[Early Request] Kingdoms of Amalur: Re-Reckoning

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NumberXer0
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by NumberXer0 »

FightinCowboy wrote:
Thu Sep 10, 2020 3:00 am
NumberXer0 wrote:
Wed Sep 09, 2020 11:49 pm

It should be possible with the Item Editor for the original version, but it doesn't seem updated for the new game. You could just tick the sellable box. The author is apparently working on updating it sooner or later. As for doing it with Cheat Engine, I don't think anyone has figured that out yet unfortunately.

https://www.fearlessrevolution.com/king ... ng/mods/10
^ If you want to keep an eye on the editor for that update.
that seems to just bring me to the general mods page did you mean to just keep an eye out for the update? Wasn't sure if you were linking an older thread.
Huh..thats absoluty not the link I posted. I even went to edit the post and it shows the correct link. I guess this site doesn't like outside links like that. Just go to the Nexus mods page for the original Amalur and sort by top mods. Its in the top 5 I believe.

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by The Black X »

Any progress about the item editor? that's the only thing i really care about... also a pair of small requests:
-what about "all gods blessing effects active" (it's the passive effect you select after character creation, and you can see the effect in status menu, and thus makes me think you can actually have all of them).
-All lorestones active.

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by FightinCowboy »

NumberXer0 wrote:
Thu Sep 10, 2020 9:03 am
FightinCowboy wrote:
Thu Sep 10, 2020 3:00 am
NumberXer0 wrote:
Wed Sep 09, 2020 11:49 pm

It should be possible with the Item Editor for the original version, but it doesn't seem updated for the new game. You could just tick the sellable box. The author is apparently working on updating it sooner or later. As for doing it with Cheat Engine, I don't think anyone has figured that out yet unfortunately.

https://www.fearlessrevolution.com/king ... ng/mods/10
^ If you want to keep an eye on the editor for that update.
that seems to just bring me to the general mods page did you mean to just keep an eye out for the update? Wasn't sure if you were linking an older thread.
Huh..thats absoluty not the link I posted. I even went to edit the post and it shows the correct link. I guess this site doesn't like outside links like that. Just go to the Nexus mods page for the original Amalur and sort by top mods. Its in the top 5 I believe.
Found it on Nexus. Thanks for responding cause I was seriously confused for a second lmao

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by Kuugen »

aSwedishMagyar wrote:
Thu Sep 10, 2020 7:03 am
Let me know this this works, just go into stealth mode for a bit to populate the values.
That one seems to work

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by asthebloody »

base game reckoning buffs got 8790+- , pain in the ass i think
Image

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by yhawkz »

I have this, may you guys can extract it.....

I already tried, the save will corrupt if you use it / change it...

Thanks
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Kingdoms of Amalur Save-Editor (English).rar
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by IFireflyl »

aSwedishMagyar wrote:
Thu Sep 10, 2020 6:02 am
Enigma1776 wrote:
Thu Sep 10, 2020 5:55 am

I have no idea how to put this into a table. Keeps giving me the "Unexpected symbol near >"
That is because you don't put this into a table, you make the whole table with it. Open a text file and copy that into it and save as a .CT.
You don't need to create a new CT via notepad with that. Just copy it, open your existing CE table in CE (or just open CE if you don't have an existing table) and then paste it.

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by aSwedishMagyar »

IFireflyl wrote:
Thu Sep 10, 2020 3:12 pm
You don't need to create a new CT via notepad with that. Just copy it, open your existing CE table in CE (or just open CE if you don't have an existing table) and then paste it.
Oh cool, didn't know that Cheat Engine would recognize it that way.

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by variante »

Seems like the number of buffs on a weapon/armor is dynamic. You can add more buffs on unequipped gear by increasing the count, save and reload. It will crash on reload, but the change sticks and no crash next time. Managed to get up to 20 buffs, wonder if it'll affect pointers to other attributes. Now a list of buff ids would be great. Feel like a god with 100% resist everything lol.

