Monster Hunter World - table v: 1.0 CT

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Samueladi
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Re: [Steam] Monster Hunter World (Compendium)

Post by Samueladi »

woshikie wrote:
Thu May 21, 2020 1:22 pm
Hey all, I was just screwing around and challenged myself to use this table to receive most of the buffs available in game.


All Hunting Horn Buff

Code: Select all


[enable]

define(HHBUFF_player_data,MonsterHunterWorld.exe+4F4CF70)

define(HHBUFF_TIMES, #57)

alloc(AllHHBuffLoop,1024)

CREATETHREAD(AllHHBuffLoop);

label(AllHHBuffEnd)

registersymbol(AllHHBuffEnd)

label(AllHHBuffBase)

registersymbol(AllHHBuffBase)

label(AllHHBuffLoopMain)

label(AllHHBuffLoopPayload)

label(AllHHBuffLoopCounter)

AllHHBuffLoop:

push RAX

mov RAX, [HHBUFF_player_data]

add RAX, 0x80

mov RAX, [RAX]

add RAX, 0x7D20

mov RAX, [RAX]

add RAX, 0x38

mov [AllHHBuffBase], RAX

pop RAX



AllHHBuffLoopMain:

push RCX

push RBX

push RAX

mov RAX, [AllHHBuffBase]

//mov RBX, #224

mov RBX, #0

mov RCX, HHBUFF_TIMES

AllHHBuffLoopPayload:

//add RAX, RBX

mov [RAX+RBX], (float)10

dec RCX

add RBX, 4

//sub RBX, 4

//inc RBX

cmp RCX, 0

jne AllHHBuffLoopPayload

pop RAX

pop RBX

pop RCX



//After Payload

mov ecx, #5000

call kernel32.sleep

cmp [AllHHBuffEnd],1

jne AllHHBuffLoopMain



dealloc(AllHHBuffLoop)

unregistersymbol(AllHHBuffEnd)

unregistersymbol(AllHHBuffBase)

ret



AllHHBuffEnd:

dd 0

AllHHBuffBase:

dd 0

AllHHBuffLoopCounter:

dd 0

[disable]

AllHHBuffEnd:

dd 1

All Palico Buffs

Code: Select all


[enable]

define(PBUFF_player_data,MonsterHunterWorld.exe+4F4CF70)

define(PBUFF_TIMES, #16)

alloc(AllPBuffLoop,1024)

CREATETHREAD(AllPBuffLoop);

label(AllPBuffEnd)

registersymbol(AllPBuffEnd)

label(AllPBuffBase)

registersymbol(AllPBuffBase)

label(AllPBuffLoopMain)

label(AllPBuffLoopPayload)

label(AllPBuffLoopCounter)



AllPBuffLoop:

push RAX

mov RAX, [PBUFF_player_data]

add RAX, 0x80

mov RAX, [RAX]

add RAX, 0x7D20

mov RAX, [RAX]

add RAX, 0x11C

mov [AllPBuffBase], RAX

pop RAX



AllPBuffLoopMain:

push RCX

push RBX

push RAX

mov RAX, [AllPBuffBase]

//mov RBX, #60

mov RBX, #0

mov RCX, PBUFF_TIMES

AllPBuffLoopPayload:

//add RAX, RBX

mov [RAX+RBX], (float)10

dec RCX

add RBX, 4

//sub RBX, 4

//inc RBX

cmp RCX, 0

jne AllPBuffLoopPayload

pop RAX

pop RBX

pop RCX



//After Payload

mov ecx, #5000

call kernel32.sleep

cmp [AllPBuffEnd],1

jne AllPBuffLoopMain



dealloc(AllPBuffLoop)

unregistersymbol(AllPBuffEnd)

unregistersymbol(AllPBuffBase)

ret



AllPBuffEnd:

dd 0

AllPBuffBase:

dd 0

AllPBuffLoopCounter:

dd 0

[disable]

AllPBuffEnd:

dd 1


All Other Buffs

Code: Select all


[enable]

define(OPBUFF_player_data,MonsterHunterWorld.exe+4F4CF70)

define(OPBUFF_TIMES, #27)

alloc(AllOPBuffLoop,1024)

CREATETHREAD(AllOPBuffLoop);

label(AllOPBuffEnd)

registersymbol(AllOPBuffEnd)

label(AllOPBuffBase)

registersymbol(AllOPBuffBase)

label(AllOPBuffLoopMain)

label(AllOPBuffLoopPayload)

label(AllOPBuffLoopCounter)



