Tales of Vesperia Definitive Edition (Steam)

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JokeZ
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Re: Tales of Vesperia Definitive Edition (Steam)

Post by JokeZ » Mon Jan 21, 2019 12:24 pm

Geordan9 wrote:
Mon Jan 21, 2019 2:56 am
Alright, same scenario as last time. I have included a "Titles" section in the Character Data so you can add onto that. I've included only a few titles and would like if one of you guys can add to it. They seem to be in order, but there are a few bits in it that are just nothing. So I'd recommend doing them one at a time.

I've also added an "Access All Titles" script so you can access the titles without affecting your unlocked titles. The "Skills" section of Character Data is also organized based on the game's skill selection menu.

(Since the Character Data script, and the scripts inside, find their offsets programmatically, an update will not throw them off and they should continue working.)
i am managed to add full Yuri Titles and some network titles and is working on other character.

Reupload (update 1): Estelle and Karol Titles Added( Except for the "Magical Maiden" titles).

Reupload (update 2): Added every titles for every characters.
Attachments
Geo's ToV Scripts V3 (WIP) (2).CT
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Geo's ToV Scripts V3 (WIP) (1).CT
(326.43 KiB) Downloaded 137 times
Geo's ToV Scripts V3 (WIP).CT
(253.35 KiB) Downloaded 172 times
Last edited by JokeZ on Mon Jan 21, 2019 5:48 pm, edited 2 times in total.

mliujia
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Re: Tales of Vesperia Definitive Edition (Steam)

Post by mliujia » Mon Jan 21, 2019 12:50 pm

thanks

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by tizzio » Mon Jan 21, 2019 1:38 pm

@JokeZ thanks :D

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by ciphray » Mon Jan 21, 2019 2:13 pm

Exeter wrote:
Mon Jan 21, 2019 9:06 am
zachillios wrote:
Mon Jan 21, 2019 6:06 am
So thanks to Ciphray for providing the holy bottle address, I think I've got a working infinite holy bottle script going. Let me know if it works.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>4818</ID>
      <Description>"Infinite Holy Bottle Duration"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : TOV_DE.exe
  Version: 
  Date   : 2019-01-21
  Author : Zach

  This script does blah blah blah
}

define(address,"TOV_DE.exe"+6B3C70)
define(bytes,80 3D 65 EB 46 01 00)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"TOV_DE.exe"+6B3C70)

label(code)
label(return)

newmem:

code:
  cmp byte ptr [TOV_DE.AmdPowerXpressRequestHighPerformance+D03DA8],#1
  jmp return

address:
  jmp newmem
  nop
  nop
return:

[DISABLE]

address:
  db bytes
  // cmp byte ptr [TOV_DE.AmdPowerXpressRequestHighPerformance+D03DA8],00