Also, saves now include CRC check header or something similar, so game can detect modified saves and declare corruption.

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by asthebloody »

variante wrote:
Thu Sep 10, 2020 7:40 pm
Seems like the number of buffs on a weapon/armor is dynamic. You can add more buffs on unequipped gear by increasing the count, save and reload. It will crash on reload, but the change sticks and no crash next time. Managed to get up to 20 buffs, wonder if it'll affect pointers to other attributes. Now a list of buff ids would be great. Feel like a god with 100% resist everything lol.

Also, saves now include CRC check header or something similar, so game can detect modified saves and declare corruption.
gonna check it again soon, btw i tried with that and no crash (as long as u write the correct ids the wrong one). yes there's up to 20-+ buffs, i put 4 list so people not messing with their savegame

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by aSwedishMagyar »

Found some more values for the equipped weapon stats, includes on hit and over time damage types now.
More Weapon Stats Pointers

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>201</ID>
      <Description>"Get Equipped Weapons Stats"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : koa.exe
  Version: 
  Date   : 2020-09-09
  Author : aSwedishMagyar
}

[ENABLE]

aobscanmodule(weaponClass,koa.exe,8B 80 F0 01 00 00 3B) // should be unique
alloc(newweaponClass,$100)

label(codeweaponClass)
label(returnweaponClass)
label(equippedWeapon1)
label(equippedWeapon2)

newweaponClass:
  cmp [equippedWeapon1],0
  jne nextWeapon
  mov [equippedWeapon1],eax
  jmp codeweaponClass
nextWeapon:
  cmp [equippedWeapon2],0
  jne codeweaponClass
  mov [equippedWeapon2],eax
codeweaponClass:
  mov eax,[eax+koa.BHG::String::buff+1D0]
  jmp returnweaponClass
equippedWeapon1:
  dd 0
equippedWeapon2:
  dd 0

weaponClass:
  jmp newweaponClass
  nop
returnweaponClass:
registersymbol(weaponClass)
registersymbol(equippedWeapon1)
registersymbol(equippedWeapon2)
[DISABLE]

weaponClass:
  db 8B 80 F0 01 00 00

unregistersymbol(weaponClass)
unregistersymbol(equippedWeapon1)
unregistersymbol(equippedWeapon2)
dealloc(newweaponClass)

