z Cyberpunk 2077

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Pyro411
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Re: z Cyberpunk 2077

Post by Pyro411 »

Crazy one, in the 2.0c file when trying to activate the Health pointer it fails to load.

Right clicking on it states proces not found -- went to line 2 and added a second s... typos happen no worries "Line 2"
However what came next is
<<the array of byte named health2 could not be found>> "Line 27"
Sadly this is where I'm well outside of my wheel house.

Just a note, I'm on the latest version from Steam

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  1. Install Cheat Engine
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  5. Activate the trainer options by checking boxes or setting values from 0 to 1

YaBoiMikel
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Re: z Cyberpunk 2077

Post by YaBoiMikel »

Letting everyone know that with the 2.0 update the table is completely fucked on the player progression side, the perk points pointer now applies to the "Relic points" that were just introduced in the dlc. From what ive seen the only think that is still aligned correctly is the attributes. Player lvl, rep and other progression stats are now under the incorrect name. You can figure out what is what by using the values that you get from the stats screen and figuring out where they are displayed in the tables

glyth
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Re: z Cyberpunk 2077

Post by glyth »

can we get no cool down cyberware

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m01s33nk0
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Re: z Cyberpunk 2077

Post by m01s33nk0 »

oLaudix wrote:
Sat Sep 30, 2023 11:38 pm
Updated Easy Breach

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>87847</ID>
      <Description>"Easy Breach"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Cyberpunk2077.exe
  Version: 
  Date   : 2023-10-01
  Author : oLaudix
  This script does blah blah blah
}

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
aobscanmodule(_easyBreach3,Cyberpunk2077.exe,4C 8B 1C 37 45 39 14 93) // should be unique
alloc(newmem,$1000,_easyBreach3)

label(code)
label(return)

newmem:

code:
  mov r11,[rdi+rsi]
  mov [r11+rdx*4],r10d
  cmp [r11+rdx*4],r10d
  jmp return

_easyBreach3:
  jmp newmem
  nop 3
return:
registersymbol(_easyBreach3)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
_easyBreach3:
  db 4C 8B 1C 37 45 39 14 93

unregistersymbol(_easyBreach3)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Cyberpunk2077.exe+26FCC5A

Cyberpunk2077.exe+26FCC29: 0F 86 B8 01 00 00     - jbe Cyberpunk2077.exe+26FCDE7
Cyberpunk2077.exe+26FCC2F: 48 8B B3 00 01 00 00  - mov rsi,[rbx+00000100]
Cyberpunk2077.exe+26FCC36: 45 33 C0              - xor r8d,r8d
Cyberpunk2077.exe+26FCC39: 41 8B FD              - mov edi,r13d
Cyberpunk2077.exe+26FCC3C: 48 C1 E7 05           - shl rdi,05
Cyberpunk2077.exe+26FCC40: 44 38 44 37 19        - cmp [rdi+rsi+19],r8b
Cyberpunk2077.exe+26FCC45: 0F 84 60 01 00 00     - je Cyberpunk2077.exe+26FCDAB
Cyberpunk2077.exe+26FCC4B: 44 38 44 37 18        - cmp [rdi+rsi+18],r8b
Cyberpunk2077.exe+26FCC50: 0F 85 55 01 00 00     - jne Cyberpunk2077.exe+26FCDAB
Cyberpunk2077.exe+26FCC56: 8B 54 37 10           - mov edx,[rdi+rsi+10]
// ---------- INJECTING HERE ----------
Cyberpunk2077.exe+26FCC5A: 4C 8B 1C 37           - mov r11,[rdi+rsi]
// ---------- DONE INJECTING  ----------
Cyberpunk2077.exe+26FCC5E: 45 39 14 93           - cmp [r11+rdx*4],r10d
Cyberpunk2077.exe+26FCC62: 0F 84 A3 00 00 00     - je Cyberpunk2077.exe+26FCD0B
Cyberpunk2077.exe+26FCC68: 44 89 44 37 10        - mov [rdi+rsi+10],r8d
Cyberpunk2077.exe+26FCC6D: 33 C0                 - xor eax,eax
Cyberpunk2077.exe+26FCC6F: 44 8B 83 1C 01 00 00  - mov r8d,[rbx+0000011C]
Cyberpunk2077.exe+26FCC76: 45 8B C8              - mov r9d,r8d
Cyberpunk2077.exe+26FCC79: 44 2B CA              - sub r9d,edx
Cyberpunk2077.exe+26FCC7C: 44 03 C9              - add r9d,ecx
Cyberpunk2077.exe+26FCC7F: 45 3B C8              - cmp r9d,r8d
Cyberpunk2077.exe+26FCC82: 7D 64                 - jnl Cyberpunk2077.exe+26FCCE8
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Timer stop or like always successful all of the hacks?

