Cyberpunk 2077 [Engine:REDengine 4]

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eTheBlack
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Re: Cyberpunk 2077 [Engine:REDengine 4]

Post by eTheBlack »

Darkedone02 wrote:
Thu Dec 10, 2020 12:59 am
I found out that Character Creation Attribute Points are 4 Bytes, easy to search. they go up to a max of 6 during char creation, true max is 20.
And credit (money) is simple 4byte

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

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Beanflicker
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Re: Cyberpunk 2077 [Engine:REDengine 4]

Post by Beanflicker »

SunBeam wrote:
Thu Dec 10, 2020 1:05 am
GOG was 1.02, Steam's 1.03. Interesting.
GoG is 1.03 for me. There was a 241mb update. Their download servers are shitting the bed though - they're not used to so many users downloading from their servers, lol.

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EpirioteWarrior
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Re: Cyberpunk 2077 [Engine:REDengine 4]

Post by EpirioteWarrior »

Thanks Sun. Keep up the good work friend.
(I must say this game has been extremely overhyped by marketing to me looks average)

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Darkedone02
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Re: Cyberpunk 2077 [Engine:REDengine 4]

Post by Darkedone02 »

SunBeam wrote:
Thu Dec 10, 2020 1:05 am
Darkedone02 wrote:
Thu Dec 10, 2020 12:59 am
I found out that Character Creation Attribute Points
I'm sure that will matter a LOT when you'll have 289372198379182 table options to fuck around with.. :D :D Currently waiting for the decryption to be done. Also think I found the console (the .exe is available, but not all the data is decrypted) :P Fun fun fun. GOG was 1.02, Steam's 1.03. Interesting.
GoG shows 1.03 for me when i launched it.
EpirioteWarrior wrote:
Thu Dec 10, 2020 1:32 am
Thanks Sun. Keep up the good work friend.
(I must say this game has been extremely overhyped by marketing to me looks average)
You have yet to absorb the immersion of the game (if you get into that). Enjoy the experience of the game, and pretend the hype didn't exist in the first place.

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teinousi
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Re: Cyberpunk 2077 [Engine:REDengine 4]

Post by teinousi »

I was thinking about will it be like witcher has a debug console or something .........

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SunBeam
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Re: Cyberpunk 2077 [Engine:REDengine 4]

Post by SunBeam »

..so did that fuckwad back on Nexus. Now his "mod" was taken down :)

zachillios
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Re: Cyberpunk 2077 [Engine:REDengine 4]

Post by zachillios »

Here's a money pointer for the steam version:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>51</ID>
      <Description>"Money Pointer"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Cyberpunk2077.exe
  Version: 
  Date   : 2020-12-09
  Author : Zach

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(Money_Scan,Cyberpunk2077.exe,8B 41 78 C3 CC CC CC CC CC CC CC CC CC CC CC CC 48) // should be unique
alloc(newmem,$1000,Money_Scan)
globalalloc(MoneyScan,4)
label(code)
label(return)

newmem:
push rax
lea rax,[rcx+78]
mov [MoneyScan],rax
pop rax
code:
  mov eax,[rcx+78]
  ret 
  int 3 
  jmp return

Money_Scan:
  jmp newmem
return:
registersymbol(Money_Scan)

[DISABLE]

Money_Scan:
  db 8B 41 78 C3 CC

unregistersymbol(Money_Scan)
dealloc(newmem)
dealloc(MoneyScan)
{
// ORIGINAL CODE - INJECTION POINT: Cyberpunk2077.exe+17C1BB0

