[Early Request] Kingdoms of Amalur: Re-Reckoning

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

Post by acecel »

I am trying to regroup all table/scripts in one file/table but i have trouble finding what is updated and what isn't.

Could you please post your last updated table if you have some time to spare ? (and ideally if you can each post your content in one post so it's easier to find updated stuff as most people do in the forum.

In any way thanks a lot for the work done :)

In astor table i modified the last scripts to be able to change skills and abilities points (works only when you are on the levelup screen)
Spoiler

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>12</ID>
      <Description>"Get points (During Level Up)"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <LastState/>
      <Color>008000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{  Game Executable   : koa.exe
   Script Date       : 2020-09-08
   Author            : Astor
}

[ENABLE]
aobscanmodule(aomyxp,koa.exe,8B 48 18 89 4E 18 8B 50)
alloc(nmyxp,$1000,aomyxp)
label(cmyxp)
label(rmyxp)
label(resmyxp)
label(lmyxp)
label(lmyskill)
nmyxp:
cmp ECX,00000006
jne @f
cmp EDI,01E77FA8
jne @f
mov [lmyskill],eax
@@:
cmp ECX,00000006
jne @f
cmp EDI,00378381
jne @f
cmp EBP,00E75DB0
jne @f
mov [lmyxp],eax
@@:
cmyxp:
mov ecx,[eax+18]
mov [esi+18],ecx
jmp rmyxp
resmyxp:
readmem(aomyxp,6)
lmyxp:
dq 0
lmyskill:
dq 0
aomyxp:
jmp nmyxp
nop
rmyxp:
registersymbol(aomyxp)
registersymbol(resmyxp)
registersymbol(lmyxp)
registersymbol(lmyskill)
[DISABLE]
aomyxp:
readmem(resmyxp,6)
unregistersymbol(aomyxp)
unregistersymbol(resmyxp)
unregistersymbol(lmyxp)
unregistersymbol(lmyskill)
dealloc(nmyxp)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>10</ID>
          <Description>"Skill Points"</Description>
          <Color>800080</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>lmyskill</Address>
          <Offsets>
            <Offset>18</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>66</ID>
          <Description>"Abilities Points"</Description>
          <Color>800080</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>lmyskill</Address>
          <Offsets>
            <Offset>-10</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>14</ID>
          <Description>"Experience"</Description>
          <Color>800080</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>lmyxp</Address>
          <Offsets>
            <Offset>18</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
And i also create a simple "freeze gold" script, enable before buying stuff for example but don't forget to disable it before selling or getting drops :o
Spoiler

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>77</ID>
      <Description>"Freeze Gold  (*)"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <LastState/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : koa.exe
  Version: 
  Date   : 2020-09-10
  Author : Axel

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(aob_gold,koa.exe,08 01 86 5C 03 00 00) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  cmp eax,00
  jnb return
  add [esi+koa.BHG::String::buff+33C],eax
  jmp return

aob_gold+01:
  jmp newmem
  nop
return:
registersymbol(aob_gold)

[DISABLE]

aob_gold+01:
  db 01 86 5C 03 00 00

unregistersymbol(aob_gold)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "koa.exe"+BF05FE

"koa.exe"+BF05DF: CC                    -  int 3 
"koa.exe"+BF05E0: 8B 0D 54 20 FD 01     -  mov ecx,[koa.exe+15D2054]
"koa.exe"+BF05E6: 56                    -  push esi
"koa.exe"+BF05E7: 6A 00                 -  push 00
"koa.exe"+BF05E9: 81 C1 4C 16 00 00     -  add ecx,0000164C
"koa.exe"+BF05EF: E8 6C BF B7 FF        -  call koa.exe+76C560
"koa.exe"+BF05F4: 8B F0                 -  mov esi,eax
"koa.exe"+BF05F6: 85 F6                 -  test esi,esi
"koa.exe"+BF05F8: 74 47                 -  je koa.exe+BF0641
"koa.exe"+BF05FA: 8B 44 24 08           -  mov eax,[esp+08]
// ---------- INJECTING HERE ----------
"koa.exe"+BF05FE: 01 86 5C 03 00 00     -  add [esi+0000035C],eax
// ---------- DONE INJECTING  ----------
"koa.exe"+BF0604: 8B 86 5C 03 00 00     -  mov eax,[esi+0000035C]
"koa.exe"+BF060A: 33 C9                 -  xor ecx,ecx
"koa.exe"+BF060C: 85 C0                 -  test eax,eax
"koa.exe"+BF060E: 0F 98 C1              -  sets cl
"koa.exe"+BF0611: 49                    -  dec ecx
"koa.exe"+BF0612: 23 C1                 -  and eax,ecx
"koa.exe"+BF0614: 89 86 5C 03 00 00     -  mov [esi+0000035C],eax
"koa.exe"+BF061A: 8B 0D 34 34 FD 01     -  mov ecx,[koa.exe+15D3434]
"koa.exe"+BF0620: 81 C1 44 30 00 00     -  add ecx,00003044
"koa.exe"+BF0626: E8 D5 06 DC FF        -  call koa.exe+9B0D00
}
</AssemblerScript>
      <Hotkeys>
        <Hotkey>
          <Action>Toggle Activation</Action>
          <Keys>
            <Key>17</Key>
            <Key>103</Key>
          </Keys>
          <ID>0</ID>
          <ActivateSound TTS="EN">{MRDescription} Activated</ActivateSound>
          <DeactivateSound TTS="EN">{MRDescription} Deactivated</DeactivateSound>
        </Hotkey>
      </Hotkeys>
      <CheatEntries>
        <CheatEntry>
          <ID>80</ID>
          <Description>"Disable before SELLING or LOOTING"</Description>
          <LastState Value="" RealAddress="00000000"/>
          <Color>0000FF</Color>
          <GroupHeader>1</GroupHeader>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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