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "TOV_DE.exe"+6B3C70

"TOV_DE.exe"+6B3C39: 72 0B                    -  jb TOV_DE.exe+6B3C46
"TOV_DE.exe"+6B3C3B: F3 0F 11 35 9D EB 46 01  -  movss [TOV_DE.exe+1B227E0],xmm6
"TOV_DE.exe"+6B3C43: 0F 28 CE                 -  movaps xmm1,xmm6
"TOV_DE.exe"+6B3C46: F3 0F 10 05 86 EB 46 01  -  movss xmm0,[TOV_DE.exe+1B227D4]
"TOV_DE.exe"+6B3C4E: F3 0F 58 05 02 0D 31 00  -  addss xmm0,[TOV_DE.exe+9C4958]
"TOV_DE.exe"+6B3C56: 0F 2F 05 7B EB 46 01     -  comiss xmm0,[TOV_DE.exe+1B227D8]
"TOV_DE.exe"+6B3C5D: F3 0F 11 05 6F EB 46 01  -  movss [TOV_DE.exe+1B227D4],xmm0
"TOV_DE.exe"+6B3C65: 72 09                    -  jb TOV_DE.exe+6B3C70
"TOV_DE.exe"+6B3C67: C6 05 6E EB 46 01 00     -  mov byte ptr [TOV_DE.exe+1B227DC],00
"TOV_DE.exe"+6B3C6E: EB 09                    -  jmp TOV_DE.exe+6B3C79
// ---------- INJECTING HERE ----------
"TOV_DE.exe"+6B3C70: 80 3D 65 EB 46 01 00     -  cmp byte ptr [TOV_DE.exe+1B227DC],00
// ---------- DONE INJECTING  ----------
"TOV_DE.exe"+6B3C77: 75 40                    -  jne TOV_DE.exe+6B3CB9
"TOV_DE.exe"+6B3C79: 0F 2F CE                 -  comiss xmm1,xmm6
"TOV_DE.exe"+6B3C7C: 77 3B                    -  ja TOV_DE.exe+6B3CB9
"TOV_DE.exe"+6B3C7E: 33 D2                    -  xor edx,edx
"TOV_DE.exe"+6B3C80: 48 8D 0D 69 EB 46 01     -  lea rcx,[TOV_DE.exe+1B227F0]
"TOV_DE.exe"+6B3C87: E8 74 80 F4 FF           -  call TOV_DE.exe+5FBD00
"TOV_DE.exe"+6B3C8C: 48 8D 8C 24 50 01 00 00  -  lea rcx,[rsp+00000150]
"TOV_DE.exe"+6B3C94: E8 F7 CA F3 FF           -  call TOV_DE.exe+5F0790
"TOV_DE.exe"+6B3C99: 0F 28 B4 24 30 01 00 00  -  movaps xmm6,[rsp+00000130]
"TOV_DE.exe"+6B3CA1: 48 8B 8C 24 20 01 00 00  -  mov rcx,[rsp+00000120]
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Wow very nice. Can I ask how you managed to get infinite Holy Bottle effect to work? When I tried it last time I ended up doing it via using a Holy Bottle, and scanning for changed values until only 1 or 2 were left every time a Holy Bottle was in effect and when it went away again.. but when I tried to change one of the addresses to '1' (after it turned to 0 from the Holy Bottle wearing off), it always crashed the game. Curious on how you managed to get that to work.

That's basically the exact same way I used to find the address, just kept the search limited to a somewhat close area to where the cooking status was kept in memory, also it technically gets changed each time at the end of a fight even without a holy bottle, since the game gives you a temporary holy bottle effect at that point, I made sure to take that graphic effect into account as well while searching

zachillios
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Re: Tales of Vesperia Definitive Edition (Steam)

Post by zachillios » Mon Jan 21, 2019 5:06 pm

Exeter wrote:
Mon Jan 21, 2019 9:06 am
zachillios wrote:
Mon Jan 21, 2019 6:06 am
So thanks to Ciphray for providing the holy bottle address, I think I've got a working infinite holy bottle script going. Let me know if it works.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>4818</ID>
      <Description>"Infinite Holy Bottle Duration"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : TOV_DE.exe
  Version: 
  Date   : 2019-01-21
  Author : Zach

  This script does blah blah blah
}

define(address,"TOV_DE.exe"+6B3C70)
define(bytes,80 3D 65 EB 46 01 00)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"TOV_DE.exe"+6B3C70)

label(code)
label(return)

newmem:

code:
  cmp byte ptr [TOV_DE.AmdPowerXpressRequestHighPerformance+D03DA8],#1
  jmp return

address:
  jmp newmem
  nop
  nop
return:

[DISABLE]

address:
  db bytes
  // cmp byte ptr [TOV_DE.AmdPowerXpressRequestHighPerformance+D03DA8],00

