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Re: God Eater 3 (Steam)

Posted: Sun Feb 10, 2019 10:57 am
by moonshot
Squall8 wrote:
Sat Feb 09, 2019 6:42 pm
Update 2 added.
moonshot wrote:
Sat Feb 09, 2019 9:29 am
Alright, I'm gonna tell you a secret! The table is up to date!!! The last 2 updates changed absolutely nothing! Granted the misc data section in HIP isn't, but no one cares about that. I haven't been replying there because for the most part the past 20 pages or so have been filled with people bitching that the table options don't enable, then proceed to list off literally EVERY script utilizing StealthEdit! Go figure right. That's what pisses me off. All they have to do is read the first few sentences of the main post. Then there are the people who claim to be on Steam, and after wasting a good amount of my time, I come to find out they are not. Ugh.. People started assuming just because there was an update, that table features broke, and decided to post BS which led others to believe the same thing. Combine all of that with the people who have no idea how to even use a cheat table. Its just a mass clusterfuck if you ask me. I still play that game every day and have had no issues with the table, same goes for the 2 people I play with constantly. So if you can confirm you have SE configured properly and are in fact a steam user but still face issues, then I will gladly help you out!
Alright! Since I have my PC in repairs I won't be able to play until tomorrow but I appreciate your reply! I'm sorry for bothering you, I just thought you were done with that game and wanted to make sure since you usually either release some sort of update after a very short amount of time or reply to your thread saying that the recent update changed nothing, like you just did. I didn't mean to complain or to upset you and I understand the pressure that many dumb people may have put your through. I will write on that thread as soon as I get my PC back, I don't want to clutter this thread any longer with my OT argument. Again, thank you for replying!

Re: God Eater 3 (Steam)

Posted: Sun Feb 10, 2019 11:16 am
by enpoping123
i can add the new materials from highlight item from the old material but cant add the weapon cloth stuff, how did u do it? i want new cloth :(

Re: God Eater 3 (Steam)

Posted: Sun Feb 10, 2019 3:26 pm
by nifhleim
So is the infinite burst and infinite HP also affect the HP of party member?

Re: God Eater 3 (Steam)

Posted: Sun Feb 10, 2019 5:46 pm
by tk90vn
Hi can you add option that when i install skill abandon god arc will not disappear?

Re: God Eater 3 (Steam)

Posted: Sun Feb 10, 2019 10:20 pm
by gunbalde60
Would it be possible to add pointers, for slash crush and piece damage?

Re: God Eater 3 (Steam)

Posted: Sun Feb 10, 2019 11:13 pm
by Darkedone02
Can we have quick exp gain for acceleration triggers?

Re: God Eater 3 (Steam)

Posted: Mon Feb 11, 2019 4:41 am
by Squall8
Update 3 added.

Re: God Eater 3 (Steam)

Posted: Mon Feb 11, 2019 5:08 am
by JustBored
Any way you can get +1 AGAs? the grind is tough

Re: God Eater 3 (Steam)

Posted: Mon Feb 11, 2019 6:08 am
by xros
is there a way to make yourself do alot of damage but not one hit kill?

like to do 200-500 damage per hit

Re: God Eater 3 (Steam)

Posted: Mon Feb 11, 2019 7:05 am
by Kyle873
xros wrote:
Mon Feb 11, 2019 6:08 am
is there a way to make yourself do alot of damage but not one hit kill?

like to do 200-500 damage per hit

Just a straight damage multiplier would be nice. I'm not sure how much of a pain in the ass that'd be to implement over just the straight OHKO though. Same deal with incoming damage as well. I'm thinking that if you can find the final calculated values for your slash, crush, pierce and ranged multiplier and apply a multiplier over those and/or just allow directly modifying them, it might do the trick? Doing the same with defense wouldn't fully work since that's only applicable when guarding with your shield IIRC, so another approach would be needed.

I haven't had a chance to try the table yet due to being a bit sick and unable to play, but do the options extend to your party members? That could be a nice thing to have as well, if not.

Easily breakable bonds would also be really nice to have because some of the bond breaks can be a real pain to do. Although I can't remember if bond breaking certain parts increases the chances of certain drops or not. Either way, it'd certainly be a welcome addition.

The burst arts and acceleration trigger grind is solved to a good degree with what's currently in the table now which is very nice. The next step in my eyes towards not grinding forever would be a way to add/edit skills on your God Arc and AGAs. As someone stated above, grinding for +1 AGAs can be a real drag, to put it lightly. A good stopgap until a full Skill/AGA editor is available would be a drop/rarity modifier or some such for dropped AGAs, so at least then you have a ton of stuff to work with if anything. It should be doable as there are skills which modify both drop rate and drop rarity of AGAs. Piggybacking off of how those work could lead to such a thing.