Post by aSwedishMagyar »

acecel wrote:
Thu Sep 10, 2020 10:21 pm
I am trying to regroup all table/scripts in one file/table but i have trouble finding what is updated and what isn't.

Could you please post your last updated table if you have some time to spare ? (and ideally if you can each post your content in one post so it's easier to find updated stuff as most people do in the forum.

In any way thanks a lot for the work done :)
Ok I updated my original post with all of my latest scripts and pointers.

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

Post by acecel »

And after using scripts from this topic for a few hours of gameplay i managed to "damage" some consumables : greater life potion, small mana potion and another, they are greyed out / can't be used.
I can sell them (or destroy them), and buy another from one merchant on another place and i still can't use them, a value for the item is changed to 0 and now i can't use it anymore forever, and as greater life potion is quite usefull im fucked.

I don't know exactly which script did that, i had a few enabled, but that sux because my save is broken.

The VERY strange thing tho is i had many backup of my save, i take one like every one or two hours, and on every one of them i had the issue, the "greater life potion" wasn't usable, like if the game has a local database with every items and theses 3 items are disabled on it. Maybe even starting another game will have the same issue.

Any idea ?

EDIT : I have steam version, and i think the script is "Inf. Items" from aSwedishMagyar, destroying items while the script is active and if they are consumable they "return" in the inventory but may return grayed like it did for me

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

Post by aSwedishMagyar »

Resume the game and go back to your inventory and they should be there not greyed out.
acecel wrote:
Fri Sep 11, 2020 12:10 am
EDIT : I have steam version, and i think the script is "Inf. Items" from aSwedishMagyar, destroying items while the script is active and if they are consumable they "return" in the inventory but may return grayed like it did for me
I just tested with consumables that I only had one of and I could use them multiple times without them even greying out.

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

Post by acecel »

aSwedishMagyar wrote:
Fri Sep 11, 2020 12:44 am
Resume the game and go back to your inventory and they should be there not greyed out.
acecel wrote:
Fri Sep 11, 2020 12:10 am
EDIT : I have steam version, and i think the script is "Inf. Items" from aSwedishMagyar, destroying items while the script is active and if they are consumable they "return" in the inventory but may return grayed like it did for me
I just tested with consumables that I only had one of and I could use them multiple times without them even greying out.
You can see the problem here, the 4 greyed potions are bugged, even if i close the game, restart the pc, sell them and buy new from another shop, no matter what they always stay disabled.
I also tried reinstalling but same issue, so the bug is in the save now.
Image
The issue is : move potion to junk, destroy them while "inf item" script is active, the potions will be back in the inventory like they never was moved/destroyed. But after a while all of them became grayed/disabled.
Last edited by acecel on Fri Sep 11, 2020 1:09 am, edited 1 time in total.

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

Post by variante »

asthebloody wrote:
Thu Sep 10, 2020 9:29 pm
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)
I did it on regular gears. Just realized that as long as you have the gear unequipped during the whole process, it won't crash. And yes the displayed buffs are calculated as stacked effects from multiple separate buffs (i.e. showing +15 mana regen when having +10 and +5 on).

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

Post by aSwedishMagyar »

acecel wrote:
Fri Sep 11, 2020 1:06 am
Did you try to right click and clear from the radial and then add it back from inventory?

Edit: I really don't think it is from inf items since it seems to be an issue with the cooldown being locked. Do you have a cooldown related script enabled?