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oLaudix
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Re: z Cyberpunk 2077

Post by oLaudix »

m01s33nk0 wrote:
Mon Oct 02, 2023 10:20 am
Timer stop or like always successful all of the hacks?
No matter what characters you choose from the code matrix they will always be accepted by the sequence so if the sequence is 3 characters long just pick 3 random things from the matrix.

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gir489
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Re: z Cyberpunk 2077

Post by gir489 »

I worked out No Sway.

Code: Select all

// Game Executable   : Cyberpunk2077.exe
// Author            : gir489
// Executable Version: 3.0.74.53121
// MD5 Signature     : C1D52108733C0E154A4B549B2B7AC788
// EXE Compile Date  : September 20, 2023 01:31 PM
// Script Date       : October 02, 2023 12:22 PM
[ENABLE]
aobscanmodule(aob_WeaponSwayManagerTick,Cyberpunk2077.exe,0F 2E 58 14 74 C3 E9)
registersymbol(aob_WeaponSwayManagerTick)

aob_WeaponSwayManagerTick+4:
  db EB

[DISABLE]
aob_WeaponSwayManagerTick+4:
  db 74

unregistersymbol(aob_WeaponSwayManagerTick)

{
// ORIGINAL CODE - INJECTION POINT: Cyberpunk2077.exe+499D08

Cyberpunk2077.exe+499CB9: 33 F6                    - xor esi,esi
Cyberpunk2077.exe+499CBB: 40 38 B7 B0 00 00 00     - cmp [rdi+000000B0],sil
Cyberpunk2077.exe+499CC2: 75 21                    - jne Cyberpunk2077.exe+499CE5
Cyberpunk2077.exe+499CC4: 40 38 B7 E8 00 00 00     - cmp [rdi+gadgetQuantityOffset],sil
Cyberpunk2077.exe+499CCB: 75 21                    - jne Cyberpunk2077.exe+499CEE
Cyberpunk2077.exe+499CCD: 40 86 33                 - xchg [rbx],sil
Cyberpunk2077.exe+499CD0: 48 8B 74 24 48           - mov rsi,[rsp+48]
Cyberpunk2077.exe+499CD5: 48 8B 5C 24 40           - mov rbx,[rsp+40]
Cyberpunk2077.exe+499CDA: 0F 28 74 24 20           - movaps xmm6,[rsp+20]
Cyberpunk2077.exe+499CDF: 48 83 C4 30              - add rsp,30
Cyberpunk2077.exe+499CE3: 5F                       - pop rdi
Cyberpunk2077.exe+499CE4: C3                       - ret 
Cyberpunk2077.exe+499CE5: 40 38 B7 B1 00 00 00     - cmp [rdi+000000B1],sil
Cyberpunk2077.exe+499CEC: 75 D6                    - jne Cyberpunk2077.exe+499CC4
Cyberpunk2077.exe+499CEE: 8A 8F E9 00 00 00        - mov cl,[rdi+000000E9]
Cyberpunk2077.exe+499CF4: 48 8D 87 B4 00 00 00     - lea rax,[rdi+000000B4]
Cyberpunk2077.exe+499CFB: 84 C9                    - test cl,cl
Cyberpunk2077.exe+499CFD: 0F 57 DB                 - xorps xmm3,xmm3
Cyberpunk2077.exe+499D00: 48 0F 44 C7              - cmove rax,rdi
Cyberpunk2077.exe+499D04: 0F 2E 58 14              - ucomiss xmm3,[rax+14]
// ---------- INJECTING HERE ----------
Cyberpunk2077.exe+499D08: 74 C3                    - je Cyberpunk2077.exe+499CCD
// ---------- DONE INJECTING  ----------
Cyberpunk2077.exe+499D0A: E9 95 D2 91 01           - jmp Cyberpunk2077.exe+1DB6FA4
Cyberpunk2077.exe+499D0F: CC                       - int 3 
Cyberpunk2077.exe+499D10: 48 89 5C 24 10           - mov [rsp+10],rbx
Cyberpunk2077.exe+499D15: 57                       - push rdi
Cyberpunk2077.exe+499D16: 48 83 EC 40              - sub rsp,40
Cyberpunk2077.exe+499D1A: 48 8D 99 40 01 00 00     - lea rbx,[rcx+00000140]
Cyberpunk2077.exe+499D21: 0F 29 74 24 30           - movaps [rsp+30],xmm6
Cyberpunk2077.exe+499D26: 48 8B F9                 - mov rdi,rcx
Cyberpunk2077.exe+499D29: 0F 29 7C 24 20           - movaps [rsp+20],xmm7
Cyberpunk2077.exe+499D2E: 48 8B CB                 - mov rcx,rbx
Cyberpunk2077.exe+499D31: 0F 28 FA                 - movaps xmm7,xmm2
Cyberpunk2077.exe+499D34: 0F 28 F1                 - movaps xmm6,xmm1
Cyberpunk2077.exe+499D37: E8 A4 9B 2C 00           - call Cyberpunk2077.exe+7638E0
Cyberpunk2077.exe+499D3C: 8B 87 2C 01 00 00        - mov eax,[rdi+0000012C]
Cyberpunk2077.exe+499D42: 3B 87 28 01 00 00        - cmp eax,[rdi+00000128]
Cyberpunk2077.exe+499D48: 0F 85 28 01 00 00        - jne Cyberpunk2077.exe+499E76
Cyberpunk2077.exe+499D4E: 0F 28 C6                 - movaps xmm0,xmm6
Cyberpunk2077.exe+499D51: 0F 28 D6                 - movaps xmm2,xmm6
Cyberpunk2077.exe+499D54: F3 0F 58 87 B0 00 00 00  - addss xmm0,[rdi+000000B0]
Cyberpunk2077.exe+499D5C: 0F 28 CF                 - movaps xmm1,xmm7
}
Apparently, it was in the leaked source code, so the game always had sway? I guess my old perks and attachments on the gun just made it so I didn't notice. But I matched the source code function of game::WeaponSwayManager::tick up to 2.0 and removed it and my gun stopped swaying.

