Stardew Valley v1.3.28 Multiplayer [Steam]

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Wombleinc
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Re: Stardew Valley v1.3.28 Multiplayer [Steam]

Post by Wombleinc » Fri Sep 27, 2019 5:06 pm

The table actually works for the most part.

The only things that dont work are instant chop which I found a way to fix.

The set npcfriendship script doesnt work but I found out how to find that value through enumerate dlls.

I have an instant craft script to add

All this is not my work though so I dont know if I should post it. Im mostly just now learning all of this so someone has been walking me through processes.

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Re: Stardew Valley v1.3.28 Multiplayer [Steam]

Post by Wombleinc » Fri Sep 27, 2019 5:58 pm

This is the updated table I have so far.

Everything that isn't working I took out of this one

I added instant chop which wasn't working before but you need to chop a tree first

I also added a free crafting which you have to craft something first before enabling.

I am updating this as I go but I am just now learning how these are made so really I take no credit for this update at all. The only reason I have this is, is because i've been bugging the shit out of someone 10xs smarter than me that happens to also be nice enough to show me some things along the way.
Stardew Valley CE table.CT
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d3v3l
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Re: Stardew Valley v1.3.28 Multiplayer [Steam]

Post by d3v3l » Mon Oct 07, 2019 12:27 am

Wombleinc wrote:
Fri Sep 27, 2019 5:58 pm
This is the updated table I have so far.

Everything that isn't working I took out of this one

I added instant chop which wasn't working before but you need to chop a tree first

I also added a free crafting which you have to craft something first before enabling.

I am updating this as I go but I am just now learning how these are made so really I take no credit for this update at all. The only reason I have this is, is because i've been bugging the shit out of someone 10xs smarter than me that happens to also be nice enough to show me some things along the way.

Stardew Valley CE table.CT
Thanks!!! Think you could also get the pirate king mini game pointers to work too? :P I still appreciate what you posted!! Great work :)

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Re: Stardew Valley v1.3.28 Multiplayer [Steam]

Post by Gutie » Tue Oct 08, 2019 10:26 am

Yeah, I'm aware of the cheat mod, but it lacks the Journey of the Prairie King's pointers, as well as a few other things which the CT previously had. When the Abigail event happens, it's brutal because if the two character sprites end up on top of each other, neither can move, lol.

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Re: Stardew Valley v1.3.28 Multiplayer [Steam]

Post by onyxius » Tue Oct 15, 2019 12:44 am

Any chance this will get updated? The free crafting crashes the game when talking to the carpenter to upgrade the house for the second time and the blacksmith crashes it.

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Re: Stardew Valley v1.3.28 Multiplayer [Steam]

Post by Wombleinc » Fri Oct 18, 2019 6:53 am

onyxius wrote:
Tue Oct 15, 2019 12:44 am
Any chance this will get updated? The free crafting crashes the game when talking to the carpenter to upgrade the house for the second time and the blacksmith crashes it.
The game crashes a lot with a lot of the cheats. I happens a lot when you level up too much or do too much in one day. I would use some of the cheats and then move turn them off when going to bed.

The builder issue is something different. There isn't really an easy way to troubleshoot those issues because you don't really know what is causing the crash, it's not like I get an error to troubleshoot it. I think it might be a lot of the games structure because other .net games do the same.

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Re: Stardew Valley v1.3.28 Multiplayer [Steam]

Post by Longshotkiller4 » Thu Nov 28, 2019 12:37 pm

Hello,
I have a question here and that we updated this cheat table for the new Stardew Valley version 1.4?
Sometimes it works only something of it.

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Re: Stardew Valley v1.3.28 Multiplayer [Steam]

Post by Teknomage01 » Thu Nov 28, 2019 7:25 pm

Please someone update this! I'd do it if I knew how.

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Re: Stardew Valley v1.3.28 Multiplayer [Steam]

Post by G_Cat » Sun Dec 01, 2019 10:53 am


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Re: Stardew Valley v1.3.28 Multiplayer [Steam]

Post by Longshotkiller4 » Tue Dec 03, 2019 4:57 pm

Hey, that's a great alternative.
Thanks alot

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Re: Stardew Valley v1.3.28 Multiplayer [Steam]

Post by PrussianSM » Fri Dec 06, 2019 11:20 pm

Update?

