Assassin's Creed: Origins [Engine:AnvilNEXT64]

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mitsunari3
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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by mitsunari3 »

i've re-installed the game,
i loaded ACP save,
(Alt-tab just quit the game window)
opened ACP.ini, changed the parameter, i didn't see "Animus Control Panel settings have been saved"
ctrl+S seem altering anything.

thanks for assisting me though :')

i've just realised there's a Patreon Patrons option for SunBeam, i've joint Update Tier, hope it could be looked into at some point in the future :)
i'd love to donate more if we can enjoy such freedom in Origins & Valhalla.

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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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by SunBeam »

mitsunari3 wrote:
Wed Jan 12, 2022 9:03 pm
...
1. You need to use a HACKED save game. And by hacked, I mean it literally says that in the main menu. Or create one yourself.
2. The ACP.ini file is in %USERPROFILE%\Documents\Assassin's Creed Origins.
3. Maybe you need to add at the bottom presetID = Custom.

Then make a folder in location indicated at point 2 called Animus Control Panel. Extract the attachment below in that folder, so it looks like this:

Image

You can then open ACP.ini and edit settings while game is running (while you're in game world). If you don't see "Animus Control Panel settings have been applied" message it's maybe because you've not enabled some crap in the overlay to show notifications. Do you even see Ubisoft Connect in-game?

P.S.: "Benutzerdefiniert" means "Custom". You can probably rename it as Custom.preset. And no, I don't live in Germany, found the stuff in a post on Ubi forums: [Link].

And as proof, I just tried PlayerMovementSpeedMultiplier = 425 and I'm moving 4 times faster.

The update is done on the fly here:

Code: Select all

uplay_r164.dll+44C10 - 48 8B 4B 28           - mov rcx,[rbx+28]
uplay_r164.dll+44C14 - E8 57BAFFFF           - call uplay_r164.dll+40670
uplay_r164.dll+44C19 - 84 C0                 - test al,al
uplay_r164.dll+44C1B - 0F84 88020000         - je uplay_r164.dll+44EA9
uplay_r164.dll+44C21 - 48 8B 4B 28           - mov rcx,[rbx+28]
uplay_r164.dll+44C25 - E8 56BBFFFF           - call uplay_r164.dll+40780
The first CALL checks if the file timestamp has been modified. The check runs constantly, hence why it's detecting these changes done on the fly. Once you edit something in ACP.ini and SAVE, you change the timestamp. That CALL kicks in, result is 1 (instead of 0), meaning "ACP.ini has changed") and the next CALL will read the file and re-apply the settings.

EDIT:

Code: Select all

ACOrigins.exe+196F170 - 40 53                 - push rbx
ACOrigins.exe+196F172 - 57                    - push rdi
ACOrigins.exe+196F173 - 48 83 EC 28           - sub rsp,28 { 40 }
ACOrigins.exe+196F177 - 48 8B 05 0AEA2903     - mov rax,[ACOrigins.exe+4C0DB88] { (608A9850) }
ACOrigins.exe+196F17E - 48 8B FA              - mov rdi,rdx
ACOrigins.exe+196F181 - 48 8B D9              - mov rbx,rcx
ACOrigins.exe+196F184 - 80 B8 B10D0000 00     - cmp byte ptr [rax+00000DB1],00 { 0 }
ACOrigins.exe+196F18B - 75 09                 - jne ACOrigins.exe+196F196
ACOrigins.exe+196F18D - 32 C0                 - xor al,al
ACOrigins.exe+196F18F - 48 83 C4 28           - add rsp,28 { 40 }
ACOrigins.exe+196F193 - 5F                    - pop rdi
ACOrigins.exe+196F194 - 5B                    - pop rbx
ACOrigins.exe+196F195 - C3                    - ret 
ACOrigins.exe+196F196 - 48 8B 42 18           - mov rax,[rdx+18]
Add it like this in your table:

Image

Change the byte value to 0 and you have unlimited civilian/cat killing :P

IF YOU START SPREADING THIS AROUND ON YOUTUBE OR OTHER FORUMS, REMEMBER TO CREDIT THE AUTHOR AND LEAVE A LINK TO MY POST. THANKS!

Why did I say the above? Cuz I have a feeling you want to make some "killing 239180931809 civilians in ACO" youtube video, that's why. In the context of the game, Medjay are protectors of the people. Killing innocent civilians is not how the game is intended to be played.

Lastly, I'm able to find all ACP settings/functions in the game and will list them out a tad later. Not sure it can be replicated in Valhalla, as ACP is a code module that's been added in AC:Origins later in development. To work in other ACs, I'd need to find all of the required functions (if they exist) and compute each setting's function. And I'm not in the mood to rebuild/invent Anvil code out of thin air. It's like coding the game...