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "TOV_DE.exe"+6B3C70

"TOV_DE.exe"+6B3C39: 72 0B                    -  jb TOV_DE.exe+6B3C46
"TOV_DE.exe"+6B3C3B: F3 0F 11 35 9D EB 46 01  -  movss [TOV_DE.exe+1B227E0],xmm6
"TOV_DE.exe"+6B3C43: 0F 28 CE                 -  movaps xmm1,xmm6
"TOV_DE.exe"+6B3C46: F3 0F 10 05 86 EB 46 01  -  movss xmm0,[TOV_DE.exe+1B227D4]
"TOV_DE.exe"+6B3C4E: F3 0F 58 05 02 0D 31 00  -  addss xmm0,[TOV_DE.exe+9C4958]
"TOV_DE.exe"+6B3C56: 0F 2F 05 7B EB 46 01     -  comiss xmm0,[TOV_DE.exe+1B227D8]
"TOV_DE.exe"+6B3C5D: F3 0F 11 05 6F EB 46 01  -  movss [TOV_DE.exe+1B227D4],xmm0
"TOV_DE.exe"+6B3C65: 72 09                    -  jb TOV_DE.exe+6B3C70
"TOV_DE.exe"+6B3C67: C6 05 6E EB 46 01 00     -  mov byte ptr [TOV_DE.exe+1B227DC],00
"TOV_DE.exe"+6B3C6E: EB 09                    -  jmp TOV_DE.exe+6B3C79
// ---------- INJECTING HERE ----------
"TOV_DE.exe"+6B3C70: 80 3D 65 EB 46 01 00     -  cmp byte ptr [TOV_DE.exe+1B227DC],00
// ---------- DONE INJECTING  ----------
"TOV_DE.exe"+6B3C77: 75 40                    -  jne TOV_DE.exe+6B3CB9
"TOV_DE.exe"+6B3C79: 0F 2F CE                 -  comiss xmm1,xmm6
"TOV_DE.exe"+6B3C7C: 77 3B                    -  ja TOV_DE.exe+6B3CB9
"TOV_DE.exe"+6B3C7E: 33 D2                    -  xor edx,edx
"TOV_DE.exe"+6B3C80: 48 8D 0D 69 EB 46 01     -  lea rcx,[TOV_DE.exe+1B227F0]
"TOV_DE.exe"+6B3C87: E8 74 80 F4 FF           -  call TOV_DE.exe+5FBD00
"TOV_DE.exe"+6B3C8C: 48 8D 8C 24 50 01 00 00  -  lea rcx,[rsp+00000150]
"TOV_DE.exe"+6B3C94: E8 F7 CA F3 FF           -  call TOV_DE.exe+5F0790
"TOV_DE.exe"+6B3C99: 0F 28 B4 24 30 01 00 00  -  movaps xmm6,[rsp+00000130]
"TOV_DE.exe"+6B3CA1: 48 8B 8C 24 20 01 00 00  -  mov rcx,[rsp+00000120]
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Wow very nice. Can I ask how you managed to get infinite Holy Bottle effect to work? When I tried it last time I ended up doing it via using a Holy Bottle, and scanning for changed values until only 1 or 2 were left every time a Holy Bottle was in effect and when it went away again.. but when I tried to change one of the addresses to '1' (after it turned to 0 from the Holy Bottle wearing off), it always crashed the game. Curious on how you managed to get that to work.
I did a "find out what accesses this address" and found that there was an instruction constantly checking the address on the world map, and it was writing 1 every time a bottle effect was active. So essentially it would write 1 (meaning yes) to the address Ciphray provided so long as the effective was active, and then would write a 0 (no) to it once the bottle was done. The script essentially forces the game to always confirm a bottle is active.
ciphray wrote:
Mon Jan 21, 2019 2:13 pm
Exeter wrote:
Mon Jan 21, 2019 9:06 am
zachillios wrote:
Mon Jan 21, 2019 6:06 am
So thanks to Ciphray for providing the holy bottle address, I think I've got a working infinite holy bottle script going. Let me know if it works.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>4818</ID>
      <Description>"Infinite Holy Bottle Duration"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : TOV_DE.exe
  Version: 
  Date   : 2019-01-21
  Author : Zach

