Upload your cheat tables here (No requests)
CoverMe
Noobzor
Posts: 10 Joined: Sun Feb 07, 2021 3:06 pm
Reputation: 4
Post
by CoverMe » Sun Feb 07, 2021 3:08 pm
[Link]
who ever want the id for effect ,not complete tho
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
mamekoski
Expert Cheater
Posts: 95 Joined: Sat Mar 25, 2017 6:26 am
Reputation: 1
Post
by mamekoski » Sun Feb 07, 2021 4:07 pm
CoverMe wrote: ↑ Sun Feb 07, 2021 3:08 pm
so far i can change the equip effect id
did the modded value stay & not reverting back? let's say Yasakani = Requirement Set Bonus -1 changed to 5, will it it revert back to -1 after saving & reload the game?
really love messing with Attributes in offline play because some enemies are just pure BS~
simon93
Expert Cheater
Posts: 72 Joined: Sun Apr 09, 2017 11:10 pm
Reputation: 2
Post
by simon93 » Sun Feb 07, 2021 4:45 pm
Would really love an item/inventory editor to modify forging materials amount and add new ones
CoverMe
Noobzor
Posts: 10 Joined: Sun Feb 07, 2021 3:06 pm
Reputation: 4
Post
by CoverMe » Sun Feb 07, 2021 5:22 pm
the modified effect stay but the +%% reset,and if u put same effect on every slot,the effect reset back
NumberXer0
Expert Cheater
Posts: 1028 Joined: Sun Mar 12, 2017 2:17 pm
Reputation: 92
Post
by NumberXer0 » Sun Feb 07, 2021 5:53 pm
CoverMe wrote: ↑ Sun Feb 07, 2021 5:22 pm
the modified effect stay but the +%% reset,and if u put same effect on every slot,the effect reset back
More sanity checks it seems. Preventing you from doing anything not actually possible legitimately. Still, this cuts down on farming immensely!
daskman
What is cheating?
Posts: 1 Joined: Sun Feb 07, 2021 6:01 pm
Reputation: 0
Post
by daskman » Sun Feb 07, 2021 6:02 pm
any way for u to add editing stats
mamekoski
Expert Cheater
Posts: 95 Joined: Sat Mar 25, 2017 6:26 am
Reputation: 1
Post
by mamekoski » Sun Feb 07, 2021 6:43 pm
CoverMe wrote: ↑ Sun Feb 07, 2021 5:22 pm
the modified effect stay but the +%% reset,and if u put same effect on every slot,the effect reset back
I see, so only attributes with % then? it would be very helpful if the constant value stayed every save & reload.
I'm still a bit confused, because your given link said on the tutorial that the modded Yasakani requirement can be changed to -5 and it will stay in the game save??
Masterto
Novice Cheater
Posts: 19 Joined: Sun Feb 07, 2021 7:05 pm
Reputation: 1
Post
by Masterto » Sun Feb 07, 2021 7:09 pm
Would love Item Editor. Either save file or Memory.
bregoran
Cheater
Posts: 32 Joined: Thu Mar 02, 2017 11:31 pm
Reputation: 2
Post
by bregoran » Sun Feb 07, 2021 7:35 pm
Im to stupid to edit items with a hex editor, is it posible to build it into a table?
