Metro Exodus [CPY] Table+20*Table Update 0.49*

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GreenHouse
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Re: Metro Exodus [CPY] Table+18 *Table Update 0.30*

Post by GreenHouse » Sun Feb 24, 2019 3:27 pm

Will you add an Infinite Throwables option? You can get that from here: '0F B7 81 00 05 00 00 C3'. That's the function that subtracts the throwables every time you use them.

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l0wb1t
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Re: Rapid Fire Code

Post by l0wb1t » Sun Feb 24, 2019 3:52 pm

ZeroHackAllCheats wrote:
Sun Feb 24, 2019 2:00 pm
Oh, found a bug by the way. When enabling rapid fire the pistol glitches and cant fire anymore lol.
Here is the correct....

Its not that fast as mine, anyways

a simple CMP fixes the problem

Code: Select all

RapidFireMem:
  cmp byte ptr [_enableRapidFire],1
  jne codeRapidFire
  cmp [rbx+00000984],(float)1 // Max Rate of Fire becomes 1 when holding handgun
  je codeRapidFire
  mov [rbx+00000980],(float)0.5
codeRapidFire:
  comiss xmm0,[rbx+00000980]
  jmp returnRapidFire
GreenHouse wrote:
Sun Feb 24, 2019 3:27 pm
Will you add an Infinite Throwables option? You can get that from here: '0F B7 81 00 05 00 00 C3'. That's the function that subtracts the throwables every time you use them.
Inf Throwables added.
Fixed Rapid Fire, you can now shoot with handgun. (Handgun is not affected by Rapid fire btw)
Last edited by l0wb1t on Sun Feb 24, 2019 4:21 pm, edited 2 times in total.

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Re: Rapid Fire Code

Post by ZeroHackAllCheats » Sun Feb 24, 2019 3:59 pm

l0wb1t wrote:
Sun Feb 24, 2019 3:52 pm
ZeroHackAllCheats wrote:
Sun Feb 24, 2019 2:00 pm
Oh, found a bug by the way. When enabling rapid fire the pistol glitches and cant fire anymore lol.
Here is the correct....

Its not that fast as mine, anyways

a simple CMP fixes the problem
Nice work around, I don't even know how to use anything other then, mov, add, sub. literally picked up CE yesterday lol. :P

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l0wb1t
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Re: Rapid Fire Code

Post by l0wb1t » Sun Feb 24, 2019 4:20 pm

ZeroHackAllCheats wrote:
Sun Feb 24, 2019 3:59 pm

Nice work around, I don't even know how to use anything other then, mov, add, sub. literally picked up CE yesterday lol. :P
lmao i can feel the irony in your text

One Hit Kills seems to crash the game on some NPC's, will checking that later.

Setting the health to 0.1 before they get a hit. Not sure if this is affecting friendly NPC's haven't one to test atm xD
Edit:
This seems to work better:

Code: Select all

[ENABLE]
aobscanmodule(_OneHitKills,MetroExodus.exe,0F 2F 80 68 03 00 00 73 07) // should be unique
alloc(OneHitKillsMem,$1000,MetroExodus.exe)
alloc(_enableOHK,8)
registersymbol(_enableOHK)
registersymbol(_OneHitKills)
OneHitKillsMem:
cmp [_enableOHK],1
jne codeOneHitKills
cmp rax,[_pPlayerBase]
je codeOneHitKills
cmp [rax+00000368],(float)0.1
jle codeOneHitKills
mov [rax+00000368],(float)0.1
codeOneHitKills:
  comiss xmm0,[rax+00000368]
  jmp returnOneHitKills

_OneHitKills:
  jmp OneHitKillsMem
  nop
  nop
returnOneHitKills:

_enableOHK:
dd 0
[DISABLE]

_OneHitKills:
  db 0F 2F 80 68 03 00 00

unregistersymbol(_OneHitKills)
unregistersymbol(_enableOHK)
dealloc(_enableOHK)
dealloc(OneHitKillsMem)
Somehow, when i use a code, that gets only accessed on hit, the game crashes when i set the value to float 0 or -1

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Re: Metro Exodus [CPY] Table+20*Table Update 0.32*

Post by ldsdrive » Sun Feb 24, 2019 4:29 pm

Is it possible to have invisible to enemies or always stealth?