Cyberpunk2077.exe+17C1BA6: C3        - ret 
Cyberpunk2077.exe+17C1BA7: CC        - int 3 
Cyberpunk2077.exe+17C1BA8: CC        - int 3 
Cyberpunk2077.exe+17C1BA9: CC        - int 3 
Cyberpunk2077.exe+17C1BAA: CC        - int 3 
Cyberpunk2077.exe+17C1BAB: CC        - int 3 
Cyberpunk2077.exe+17C1BAC: CC        - int 3 
Cyberpunk2077.exe+17C1BAD: CC        - int 3 
Cyberpunk2077.exe+17C1BAE: CC        - int 3 
Cyberpunk2077.exe+17C1BAF: CC        - int 3 
// ---------- INJECTING HERE ----------
Cyberpunk2077.exe+17C1BB0: 8B 41 78  - mov eax,[rcx+78]
// ---------- DONE INJECTING  ----------
Cyberpunk2077.exe+17C1BB3: C3        - ret 
Cyberpunk2077.exe+17C1BB4: CC        - int 3 
Cyberpunk2077.exe+17C1BB5: CC        - int 3 
Cyberpunk2077.exe+17C1BB6: CC        - int 3 
Cyberpunk2077.exe+17C1BB7: CC        - int 3 
Cyberpunk2077.exe+17C1BB8: CC        - int 3 
Cyberpunk2077.exe+17C1BB9: CC        - int 3 
Cyberpunk2077.exe+17C1BBA: CC        - int 3 
Cyberpunk2077.exe+17C1BBB: CC        - int 3 
Cyberpunk2077.exe+17C1BBC: CC        - int 3 
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>52</ID>
          <Description>"No description"</Description>
          <LastState Value="999" RealAddress="1E6DC00ACE8"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>MoneyScan</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
And here's what I think is weight:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>55</ID>
      <Description>"Low Weight (Open Menu)"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Cyberpunk2077.exe
  Version: 
  Date   : 2020-12-09
  Author : Zach

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(INJECT,Cyberpunk2077.exe,58 03 F3 0F 11 03 48 85 F6) // should be unique
alloc(newmem,$1000,INJECT)

label(code)
label(return)

newmem:

code:
  mov [rbx],(float)1
  test rsi,rsi
  jmp return

INJECT+02:
  jmp newmem
  nop 2
return:
registersymbol(INJECT)

[DISABLE]

INJECT+02:
  db F3 0F 11 03 48 85 F6

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Cyberpunk2077.exe+23A7A1

Cyberpunk2077.exe+23A77E: 48 8B D7           - mov rdx,rdi
Cyberpunk2077.exe+23A781: 0F B6 08           - movzx ecx,byte ptr [rax]
Cyberpunk2077.exe+23A784: 48 FF C0           - inc rax
Cyberpunk2077.exe+23A787: 48 89 07           - mov [rdi],rax
Cyberpunk2077.exe+23A78A: 8B C1              - mov eax,ecx
Cyberpunk2077.exe+23A78C: 48 8B 4F 40        - mov rcx,[rdi+40]
Cyberpunk2077.exe+23A790: 41 FF 14 C6        - call qword ptr [r14+rax*8]
Cyberpunk2077.exe+23A794: 48 FF 07           - inc [rdi]
Cyberpunk2077.exe+23A797: F3 0F 10 44 24 50  - movss xmm0,[rsp+50]
Cyberpunk2077.exe+23A79D: F3 0F 58 03        - addss xmm0,[rbx]
// ---------- INJECTING HERE ----------
Cyberpunk2077.exe+23A7A1: F3 0F 11 03        - movss [rbx],xmm0
// ---------- DONE INJECTING  ----------
Cyberpunk2077.exe+23A7A5: 48 85 F6           - test rsi,rsi
Cyberpunk2077.exe+23A7A8: 74 04              - je Cyberpunk2077.exe+23A7AE
Cyberpunk2077.exe+23A7AA: F3 0F 11 06        - movss [rsi],xmm0
Cyberpunk2077.exe+23A7AE: 48 8B 5C 24 40     - mov rbx,[rsp+40]
Cyberpunk2077.exe+23A7B3: 48 8B 6C 24 58     - mov rbp,[rsp+58]
Cyberpunk2077.exe+23A7B8: 48 83 C4 20        - add rsp,20
Cyberpunk2077.exe+23A7BC: 41 5E              - pop r14
Cyberpunk2077.exe+23A7BE: 5F                 - pop rdi
Cyberpunk2077.exe+23A7BF: 5E                 - pop rsi
Cyberpunk2077.exe+23A7C0: C3                 - ret 
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Last edited by zachillios on Thu Dec 10, 2020 2:56 am, edited 1 time in total.