I've tried doing what you said with mapping it to my radial, moving all of them to my junk and then destroying them but for me it stays in my inventory and I can still use them. If I use my no cooldowns script as well I never have them greyed out unless they get moved to junk without being deleted.

I dunno maybe swap it with this since it seems your signed flag is getting set for some reason, go to the finished tutorial autosave and try to replicate it while using this.
Spoiler

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>10</ID>
      <Description>"Inf Items/Arrows"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : koa.exe
  Version: 
  Date   : 2020-09-08
  Author : aSwedishMagyar
}

[ENABLE]

aobscanmodule(itemDecrease,koa.exe,48 78 06 89 87 90 00 00 00) // should be unique
registersymbol(itemDecrease)
itemDecrease:
  nop 3

[DISABLE]

itemDecrease:
  db 48 78 06

unregistersymbol(itemDecrease)

{
// ORIGINAL CODE - INJECTION POINT: "koa.exe"+B76BCD

"koa.exe"+B76BA3: 74 10                 -  je koa.exe+B76BB5
"koa.exe"+B76BA5: F6 40 20 01           -  test byte ptr [eax+20],01
"koa.exe"+B76BA9: 74 0A                 -  je koa.exe+B76BB5
"koa.exe"+B76BAB: 83 78 50 00           -  cmp dword ptr [eax+50],00
"koa.exe"+B76BAF: 0F 85 1B 03 00 00     -  jne koa.exe+B76ED0
"koa.exe"+B76BB5: 83 BF 84 00 00 00 01  -  cmp dword ptr [edi+00000084],01
"koa.exe"+B76BBC: B3 01                 -  mov bl,01
"koa.exe"+B76BBE: 7E 30                 -  jle koa.exe+B76BF0
"koa.exe"+B76BC0: 8A 8C 24 E4 01 00 00  -  mov cl,[esp+000001E4]
"koa.exe"+B76BC7: 8B 87 90 00 00 00     -  mov eax,[edi+00000090]
// ---------- INJECTING HERE ----------
"koa.exe"+B76BCD: 48                    -  dec eax
"koa.exe"+B76BCE: 78 06                 -  js koa.exe+B76BD6
"koa.exe"+B76BD0: 89 87 90 00 00 00     -  mov [edi+00000090],eax
// ---------- DONE INJECTING  ----------
"koa.exe"+B76BD6: 84 C9                 -  test cl,cl
"koa.exe"+B76BD8: 74 09                 -  je koa.exe+B76BE3
"koa.exe"+B76BDA: 83 BF 90 00 00 00 00  -  cmp dword ptr [edi+00000090],00
"koa.exe"+B76BE1: 7F E4                 -  jg koa.exe+B76BC7
"koa.exe"+B76BE3: 83 BF 90 00 00 00 00  -  cmp dword ptr [edi+00000090],00
"koa.exe"+B76BEA: 7E 04                 -  jle koa.exe+B76BF0
"koa.exe"+B76BEC: 32 DB                 -  xor bl,bl
"koa.exe"+B76BEE: EB 23                 -  jmp koa.exe+B76C13
"koa.exe"+B76BF0: 8B 8C 24 E0 01 00 00  -  mov ecx,[esp+000001E0]
"koa.exe"+B76BF7: 6A 01                 -  push 01
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>


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

Post by acecel »

aSwedishMagyar wrote:
Fri Sep 11, 2020 1:30 am
acecel wrote:
Fri Sep 11, 2020 1:06 am
Did you try to right click and clear from the radial and then add it back from inventory?

Edit: I really don't think it is from inf items since it seems to be an issue with the cooldown being locked. Do you have a cooldown related script enabled?

I've tried doing what you said with mapping it to my radial, moving all of them to my junk and then destroying them but for me it stays in my inventory and I can still use them. If I use my no cooldowns script as well I never have them greyed out unless they get moved to junk without being deleted.

I dunno maybe swap it with this since it seems your signed flag is getting set for some reason, go to the finished tutorial autosave and try to replicate it while using this.
Spoiler

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>10</ID>
      <Description>"Inf Items/Arrows"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : koa.exe
  Version: 
  Date   : 2020-09-08
  Author : aSwedishMagyar
}

[ENABLE]

aobscanmodule(itemDecrease,koa.exe,48 78 06 89 87 90 00 00 00) // should be unique
registersymbol(itemDecrease)
itemDecrease:
  nop 3

[DISABLE]

itemDecrease:
  db 48 78 06

unregistersymbol(itemDecrease)