EDIT: If you want to know where Relic Points are, search for perk points, and then add 0x18 to the address.

EDIT: Fixed Infinite Ammo affecting other items.

Code: Select all

// Game Executable   : Cyberpunk2077.exe
// Author            : gir489
// Executable Version: 3.0.74.53121
// MD5 Signature     : C1D52108733C0E154A4B549B2B7AC788
// EXE Compile Date  : September 20, 2023 01:31 PM
// Script Date       : October 01, 2023 05:26 PM
[ENABLE]
aobscanmodule(InfiniteAmmo,Cyberpunk2077.exe,0F 4E D1 89 57 78) // should be unique
aobscanmodule(ReturnAddress,Cyberpunk2077.exe,41 FF D2 48 8D 4D C0 E8 ? ? ? ? E9)
alloc(newmem,258,InfiniteAmmo)
registersymbol(InfiniteAmmo)
label(return)

newmem:
push rbx
mov rbx, ReturnAddress+3
  cmp [rsp+150], rbx
pop rbx
je short @F
  cmp ecx,edx
  cmovle edx,ecx
@@:
  mov [rdi+78],edx
  jmp return

InfiniteAmmo:
  jmp newmem
  nop
return:

[DISABLE]

InfiniteAmmo:
  db 0F 4E D1 89 57 78

unregistersymbol(InfiniteAmmo)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Cyberpunk2077.exe+57018D

