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Re: Scarlet Nexus

Posted: Sat Jul 03, 2021 1:03 pm
by darnatsu
Hi may I know how to use the generate item option? I tried checking it but I'm a bit lost on which item is which (especially when the quantities are the same), since the item name is not specified... Thanks.

Re: Scarlet Nexus

Posted: Sun Jul 04, 2021 4:14 am
by HylianZ
I'll never understand why people post tables to the Nexus instead of here. Found one over there. It's damage multipliers for hard mode.

Made by Talim.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>88364</ID>
      <Description>"Hard Mode - Override Damage Multipliers"</Description>
      <Options moHideChildren="1" moActivateChildrenAsWell="1" moDeactivateChildrenAsWell="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : ScarletNexus-Win64-Shipping.exe
  Version: 1.0
  Date   : 2021-07-02
  Author : Talim

  Overrides the damage multipliers for Hard difficulty.
  Both the player and AI party members are affected, including combo assists.

  Vanilla values:
  Easy = 0.5x damage taken, 1.5x damage dealt
  Normal = 1x damage taken, 1x damage dealt
  Hard = 1.2x damage taken, 0.8x damage dealt
}

[ENABLE]


aobscanmodule(hardMultiplierHook,ScarletNexus-Win64-Shipping.exe,F3 0F 10 BB 30 01 00 00 F3 44 0F 10 83 34 01 00 00)
alloc(newMemory,64,hardMultiplierHook)

label(return)

label(fltHardDmgDealtMulti)
registerSymbol(fltHardDmgDealtMulti)
label(fltHardDmgTakenMulti)
registerSymbol(fltHardDmgTakenMulti)

newMemory:
  movss xmm7,[fltHardDmgDealtMulti]
  movss xmm8,[fltHardDmgTakenMulti]
  jmp return

align 10 CC
fltHardDmgDealtMulti:
  dd (float)0.6
fltHardDmgTakenMulti:
  dd (float)1.35

hardMultiplierHook:
  jmp newMemory
  nop
  nop
  nop
  nop
  nop
  nop
  nop
  nop
  nop
  nop
  nop
  nop
return:
registersymbol(hardMultiplierHook)

[DISABLE]

hardMultiplierHook:
  db F3 0F 10 BB 30 01 00 00 F3 44 0F 10 83 34 01 00 00

unregistersymbol(hardMultiplierHook)
dealloc(newMemory)

{
// ORIGINAL CODE - INJECTION POINT: ScarletNexus-Win64-Shipping.exe.text+E950E0