{
// ORIGINAL CODE - INJECTION POINT: "koa.exe"+B2BC03

"koa.exe"+B2BBE1: 6A 0B                    -  push 0B
"koa.exe"+B2BBE3: 50                       -  push eax
"koa.exe"+B2BBE4: 8D 4C 24 08              -  lea ecx,[esp+08]
"koa.exe"+B2BBE8: C7 44 24 08 BC 7D 4B 01  -  mov [esp+08],koa.exe+1317DBC
"koa.exe"+B2BBF0: E8 FB 38 FE FF           -  call koa.exe+B0F4F0
"koa.exe"+B2BBF5: 8B 44 24 04              -  mov eax,[esp+04]
"koa.exe"+B2BBF9: 85 C0                    -  test eax,eax
"koa.exe"+B2BBFB: 74 DE                    -  je koa.exe+B2BBDB
"koa.exe"+B2BBFD: F6 40 20 01              -  test byte ptr [eax+20],01
"koa.exe"+B2BC01: 74 D8                    -  je koa.exe+B2BBDB
// ---------- INJECTING HERE ----------
"koa.exe"+B2BC03: 8B 80 F0 01 00 00        -  mov eax,[eax+000001F0]
// ---------- DONE INJECTING  ----------
"koa.exe"+B2BC09: 3B 44 24 10              -  cmp eax,[esp+10]
"koa.exe"+B2BC0D: 0F 94 C0                 -  sete al
"koa.exe"+B2BC10: 83 C4 08                 -  add esp,08
"koa.exe"+B2BC13: C3                       -  ret 
"koa.exe"+B2BC14: CC                       -  int 3 
"koa.exe"+B2BC15: CC                       -  int 3 
"koa.exe"+B2BC16: CC                       -  int 3 
"koa.exe"+B2BC17: CC                       -  int 3 
"koa.exe"+B2BC18: CC                       -  int 3 
"koa.exe"+B2BC19: CC                       -  int 3 
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>202</ID>
          <Description>"Weapon1"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>equippedWeapon1</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>227</ID>
              <Description>"On Hit"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" RealAddress="00000000"/>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>228</ID>
                  <Description>"Physical Damage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+24</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>226</ID>
                  <Description>"Piercing Damage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+2C</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>229</ID>
                  <Description>"Fire Damage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+3C</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>225</ID>
                  <Description>"Lightning Damage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+44</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>224</ID>
                  <Description>"Ice Damage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+4C</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>223</ID>
                  <Description>"Poison Damage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+54</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>230</ID>
              <Description>"Over Time"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" RealAddress="00000000"/>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>221</ID>
                  <Description>"Bleeding Damage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+A8</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>222</ID>
                  <Description>"Shocking Damage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+B8</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>231</ID>
          <Description>"Weapon2"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>equippedWeapon2</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>232</ID>
              <Description>"On Hit"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" RealAddress="00000000"/>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>233</ID>
                  <Description>"Physical Damage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+24</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>234</ID>
                  <Description>"Piercing Damage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+2C</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>235</ID>
                  <Description>"Fire Damage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+3C</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>236</ID>
                  <Description>"Lightning Damage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+44</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>237</ID>
                  <Description>"Ice Damage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+4C</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>238</ID>
                  <Description>"Poison Damage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+54</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
            <CheatEntry>
              <ID>239</ID>
              <Description>"Over Time"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" RealAddress="00000000"/>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>240</ID>
                  <Description>"Bleeding Damage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+A8</Address>
                </CheatEntry>
                <CheatEntry>
                  <ID>241</ID>
                  <Description>"Shocking Damage"</Description>
                  <VariableType>Float</VariableType>
                  <Address>+B8</Address>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Found an opcode that grabs the armor value when you mouseover so might be able to find some other resistance values or buffs from it.
Actually same as Armor DEF in asthebloody's table.
Mouseover Armor Value Pointer

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>214</ID>
      <Description>"Mouseover Armor Pointer"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : koa.exe
  Version: 
  Date   : 2020-09-10
  Author : aSwedishMagyar
}

[ENABLE]

aobscanmodule(mouseoverArmorStats,koa.exe,F3 0F 10 44 C1 24) // should be unique
alloc(newmouseoverArmorStats,$100)

label(codemouseoverArmorStats)
label(returnmouseoverArmorStats)
label(armorBase)
newmouseoverArmorStats:
  mov [armorBase],ecx
codemouseoverArmorStats:
  movss xmm0,[ecx+eax*8+24]
  jmp returnmouseoverArmorStats
armorBase:
  dd 0

mouseoverArmorStats:
  jmp newmouseoverArmorStats
  nop
returnmouseoverArmorStats:
registersymbol(mouseoverArmorStats)
registersymbol(armorBase)
[DISABLE]

mouseoverArmorStats:
  db F3 0F 10 44 C1 24

unregistersymbol(mouseoverArmorStats)
unregistersymbol(armorBase)
dealloc(newmouseoverArmorStats)