Cyberpunk2077.exe+57014C: 32 C0                 - xor al,al
Cyberpunk2077.exe+57014E: EB 8D                 - jmp Cyberpunk2077.exe+5700DD
Cyberpunk2077.exe+570150: 48 89 5C 24 08        - mov [rsp+08],rbx
Cyberpunk2077.exe+570155: 57                    - push rdi
Cyberpunk2077.exe+570156: 48 83 EC 20           - sub rsp,20
Cyberpunk2077.exe+57015A: 48 8B 01              - mov rax,[rcx]
Cyberpunk2077.exe+57015D: 8B DA                 - mov ebx,edx
Cyberpunk2077.exe+57015F: BA 91 04 00 00        - mov edx,00000491
Cyberpunk2077.exe+570164: 48 8B F9              - mov rdi,rcx
Cyberpunk2077.exe+570167: FF 90 68 01 00 00     - call qword ptr [rax+00000168]
Cyberpunk2077.exe+57016D: 8B 4F 78              - mov ecx,[rdi+78]
Cyberpunk2077.exe+570170: BA 01 00 00 00        - mov edx,00000001
Cyberpunk2077.exe+570175: F3 48 0F 2C C0        - cvttss2si rax,xmm0
Cyberpunk2077.exe+57017A: 3B C2                 - cmp eax,edx
Cyberpunk2077.exe+57017C: 0F 43 D0              - cmovae edx,eax
Cyberpunk2077.exe+57017F: 33 C0                 - xor eax,eax
Cyberpunk2077.exe+570181: 03 CB                 - add ecx,ebx
Cyberpunk2077.exe+570183: 48 8B 5C 24 30        - mov rbx,[rsp+30]
Cyberpunk2077.exe+570188: 0F 48 C8              - cmovs ecx,eax
Cyberpunk2077.exe+57018B: 3B CA                 - cmp ecx,edx
// ---------- INJECTING HERE ----------
Cyberpunk2077.exe+57018D: 0F 4E D1              - cmovle edx,ecx
// ---------- DONE INJECTING  ----------
Cyberpunk2077.exe+570190: 89 57 78              - mov [rdi+78],edx
Cyberpunk2077.exe+570193: 48 83 C4 20           - add rsp,20
Cyberpunk2077.exe+570197: 5F                    - pop rdi
Cyberpunk2077.exe+570198: C3                    - ret
Cyberpunk2077.exe+570199: CC                    - int 3
Cyberpunk2077.exe+57019A: CC                    - int 3
Cyberpunk2077.exe+57019B: CC                    - int 3
Cyberpunk2077.exe+57019C: 48 8B 89 80 00 00 00  - mov rcx,[rcx+00000080]
Cyberpunk2077.exe+5701A3: E9 CC 07 C6 FF        - jmp Cyberpunk2077.exe+1D0974
Cyberpunk2077.exe+5701A8: 48 8B C4              - mov rax,rsp
Cyberpunk2077.exe+5701AB: 48 89 58 08           - mov [rax+08],rbx
Cyberpunk2077.exe+5701AF: 48 89 70 10           - mov [rax+10],rsi
Cyberpunk2077.exe+5701B3: 48 89 78 18           - mov [rax+18],rdi
Cyberpunk2077.exe+5701B7: 4C 89 70 20           - mov [rax+20],r14
Cyberpunk2077.exe+5701BB: 55                    - push rbp
Cyberpunk2077.exe+5701BC: 48 8B EC              - mov rbp,rsp
Cyberpunk2077.exe+5701BF: 48 83 EC 70           - sub rsp,70
Cyberpunk2077.exe+5701C3: 48 8B 02              - mov rax,[rdx]
Cyberpunk2077.exe+5701C6: 48 8D 3D E3 CA CF 02  - lea rdi,[Cyberpunk2077.exe+326CCB0]
Cyberpunk2077.exe+5701CD: FE 42 62              - inc byte ptr [rdx+62]
}
EDIT: Here's a Cyber Engine Tweaks mod I wrote to get the game back to where I had it during 1.62 Hotfix.

Code: Select all

registerForEvent("onInit", function()

--Optical Camo lasts 30 seconds and instantly is off cooldown.
TweakDB:SetFlat("BaseStatusEffect.OpticalCamoPlayerBuffLegendary_inline1.value", 30)
TweakDB:SetFlat("BaseStatusEffect.OpticalCamoPlayerBuffEpic_inline1.value", 30)
TweakDB:SetFlat("BaseStatusEffect.OpticalCamoPlayerBuffRare_inline1.value", 30)
TweakDB:SetFlat("BaseStatPools.PlayerOpticalCamoChargesDecay_inline0.value", 0)
TweakDB:SetFlat("BaseStatPools.PlayerOpticalCamoChargesDecay_inline1.value", 0)