  This script does blah blah blah
}

define(address,"TOV_DE.exe"+6B3C70)
define(bytes,80 3D 65 EB 46 01 00)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"TOV_DE.exe"+6B3C70)

label(code)
label(return)

newmem:

code:
  cmp byte ptr [TOV_DE.AmdPowerXpressRequestHighPerformance+D03DA8],#1
  jmp return

address:
  jmp newmem
  nop
  nop
return:

[DISABLE]

address:
  db bytes
  // cmp byte ptr [TOV_DE.AmdPowerXpressRequestHighPerformance+D03DA8],00

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "TOV_DE.exe"+6B3C70

"TOV_DE.exe"+6B3C39: 72 0B                    -  jb TOV_DE.exe+6B3C46
"TOV_DE.exe"+6B3C3B: F3 0F 11 35 9D EB 46 01  -  movss [TOV_DE.exe+1B227E0],xmm6
"TOV_DE.exe"+6B3C43: 0F 28 CE                 -  movaps xmm1,xmm6
"TOV_DE.exe"+6B3C46: F3 0F 10 05 86 EB 46 01  -  movss xmm0,[TOV_DE.exe+1B227D4]
"TOV_DE.exe"+6B3C4E: F3 0F 58 05 02 0D 31 00  -  addss xmm0,[TOV_DE.exe+9C4958]
"TOV_DE.exe"+6B3C56: 0F 2F 05 7B EB 46 01     -  comiss xmm0,[TOV_DE.exe+1B227D8]
"TOV_DE.exe"+6B3C5D: F3 0F 11 05 6F EB 46 01  -  movss [TOV_DE.exe+1B227D4],xmm0
"TOV_DE.exe"+6B3C65: 72 09                    -  jb TOV_DE.exe+6B3C70
"TOV_DE.exe"+6B3C67: C6 05 6E EB 46 01 00     -  mov byte ptr [TOV_DE.exe+1B227DC],00
"TOV_DE.exe"+6B3C6E: EB 09                    -  jmp TOV_DE.exe+6B3C79
// ---------- INJECTING HERE ----------
"TOV_DE.exe"+6B3C70: 80 3D 65 EB 46 01 00     -  cmp byte ptr [TOV_DE.exe+1B227DC],00
// ---------- DONE INJECTING  ----------
"TOV_DE.exe"+6B3C77: 75 40                    -  jne TOV_DE.exe+6B3CB9
"TOV_DE.exe"+6B3C79: 0F 2F CE                 -  comiss xmm1,xmm6
"TOV_DE.exe"+6B3C7C: 77 3B                    -  ja TOV_DE.exe+6B3CB9
"TOV_DE.exe"+6B3C7E: 33 D2                    -  xor edx,edx
"TOV_DE.exe"+6B3C80: 48 8D 0D 69 EB 46 01     -  lea rcx,[TOV_DE.exe+1B227F0]
"TOV_DE.exe"+6B3C87: E8 74 80 F4 FF           -  call TOV_DE.exe+5FBD00
"TOV_DE.exe"+6B3C8C: 48 8D 8C 24 50 01 00 00  -  lea rcx,[rsp+00000150]
"TOV_DE.exe"+6B3C94: E8 F7 CA F3 FF           -  call TOV_DE.exe+5F0790
"TOV_DE.exe"+6B3C99: 0F 28 B4 24 30 01 00 00  -  movaps xmm6,[rsp+00000130]
"TOV_DE.exe"+6B3CA1: 48 8B 8C 24 20 01 00 00  -  mov rcx,[rsp+00000120]
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Wow very nice. Can I ask how you managed to get infinite Holy Bottle effect to work? When I tried it last time I ended up doing it via using a Holy Bottle, and scanning for changed values until only 1 or 2 were left every time a Holy Bottle was in effect and when it went away again.. but when I tried to change one of the addresses to '1' (after it turned to 0 from the Holy Bottle wearing off), it always crashed the game. Curious on how you managed to get that to work.