zachillios
Table Makers
Posts: 867 Joined: Fri Mar 03, 2017 9:05 am
Reputation: 696
Post
by zachillios » Sun Feb 07, 2021 8:19 pm
Here's an Item Editor. To make it work right you have to go into the Forge, select Temper, then Pick your Item. Once you're in the menu to actually temper your item the values will properly populate. Make the changes you want then back out of the item and the stats should take effect. I'm not expanding any further, so if you guys want to add to it feel free. Also, as previously stated in here, if you edit your item to absurd levels, the game is going to revert them to normal through sanity checks. Enjoy.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>90231</ID>
<Description>"Item Editor"</Description>
<Options moHideChildren="1"/>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : nioh2.exe
Version:
Date : 2021-02-07
Author : Zach
This script does blah blah blah
}
[ENABLE]
aobscanmodule(Item_Edit,nioh2.exe,44 8B 57 0C 44 8B CA) // should be unique
alloc(newmem,$1000,Item_Edit)
globalalloc(ItemEdit,4)
label(code)
label(return)
newmem:
push rax
lea rax,[rdi+0C]
mov [ItemEdit],rax
pop rax
code:
mov r10d,[rdi+0C]
mov r9d,edx
jmp return
Item_Edit:
jmp newmem
nop 2
return:
registersymbol(Item_Edit)
[DISABLE]
Item_Edit:
db 44 8B 57 0C 44 8B CA
unregistersymbol(Item_Edit)
dealloc(newmem)
dealloc(ItemEdit)
{
// ORIGINAL CODE - INJECTION POINT: nioh2.exe+F52D4F
nioh2.exe+F52D36: 84 C0 - test al,al
nioh2.exe+F52D38: 74 0E - je nioh2.exe+F52D48
nioh2.exe+F52D3A: 0F BE D3 - movsx edx,bl
nioh2.exe+F52D3D: 8D 42 01 - lea eax,[rdx+01]
nioh2.exe+F52D40: 83 F8 06 - cmp eax,06
nioh2.exe+F52D43: 7D 03 - jnl nioh2.exe+F52D48
nioh2.exe+F52D45: 8D 5A 01 - lea ebx,[rdx+01]
nioh2.exe+F52D48: 33 D2 - xor edx,edx
nioh2.exe+F52D4A: 80 FB 05 - cmp bl,05
nioh2.exe+F52D4D: 77 3A - ja nioh2.exe+F52D89
// ---------- INJECTING HERE ----------
nioh2.exe+F52D4F: 44 8B 57 0C - mov r10d,[rdi+0C]
// ---------- DONE INJECTING ----------
nioh2.exe+F52D53: 44 8B CA - mov r9d,edx
nioh2.exe+F52D56: 48 0F BE C3 - movsx rax,bl
nioh2.exe+F52D5A: 48 8D 0C 80 - lea rcx,[rax+rax*4]
nioh2.exe+F52D5E: 48 8D 05 AB 0D CE 00 - lea rax,[nioh2.exe+1C33B10]
nioh2.exe+F52D65: 4C 8D 04 88 - lea r8,[rax+rcx*4]
nioh2.exe+F52D69: 0F 1F 80 00 00 00 00 - nop dword ptr [rax+00000000]
nioh2.exe+F52D70: 41 6B 00 64 - imul eax,[r8],64
nioh2.exe+F52D74: 44 3B D0 - cmp r10d,eax
nioh2.exe+F52D77: 72 10 - jb nioh2.exe+F52D89
nioh2.exe+F52D79: 41 8D 51 01 - lea edx,[r9+01]
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>90242</ID>
<Description>"Familiarity"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>90233</ID>
<Description>"Attack?"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>-6</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>90235</ID>
<Description>"Effect 1"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>24</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>90241</ID>
<Description>"Effect 2"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>30</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>90239</ID>
<Description>"Effect 3"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>48</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>90237</ID>
<Description>"Effect 4"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>54</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
NumberXer0
Expert Cheater
Posts: 1028 Joined: Sun Mar 12, 2017 2:17 pm
Reputation: 92
Post