--Big Mag has 150% mag capacity and no reduction on reload speed.
TweakDB:SetFlat("Items.ARSMGLMGMod1_Base_inline0.value", 0.3)
TweakDB:SetFlat("Items.ARSMGLMGMod1_Base_inline1.value", 0.3)
TweakDB:SetFlat("Items.ARSMGLMGMod1_Base_inline2.value", 0.00000001)

--Haemocide increases damage by 400% instead of reducing it. (Visually it says reduction on the mod, but the weapon will have increased damage.)
TweakDB:SetFlat("Items.BladeMod3_Base_inline4.value", 400)

--Replace Equalizer's damage against elite enemies with regular damage buff and increases it by 200%.
TweakDB:SetFlat("Items.RangedMod3_Base_inline1.value", 200)
TweakDB:SetFlat("Items.RangedMod3_Base_inline1.statType", TweakDB:GetFlat("Items.BladeMod3_Base_inline4.statType"))

end)
Needs to be saved as init.lua into Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\OpticalCamo. (It was originally just optical camo cooldown, but I added the other stuff for 2.0)

Now if I could only get the LMG to have a sight, it'd be exactly like 1.62.
Attachments
Cyberpunk2077.CT
(36.67 KiB) Downloaded 1406 times

2077Bugs
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Re: z Cyberpunk 2077

Post by 2077Bugs »

Reaper wrote:
Wed Sep 27, 2023 8:52 pm
Just my quick 2 cents for Cyberpunk 2077: Phantom Liberty (STEAM):

Feel free to use....

Godmode (Health, maybe effects Stamina, RAM and Oxygen too (Not yet testet):

Code: Select all

{$STRICT}
[ENABLE]
aobscanmodule(aobGodmode,Cyberpunk2077.exe,8A 87 ? ? ? ? 88 83 ? ? ? ? 8A 87 ? ? ? ? 88 83 ? ? ? ? 8A 87 ? ? ? ? 88 83 ? ? ? ? 8A 87 ? ? ? ? 88 83 ? ? ? ? 48 8B ? 48 8B ? ? ? 48 83 C4 ? 41)
alloc(newmem,$1000,aobGodmode)
registersymbol(aobGodmode)
registersymbol(aobGodmodeBackup)
label(aobGodmode_code)
label(aobGodmode_return)
label(aobGodmodeBackup)

newmem:
aobGodmodeBackup:
  readmem(aobGodmode,6)
aobGodmode_code:
  cmp dword ptr [rdi+38],1 // Is Player?
  jne @f // Jmp if not
  mov byte ptr [rdi+000001AC],1 // Else Set Godmode
@@:
  //mov al,[rdi+000001AC] // Original
  reassemble(aobGodmode) // Just Testing
  jmp aobGodmode_return

aobGodmode:
  jmp aobGodmode_code
  nop
aobGodmode_return:

[DISABLE]

aobGodmode:
  //db 8A 87 AC 01 00 00
  readmem(aobGodmodeBackup,6)

unregistersymbol(aobGodmodeBackup)
unregistersymbol(aobGodmode)
dealloc(newmem)
Simple No Reload / Inf. Ammo:

Code: Select all

{$STRICT}
[ENABLE]
aobscanmodule(aobNoReload,Cyberpunk2077.exe,0F 84 ? ? ? ? 44 38 ? ? ? ? ? 0F 85 ? ? ? ? 48 8D ? ? ? ? ? 48 8D ? ? E8 ? ? ? ? 0F B7)
registersymbol(aobNoReload)
aobNoReload:
  db 0F 85
[DISABLE]
aobNoReload:
  db 0F 84
unregistersymbol(aobNoReload)
Have fun....
Used this to cheese the stupid boxing match and didn't realize it broke my RAM afterwards. Even after turning it on and off, reloading, etc. My save is locked with permanent infinite RAM. Any idea for a fix? Since your code uses every address in one code its harder for me to figure out what to change to try to troubleshoot this. Anyone else stuck with max RAM?

Quick edit: I loaded an extremely old save now (like 12+ hours ago) and it works as intended and has normal RAM usage. So it is fully the godmode that broke it here.Any help or point in the right direction for tweaks settings or something would be greatly appreciated.

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gir489
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Re: z Cyberpunk 2077

Post by gir489 »

[Link]

Image

Razapudroshko
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Re: z Cyberpunk 2077

Post by Razapudroshko »

teleport to waypoint possible?