{
// ORIGINAL CODE - INJECTION POINT: "koa.exe"+AED1D4

"koa.exe"+AED1BE: 8B CE              -  mov ecx,esi
"koa.exe"+AED1C0: E8 2B 42 FF FF     -  call koa.exe+AE13F0
"koa.exe"+AED1C5: 5F                 -  pop edi
"koa.exe"+AED1C6: 5E                 -  pop esi
"koa.exe"+AED1C7: 5D                 -  pop ebp
"koa.exe"+AED1C8: 5B                 -  pop ebx
"koa.exe"+AED1C9: 83 C4 54           -  add esp,54
"koa.exe"+AED1CC: C2 04 00           -  ret 0004
"koa.exe"+AED1CF: CC                 -  int 3 
"koa.exe"+AED1D0: 8B 44 24 04        -  mov eax,[esp+04]
// ---------- INJECTING HERE ----------
"koa.exe"+AED1D4: F3 0F 10 44 C1 24  -  movss xmm0,[ecx+eax*8+24]
// ---------- DONE INJECTING  ----------
"koa.exe"+AED1DA: 0F 57 C9           -  xorps xmm1,xmm1
"koa.exe"+AED1DD: 0F 2F C8           -  comiss xmm1,xmm0
"koa.exe"+AED1E0: 76 0D              -  jna koa.exe+AED1EF
"koa.exe"+AED1E2: F3 0F 11 4C 24 04  -  movss [esp+04],xmm1
"koa.exe"+AED1E8: D9 44 24 04        -  fld dword ptr [esp+04]
"koa.exe"+AED1EC: C2 04 00           -  ret 0004
"koa.exe"+AED1EF: F3 0F 11 44 24 04  -  movss [esp+04],xmm0
"koa.exe"+AED1F5: D9 44 24 04        -  fld dword ptr [esp+04]
"koa.exe"+AED1F9: C2 04 00           -  ret 0004
"koa.exe"+AED1FC: CC                 -  int 3 
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>215</ID>
          <Description>"Armor Base"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>[armorBase]</Address>
          <CheatEntries>
            <CheatEntry>
              <ID>216</ID>
              <Description>"Armor Value"</Description>
              <VariableType>Float</VariableType>
              <Address>+24</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

asthebloody wrote:
Thu Sep 10, 2020 8:55 pm
It looks like the durability get is actually called on mouseover as well not just equip. Although you do need to have it equipped to for it to update.
Last edited by aSwedishMagyar on Thu Sep 10, 2020 9:47 pm, edited 3 times in total.

axellslade
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by axellslade »

asthebloody wrote:
Wed Sep 09, 2020 2:27 pm
axellslade wrote:
Wed Sep 09, 2020 2:09 pm
Using Steam version 6560, only tested XP so far and it shows the wrong numbers when it populates.
already try activate script then try to get exp from killing monster? and then open main menu? (btw can u send ur savegame to me ? just pm me)
btw im already update the table for fast execute the script (without waiting enumerate symbols 1st)
viewtopic.php?p=152404#p152404
Couldn't get it to work no matter what I did.
Tried restarting the game, save/reload, killing enemies and whatnot and it would show more than double my current XP as the value and stay at a fixed value for the whole playthrough then change on game restart. I'll test the new table(s) out, thank you!

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by asthebloody »

asthebloody wrote:
Thu Sep 10, 2020 8:55 pm
Seems like the number of buffs on a weapon/armor is dynamic. You can add more buffs on unequipped gear by increasing the count, save and reload. It will crash on reload, but the change sticks and no crash next time. Managed to get up to 20 buffs, wonder if it'll affect pointers to other attributes. Now a list of buff ids would be great. Feel like a god with 100% resist everything lol.

Also, saves now include CRC check header or something similar, so game can detect modified saves and declare corruption.
U modify the legendary / rare item? this video modify normal armor, i put 20 buffs on it (stackable effect example if u fill 5 = Ice Resist 10% then u fill next 6 = Ice Resist 5% it will stack)

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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by aSwedishMagyar »

Didn't think of this before but it seems the inf durability cheat check address is always at the same point so if anyone wants to confirm if this changes your durability to 100 when enabled that would be cool, mostly those who aren't using steam version since I'm pretty sure it works for everyone on steam.
Inf Durability using built in Cheat Value

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>248</ID>
      <Description>"Enable Inf Durability"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
koa.exe+15D3544:
  db 1

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
koa.exe+15D3544:
  db 0
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>


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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by modernwelfare3 »

I've updated the editor and have now released a new version on github that should not ask you to upgrade to an old version.
Please download from here:
[Link]
Last edited by modernwelfare3 on Wed Sep 16, 2020 3:34 am, edited 1 time in total.

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