DixieFlatline
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Re: Cyberpunk 2077 [Engine:REDengine 4]

Post by DixieFlatline »

Any idea if there's a thread for the GoG version?

orion42m
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Re: Cyberpunk 2077 [Engine:REDengine 4]

Post by orion42m »

Could anyone remind me what exactly I am supposed to do with the code in zachillios' post? I've been away for a while and have forgotten

zachillios
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Re: Cyberpunk 2077 [Engine:REDengine 4]

Post by zachillios »

And here's something fun (Use carefully, don't complain if it does weird shit to your game) For the steam version.

Every time you use a consumable it will add them instead of taking them:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>4</ID>
      <Description>"Add More Consumables"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Cyberpunk2077.exe
  Version: 
  Date   : 2020-12-09
  Author : Zach

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(INJECT,Cyberpunk2077.exe,89 57 78 48 83 C4 20) // should be unique
alloc(newmem,$1000,INJECT)

label(code)
label(return)

newmem:

code:
  mov [rdi+78],edx
  add [rdi+78],edx
  add rsp,20
  jmp return

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

[DISABLE]

INJECT:
  db 89 57 78 48 83 C4 20

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Cyberpunk2077.exe+17CFEA0

Cyberpunk2077.exe+17CFE80: BA 01 00 00 00  - mov edx,00000001
Cyberpunk2077.exe+17CFE85: F3 48 0F 2C C0  - cvttss2si rax,xmm0
Cyberpunk2077.exe+17CFE8A: 3B C2           - cmp eax,edx
Cyberpunk2077.exe+17CFE8C: 0F 43 D0        - cmovae edx,eax
Cyberpunk2077.exe+17CFE8F: 33 C0           - xor eax,eax
Cyberpunk2077.exe+17CFE91: 03 CB           - add ecx,ebx
Cyberpunk2077.exe+17CFE93: 48 8B 5C 24 30  - mov rbx,[rsp+30]
Cyberpunk2077.exe+17CFE98: 0F 49 C1        - cmovns eax,ecx
Cyberpunk2077.exe+17CFE9B: 3B C2           - cmp eax,edx
Cyberpunk2077.exe+17CFE9D: 0F 4E D0        - cmovle edx,eax
// ---------- INJECTING HERE ----------
Cyberpunk2077.exe+17CFEA0: 89 57 78        - mov [rdi+78],edx
// ---------- DONE INJECTING  ----------
Cyberpunk2077.exe+17CFEA3: 48 83 C4 20     - add rsp,20
Cyberpunk2077.exe+17CFEA7: 5F              - pop rdi
Cyberpunk2077.exe+17CFEA8: C3              - ret 
Cyberpunk2077.exe+17CFEA9: CC              - int 3 
Cyberpunk2077.exe+17CFEAA: CC              - int 3 
Cyberpunk2077.exe+17CFEAB: CC              - int 3 
Cyberpunk2077.exe+17CFEAC: CC              - int 3 
Cyberpunk2077.exe+17CFEAD: CC              - int 3 
Cyberpunk2077.exe+17CFEAE: CC              - int 3 
Cyberpunk2077.exe+17CFEAF: CC              - int 3 
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

SALT
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Re: Cyberpunk 2077 [Engine:REDengine 4]

Post by SALT »

orion42m wrote:
Thu Dec 10, 2020 3:05 am
Could anyone remind me what exactly I am supposed to do with the code in zachillios' post? I've been away for a while and have forgotten
copy and paste it into a text file, save it. change the file extension to .ct. double click it/open it in cheat engine.

Ashar
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Re: Cyberpunk 2077 [Engine:REDengine 4]

Post by Ashar »

@zachillios that money pointer pointed to crafting components, and the weight one didnt seem to do anything, though atleast with creds, i was able to find it a short amoutn upwards in mem viewer, so ive got that and compnents at 999999

zachillios
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Re: Cyberpunk 2077 [Engine:REDengine 4]

Post by zachillios »