ScarletNexus-Win64-Shipping.exe.text+E950C5: 74 50                       - je ScarletNexus-Win64-Shipping.exe.text+E95117
ScarletNexus-Win64-Shipping.exe.text+E950C7: 49 8B C8                    - mov rcx,r8
setDifficultyMultiplier: E8 51 56 0E 00              - call getDifficultyByte
ScarletNexus-Win64-Shipping.exe.text+E950CF: 0F B6 C8                    - movzx ecx,al
ScarletNexus-Win64-Shipping.exe.text+E950D2: 84 C0                       - test al,al
ScarletNexus-Win64-Shipping.exe.text+E950D4: 74 30                       - je ScarletNexus-Win64-Shipping.exe.text+E95106
ScarletNexus-Win64-Shipping.exe.text+E950D6: 83 E9 01                    - sub ecx,01
ScarletNexus-Win64-Shipping.exe.text+E950D9: 74 18                       - je ScarletNexus-Win64-Shipping.exe.text+E950F3
ScarletNexus-Win64-Shipping.exe.text+E950DB: 83 F9 01                    - cmp ecx,01
ScarletNexus-Win64-Shipping.exe.text+E950DE: 75 37                       - jne ScarletNexus-Win64-Shipping.exe.text+E95117
// ---------- INJECTING HERE ----------
ScarletNexus-Win64-Shipping.exe.text+E950E0: F3 0F 10 BB 30 01 00 00     - movss xmm7,[rbx+00000130]
// ---------- DONE INJECTING  ----------
ScarletNexus-Win64-Shipping.exe.text+E950E8: F3 44 0F 10 83 34 01 00 00  - movss xmm8,[rbx+00000134]
ScarletNexus-Win64-Shipping.exe.text+E950F1: EB 24                       - jmp ScarletNexus-Win64-Shipping.exe.text+E95117
ScarletNexus-Win64-Shipping.exe.text+E950F3: F3 0F 10 BB 20 01 00 00     - movss xmm7,[rbx+00000120]
ScarletNexus-Win64-Shipping.exe.text+E950FB: F3 44 0F 10 83 24 01 00 00  - movss xmm8,[rbx+00000124]
ScarletNexus-Win64-Shipping.exe.text+E95104: EB 11                       - jmp ScarletNexus-Win64-Shipping.exe.text+E95117
ScarletNexus-Win64-Shipping.exe.text+E95106: F3 0F 10 BB 10 01 00 00     - movss xmm7,[rbx+00000110]
ScarletNexus-Win64-Shipping.exe.text+E9510E: F3 44 0F 10 83 14 01 00 00  - movss xmm8,[rbx+00000114]
ScarletNexus-Win64-Shipping.exe.text+E95117: 48 8D 8B 00 01 00 00        - lea rcx,[rbx+00000100]
ScarletNexus-Win64-Shipping.exe.text+E9511E: E8 CD 4C 80 00              - call ScarletNexus-Win64-Shipping.exe.text+1699DF0
ScarletNexus-Win64-Shipping.exe.text+E95123: 80 B8 C0 00 00 00 00        - cmp byte ptr [rax+000000C0],00
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>88365</ID>
          <Description>"Damage Dealt Multiplier (Bamco Default = 0.8)"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>fltHardDmgDealtMulti</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>88366</ID>
          <Description>"Damage Taken Multiplier (Bamco Default = 1.2)"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>fltHardDmgTakenMulti</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Re: Scarlet Nexus

Posted: Mon Jul 05, 2021 5:50 pm
by zachillios
So for anyone who couldn't figure out how to get your bond level to 5 (Me), here's a costume editor. To populate the value, go to the Visuals section and press X/A on your controller, then select what costume you want for that character then press O/B to deselect the character and it should update.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>88380</ID>
      <Description>"Costume Editor"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : ScarletNexus-Win64-Shipping.exe
  Version: 
  Date   : 2021-07-05
  Author : zach

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(CLOTH_EDIT,ScarletNexus-Win64-Shipping.exe,41 0F 10 40 40 0F 11 4A 30 41 0F 10 48 50 0F 11 42 40 41 0F 10 40 60 0F 11 4A 50 41 0F 10 88 80 00 00 00 0F 11 42 60 41 0F 10 40 70) // should be unique
alloc(newmem,$1000,CLOTH_EDIT)
globalalloc(CLOTHEDIT,4)
label(code)
label(return)

newmem:
push rax
lea rax,[r8+40]
mov [CLOTHEDIT],rax
pop rax
code:
  movups xmm0,[r8+40]
  jmp return

CLOTH_EDIT:
  jmp newmem
return:
registersymbol(CLOTH_EDIT)

[DISABLE]

CLOTH_EDIT:
  db 41 0F 10 40 40

unregistersymbol(CLOTH_EDIT)
dealloc(newmem)
dealloc(CLOTHEDIT)
{
// ORIGINAL CODE - INJECTION POINT: ScarletNexus-Win64-Shipping.exe+E55040