AllOPBuffLoop:

push RAX

mov RAX, [OPBUFF_player_data]

add RAX, 0x80

mov RAX, [RAX]

add RAX, 0x7D20

mov RAX, [RAX]

add RAX, 0x694

mov [AllOPBuffBase], RAX

pop RAX



AllOPBuffLoopMain:

push RCX

push RBX

push RAX

mov RAX, [AllOPBuffBase]

//mov RBX, #60

mov RBX, #0

mov RCX, OPBUFF_TIMES

AllOPBuffLoopPayload:

//add RAX, RBX

mov [RAX+RBX], (float)10

dec RCX

add RBX, 4

//sub RBX, 4

//inc RBX

cmp RCX, 0

jne AllOPBuffLoopPayload

pop RAX

pop RBX

pop RCX



//After Payload

mov ecx, #5000

call kernel32.sleep

cmp [AllOPBuffEnd],1

jne AllOPBuffLoopMain



dealloc(AllOPBuffLoop)

unregistersymbol(AllOPBuffEnd)

unregistersymbol(AllOPBuffBase)

ret



AllOPBuffEnd:

dd 0

AllOPBuffBase:

dd 0

AllOPBuffLoopCounter:

dd 0

[disable]

AllOPBuffEnd:

dd 1

Hi! I've tried using your script code but the game always crash after I enable one of the buffs scripts. Is there anything that I should do before enabling the cheats? Thanks

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

woshikie
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Reputation: 1

Re: [Steam] Monster Hunter World (Compendium)

Post by woshikie »

Samueladi wrote:
Tue Jun 30, 2020 12:14 pm
woshikie wrote:
Thu May 21, 2020 1:22 pm
Hey all, I was just screwing around and challenged myself to use this table to receive most of the buffs available in game.


All Hunting Horn Buff

Code: Select all


[enable]

define(HHBUFF_player_data,MonsterHunterWorld.exe+4F4CF70)

define(HHBUFF_TIMES, #57)

alloc(AllHHBuffLoop,1024)

CREATETHREAD(AllHHBuffLoop);

label(AllHHBuffEnd)

registersymbol(AllHHBuffEnd)

label(AllHHBuffBase)

registersymbol(AllHHBuffBase)

label(AllHHBuffLoopMain)

label(AllHHBuffLoopPayload)

label(AllHHBuffLoopCounter)

AllHHBuffLoop:

push RAX

mov RAX, [HHBUFF_player_data]

add RAX, 0x80

mov RAX, [RAX]

add RAX, 0x7D20

mov RAX, [RAX]

add RAX, 0x38

mov [AllHHBuffBase], RAX

pop RAX



AllHHBuffLoopMain:

push RCX

push RBX

push RAX

mov RAX, [AllHHBuffBase]

//mov RBX, #224

mov RBX, #0

mov RCX, HHBUFF_TIMES

AllHHBuffLoopPayload:

//add RAX, RBX

mov [RAX+RBX], (float)10

dec RCX

add RBX, 4

//sub RBX, 4

//inc RBX

cmp RCX, 0

jne AllHHBuffLoopPayload

pop RAX

pop RBX

pop RCX



//After Payload

mov ecx, #5000

call kernel32.sleep

cmp [AllHHBuffEnd],1

jne AllHHBuffLoopMain



dealloc(AllHHBuffLoop)

unregistersymbol(AllHHBuffEnd)

unregistersymbol(AllHHBuffBase)

ret



AllHHBuffEnd:

dd 0

AllHHBuffBase:

dd 0

AllHHBuffLoopCounter:

dd 0

[disable]

AllHHBuffEnd:

dd 1

All Palico Buffs

Code: Select all


[enable]

define(PBUFF_player_data,MonsterHunterWorld.exe+4F4CF70)

define(PBUFF_TIMES, #16)

alloc(AllPBuffLoop,1024)

CREATETHREAD(AllPBuffLoop);

label(AllPBuffEnd)

registersymbol(AllPBuffEnd)

label(AllPBuffBase)

registersymbol(AllPBuffBase)

label(AllPBuffLoopMain)

label(AllPBuffLoopPayload)

label(AllPBuffLoopCounter)



AllPBuffLoop:

push RAX

mov RAX, [PBUFF_player_data]

add RAX, 0x80

mov RAX, [RAX]

add RAX, 0x7D20

mov RAX, [RAX]

add RAX, 0x11C

mov [AllPBuffBase], RAX

pop RAX



AllPBuffLoopMain:

push RCX

push RBX

push RAX

mov RAX, [AllPBuffBase]