Ashar wrote:
Thu Dec 10, 2020 3:11 am
@zachillios that money pointer pointed to crafting components, and the weight one didnt seem to do anything, though atleast with creds, i was able to find it a short amoutn upwards in mem viewer, so ive got that and compnents at 999999
Works fine for me.
SALT wrote:
Thu Dec 10, 2020 3:11 am
orion42m wrote:
Thu Dec 10, 2020 3:05 am
Could anyone remind me what exactly I am supposed to do with the code in zachillios' post? I've been away for a while and have forgotten
copy and paste it into a text file, save it. change the file extension to .ct. double click it/open it in cheat engine.
You only have to copy and paste it into cheat engine
Last edited by zachillios on Thu Dec 10, 2020 3:16 am, edited 1 time in total.

tfigment
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Re: Cyberpunk 2077 [Engine:REDengine 4]

Post by tfigment »

GoG version: Potentially useful addresses. AOB scans will be harder due to duplicate code in multiple places.

This gets triggered when spending attributes both on initial screen and later for perks and attributes. So just "Findout what addresses are written to" makes it easy especially early when you have only 1 perk or attribute to spend.

The real hard part is finding the code is only used by the player in specific case but that is not the case here. So these addresses aren't really useful for creating a table but could be for one-off hacking which is what I'm using it for.
Spend Perks/Attributes
Cyberpunk2077.exe+23C02C

AOB: 89 03 48 85 F6 74 02 89 06 48 8B 5C 24 40 48 8B 6C 24 58 48 83 C4 20 (not unique)

Cyberpunk2077.exe+23C023: 48 FF 07 - inc [rdi]
Cyberpunk2077.exe+23C026: 8B 03 - mov eax,[rbx]
Cyberpunk2077.exe+23C028: 2B 44 24 50 - sub eax,[rsp+50]
// ---------- INJECTING HERE ----------
Cyberpunk2077.exe+23C02C: 89 03 - mov [rbx],eax
// ---------- DONE INJECTING ----------
Cyberpunk2077.exe+23C02E: 48 85 F6 - test rsi,rsi
Cyberpunk2077.exe+23C031: 74 02 - je Cyberpunk2077.exe+23C035
Cyberpunk2077.exe+23C033: 89 06 - mov [rsi],eax
Cyberpunk2077.exe+23C035: 48 8B 5C 24 40 - mov rbx,[rsp+40]
Cyberpunk2077.exe+23C03A: 48 8B 6C 24 58 - mov rbp,[rsp+58]
Cyberpunk2077.exe+23C03F: 48 83 C4 20 - add rsp,20
Apply HP Damage
Cyberpunk2077.exe+25F577

aobscanmodule(INJECT,Cyberpunk2077.exe,03 C8 66 0F 6E C9 0F 5B C9 F3 0F 2C C1 89 07 48 8B 5C 24 30) // should be unique

Cyberpunk2077.exe+25F56A: 03 C8 - add ecx,eax
Cyberpunk2077.exe+25F56C: 66 0F 6E C9 - movd xmm1,ecx
Cyberpunk2077.exe+25F570: 0F 5B C9 - cvtdq2ps xmm1,xmm1
Cyberpunk2077.exe+25F573: F3 0F 2C C1 - cvttss2si eax,xmm1
// ---------- INJECTING HERE ----------
Cyberpunk2077.exe+25F577: 89 07 - mov [rdi],eax
// ---------- DONE INJECTING ----------
Cyberpunk2077.exe+25F579: 48 8B 5C 24 30 - mov rbx,[rsp+30]
Cyberpunk2077.exe+25F57E: 48 83 C4 20 - add rsp,20
Cyberpunk2077.exe+25F582: 5F - pop rdi
Cyberpunk2077.exe+25F583: C3 - ret
Fire Bullets
Cyberpunk2077.exe+1A7E637