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Re: Metro Exodus [CPY] Table+20*Table Update 0.32*

Post by GreenHouse » Sun Feb 24, 2019 4:30 pm

There's something wrong with Infinite Health. When enabled, when I bump with any NPC, the player does a damage sound.

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Re: Metro Exodus [CPY] Table+20*Table Update 0.32*

Post by l0wb1t » Sun Feb 24, 2019 4:58 pm

GreenHouse wrote:
Sun Feb 24, 2019 4:30 pm
There's something wrong with Infinite Health. When enabled, when I bump with any NPC, the player does a damage sound.
Can you test if it still happens with the table below?
Last edited by l0wb1t on Sun Feb 24, 2019 5:42 pm, edited 1 time in total.

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Re: Metro Exodus [CPY] Table+20*Table Update 0.32*

Post by GreenHouse » Sun Feb 24, 2019 5:04 pm

l0wb1t wrote:
Sun Feb 24, 2019 4:58 pm
GreenHouse wrote:
Sun Feb 24, 2019 4:30 pm
There's something wrong with Infinite Health. When enabled, when I bump with any NPC, the player does a damage sound.
Can you test if it still happens with the table below?
It works now. No more weird sounds. Thanks.

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Re: Metro Exodus [CPY] Table+20*Table Update 0.32*

Post by NumberXer0 » Sun Feb 24, 2019 5:26 pm

Any chance for infinite crafting items? Like the scrap and chemicals?

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Re: Metro Exodus [CPY] Table+20*Table Update 0.32*

Post by l0wb1t » Sun Feb 24, 2019 5:43 pm

Table update 0.36

Rapid Fire now works for Handgun too and only for your Player ;)
Fixed Infinite Health Sound Bug and a Crash that happens sometime with Inf Health enabled.
Fixed One Hit Kills.
Check first Page for updated table.
NumberXer0 wrote:
Sun Feb 24, 2019 5:26 pm
Any chance for infinite crafting items? Like the scrap and chemicals?
i noticed, after i solved the mission with the train and joined into the semi-open world map, the code i use for movement isn't executing anymore, and the Player speed value no longer works.
Already fixed it, testing a bit and upload the new Table
No Spread, also had a typo issue in the code. will be fixed as welll

Recoil left/right shake remove has been found aswell

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Re: Metro Exodus [CPY] Table+20*Table Update 0.32*

Post by draw95 » Sun Feb 24, 2019 7:44 pm

Awesome table and so many choices, thank you.
Any chance for Invisible or undetected to human and monster?

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Re: Metro Exodus [CPY] Table+20*Table Update 0.39*

Post by l0wb1t » Sun Feb 24, 2019 8:04 pm

Table updated to 0.39

Fixed No Spread, tweaked recoil for handgun and removed cam shaking from recoil completly

If anyone found Weapon Sway let me know :D

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Re: Metro Exodus [CPY] Table+20*Table Update 0.39*

Post by ZeroHackAllCheats » Sun Feb 24, 2019 8:24 pm

l0wb1t wrote:
Sun Feb 24, 2019 8:04 pm
Table updated to 0.39

Fixed No Spread, tweaked recoil for handgun and removed cam shaking from recoil completely

If anyone found Weapon Sway let me know :D
Mr Irony Here, to give you more irony lol.

no sway left & right:

Code: Select all

F3 0F 11 87 EC 39 00 00
no sway up and down:

Code: Select all

F3 0F 11 8F E8 39 00 00

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Re: Metro Exodus [CPY] Table+20*Table Update 0.39*

Post by vosszaa » Sun Feb 24, 2019 8:40 pm

Is it possible to make Rapid Fire option as a value so we can adjust the value ourselves rather than on and off?

Great table btw

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Re: Metro Exodus [CPY] Table+20*Table Update 0.39*

Post by l0wb1t » Mon Feb 25, 2019 3:42 am

vosszaa wrote:
Sun Feb 24, 2019 8:40 pm
Is it possible to make Rapid Fire option as a value so we can adjust the value ourselves rather than on and off?

Great table btw

Yes that's totally possible. Will add that to the table later today.

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