{
// ORIGINAL CODE - INJECTION POINT: "koa.exe"+B76BCD

"koa.exe"+B76BA3: 74 10                 -  je koa.exe+B76BB5
"koa.exe"+B76BA5: F6 40 20 01           -  test byte ptr [eax+20],01
"koa.exe"+B76BA9: 74 0A                 -  je koa.exe+B76BB5
"koa.exe"+B76BAB: 83 78 50 00           -  cmp dword ptr [eax+50],00
"koa.exe"+B76BAF: 0F 85 1B 03 00 00     -  jne koa.exe+B76ED0
"koa.exe"+B76BB5: 83 BF 84 00 00 00 01  -  cmp dword ptr [edi+00000084],01
"koa.exe"+B76BBC: B3 01                 -  mov bl,01
"koa.exe"+B76BBE: 7E 30                 -  jle koa.exe+B76BF0
"koa.exe"+B76BC0: 8A 8C 24 E4 01 00 00  -  mov cl,[esp+000001E4]
"koa.exe"+B76BC7: 8B 87 90 00 00 00     -  mov eax,[edi+00000090]
// ---------- INJECTING HERE ----------
"koa.exe"+B76BCD: 48                    -  dec eax
"koa.exe"+B76BCE: 78 06                 -  js koa.exe+B76BD6
"koa.exe"+B76BD0: 89 87 90 00 00 00     -  mov [edi+00000090],eax
// ---------- DONE INJECTING  ----------
"koa.exe"+B76BD6: 84 C9                 -  test cl,cl
"koa.exe"+B76BD8: 74 09                 -  je koa.exe+B76BE3
"koa.exe"+B76BDA: 83 BF 90 00 00 00 00  -  cmp dword ptr [edi+00000090],00
"koa.exe"+B76BE1: 7F E4                 -  jg koa.exe+B76BC7
"koa.exe"+B76BE3: 83 BF 90 00 00 00 00  -  cmp dword ptr [edi+00000090],00
"koa.exe"+B76BEA: 7E 04                 -  jle koa.exe+B76BF0
"koa.exe"+B76BEC: 32 DB                 -  xor bl,bl
"koa.exe"+B76BEE: EB 23                 -  jmp koa.exe+B76C13
"koa.exe"+B76BF0: 8B 8C 24 E0 01 00 00  -  mov ecx,[esp+000001E0]
"koa.exe"+B76BF7: 6A 01                 -  push 01
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

I really tried everything i could possibly do without success so i started back from an "old" save which is working, i only lost a few hours of gameplay no worries :p

And yes i was using inf items + no cooldown, i don't know exactly what happened but i think it was a mix of "many" things randomly happening in the same time that crashed my items that way, maybe it's even a game's bug who can only be provoked with our scripts... everything is possible :o

Anyway thanks everyone for the tables/scripts, and the game is quite good in fact, i never played it until now, i don't know how did i missed a rpg like this, i'm glad the (useless) 'remake' made people talk about the game !

:D
Last edited by acecel on Fri Sep 11, 2020 3:23 am, edited 3 times in total.

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

Post by Claudesam »

aSwedishMagyar wrote:
Thu Sep 10, 2020 8:57 pm
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.
for armor and weapon I already did change the value, but whenever i Load the Game It back to the original Value, How to keep it permanent?

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

Post by aSwedishMagyar »

Claudesam wrote:
Fri Sep 11, 2020 3:21 am

for armor and weapon I already did change the value, but whenever i Load the Game It back to the original Value, How to keep it permanent?
For those you can't make it permanent. If you want to make permanent changes you need to use asthebloody's table to edit applied Buffs. With those you can add stacks of armor and damage that will stick. Also, I found that on new saves the weapon stat editor can have some bad effects like messing up your inventory so I just wouldn't use either of mine to be honest.

batf247
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by batf247 »

Honestly no clue if this is helpful or if someone already posted this information but I messed around with the buff list from one of the tables on here and I will post some of the ids I found. I didn't know if the armor and weapon buff ids were different so I put armor id cause that is what I searched. Also I wanted to say that the buffs seem to be glitchy. Like some armors the buffs would actually work then others it would show that I had them but when I went out of my armor screen back into the game then went back into the armor screen the stats would disappear until I unequipped the armor then reequipped. I couldn't find a reason some chest pieces seem to work fine the whole time some didn't same with boots and what not sorry for the ramble but here are the ids.

buff id armor 2635 60% damage
buff id armor 2274 15% armor 18% health
buff id armor 2272 40 armor 15% element resist and 2 health per scond
buff id armor 2271 5% health stolen per hit 5% chance to steal health and 15% beed resist
buff id armor 2268 10% physcial resist 15% stun duration +25 health
buff id armor 2280 8% crit chance 5% crit damage and 1 stealth
buff id armor 2284 45% bleeding damage 5% health stolen per hit 10% chance to steal heath and 8% gold
buff id armor 2285 8% posion damage 10% posion resist 15% health and 5% exp bonus
buff id armor 2287 +1 mana regen per second -15% mana cost and 5% gold drops

pablo.vizzi
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by pablo.vizzi »

Hey,

Just a little bit of help here, i am kind new on this, and i am trying to find the pointer or address where the movement speed is stored,
my intention is to make a table for some walk toggle key, and then share with the comunity..