aobscanmodule(INJECT,Cyberpunk2077.exe,CC 89 A6 40 03 00 00) // should be unique

Cyberpunk2077.exe+1A7E628: 48 8B 8E 98 03 00 00 - mov rcx,[rsi+00000398]
Cyberpunk2077.exe+1A7E62F: 41 8B D4 - mov edx,r12d
Cyberpunk2077.exe+1A7E632: E8 49 39 FE FF - call Cyberpunk2077.exe+1A61F80
// ---------- INJECTING HERE ----------
Cyberpunk2077.exe+1A7E637: 44 89 A6 40 03 00 00 - mov [rsi+00000340],r12d
// ---------- DONE INJECTING ----------
Cyberpunk2077.exe+1A7E63E: 38 9E 12 03 00 00 - cmp [rsi+00000312],bl
Cyberpunk2077.exe+1A7E644: 74 33 - je Cyberpunk2077.exe+1A7E679
Cyberpunk2077.exe+1A7E646: 48 8B 4C 24 30 - mov rcx,[rsp+30]
Cyberpunk2077.exe+1A7E64B: 48 85 C9 - test rcx,rcx
Edit:
Crafting does not consume components
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>1</ID>
<Description>"Crafting does not consume components"</Description>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>
[ENABLE]

aobscanmodule(UpdateCraftItems,Cyberpunk2077.exe,89 57 78 48 83 C4 20) // should be unique
alloc(newmem,$1000,UpdateCraftItems)

label(code)
label(return)

newmem:

code:
@@:
cmp edx,[rdi+78]
jle @f
mov [rdi+78],edx
@@:
add rsp,20
jmp return

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

[DISABLE]

UpdateCraftItems:
db 89 57 78 48 83 C4 20

unregistersymbol(UpdateCraftItems)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Cyberpunk2077.exe+17CFEA0

Cyberpunk2077.exe+17CFE91: 03 CB - add ecx,ebx
Cyberpunk2077.exe+17CFE93: 48 8B 5C 24 30 - mov rbx,[rsp+30]
Cyberpunk2077.exe+17CFE98: 0F 49 C1 - cmovns eax,ecx
Cyberpunk2077.exe+17CFE9B: 3B C2 - cmp eax,edx
Cyberpunk2077.exe+17CFE9D: 0F 4E D0 - cmovle edx,eax
// ---------- INJECTING HERE ----------
Cyberpunk2077.exe+17CFEA0: 89 57 78 - mov [rdi+78],edx
// ---------- DONE INJECTING ----------
Cyberpunk2077.exe+17CFEA3: 48 83 C4 20 - add rsp,20
Cyberpunk2077.exe+17CFEA7: 5F - pop rdi
Cyberpunk2077.exe+17CFEA8: C3 - ret
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
Last edited by tfigment on Thu Dec 10, 2020 3:37 am, edited 1 time in total.

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Darkedone02
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Re: Cyberpunk 2077 [Engine:REDengine 4]

Post by Darkedone02 »

zachillios wrote:
Thu Dec 10, 2020 2:50 am
Here's a money pointer for the steam version:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>51</ID>
      <Description>"Money Pointer"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Cyberpunk2077.exe
  Version: 
  Date   : 2020-12-09
  Author : Zach

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(Money_Scan,Cyberpunk2077.exe,8B 41 78 C3 CC CC CC CC CC CC CC CC CC CC CC CC 48) // should be unique
alloc(newmem,$1000,Money_Scan)
globalalloc(MoneyScan,4)
label(code)
label(return)

newmem:
push rax
lea rax,[rcx+78]
mov [MoneyScan],rax
pop rax
code:
  mov eax,[rcx+78]
  ret 
  int 3 
  jmp return

Money_Scan:
  jmp newmem
return:
registersymbol(Money_Scan)

[DISABLE]

Money_Scan:
  db 8B 41 78 C3 CC

unregistersymbol(Money_Scan)
dealloc(newmem)
dealloc(MoneyScan)
{
// ORIGINAL CODE - INJECTION POINT: Cyberpunk2077.exe+17C1BB0