Example:

Code: Select all

ACOrigins.exe+28AA2A5 - 84 C0                 - test al,al
ACOrigins.exe+28AA2A7 - 74 11                 - je ACOrigins.exe+28AA2BA
ACOrigins.exe+28AA2A9 - E8 825C6BFF           - call ACOrigins.exe+1F5FF30 // this gets the ptr to the table with ACP settings
ACOrigins.exe+28AA2AE - 48 8B C8              - mov rcx,rax
ACOrigins.exe+28AA2B1 - E8 EA686BFF           - call ACOrigins.exe+1F60BA0 // this reads 'PlayerMovementSpeedMultiplier'
ACOrigins.exe+28AA2B6 - 44 0F28 D0            - movaps xmm10,xmm0
ACOrigins.exe+28AA2BA - 49 8B 4E 58           - mov rcx,[r14+58]
The JE in the snippet above is a check to see if ACP is active (if you're on a hacked save game). Since other ACs don't have ACP, the code between the JE and last MOV will not exist in those ACs. Hope it's clear.
Attachments
Benutzerdefiniert.zip
(959 Bytes) Downloaded 541 times

ShasVa
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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by ShasVa »

Cheers to those who worked on this. AC Origins isn't the last AC game I've played, but it's probably (definitely) the last one that had any semblance of "fun". :)

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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by SunBeam »

Decided to make a dedicated topic about the ACP subject: viewtopic.php?f=29&t=18830&p=229739#p229739. Cheers!

mitsunari3
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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by mitsunari3 »

SunBeam wrote:
Thu Jan 13, 2022 4:45 am
...
thanks so much SunBeam, its working! :)

i'm a humble player just to enjoy the game, i don't do attention seeking stuff such as youtube :D

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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by SunBeam »

mitsunari3 wrote:
Fri Jan 14, 2022 1:52 am
...
Wasn't necessarily referring to you, am sure others will find a way to - let's say - pile up 38127931728 civilians in one barn and make a YT video about it :D :D :D

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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by ogamisugizo »

SunBeam wrote:
Thu Jan 13, 2022 4:45 am
.....
Hi SunBeam,

Do you think it would be possible to respawn enemies fortresses/hideouts objectives with a hack? So that captains/commandent are back after your clear them once.

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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by SunBeam »

ogamisugizo wrote:
Sat Jan 15, 2022 9:21 am
SunBeam wrote:
Thu Jan 13, 2022 4:45 am
.....
Hi SunBeam,

Do you think it would be possible to respawn enemies fortresses/hideouts objectives with a hack? So that captains/commandent are back after your clear them once.
Hi. The question you asked will always have a positive response. Yes, it's possible. No, I won't be the one who looks into it. Busy with other games, sorry.

Redfox01
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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by Redfox01 »

Can someone let me know if it's possible to use this to change crafted gear you have equipped and revert it back to earlier stages? I (and a lot of folks) don't like the later looks and would like to go back to the pre-DLC appearance. I'm wondering if the inventory swapper could accomplish this but I imagine someone would need to get the values for the pre-DLC equipment to do that.

ogamisugizo
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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by ogamisugizo »

SunBeam wrote:
Sat Jan 15, 2022 9:36 am
ogamisugizo wrote:
Sat Jan 15, 2022 9:21 am
SunBeam wrote:
Thu Jan 13, 2022 4:45 am
.....
Hi SunBeam,

Do you think it would be possible to respawn enemies fortresses/hideouts objectives with a hack? So that captains/commandent are back after your clear them once.
Hi. The question you asked will always have a positive response. Yes, it's possible. No, I won't be the one who looks into it. Busy with other games, sorry.
No problem.

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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by bikeracer4487 »

Has anyone managed to get this table working on the Uplay Plus version of the game? And/or know why it won't work? Right now I'm getting this message when I try to activate the table, even after replacing all instances of "ACOrigins.exe" with "ACOrigins_plus.exe":

Code: Select all

<<lua error in the script at line 3:Failure determining what szVersion_AOB means>>

xx123321
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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by xx123321 »

I don't think the v1.51 table works. It's not working for me, I have the steam version of the game, and all the table's showing me is a lot of 0s and question marks.

The only values that can be edited are ability points, gold, arrows, cedarwood, and soft leathers. Any ideas why this is the case for me? Thanks.

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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by KazW »

How to use add xp on table 1.21??

Retsamikit
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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by Retsamikit »

Got an Update to 1.6 -> Table does not work anymore.

ogamisugizo
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Re: Assassin's Creed: Origins [Engine:AnvilNEXT64]

Post by ogamisugizo »

Same here

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