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Re: Stardew Valley v1.3.28 Multiplayer [Steam]

Post by d3v3l » Wed Dec 11, 2019 1:18 pm

Sweet patch just hit. Any chance for an update? This has things the mods do not have - like easy fishing.

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Re: Stardew Valley v1.3.28 Multiplayer [Steam]

Post by ReZpawner » Wed Dec 11, 2019 3:49 pm

The mod does have easy fishing. Would still prefer a table to a mod though.
(p -> Farm & Fishing > Instant Catch, Instant Bite, Always Throw Max Distance, Always Treasure and Durable Tackles)
The mod doesn't however have any options for the arcade game in the game. Which is a shame.

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Re: Stardew Valley v1.3.28 Multiplayer [Steam]

Post by iSixPool » Thu Dec 19, 2019 7:40 pm

anyway one of the OPs can expand on static pointer finding for new patches? seems like exact version locking and aobscan return correct results.. wouldn't mind hunting down basepointers for new versions to get this updated

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Re: Stardew Valley v1.3.28 Multiplayer [Steam]

Post by Wombleinc » Wed Jan 08, 2020 1:04 am

For anyone willing to help out, I can talk through discord if needed.

I was planning on trying to fix the Stardew Valley table but I can't seem to understand some of the script structure in auto assembly.

I am a noob although I do know little bits and pieces.

For example the first script on the table which is farmer pointer is now pointing to the wrong address. I was able to find the new address from Enumerate DLL.

The new address is below, I used similar code to what you had in the original script which I pasted below mine.

___________________________________________________________________________________________

aobscan(staminaInject,8B 89 30 02 00 00 BA 90 FC D7 05 E8 C8) // should be unique
alloc(newmem,$1000)

label(code)
label(return)
label(player_ptr)

newmem:
mov [player_ptr], ecx

code:
mov ecx,[ecx+00000230]
jmp return

player_ptr:
dd 0

staminaInject:
jmp newmem
nop
return:
registersymbol(staminaInject)
registersymbol(player_ptr)

[DISABLE]

staminaInject:
db 8B 89 30 02 00 00

unregistersymbol(staminaInject)
unregistersymbol(player_ptr)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: 190570D8
// ---------- INJECTING HERE ----------
190570D8: 8B 89 30 02 00 00 - mov ecx,[ecx+00000230]
// ---------- DONE INJECTING ----------
190570DE: BA 90 FC D7 05 - mov edx,05D7FC90
190570E3: E8 C8 2B 3B F2 - call 0B409CB0
190570E8: C3 - ret
190570E9: 00 00 - add [eax],al
}

What this is doing when I enable it is changing my,

StardewValley.Farmer::get_Stamina - 8B 89 30020000
to
jmp 00A80000

which confuses me.

Your table is below
_________________________________________________________________________________________________


aobscan(staminaInject,8B 89 F4 01 00 00 BA * * * * E8 * * * * C3) // Not unique at all
alloc(newmem,$1000)

label(code)
label(return)
label(player_ptr)

newmem:
mov [player_ptr], ecx

code:
mov ecx,[ecx+000001F4]
jmp return

player_ptr:
dd 0

staminaInject:
jmp newmem
nop
return:
registersymbol(staminaInject)
registersymbol(player_ptr)

[DISABLE]

staminaInject:
db 8B 89 F4 01 00 00

unregistersymbol(staminaInject)
unregistersymbol(player_ptr)
dealloc(newmem)

//StardewValley.Farmer::get_Stamina - 8B 89 F4010000 - mov ecx,[ecx+000001F4]
//StardewValley.Farmer::get_Stamina+6- BA D879A505 - mov edx,05A579D8 { [01000210] }
//StardewValley.Farmer::get_Stamina+B- E8 D02775F4 - call 08F211E8
//StardewValley.Farmer::get_Stamina+10- C3 - ret
//StardewValley.Farmer::get_Stamina+11- 00 00 - add [eax],al

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