That's basically the exact same way I used to find the address, just kept the search limited to a somewhat close area to where the cooking status was kept in memory, also it technically gets changed each time at the end of a fight even without a holy bottle, since the game gives you a temporary holy bottle effect at that point, I made sure to take that graphic effect into account as well while searching
Thank you, really. Makes replaying the game so much less painful.

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Geordan9
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Re: Tales of Vesperia Definitive Edition (Steam)

Post by Geordan9 » Mon Jan 21, 2019 6:23 pm

Thanks to red_cloud0, for the Skill addresses, and JokeZ, for the Title addresses. Now that those are done, I've put the Arte section in the Character Data to be added to. Anyone willing to take up the tedious efforts to put together the list of Artes would be very helpful.

Titles have been organized based on game's title selection menu. Also, following JokeZ's pattern, the "Test" titles are not included.
Attachments
Geo's ToV Scripts V3 (WIP).CT
(400.99 KiB) Downloaded 502 times

mtg
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Re: Tales of Vesperia Definitive Edition (Steam)

Post by mtg » Tue Jan 22, 2019 12:19 am

Hi could you guys make one for monster book? I tried changing encountered monster's id like Pokemon but it didn't work.

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by tizzio » Tue Jan 22, 2019 6:06 am

@Geordan9 as always i thank you , and about the all artest script that you created , you think you can change it a bit to make sure that we can still use all of them freely and at the same time make the list shorter ? so it can include for each charater only their respective arte ? consider that each character have as very own first ability the one called : Regular Attack - O , and as very last ability whatever it's placed before the " Regulard Attack - O" , each character have something different as last ability of course, as i learned that isn't a cause of any problem at all , it is just for a matter of not have to scroll for many minutes everytime

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Geordan9
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Re: Tales of Vesperia Definitive Edition (Steam)

Post by Geordan9 » Tue Jan 22, 2019 6:26 am

tizzio wrote:
Tue Jan 22, 2019 6:06 am
you think you can change it a bit to make sure that we can still use all of them freely and at the same time make the list shorter ? so it can include for each charater only their respective arte ?
Sure. The arte section of the Character Data, once completed, will allow you to unlock the ones you specifically want to access and I can split my "Access All Artes" script into separate scripts for the selection menu and another for using them freely in battle.

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by tizzio » Tue Jan 22, 2019 7:41 am

@Geordan9 thanks , in that way we can avoid to scroll for many minutes everytime we need to change the arte configuration in battle , and about the splitting of your "acces all artes" , remember my explanation about what's the very first arte\ability of any character and what is the very lust one , infact if you take a look at the game , the arte with the respective symbol on the left of the name only is a part of what a playable character can do , for example , your script allow also to freely use the fatal strike , wich is an inaxpected inpruvement since usually they are even less accessible than the mystic artes, so of course it must be preserved , your script also give free acces to the counter attacks that some playable characters have ( like estelle and her pawn hammer strike , or the revenge attacks or rita and raven ) :D

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by qwert2812 » Tue Jan 22, 2019 9:46 am

mtg wrote:
Tue Jan 22, 2019 12:19 am
Hi could you guys make one for monster book? I tried changing encountered monster's id like Pokemon but it didn't work.
How did you find the monster's ID?

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by mtg » Tue Jan 22, 2019 1:02 pm

qwert2812 wrote:
Tue Jan 22, 2019 9:46 am
How did you find the monster's ID?
While fighting only with one man army I found some 4 byte variable near enemey current HP that changes according to the monster book's id. So I thought that was the encounter ID but now I can't reproduce it. Maybe it was a just a coincidence.

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by mc2011 » Tue Jan 22, 2019 1:21 pm

Hi, is there any way to make it easier for Judith win the first poker card game ?
I never win that ever.....

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by tizzio » Tue Jan 22, 2019 1:49 pm

@mc2011 lol , you like that mini game ? well it's funny after all ahah

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by tedios » Tue Jan 22, 2019 6:26 pm

any chance we can get a 100% script for waiters mini-game as it's one annoying mini game :D

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