Address>
          <Offsets>
            <Offset>10+4</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Mon Jan 25, 2021 2:46 pm
by DocSquare
Hi guys, I used the "Get Mastery Points" script and after using it and applying mastering points the leveling up system does not work even though it shows me leveling up. I wonder if there is a way to fix this. Thank you guys!

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Wed Feb 10, 2021 11:42 am
by dna
I hadnt used this table in a while but wanted to change xp mult to reduce my xp gain.. and it works, which is great. I was wondering though, if it would be possible to edit the table for using float values? If you try to input 0.1 (i.e. 10%), it gets changed to 0, so i think it's setup to only take integers. Advice from anyone knowledgeable on this subject is welcome. Thx in advance!

Re: Assassin's Creed Valhalla [Standard Edition]

Posted: Wed Feb 10, 2021 11:53 am
by aSwedishMagyar
dna wrote:
Wed Feb 10, 2021 11:42 am
I hadnt used this table in a while but wanted to change xp mult to reduce my xp gain.. and it works, which is great. I was wondering though, if it would be possible to edit the table for using float values? If you try to input 0.1 (i.e. 10%), it gets changed to 0, so i think it's setup to only take integers. Advice from anyone knowledgeable on this subject is welcome. Thx in advance!
Go into the script and replace with this:

Code: Select all

newexpGain:
  fild [rbx+1B4]
  fmul [expMultVal]
  fistp [rbx+1B4]
codeexpGain:
  mov edx,[rbx+000001B4]
  jmp returnexpGain
expMultVal:
  dd (float)1
expGain:
  jmp newexpGain
  nop
returnexpGain:
Obviously don't replace the whole thing with this, just the section from newexpGain: to returnexpGain:

Also remember to change the variable type of the multiplier to float from 4 byte.