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Re: Sekiro™: Shadows Die Twice +12 (table Update4.3)

Posted: Tue Mar 26, 2019 3:27 am
by DarKSilV
hello thanks for the cheat table, i think the best cheat that does not break the game will be a Defense and Damage multiplier
I think Defense multiplier will be as if it was easy or normal mode
is it possible to add it

Re: Sekiro™: Shadows Die Twice +12 (table Update4.3)

Posted: Tue Mar 26, 2019 4:22 am
by CoffeeKitty
DarKSilV wrote:
Tue Mar 26, 2019 3:27 am
hello thanks for the cheat table, i think the best cheat that does not break the game will be a Defense and Damage multiplier
I think Defense multiplier will be as if it was easy or normal mode
is it possible to add it
you can already do that, "vitality mod" and health base/guard base stats are avail in misc pointers, you can basically give yourself absurd max poise and vitality values, though with the way the game was designed there really isnt a way to do this that doesn't trivialize everything in the game imo

Re: Sekiro™: Shadows Die Twice +12 (table Update4.3)

Posted: Tue Mar 26, 2019 4:31 am
by no_kon
Is there any way to modify the "Amount to next Skill Points"?

The xp multiplier bugged out and gave me a ridiculous number of skill points and now my exp amount to next skill point is stupid high and messing with my OCD.

Re: Sekiro™: Shadows Die Twice +12 (table Update4.3)

Posted: Tue Mar 26, 2019 5:55 am
by DarKSilV
CoffeeKitty wrote:
Tue Mar 26, 2019 4:22 am
DarKSilV wrote:
Tue Mar 26, 2019 3:27 am
hello thanks for the cheat table, i think the best cheat that does not break the game will be a Defense and Damage multiplier
I think Defense multiplier will be as if it was easy or normal mode
is it possible to add it
you can already do that, "vitality mod" and health base/guard base stats are avail in misc pointers, you can basically give yourself absurd max poise and vitality values, though with the way the game was designed there really isn't a way to do this that doesn't trivialize everything in the game imo
I am not talking about max poise and vitality values I am talking about how much damage an enemy can do against you, for example , an enemy attack does 100 HP damage, with a Defense multiplier set for example at 2 or say 200% , that attack will do less damage at 50 HP damage.

if this is available please tell me where
I dont want to make the game too easy

Re: Sekiro™: Shadows Die Twice +12 (table Update4.3)

Posted: Tue Mar 26, 2019 6:08 am
by Draco856
Is there any possible way to force an item into the storage portion of the inventory? I'm trying to get the rice from the divine child as a storage item, but the game won't actually let her give me more if I have any, though there was a point where she gave me an extra, unfortunately, I've passed that point and I don't think there will be another.

Re: Sekiro™: Shadows Die Twice +12 (table Update4.3)

Posted: Tue Mar 26, 2019 6:12 am
by bloodaxis
CoffeeKitty wrote:
Tue Mar 26, 2019 4:22 am
you can already do that, "vitality mod" and health base/guard base stats are avail in misc pointers, you can basically give yourself absurd max poise and vitality values, though with the way the game was designed there really isnt a way to do this that doesn't trivialize everything in the game imo
Those values don't stick for whatever reason and changing vitality mod above what you can have max anyway does nothing to your actual health/guard values. Some kind of decreased damage done modifier would be pretty sweet to have.

Re: Sekiro™: Shadows Die Twice +12 (table Update4.3)

Posted: Tue Mar 26, 2019 6:16 am
by IcyPurpose99
bloodaxis wrote:
Tue Mar 26, 2019 6:12 am
CoffeeKitty wrote:
Tue Mar 26, 2019 4:22 am
you can already do that, "vitality mod" and health base/guard base stats are avail in misc pointers, you can basically give yourself absurd max poise and vitality values, though with the way the game was designed there really isnt a way to do this that doesn't trivialize everything in the game imo
Those values don't stick for whatever reason and changing vitality mod above what you can have max anyway does nothing to your actual health/guard values. Some kind of decreased damage done modifier would be pretty sweet to have.
I second this, the game is punishing enough, but dying to 1 hit everything is just bad.

Re: Sekiro™: Shadows Die Twice +12 (table Update4.3)

Posted: Tue Mar 26, 2019 7:13 am
by ragepyre
DarKSilV wrote:
Tue Mar 26, 2019 3:27 am
an enemy attack does 100 HP damage, with a Defense multiplier set for example at 2 or say 200% , that attack will do less damage at 50 HP damage.

if this is available please tell me where
I dont want to make the game too easy
I second to that

Re: Sekiro™: Shadows Die Twice +13 (table Update5)

Posted: Tue Mar 26, 2019 7:15 am
by KS212
I think at this point we're probably missing only 1 or 2 more essential cheats... Debuff Immunity and Buff Duration.