Cyberpunk2077.exe+17C1BA6: C3        - ret 
Cyberpunk2077.exe+17C1BA7: CC        - int 3 
Cyberpunk2077.exe+17C1BA8: CC        - int 3 
Cyberpunk2077.exe+17C1BA9: CC        - int 3 
Cyberpunk2077.exe+17C1BAA: CC        - int 3 
Cyberpunk2077.exe+17C1BAB: CC        - int 3 
Cyberpunk2077.exe+17C1BAC: CC        - int 3 
Cyberpunk2077.exe+17C1BAD: CC        - int 3 
Cyberpunk2077.exe+17C1BAE: CC        - int 3 
Cyberpunk2077.exe+17C1BAF: CC        - int 3 
// ---------- INJECTING HERE ----------
Cyberpunk2077.exe+17C1BB0: 8B 41 78  - mov eax,[rcx+78]
// ---------- DONE INJECTING  ----------
Cyberpunk2077.exe+17C1BB3: C3        - ret 
Cyberpunk2077.exe+17C1BB4: CC        - int 3 
Cyberpunk2077.exe+17C1BB5: CC        - int 3 
Cyberpunk2077.exe+17C1BB6: CC        - int 3 
Cyberpunk2077.exe+17C1BB7: CC        - int 3 
Cyberpunk2077.exe+17C1BB8: CC        - int 3 
Cyberpunk2077.exe+17C1BB9: CC        - int 3 
Cyberpunk2077.exe+17C1BBA: CC        - int 3 
Cyberpunk2077.exe+17C1BBB: CC        - int 3 
Cyberpunk2077.exe+17C1BBC: CC        - int 3 
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>52</ID>
          <Description>"No description"</Description>
          <LastState Value="999" RealAddress="1E6DC00ACE8"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>MoneyScan</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
And here's what I think is weight:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>55</ID>
      <Description>"Low Weight (Open Menu)"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Cyberpunk2077.exe
  Version: 
  Date   : 2020-12-09
  Author : Zach

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(INJECT,Cyberpunk2077.exe,58 03 F3 0F 11 03 48 85 F6) // should be unique
alloc(newmem,$1000,INJECT)

label(code)
label(return)

newmem:

code:
  mov [rbx],(float)1
  test rsi,rsi
  jmp return

INJECT+02:
  jmp newmem
  nop 2
return:
registersymbol(INJECT)

[DISABLE]

INJECT+02:
  db F3 0F 11 03 48 85 F6

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Cyberpunk2077.exe+23A7A1

Cyberpunk2077.exe+23A77E: 48 8B D7           - mov rdx,rdi
Cyberpunk2077.exe+23A781: 0F B6 08           - movzx ecx,byte ptr [rax]
Cyberpunk2077.exe+23A784: 48 FF C0           - inc rax
Cyberpunk2077.exe+23A787: 48 89 07           - mov [rdi],rax
Cyberpunk2077.exe+23A78A: 8B C1              - mov eax,ecx
Cyberpunk2077.exe+23A78C: 48 8B 4F 40        - mov rcx,[rdi+40]
Cyberpunk2077.exe+23A790: 41 FF 14 C6        - call qword ptr [r14+rax*8]
Cyberpunk2077.exe+23A794: 48 FF 07           - inc [rdi]
Cyberpunk2077.exe+23A797: F3 0F 10 44 24 50  - movss xmm0,[rsp+50]
Cyberpunk2077.exe+23A79D: F3 0F 58 03        - addss xmm0,[rbx]
// ---------- INJECTING HERE ----------
Cyberpunk2077.exe+23A7A1: F3 0F 11 03        - movss [rbx],xmm0
// ---------- DONE INJECTING  ----------
Cyberpunk2077.exe+23A7A5: 48 85 F6           - test rsi,rsi
Cyberpunk2077.exe+23A7A8: 74 04              - je Cyberpunk2077.exe+23A7AE
Cyberpunk2077.exe+23A7AA: F3 0F 11 06        - movss [rsi],xmm0
Cyberpunk2077.exe+23A7AE: 48 8B 5C 24 40     - mov rbx,[rsp+40]
Cyberpunk2077.exe+23A7B3: 48 8B 6C 24 58     - mov rbp,[rsp+58]
Cyberpunk2077.exe+23A7B8: 48 83 C4 20        - add rsp,20
Cyberpunk2077.exe+23A7BC: 41 5E              - pop r14
Cyberpunk2077.exe+23A7BE: 5F                 - pop rdi
Cyberpunk2077.exe+23A7BF: 5E                 - pop rsi
Cyberpunk2077.exe+23A7C0: C3                 - ret 
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
hmmm, I'm using gog and I'm getting an error "Error in line 1 (<?xml version="1.0" encoding="utf-8"?>): This instruction can't be compiled" when I load it up via auto assemble --> assign to cheat table.

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