The return timer is in the table, but not the actual mission timer itself. Would be good to have to easily SSS things combined with OHKO and Infinite HP (so you don't get incapacitated).

Re: God Eater 3 (Steam)

Posted: Mon Feb 11, 2019 7:09 am
by pox911
I updated my item list to have most, if not all, clothing. Now to make a nice code for the sake of changing the clothing inventory

edit: Here is a code that accesses the base player info. As it gets mapped out it will show more things but it has the player's name, code name, and slots 1,500,and 501 of the clothing inventory. I'm hoping to find out enough info to parse though most of the inventory nicely

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>25</ID>
      <Description>"Raw Player Info"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>
[ENABLE]

aobscanmodule(PlyInfoAOB,ge3.exe,48 8B 81 88 00 00 00 8B 40 08 C3) // should be unique
alloc(newmem,$1000,"ge3.exe"+649E70)

label(code)
label(return)
label(PlyInfo)
registersymbol(PlyInfo)

newmem:

code:
  mov rax,[rcx+00000088]
  mov [PlyInfo],rax
  jmp return
  PlyInfo:

PlyInfoAOB:
  jmp newmem
  nop
  nop
return:
registersymbol(PlyInfoAOB)

[DISABLE]

PlyInfoAOB:
  db 48 8B 81 88 00 00 00

unregistersymbol(PlyInfoAOB)
unregistersymbol(PlyInfo)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "ge3.exe"+649E70

"ge3.exe"+649E66: CC                    -  int 3 
"ge3.exe"+649E67: CC                    -  int 3 
"ge3.exe"+649E68: CC                    -  int 3 
"ge3.exe"+649E69: CC                    -  int 3 
"ge3.exe"+649E6A: CC                    -  int 3 
"ge3.exe"+649E6B: CC                    -  int 3 
"ge3.exe"+649E6C: CC                    -  int 3 
"ge3.exe"+649E6D: CC                    -  int 3 
"ge3.exe"+649E6E: CC                    -  int 3 
"ge3.exe"+649E6F: CC                    -  int 3 
// ---------- INJECTING HERE ----------
"ge3.exe"+649E70: 48 8B 81 88 00 00 00  -  mov rax,[rcx+00000088]
// ---------- DONE INJECTING  ----------
"ge3.exe"+649E77: 8B 40 08              -  mov eax,[rax+08]
"ge3.exe"+649E7A: C3                    -  ret 
"ge3.exe"+649E7B: CC                    -  int 3 
"ge3.exe"+649E7C: CC                    -  int 3 
"ge3.exe"+649E7D: CC                    -  int 3 
"ge3.exe"+649E7E: CC                    -  int 3 
"ge3.exe"+649E7F: CC                    -  int 3 
"ge3.exe"+649E80: CC                    -  int 3 
"ge3.exe"+649E81: CC                    -  int 3 
"ge3.exe"+649E82: CC                    -  int 3 
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>27</ID>
          <Description>"Name"</Description>
          <LastState RealAddress="46590060"/>
          <VariableType>String</VariableType>
          <Length>10</Length>
          <Unicode>1</Unicode>
          <CodePage>0</CodePage>
          <ZeroTerminate>1</ZeroTerminate>
          <Address>PlyInfo</Address>
          <Offsets>
            <Offset>10</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>28</ID>
          <Description>"Code Name"</Description>
          <LastState RealAddress="4659007C"/>
          <VariableType>String</VariableType>
          <Length>10</Length>
          <Unicode>1</Unicode>
          <CodePage>0</CodePage>
          <ZeroTerminate>1</ZeroTerminate>
          <Address>PlyInfo</Address>
          <Offsets>
            <Offset>2c</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>33</ID>
          <Description>"Clothing Inventory Info"</Description>
          <Options moHideChildren="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>29</ID>
              <Description>"Slot 1 Enable"</Description>
              <LastState Value="1" RealAddress="4667A8F8"/>
              <VariableType>4 Bytes</VariableType>
              <Address>PlyInfo</Address>
              <Offsets>
                <Offset>EA8A8</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>35</ID>
              <Description>"Slot 1 Hash ID"</Description>
              <LastState Value="9A314283" RealAddress="4667A8FC"/>
              <ShowAsHex>1</ShowAsHex>
              <VariableType>4 Bytes</VariableType>
              <Address>PlyInfo</Address>
              <Offsets>
                <Offset>EA8A8+4</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>32</ID>
              <Description>"Slot 500 Enable"</Description>
              <LastState Value="0" RealAddress="4667DFA8"/>
              <VariableType>4 Bytes</VariableType>
              <Address>PlyInfo</Address>
              <Offsets>
                <Offset>EA8A8+36B0</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>37</ID>
              <Description>"Slot 500 Hash ID"</Description>
              <LastState Value="00000000" RealAddress="4667DFAC"/>
              <ShowAsHex>1</ShowAsHex>
              <VariableType>4 Bytes</VariableType>
              <Address>PlyInfo</Address>
              <Offsets>
                <Offset>EA8A8+36B4</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>36</ID>
              <Description>"Slot 501 Enable"</Description>
              <LastState Value="0" RealAddress="4667DFC4"/>
              <VariableType>4 Bytes</VariableType>
              <Address>PlyInfo</Address>
              <Offsets>
                <Offset>EA8A8+36cc</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>34</ID>
              <Description>"Slot 501 Hash ID"</Description>
              <LastState Value="00000000" RealAddress="4667DFC8"/>
              <ShowAsHex>1</ShowAsHex>
              <VariableType>4 Bytes</VariableType>
              <Address>PlyInfo</Address>
              <Offsets>
                <Offset>EA8A8+36d0</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Re: God Eater 3 (Steam)