by NumberXer0 » Sun Feb 07, 2021 8:30 pm
zachillios wrote: ↑ Sun Feb 07, 2021 8:19 pm
Here's an Item Editor. To make it work right you have to go into the Forge, select Temper, then Pick your Item. Once you're in the menu to actually temper your item the values will properly populate. Make the changes you want then back out of the item and the stats should take effect. I'm not expanding any further, so if you guys want to add to it feel free. Also, as previously stated in here, if you edit your item to absurd levels, the game is going to revert them to normal through sanity checks. Enjoy.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>90231</ID>
<Description>"Item Editor"</Description>
<Options moHideChildren="1"/>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : nioh2.exe
Version:
Date : 2021-02-07
Author : Zach
This script does blah blah blah
}
[ENABLE]
aobscanmodule(Item_Edit,nioh2.exe,44 8B 57 0C 44 8B CA) // should be unique
alloc(newmem,$1000,Item_Edit)
globalalloc(ItemEdit,4)
label(code)
label(return)
newmem:
push rax
lea rax,[rdi+0C]
mov [ItemEdit],rax
pop rax
code:
mov r10d,[rdi+0C]
mov r9d,edx
jmp return
Item_Edit:
jmp newmem
nop 2
return:
registersymbol(Item_Edit)
[DISABLE]
Item_Edit:
db 44 8B 57 0C 44 8B CA
unregistersymbol(Item_Edit)
dealloc(newmem)
dealloc(ItemEdit)
{
// ORIGINAL CODE - INJECTION POINT: nioh2.exe+F52D4F
nioh2.exe+F52D36: 84 C0 - test al,al
nioh2.exe+F52D38: 74 0E - je nioh2.exe+F52D48
nioh2.exe+F52D3A: 0F BE D3 - movsx edx,bl
nioh2.exe+F52D3D: 8D 42 01 - lea eax,[rdx+01]
nioh2.exe+F52D40: 83 F8 06 - cmp eax,06
nioh2.exe+F52D43: 7D 03 - jnl nioh2.exe+F52D48
nioh2.exe+F52D45: 8D 5A 01 - lea ebx,[rdx+01]
nioh2.exe+F52D48: 33 D2 - xor edx,edx
nioh2.exe+F52D4A: 80 FB 05 - cmp bl,05
nioh2.exe+F52D4D: 77 3A - ja nioh2.exe+F52D89
// ---------- INJECTING HERE ----------
nioh2.exe+F52D4F: 44 8B 57 0C - mov r10d,[rdi+0C]
// ---------- DONE INJECTING ----------
nioh2.exe+F52D53: 44 8B CA - mov r9d,edx
nioh2.exe+F52D56: 48 0F BE C3 - movsx rax,bl
nioh2.exe+F52D5A: 48 8D 0C 80 - lea rcx,[rax+rax*4]
nioh2.exe+F52D5E: 48 8D 05 AB 0D CE 00 - lea rax,[nioh2.exe+1C33B10]
nioh2.exe+F52D65: 4C 8D 04 88 - lea r8,[rax+rcx*4]
nioh2.exe+F52D69: 0F 1F 80 00 00 00 00 - nop dword ptr [rax+00000000]
nioh2.exe+F52D70: 41 6B 00 64 - imul eax,[r8],64
nioh2.exe+F52D74: 44 3B D0 - cmp r10d,eax
nioh2.exe+F52D77: 72 10 - jb nioh2.exe+F52D89
nioh2.exe+F52D79: 41 8D 51 01 - lea edx,[r9+01]
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>90242</ID>
<Description>"Familiarity"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>90233</ID>
<Description>"Attack?"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>-6</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>90235</ID>
<Description>"Effect 1"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>24</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>90241</ID>
<Description>"Effect 2"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>30</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>90239</ID>
<Description>"Effect 3"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>48</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>90237</ID>
<Description>"Effect 4"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>54</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Awesome, thanks for that! Now we just need to pool together the values. Oh and just for clarity, the "Attack?" option is actually pointing to the level of the equipment.