//mov RBX, #60

mov RBX, #0

mov RCX, PBUFF_TIMES

AllPBuffLoopPayload:

//add RAX, RBX

mov [RAX+RBX], (float)10

dec RCX

add RBX, 4

//sub RBX, 4

//inc RBX

cmp RCX, 0

jne AllPBuffLoopPayload

pop RAX

pop RBX

pop RCX



//After Payload

mov ecx, #5000

call kernel32.sleep

cmp [AllPBuffEnd],1

jne AllPBuffLoopMain



dealloc(AllPBuffLoop)

unregistersymbol(AllPBuffEnd)

unregistersymbol(AllPBuffBase)

ret



AllPBuffEnd:

dd 0

AllPBuffBase:

dd 0

AllPBuffLoopCounter:

dd 0

[disable]

AllPBuffEnd:

dd 1


All Other Buffs

Code: Select all


[enable]

define(OPBUFF_player_data,MonsterHunterWorld.exe+4F4CF70)

define(OPBUFF_TIMES, #27)

alloc(AllOPBuffLoop,1024)

CREATETHREAD(AllOPBuffLoop);

label(AllOPBuffEnd)

registersymbol(AllOPBuffEnd)

label(AllOPBuffBase)

registersymbol(AllOPBuffBase)

label(AllOPBuffLoopMain)

label(AllOPBuffLoopPayload)

label(AllOPBuffLoopCounter)



AllOPBuffLoop:

push RAX

mov RAX, [OPBUFF_player_data]

add RAX, 0x80

mov RAX, [RAX]

add RAX, 0x7D20

mov RAX, [RAX]

add RAX, 0x694

mov [AllOPBuffBase], RAX

pop RAX



AllOPBuffLoopMain:

push RCX

push RBX

push RAX

mov RAX, [AllOPBuffBase]

//mov RBX, #60

mov RBX, #0

mov RCX, OPBUFF_TIMES

AllOPBuffLoopPayload:

//add RAX, RBX

mov [RAX+RBX], (float)10

dec RCX

add RBX, 4

//sub RBX, 4

//inc RBX

cmp RCX, 0

jne AllOPBuffLoopPayload

pop RAX

pop RBX

pop RCX



//After Payload

mov ecx, #5000

call kernel32.sleep

cmp [AllOPBuffEnd],1

jne AllOPBuffLoopMain



dealloc(AllOPBuffLoop)

unregistersymbol(AllOPBuffEnd)

unregistersymbol(AllOPBuffBase)

ret



AllOPBuffEnd:

dd 0

AllOPBuffBase:

dd 0

AllOPBuffLoopCounter:

dd 0

[disable]

AllOPBuffEnd:

dd 1

Hi! I've tried using your script code but the game always crash after I enable one of the buffs scripts. Is there anything that I should do before enabling the cheats? Thanks
Hey there, looks like the offset changed
Attachments
MonsterHunterWorld_WOSHIKIE.CT
(1.06 MiB) Downloaded 94 times

haku12tlv
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Re: [Steam] Monster Hunter World (Compendium)

Post by haku12tlv »

detected an incorrect value in the save data.
returning to the title screen


help tell me that after I use the table,
I made a backup yesterday before using the table
it tells me the same please stop the game remains the same

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Compeador
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Re: [Steam] Monster Hunter World (Compendium)

Post by Compeador »

after latest update today the evil anti cheat says my save data is incorrect after I login, I bypassed the check with the cheat table but it gives me 230-MW1 error code if I try to make online session

0353015360a
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Re: [Steam] Monster Hunter World (Compendium)

Post by 0353015360a »

Please update for ver 14.00.00. Thank you!