Posted: Mon Feb 11, 2019 9:33 am
by Algester
@pox911
the Character name limit is a max of 11 characters not 10 Codename however is max of 10

Re: God Eater 3 (Steam)

Posted: Mon Feb 11, 2019 9:37 am
by budboy
Kyle873 wrote:
Mon Feb 11, 2019 7:05 am
Just a straight damage multiplier would be nice. I'm not sure how much of a pain in the ass that'd be to implement over just the straight OHKO though. Same deal with incoming damage as well. I'm thinking that if you can find the final calculated values for your slash, crush, pierce and ranged multiplier and apply a multiplier over those and/or just allow directly modifying them, it might do the trick? Doing the same with defense wouldn't fully work since that's only applicable when guarding with your shield IIRC, so another approach would be needed.

I haven't had a chance to try the table yet due to being a bit sick and unable to play, but do the options extend to your party members? That could be a nice thing to have as well, if not.

Easily breakable bonds would also be really nice to have because some of the bond breaks can be a real pain to do. Although I can't remember if bond breaking certain parts increases the chances of certain drops or not. Either way, it'd certainly be a welcome addition.

The burst arts and acceleration trigger grind is solved to a good degree with what's currently in the table now which is very nice. The next step in my eyes towards not grinding forever would be a way to add/edit skills on your God Arc and AGAs. As someone stated above, grinding for +1 AGAs can be a real drag, to put it lightly. A good stopgap until a full Skill/AGA editor is available would be a drop/rarity modifier or some such for dropped AGAs, so at least then you have a ton of stuff to work with if anything. It should be doable as there are skills which modify both drop rate and drop rarity of AGAs. Piggybacking off of how those work could lead to such a thing.

The return timer is in the table, but not the actual mission timer itself. Would be good to have to easily SSS things combined with OHKO and Infinite HP (so you don't get incapacitated).
The problem of the OHKO based on my testing is that it applies to every party member. So if your feeling lazy, just turn said cheat on, command your allies to find enemies, and when they do find one, the first thing they do is dash/glide towards it; due to the fact that said glide/dash causes some damage, they quickly kill everything on the map.

I remember back in the day for God Eater Resurrection and God Eater 2, there were pointers for stuff like Pierce, Crush, etc. IMO this would be preferrable for people who want to quickly kill the enemies themselves

EDIT:
pox911 wrote:
Mon Feb 11, 2019 7:09 am
I updated my item list to have most, if not all, clothing. Now to make a nice code for the sake of changing the clothing inventory

edit: Here is a code that accesses the base player info. As it gets mapped out it will show more things but it has the player's name, code name, and slots 1,500,and 501 of the clothing inventory. I'm hoping to find out enough info to parse though most of the inventory nicely

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>25</ID>
      <Description>"Raw Player Info"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>
[ENABLE]

aobscanmodule(PlyInfoAOB,ge3.exe,48 8B 81 88 00 00 00 8B 40 08 C3) // should be unique
alloc(newmem,$1000,"ge3.exe"+649E70)

label(code)
label(return)
label(PlyInfo)
registersymbol(PlyInfo)

newmem:

code:
  mov rax,[rcx+00000088]
  mov [PlyInfo],rax
  jmp return
  PlyInfo:

PlyInfoAOB:
  jmp newmem
  nop
  nop
return:
registersymbol(PlyInfoAOB)

[DISABLE]

PlyInfoAOB:
  db 48 8B 81 88 00 00 00

unregistersymbol(PlyInfoAOB)
unregistersymbol(PlyInfo)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "ge3.exe"+649E70