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Re: z Cyberpunk 2077

Post by Razapudroshko »

No Detection (thanks aSwedishMagyar) !?!?!?

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oLaudix
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Re: z Cyberpunk 2077

Post by oLaudix »

Easier breach. Pick random code from Code Matrix and itll immediately succed on all the deamons. You can copy and paste entire code section to insert script into your table.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>87853</ID>
      <Description>"Easier Breach"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(_easyBreach4,Cyberpunk2077.exe,89 44 37 10 8B D0) // should be unique
aobscanmodule(_easyBreach3,Cyberpunk2077.exe,4C 8B 1C 37 45 39 14 93)
alloc(newmem,$1000,_easyBreach4)
alloc(newmem2,$1000,_easyBreach3)

label(return)
label(return2)

newmem:
  mov eax,[rdi+rsi+0C]
  mov [rdi+rsi+10],eax
  mov edx,eax
  jmp return

newmem2:
  mov r11,[rdi+rsi]
  mov [r11+rdx*4],r10d
  cmp [r11+rdx*4],r10d
  jmp return2

_easyBreach4:
  jmp newmem
  nop
return:

_easyBreach3:
  jmp newmem2
  nop 3
return2:

registersymbol(_easyBreach3)
registersymbol(_easyBreach4)

[DISABLE]
_easyBreach4:
  db 89 44 37 10 8B D0

_easyBreach3:
  db 4C 8B 1C 37 45 39 14 93

unregistersymbol(_easyBreach4)
unregistersymbol(_easyBreach3)
dealloc(newmem)
dealloc(newmem2)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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MSoniSama
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Re: z Cyberpunk 2077

Post by MSoniSama »

Could someone update the Craft for Free one, need that only

Nvm, don't need it anymore, and thanks oLaudix for the easier breach, works like a charm.

Enigma1776
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Re: z Cyberpunk 2077

Post by Enigma1776 »

Would it be possible to get no cooldowns for cyberware like sandevistan?

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oLaudix
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Re: z Cyberpunk 2077

Post by oLaudix »

Enigma1776 wrote:
Thu Oct 05, 2023 10:02 pm
Would it be possible to get no cooldowns for cyberware like sandevistan?
Instant cooldown for:
  • Healing Items
  • Optical Camo
  • Overdrive
  • Berserk
  • Sandevistan
  • Grenades
  • Stamina

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>87813</ID>
      <Description>"Instant cooldown"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
aobscanmodule(_cooldowns,Cyberpunk2077.exe,F3 41 0F 11 82 A0 01 00 00) // should be unique
alloc(newmem,$1000,_cooldowns)

label(code)
label(return)
label(_cooldownsValue)
registerSymbol(_cooldownsValue)
label(cheat)

newmem:
  cmp [r10+000001AC],FF000000
  //cmp [r10+000001AC],FF010000
  jne code
  cmp [r10+000001B0],23
  je cheat
  cmp [r10+000001B0],F
  je cheat
  cmp [r10+000001B0],4
  je cheat
  cmp [r10+000001B0],1D
  je cheat
  cmp [r10+000001B0],30
  je cheat
  cmp [r10+000001B0],10
  je cheat
  cmp [r10+000001B0],16
  je cheat
  jmp code
  cheat:
  movss xmm0,[_cooldownsValue]
code:
  movss [r10+000001A0],xmm0
  jmp return

_cooldownsValue:
  dd (float)100

_cooldowns:
  jmp newmem
  nop 4
return:
registersymbol(_cooldowns)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
_cooldowns:
  db F3 41 0F 11 82 A0 01 00 00

unregistersymbol(_cooldowns)
unregisterSymbol(_cooldownsValue)
dealloc(newmem)

{
healing items                    - 23
camo                             - F
Overdrive                        - 4
Berserk                          - 1D
Sandevistan                      - 30
Grenades                         - 10
RAM                              - 11
Stamina                          - 16
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

shibuya428
Novice Cheater
Novice Cheater
Posts: 15
Joined: Sun Nov 12, 2017 2:27 am
Reputation: 0

Re: z Cyberpunk 2077

Post by shibuya428 »

Would it be possible to get the gorilla arm relic skill punch no charge?

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