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Whoopie
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Re: [Steam] Monster Hunter World (Compendium)

Post by Whoopie »

Compeador wrote:
Thu Jul 09, 2020 3:56 am
after latest update today the evil anti cheat says my save data is incorrect after I login, I bypassed the check with the cheat table but it gives me 230-MW1 error code if I try to make online session
There's new time gate filter for stuff that haven't released yet. You could do:
1. Check the mods site on how to bypass this.
2. Use your method to bypass the check, and sell/ destroy the normally-unobtainable stuff. (true armor sphere, giant dragonvein coal, etc)

j242
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Re: [Steam] Monster Hunter World (Compendium)

Post by j242 »

Whoopie wrote:
Fri Jul 10, 2020 3:16 am
Compeador wrote:
Thu Jul 09, 2020 3:56 am
after latest update today the evil anti cheat says my save data is incorrect after I login, I bypassed the check with the cheat table but it gives me 230-MW1 error code if I try to make online session
There's new time gate filter for stuff that haven't released yet. You could do:
1. Check the mods site on how to bypass this.
2. Use your method to bypass the check, and sell/ destroy the normally-unobtainable stuff. (true armor sphere, giant dragonvein coal, etc)
I used the CE to get my PC save up to the level that my PS4 save was and am now getting the incorrect save data error which I assume is due to having augmented equipment with monster parts that still show as ?? ingame. Am I correct to assume this and if that's the case would "discovering" those monster parts in-game fix the discrepancy?
I have also read there was a known issue that giving yourself the Safi weapons can cause this problem. Is that still the case? Thank you

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darkenemy11
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Re: [Steam] Monster Hunter World (Compendium)

Post by darkenemy11 »

j242 wrote:
Fri Jul 10, 2020 6:44 pm
Whoopie wrote:
Fri Jul 10, 2020 3:16 am
Compeador wrote:
Thu Jul 09, 2020 3:56 am
after latest update today the evil anti cheat says my save data is incorrect after I login, I bypassed the check with the cheat table but it gives me 230-MW1 error code if I try to make online session
There's new time gate filter for stuff that haven't released yet. You could do:
1. Check the mods site on how to bypass this.
2. Use your method to bypass the check, and sell/ destroy the normally-unobtainable stuff. (true armor sphere, giant dragonvein coal, etc)
I used the CE to get my PC save up to the level that my PS4 save was and am now getting the incorrect save data error which I assume is due to having augmented equipment with monster parts that still show as ?? ingame. Am I correct to assume this and if that's the case would "discovering" those monster parts in-game fix the discrepancy?
I have also read there was a known issue that giving yourself the Safi weapons can cause this problem. Is that still the case? Thank you
not having the monster parts shouldn't be a problem(not having any problems with it personally). But having items that are not officially in the game yet is like tickets that are not released yet.
Having the incorrect value's of safi weapons is another trigger.

alphamatrix
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Re: [Steam] Monster Hunter World (Compendium)

Post by alphamatrix »

For some reason, since today morning, the game crashes when I try to change decos of my current equipment. I haven't touched decos at all for weeks, only touching material counts since Alatreon dropped. Does anyone know of a fix?

Removed9
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Re: [Steam] Monster Hunter World (Compendium)

Post by Removed9 »

UPDATE TITLE 14.0 CE RELEASED
As promised the title update will have a cheat table, and it is now up to date. There may be some mission values still but generally all previous pointers and scripts will work just fine.

NOTICE: There are still sanity checks, so don't end up with an incorrect value in your save data!

CIKOMELANTIK
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Re: [Steam] Monster Hunter World (Compendium)

Post by CIKOMELANTIK »

can u update the voucher for palico and hunter?

0353015360a
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Re: [Steam] Monster Hunter World (Compendium)

Post by 0353015360a »

removed wrote:
Sun Jul 12, 2020 5:22 am
UPDATE TITLE 14.0 CE RELEASED
As promised the title update will have a cheat table, and it is now up to date. There may be some mission values still but generally all previous pointers and scripts will work just fine.

NOTICE: There are still sanity checks, so don't end up with an incorrect value in your save data!
Thanks so much! You are the hero!

freeway
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Re: [Steam] Monster Hunter World (Compendium)

Post by freeway »

The Character Edit Voucher script doesn't work, instead of the values being 0 and 1, the 0s are instead a series of numbers.
Changing the value from 1 to 0 (making it so the voucher hasn't been used) doesn't actually reset the voucher use count.

SkyBlaise
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Re: [Steam] Monster Hunter World (Compendium)

Post by SkyBlaise »

I tried to move around the items within the script to suit my view style. When I shifted "Pointers" script out of the "[removed's Scripts]" header, the drop down list for "Pointers -> Player -> Food Skills -> Skill 1, 2, 3" disappeared. Can I do something to fix this?

Can still edit the number to get the corresponding skill but cannot see, for example, 1 is what skill

RepliesF5
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Re: [Steam] Monster Hunter World (Compendium)

Post by RepliesF5 »

Can't seem to find "Infinite Sharpness" anywhere in this table. Is it available? Where is it, if so?

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