I followed the tutorials, but using unknown initial value for 4 bytes, 8 bytes, float or double and then switching the speed with "C" in the game and looking for increased and decreased values and some others, i am still not able to find the correct one...

so, could some of you give some clues???

thanks in advance...

batf247
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning

Post by batf247 »

I went into the armor buff list a bit more and wrote down some of what at least I thought were the better ones. here they are

buff id armor 2291 15% ice/fire/lightning damage +3 mana regen per second and -20% mana cost
buff id armor 2298 35 mana 40 health 25% range/magic/melee block efficancy 10% piercing resist
buff id armor 2311 20% physcial resist
buff id armor 2325 35% ice resist +35 armor
buff id armor 2340 28 armor 60 health +1 persuasion

once I got past that I didn't see any that were great some between 2340 and I believe 2350 had I think a +1 to stealth and maybe another stat can't remember I got a headache so my concentration isn't great I got to 2360 and haven't found any other gems, so taking a break hope this helps

instead of adding another post am just going to edit this one. I got a wild hair to mess with weapon ids they are more finicky with crashing the game. I had like 5 crashes while testing (seems to happen sometimes when I would unequip the weapon so I stopped doing it)

buff id weapon 2100 20% ice damage 20 armor 10% bleed resist
buff id weapon 2101 15% fire damage 15% fire resist 45 mana
buff id weapon 2103 15% elemental resist 10% block efficancy
buff id weapon 2105 20% health stolen per hit 10% chance to health steal and 3 hp regen per second
buff id weapon 2122 15% damage and 100 health (2123 and 2124 seemed to do the same thing)
buff id weapon 2143 33 armor and 6% exp bonus
buff id weapon 2169 8% fire/ice/lightning damage 15% posion damage 15% posion resist
buff id weapon 2170 10% crit chance 15% crit damage and 70 health
buff id weapon 2171 15% stun chance and duration 1 mana per second
buff id weapon 2174 10% ice damage/resistance 10% freeze duration and 20 mana
buff id weapon 2178 20% fire/ice/lightning damage 20% mana and 3 mana per second regen

there were some in between that were not bad but I didn't want to make the list way to long from 2187 to 2189 they had resistance stuff I stopped at 2189 for now. I hope this helps

2nd edit I am not sure how the buffs work or if they work. I am by no means an expert tester but, it looks like most the buffs don't actually happen. I put on the 300 health and 45% damage(3 buffs of 100 health and 15% damage) and didn't notice a significant damage buff and my health did not change. I tried saving then reloading the stats still show on the weapon but my person wasn't getting them. That being said I tried another buff that gave 45% stun chance and duration and 3 mana regen per second, and while I didn't notice a stun I am almost certain I got the mana per second buff cause I got 5 mp in one second and my armor only gives 2.

TLDR: It looks like some buffs might work but not all of them. That is just my guess though.

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

Post by Claudesam »

So I Use Aesthebloody's item hack And manage to Avoid "File Corruption" detection

When The first time i use Equipment Editor I messed around by deleting the .bak file and suddenly all become error. And Reinstall the game completely. (Glad i have Uncorrupted BKUP Save File before messing around)

From now I follow someone in this posting, by Putting off The Armor first whenever I want to hack it and then when play again i put it in into my character. I Don't know if it do the same while My Character putting on the armor. Not Gonna Risk it from now.

Until later Update when THQ decided to not puttin CRC Check Header again.

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

Post by variante »

batf247 wrote:
Fri Sep 11, 2020 6:54 am
*snipped*
Many buffs only work when using certain skills or when put on weapons and not armors. Some buffs have hidden conditions and are not supposed to be on equipment (i.e. buffs from shrines/quest events/NPC/alchemical potions etc...). Using the save editor can help distinguish some of them apart, though not too accurately.

Fun fact: if you put buffs with time limits (shrine, potions, etc..) on a gear and equip it, the buffs will stick permanently (as if infinite time) even after you take off that gear. It seems the only way to get rid of them is to trigger some special events/cutscenes (or reload earlier save). These can potentially be irreversible, so use caution.

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