'Nice to have but not essential' would be permanent super armor/no stagger and probably open all idol locations/waypoints and maybe ignore crafting materials... oh, and a way to sheath the damn sword on command.

I should buy Cielos a beer or two for this table.
DarKSilV wrote:
Tue Mar 26, 2019 5:55 am


I am not talking about max poise and vitality values I am talking about how much damage an enemy can do against you, for example , an enemy attack does 100 HP damage, with a Defense multiplier set for example at 2 or say 200% , that attack will do less damage at 50 HP damage.

if this is available please tell me where
I dont want to make the game too easy
I don't think this game even has a 'Defense' value tbh... It definitely feels like all attacks are hardcoded to do a specific amount of damage as opposed to scaling off a stat. Using the Prayer Beads only has the effect of increasing your Life/HP and Poise amount.

Re: Sekiro™: Shadows Die Twice +12 (table Update4.3)

Posted: Tue Mar 26, 2019 7:22 am
by CarbonZuki
bloodaxis wrote:
Tue Mar 26, 2019 6:12 am
CoffeeKitty wrote:
Tue Mar 26, 2019 4:22 am
you can already do that, "vitality mod" and health base/guard base stats are avail in misc pointers, you can basically give yourself absurd max poise and vitality values, though with the way the game was designed there really isnt a way to do this that doesn't trivialize everything in the game imo
Those values don't stick for whatever reason and changing vitality mod above what you can have max anyway does nothing to your actual health/guard values. Some kind of decreased damage done modifier would be pretty sweet to have.
Try this, not sure if this address will work for you.

It is a drop down value, change from disabled to enabled and go fight an enemy and you shouldn't die.

this is the address that is being writin to for God Mode via SunBeam's method off page 9. It might be a static address or it might not be.

So far the address works for me (restarted pc and game) , just change from disabled to enable and should have god mode tell u disable it.

Re: Sekiro™: Shadows Die Twice +13 (table Update5)

Posted: Tue Mar 26, 2019 7:50 am
by justiny
The posture damage multiplier only affects deflect, doesn't affect normal attacks against enemies that defend or not.

Re: Sekiro™: Shadows Die Twice +13 (table Update5)

Posted: Tue Mar 26, 2019 8:01 am
by Darkprince101
Help I'am unable to enable the table at all does this work on the Codex version ?

Edit: Never mind got it to work after I started the table before enabling any options on the fearlessrevolution trainer .

Re: Sekiro™: Shadows Die Twice +12 (table Update4.3)

Posted: Tue Mar 26, 2019 8:13 am
by DarKSilV
Marcus101RR wrote:
Tue Mar 26, 2019 6:16 am
bloodaxis wrote:
Tue Mar 26, 2019 6:12 am
CoffeeKitty wrote:
Tue Mar 26, 2019 4:22 am
you can already do that, "vitality mod" and health base/guard base stats are avail in misc pointers, you can basically give yourself absurd max poise and vitality values, though with the way the game was designed there really isnt a way to do this that doesn't trivialize everything in the game imo
Those values don't stick for whatever reason and changing vitality mod above what you can have max anyway does nothing to your actual health/guard values. Some kind of decreased damage done modifier would be pretty sweet to have.
I second this, the game is punishing enough, but dying to 1 hit everything is just bad.
this game need two things to remain really faithful to the original game, Defense and Damage(which we have) multiplier
I would set the Damage multiplier to 1.3(130%) and my character Defense to 1.5(150%), I think these value would bring the game back to much more approachable difficulty

Re: Sekiro™: Shadows Die Twice +11 (table Update4.1)

Posted: Tue Mar 26, 2019 8:36 am
by Cielos
KS212 wrote:
Sun Mar 24, 2019 3:27 pm
[...]
nevermind, I know what I got wrong.
I thought a successful deflect would immediately makes the enemy open for deathblow, that's why I thought the script still has problem.
while the case should be that, a successful deflect would only reduce the enemy's posture, and once the posture is drained would that be open for deathblow after a successful deflect.

///
justiny wrote:
Tue Mar 26, 2019 7:50 am
The posture damage multiplier only affects deflect, doesn't affect normal attacks against enemies that defend or not.
yeah, I noticed that after I uploaded the script. turns out the injection point only deal with the deflect damage one to the attacker... going back to manipulate the posture damage at where the game writes the value now.

///
and for those who're interested. both the damage multiplier and the newly added posture damage multiplier allows you to manipulate the damage deal TO THE PLAYER now. which more or less the same as a "defense multiplier" I think...?

Re: Sekiro™: Shadows Die Twice +12 (table Update4.3)

Posted: Tue Mar 26, 2019 8:59 am
by skalool
no_kon wrote:
Tue Mar 26, 2019 4:31 am
Is there any way to modify the "Amount to next Skill Points"?

The xp multiplier bugged out and gave me a ridiculous number of skill points and now my exp amount to next skill point is stupid high and messing with my OCD.
also would be interested in this