ScarletNexus-Win64-Shipping.exe+E55017: 48 8B C2                 - mov rax,rdx
ScarletNexus-Win64-Shipping.exe+E5501A: C3                       - ret 
ScarletNexus-Win64-Shipping.exe+E5501B: 41 0F 10 00              - movups xmm0,[r8]
ScarletNexus-Win64-Shipping.exe+E5501F: 49 8B 80 A0 00 00 00     - mov rax,[r8+000000A0]
ScarletNexus-Win64-Shipping.exe+E55026: 41 0F 10 48 10           - movups xmm1,[r8+10]
ScarletNexus-Win64-Shipping.exe+E5502B: 0F 11 02                 - movups [rdx],xmm0
ScarletNexus-Win64-Shipping.exe+E5502E: 41 0F 10 40 20           - movups xmm0,[r8+20]
ScarletNexus-Win64-Shipping.exe+E55033: 0F 11 4A 10              - movups [rdx+10],xmm1
ScarletNexus-Win64-Shipping.exe+E55037: 41 0F 10 48 30           - movups xmm1,[r8+30]
ScarletNexus-Win64-Shipping.exe+E5503C: 0F 11 42 20              - movups [rdx+20],xmm0
// ---------- INJECTING HERE ----------
ScarletNexus-Win64-Shipping.exe+E55040: 41 0F 10 40 40           - movups xmm0,[r8+40]
// ---------- DONE INJECTING  ----------
ScarletNexus-Win64-Shipping.exe+E55045: 0F 11 4A 30              - movups [rdx+30],xmm1
ScarletNexus-Win64-Shipping.exe+E55049: 41 0F 10 48 50           - movups xmm1,[r8+50]
ScarletNexus-Win64-Shipping.exe+E5504E: 0F 11 42 40              - movups [rdx+40],xmm0
ScarletNexus-Win64-Shipping.exe+E55052: 41 0F 10 40 60           - movups xmm0,[r8+60]
ScarletNexus-Win64-Shipping.exe+E55057: 0F 11 4A 50              - movups [rdx+50],xmm1
ScarletNexus-Win64-Shipping.exe+E5505B: 41 0F 10 88 80 00 00 00  - movups xmm1,[r8+00000080]
ScarletNexus-Win64-Shipping.exe+E55063: 0F 11 42 60              - movups [rdx+60],xmm0
ScarletNexus-Win64-Shipping.exe+E55067: 41 0F 10 40 70           - movups xmm0,[r8+70]
ScarletNexus-Win64-Shipping.exe+E5506C: 0F 11 42 70              - movups [rdx+70],xmm0
ScarletNexus-Win64-Shipping.exe+E55070: 41 0F 10 80 90 00 00 00  - movups xmm0,[r8+00000090]
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>88381</ID>
          <Description>"No description"</Description>
          <DropDownList DescriptionOnly="1" DisplayValueAsItem="1">201:Kasane White
202:Kasane Default
203:Kasane Red
204:Kasane DLC
33:Shiden White
34:Shiden Default
35:Shiden Red
36:Shiden DLC
233:Arashi White
234:Arashi Default
235:Arashi Red
236:Arashi DLC
133:Kyoka White
134:Kyoka Default
135:Kyoka Red
136:Kyoka DLC
189:Kagero White
190:Kagero Default
191:Kagero Red
192:Kagero DLC
101:Yuito White
102:Yuito Default
103:Yuito Red
104:Yuito DLC
45:Hanabi White
46:Hanabi Default
47:Hanabi Red
48:Hanabi DLC
245:Tsugumi White
246:Tsugumi Default
247:Tsugumi Red
248:Tsugumi DLC
145:Gemma White
146:Gemma Default
147:Gemma Red
148:Gemma DLC
89:Luka White
90:Luka Default
91:Luka Red
92:Luka DLC
</DropDownList>
          <LastState Value="201" RealAddress="2780356F050"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>CLOTHEDIT</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Re: Scarlet Nexus Script Request

Posted: Tue Jul 06, 2021 7:33 pm
by nero_redgrave
Hey man thanks for the table, I'm wondering if you could potentially add a few more scripts to the table for gameplay QoL improvements such as
  • A game speed modifier to implement a turbo mode similar to what Devil May Cry has
  • A script that removes the 4 second delay on SAS when you deactivate one before it starts recovering
  • Something that removes the companion Cut-Ins when you activate their respective SAS
  • A script that lets you decide how much of the SAS gauge combo visions cost to use (I think its 60% right now maybe giving us full control so we can set our own % to use or just lowering it down to 30% to use)
  • A script that lets you turn on any SAS gauge even if it's under the 30% threshold (it would still turn off that SAS when the gauge reaches 0% of course like how it does normally)
I know that the game speed modifier is present in other Scarlet Nexus Trainers but I just want the scripts and stuff to be all in one place instead of spread out through multiple programs.