nikorasu90
Novice Cheater
Posts: 15 Joined: Sun Feb 07, 2021 9:17 pm
Reputation: 0
Post
by nikorasu90 » Sun Feb 07, 2021 9:18 pm
zachillios wrote: ↑ Sun Feb 07, 2021 8:19 pm
Here's an Item Editor. To make it work right you have to go into the Forge, select Temper, then Pick your Item. Once you're in the menu to actually temper your item the values will properly populate. Make the changes you want then back out of the item and the stats should take effect. I'm not expanding any further, so if you guys want to add to it feel free. Also, as previously stated in here, if you edit your item to absurd levels, the game is going to revert them to normal through sanity checks. Enjoy.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>90231</ID>
<Description>"Item Editor"</Description>
<Options moHideChildren="1"/>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : nioh2.exe
Version:
Date : 2021-02-07
Author : Zach
This script does blah blah blah
}
[ENABLE]
aobscanmodule(Item_Edit,nioh2.exe,44 8B 57 0C 44 8B CA) // should be unique
alloc(newmem,$1000,Item_Edit)
globalalloc(ItemEdit,4)
label(code)
label(return)
newmem:
push rax
lea rax,[rdi+0C]
mov [ItemEdit],rax
pop rax
code:
mov r10d,[rdi+0C]
mov r9d,edx
jmp return
Item_Edit:
jmp newmem
nop 2
return:
registersymbol(Item_Edit)
[DISABLE]
Item_Edit:
db 44 8B 57 0C 44 8B CA
unregistersymbol(Item_Edit)
dealloc(newmem)
dealloc(ItemEdit)
{
// ORIGINAL CODE - INJECTION POINT: nioh2.exe+F52D4F
nioh2.exe+F52D36: 84 C0 - test al,al
nioh2.exe+F52D38: 74 0E - je nioh2.exe+F52D48
nioh2.exe+F52D3A: 0F BE D3 - movsx edx,bl
nioh2.exe+F52D3D: 8D 42 01 - lea eax,[rdx+01]
nioh2.exe+F52D40: 83 F8 06 - cmp eax,06
nioh2.exe+F52D43: 7D 03 - jnl nioh2.exe+F52D48
nioh2.exe+F52D45: 8D 5A 01 - lea ebx,[rdx+01]
nioh2.exe+F52D48: 33 D2 - xor edx,edx
nioh2.exe+F52D4A: 80 FB 05 - cmp bl,05
nioh2.exe+F52D4D: 77 3A - ja nioh2.exe+F52D89
// ---------- INJECTING HERE ----------
nioh2.exe+F52D4F: 44 8B 57 0C - mov r10d,[rdi+0C]
// ---------- DONE INJECTING ----------
nioh2.exe+F52D53: 44 8B CA - mov r9d,edx
nioh2.exe+F52D56: 48 0F BE C3 - movsx rax,bl
nioh2.exe+F52D5A: 48 8D 0C 80 - lea rcx,[rax+rax*4]
nioh2.exe+F52D5E: 48 8D 05 AB 0D CE 00 - lea rax,[nioh2.exe+1C33B10]
nioh2.exe+F52D65: 4C 8D 04 88 - lea r8,[rax+rcx*4]
nioh2.exe+F52D69: 0F 1F 80 00 00 00 00 - nop dword ptr [rax+00000000]
nioh2.exe+F52D70: 41 6B 00 64 - imul eax,[r8],64
nioh2.exe+F52D74: 44 3B D0 - cmp r10d,eax
nioh2.exe+F52D77: 72 10 - jb nioh2.exe+F52D89
nioh2.exe+F52D79: 41 8D 51 01 - lea edx,[r9+01]
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>90242</ID>
<Description>"Familiarity"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>90233</ID>
<Description>"Attack?"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>-6</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>90235</ID>
<Description>"Effect 1"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>24</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>90241</ID>
<Description>"Effect 2"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>30</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>90239</ID>
<Description>"Effect 3"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>48</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>90237</ID>
<Description>"Effect 4"</Description>
<ShowAsSigned>0</ShowAsSigned>
<VariableType>Byte</VariableType>
<Address>ItemEdit</Address>
<Offsets>
<Offset>54</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
how do I make this work in Cheat Engine? I've only ever used tables, but I've been waiting for an item editor
mamekoski
Expert Cheater
Posts: 95 Joined: Sat Mar 25, 2017 6:26 am
Reputation: 1
Post
by mamekoski » Sun Feb 07, 2021 9:24 pm
bregoran wrote: ↑ Sun Feb 07, 2021 7:35 pm
Im to stupid to edit items with a hex editor, is it posible to build it into a table?
Memory region in CE, search array of bytes then put the equipment/accessory value ID and level to easy identification.
treepack
What is cheating?
Posts: 1 Joined: Sun Feb 07, 2021 9:43 pm
Reputation: 0
Post
by treepack » Sun Feb 07, 2021 9:44 pm
Is there any way u can edit stats on character thx in advance
NumberXer0
Expert Cheater
Posts: 1028 Joined: Sun Mar 12, 2017 2:17 pm
Reputation: 92
Post
by NumberXer0 » Sun Feb 07, 2021 10:43 pm
nikorasu90 wrote: ↑ Sun Feb 07, 2021 9:18 pm
how do I make this work in Cheat Engine? I've only ever used tables, but I've been waiting for an item editor
Copy the text and paste it in an open CE window. Check the box.
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