"ge3.exe"+649E66: CC                    -  int 3 
"ge3.exe"+649E67: CC                    -  int 3 
"ge3.exe"+649E68: CC                    -  int 3 
"ge3.exe"+649E69: CC                    -  int 3 
"ge3.exe"+649E6A: CC                    -  int 3 
"ge3.exe"+649E6B: CC                    -  int 3 
"ge3.exe"+649E6C: CC                    -  int 3 
"ge3.exe"+649E6D: CC                    -  int 3 
"ge3.exe"+649E6E: CC                    -  int 3 
"ge3.exe"+649E6F: CC                    -  int 3 
// ---------- INJECTING HERE ----------
"ge3.exe"+649E70: 48 8B 81 88 00 00 00  -  mov rax,[rcx+00000088]
// ---------- DONE INJECTING  ----------
"ge3.exe"+649E77: 8B 40 08              -  mov eax,[rax+08]
"ge3.exe"+649E7A: C3                    -  ret 
"ge3.exe"+649E7B: CC                    -  int 3 
"ge3.exe"+649E7C: CC                    -  int 3 
"ge3.exe"+649E7D: CC                    -  int 3 
"ge3.exe"+649E7E: CC                    -  int 3 
"ge3.exe"+649E7F: CC                    -  int 3 
"ge3.exe"+649E80: CC                    -  int 3 
"ge3.exe"+649E81: CC                    -  int 3 
"ge3.exe"+649E82: CC                    -  int 3 
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>27</ID>
          <Description>"Name"</Description>
          <LastState RealAddress="46590060"/>
          <VariableType>String</VariableType>
          <Length>10</Length>
          <Unicode>1</Unicode>
          <CodePage>0</CodePage>
          <ZeroTerminate>1</ZeroTerminate>
          <Address>PlyInfo</Address>
          <Offsets>
            <Offset>10</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>28</ID>
          <Description>"Code Name"</Description>
          <LastState RealAddress="4659007C"/>
          <VariableType>String</VariableType>
          <Length>10</Length>
          <Unicode>1</Unicode>
          <CodePage>0</CodePage>
          <ZeroTerminate>1</ZeroTerminate>
          <Address>PlyInfo</Address>
          <Offsets>
            <Offset>2c</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>33</ID>
          <Description>"Clothing Inventory Info"</Description>
          <Options moHideChildren="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>29</ID>
              <Description>"Slot 1 Enable"</Description>
              <LastState Value="1" RealAddress="4667A8F8"/>
              <VariableType>4 Bytes</VariableType>
              <Address>PlyInfo</Address>
              <Offsets>
                <Offset>EA8A8</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>35</ID>
              <Description>"Slot 1 Hash ID"</Description>
              <LastState Value="9A314283" RealAddress="4667A8FC"/>
              <ShowAsHex>1</ShowAsHex>
              <VariableType>4 Bytes</VariableType>
              <Address>PlyInfo</Address>
              <Offsets>
                <Offset>EA8A8+4</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>32</ID>
              <Description>"Slot 500 Enable"</Description>
              <LastState Value="0" RealAddress="4667DFA8"/>
              <VariableType>4 Bytes</VariableType>
              <Address>PlyInfo</Address>
              <Offsets>
                <Offset>EA8A8+36B0</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>37</ID>
              <Description>"Slot 500 Hash ID"</Description>
              <LastState Value="00000000" RealAddress="4667DFAC"/>
              <ShowAsHex>1</ShowAsHex>
              <VariableType>4 Bytes</VariableType>
              <Address>PlyInfo</Address>
              <Offsets>
                <Offset>EA8A8+36B4</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>36</ID>
              <Description>"Slot 501 Enable"</Description>
              <LastState Value="0" RealAddress="4667DFC4"/>
              <VariableType>4 Bytes</VariableType>
              <Address>PlyInfo</Address>
              <Offsets>
                <Offset>EA8A8+36cc</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>34</ID>
              <Description>"Slot 501 Hash ID"</Description>
              <LastState Value="00000000" RealAddress="4667DFC8"/>
              <ShowAsHex>1</ShowAsHex>
              <VariableType>4 Bytes</VariableType>
              <Address>PlyInfo</Address>
              <Offsets>
                <Offset>EA8A8+36d0</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
One thing I noticed when testing this just now is that if your new code name is shorter than your old one, it retains the extra characters of your old code name

Re: God Eater 3 (Steam)

Posted: Mon Feb 11, 2019 10:51 am
by Kyle873
budboy wrote:
Mon Feb 11, 2019 9:37 am
One thing I noticed when testing this just now is that if your new code name is shorter than your old one, it retains the extra characters of your old code name
I have a theory. If you put in spaces in place of the character length to make up the difference, does that work? If it does, I'm gonna shake my head.

Re: God Eater 3 (Steam)

Posted: Mon Feb 11, 2019 11:05 am
by D00IVI
Instant Acceleration trigger for devour and timer-based trigger seems to work wonky