I'd appreciate any of these that you could do.

Re: Scarlet Nexus

Posted: Wed Jul 07, 2021 10:52 am
by KS212
Game just had a 3.3gb update. Fortunately the table seems to have survived.

Re: Scarlet Nexus

Posted: Sat Jul 10, 2021 9:37 pm
by chasede
Hey guys, surprised nobody requested/made this yet.

Here's code to increase affection from gifts quickly. A standard gift (no heart) adds about 2.5 to 5.0 normally. This code adds 40.0 to that for all gifts. You can change 40 to anything else if you want. This should significantly reduce the number of gifts you need to give to level up your bonds / SAS. Took me about 2-3 gifts for each level, as opposed to the 30-ish gifts it normally takes. Cheers!

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>88896</ID>
      <Description>"Affection added +40 for gifts"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : ScarletNexus-Win64-Shipping.exe
  Version:
  Date   : 2021-07-10
  Author : chausies

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(KYOKTEST,ScarletNexus-Win64-Shipping.exe,F3 0F 11 5A 04 48 8B 5C 24 08 C3 CC) // should be unique
alloc(newmem,$1000,KYOKTEST)

label(code)
label(return)

newmem:

alloc(MyVar, 4)

code:
  addss xmm3, [MyVar]
  movss [rdx+04],xmm3
  jmp return

MyVar:
  dd (float)40

dealloc(MyVar)

KYOKTEST:
  jmp newmem
return:
registersymbol(KYOKTEST)

[DISABLE]

KYOKTEST:
  db F3 0F 11 5A 04

unregistersymbol(KYOKTEST)
dealloc(MyVar)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: ScarletNexus-Win64-Shipping.exe+F8AD4D

ScarletNexus-Win64-Shipping.exe+F8AD2F: 8B 42 08        - mov eax,[rdx+08]
ScarletNexus-Win64-Shipping.exe+F8AD32: 83 F8 FF        - cmp eax,-01
ScarletNexus-Win64-Shipping.exe+F8AD35: 75 E9           - jne ScarletNexus-Win64-Shipping.exe+F8AD20
ScarletNexus-Win64-Shipping.exe+F8AD37: 49 8B D3        - mov rdx,r11
ScarletNexus-Win64-Shipping.exe+F8AD3A: F3 0F 11 5A 04  - movss [rdx+04],xmm3
ScarletNexus-Win64-Shipping.exe+F8AD3F: 48 8B 5C 24 08  - mov rbx,[rsp+08]
ScarletNexus-Win64-Shipping.exe+F8AD44: C3              - ret
ScarletNexus-Win64-Shipping.exe+F8AD45: 83 F8 FF        - cmp eax,-01
ScarletNexus-Win64-Shipping.exe+F8AD48: 75 03           - jne ScarletNexus-Win64-Shipping.exe+F8AD4D
ScarletNexus-Win64-Shipping.exe+F8AD4A: 49 8B D3        - mov rdx,r11
// ---------- INJECTING HERE ----------
ScarletNexus-Win64-Shipping.exe+F8AD4D: F3 0F 11 5A 04  - movss [rdx+04],xmm3
// ---------- DONE INJECTING  ----------
ScarletNexus-Win64-Shipping.exe+F8AD52: 48 8B 5C 24 08  - mov rbx,[rsp+08]
ScarletNexus-Win64-Shipping.exe+F8AD57: C3              - ret
ScarletNexus-Win64-Shipping.exe+F8AD58: CC              - int 3
ScarletNexus-Win64-Shipping.exe+F8AD59: CC              - int 3
ScarletNexus-Win64-Shipping.exe+F8AD5A: CC              - int 3
ScarletNexus-Win64-Shipping.exe+F8AD5B: CC              - int 3
ScarletNexus-Win64-Shipping.exe+F8AD5C: CC              - int 3
ScarletNexus-Win64-Shipping.exe+F8AD5D: CC              - int 3
ScarletNexus-Win64-Shipping.exe+F8AD5E: CC              - int 3
ScarletNexus-Win64-Shipping.exe+F8AD5F: CC              - int 3
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Just copy the code and paste in Cheat Engine. I'm a newbie at making code, so let me know if it's doing anything off @.@. Maybe consider only enabling the script when you're giving gifts (which is what I've tested it for).

Re: Scarlet Nexus

Posted: Sun Jul 18, 2021 5:14 pm
by Sora3100
Made a party formation table, let's you change who is in slot 1, in turn letting you play as other characters.
However, there are 3 major problems with this:
The camera seems to pretty much die the moment you change slot 1
Fast travel options are tied to the character you play as (only Kasane and Yuito have them set)
No SAS, ally attacks whatsoever
Pretty useless with this in mind, but I'll still release to see if people can come up with something/want to mess around with the game a bit

Re: Scarlet Nexus

Posted: Sun Jul 25, 2021 4:33 pm
by Divinekyuubi
Guys anyone Else game Crashes with Inf Item cheat on idk if it is this Cheat but i disabled it then got the Item light Jelly then the game didnt crash anymore anyone can fix the Inf item cheat

Re: Scarlet Nexus

Posted: Thu Aug 05, 2021 2:02 am
by Themaiko
Sorry im new to this. but copying the scripts give me an error. Error in line 1 <?xml version="1.0" encoding="utf-8"?>, can you help me with this?

Re: Scarlet Nexus

Posted: Fri Sep 03, 2021 6:05 pm
by aiiwide
Is it weird i cant activate the enter brain drive? is it because the updated version?

Re: Scarlet Nexus

Posted: Sat Sep 04, 2021 2:56 pm
by Elterin
You must be in combat for this cheat to work.

Re: Scarlet Nexus

Posted: Sat Sep 04, 2021 5:26 pm
by aiiwide
i already in combat fighting boss why i cant check the box enter brain drive in the script?

Re: Scarlet Nexus

Posted: Thu Sep 16, 2021 5:18 am
by Acido
Seems there was another update to the game. The pointer offsets to Credits/BP/Skill Points seems to have been relocated. Most everything else that i know of still works fine.

Edit: Changing the 2nd offset on the pointer from 2D8 to 2E8 makes it work again.

Re: Scarlet Nexus

Posted: Thu Sep 16, 2021 9:36 am
by 13xforever
infinite skill duration is also broken

Re: Scarlet Nexus

Posted: Fri Sep 17, 2021 9:59 am
by Acido
zachillios wrote:
Sat Jul 03, 2021 4:32 am
Here's my other contribution, a bare bones item editor:
Thanks.

Made a slight modification to your script to change the pointer when selecting an item in inventory instead of only when selling items. Also works when selecting equipment on the equipment screen:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>88370</ID>
      <Description>"Item Editor (Select item in inventory)"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : ScarletNexus-Win64-Shipping.exe
  Version: 
  Date   : 2021-07-02
  Author : zachw

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(ItemAOB,ScarletNexus-Win64-Shipping.exe,41 8B 40 08 C3) // should be unique
alloc(newmem,$1000,ItemAOB)
globalalloc(pItem,4)
label(return)

newmem:
lea rax,[r8]
mov [pItem],rax
mov eax,[r8+08]
ret

ItemAOB:
  jmp newmem
return:
registersymbol(ItemAOB)

[DISABLE]

ItemAOB:
  db 41 8B 40 08 C3

unregistersymbol(ItemAOB)
dealloc(newmem)
dealloc(pItem)

</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>88371</ID>
          <Description>"ID"</Description>
          <ShowAsHex>1</ShowAsHex>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Array of byte</VariableType>
          <ByteLength>3</ByteLength>
          <Address>pItem</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>88372</ID>
          <Description>"Quantity"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>pItem</Address>
          <Offsets>
            <Offset>8</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
</CheatTable>