Kingdoms of Amalur Re-Reckoning

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aSwedishMagyar
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Re: Kingdoms of Amalur Re-Reckoning

Post by aSwedishMagyar »

variante wrote:
Mon Sep 14, 2020 6:32 am
They have made a new thread for discussion of the save editor: viewtopic.php?f=23&t=13713

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

Ponder
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Re: Kingdoms of Amalur Re-Reckoning

Post by Ponder »

Any chance we can add another pointer option for editing stash size? I prefer to put the junk I don't use away so it doesn't clutter my adventure inventory.

I used to use this method in the original game: [Link]

stanforce123
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Re: Kingdoms of Amalur Re-Reckoning

Post by stanforce123 »

Would it be possible to add a "Infinite Prismere Lockpicks" code to the table, and only that? I don't want to have infinite anything else. Oh yeah, a way to instantly dispel any cursed chest would be nice too.

Poptop
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Re: Kingdoms of Amalur Re-Reckoning

Post by Poptop »

Nice , does this affect fae gorta 2min duration? As i said in another topic , it would be very good to have a way to level over 40

stanforce123
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Re: Kingdoms of Amalur Re-Reckoning

Post by stanforce123 »

Poptop wrote:
Mon Sep 14, 2020 7:51 pm
Nice , does this affect fae gorta 2min duration? As i said in another topic , it would be very good to have a way to level over 40
If it helps, thanks to cheat engine, I use my own "leveling system" so that my character continues to grow past level 40. Basically, every time I complete an unlocking minigame or a chest-dispeling minigame, I slightly increase my character's damage multiplier :

- if it's a "Very Easy" chest, I increase it by 0.01
- if it's an "Easy" chest, I increase it by 0.02
- if it's a "Normal" chest, I increase it by 0.03
- if it's a "Hard" chest, I increase it by 0.04
- if it's a "Very Hard" chest, I increase it by 0.05

Since I use a hybrid Finesse/Might build, I alternate the growth between the 2 multipliers. And I also increase the multiplier every 100 enemies killed or after completing a quest. This makes the game more fun, since you feel that your character always grows. It also gives me a reason to try and loot every treasure chests on every map. Doesn't break the game either, since my damage is currently doubled but enemies still put up a fight. Before quitting the game, I save the values of my multipliers in a text file so I can set them as starting values when I play the game again. I use such a system with a ton of games that have a damage multiplier of that kind in their CE tables, too. Makes most games better imo.

aSwedishMagyar
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Re: Kingdoms of Amalur Re-Reckoning

Post by aSwedishMagyar »

stanforce123 wrote:
Mon Sep 14, 2020 5:16 pm
Would it be possible to add a "Infinite Prismere Lockpicks" code to the table, and only that? I don't want to have infinite anything else. Oh yeah, a way to instantly dispel any cursed chest would be nice too.
Infinite Prismere Picks is pretty much just not having to unlock chests right? I added a Bypass Lockpicking script and a Bypass Ward script.

baubaum
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Re: Kingdoms of Amalur Re-Reckoning

Post by baubaum »

Centrius07 wrote:
Sun Sep 13, 2020 6:22 pm
baubaum wrote:
Sat Sep 12, 2020 10:38 am
Item editor:
https://www.fearlessrevolution.com/king ... ?tab=files

For me the un-updated 1.0 version works, the updated one doesn't.
Your link directs me to the home page of the website. i can't find it.
My bad. modernwelfare3's posted the one I meant.

aSwedishMagyar
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Re: Kingdoms of Amalur Re-Reckoning

Post by aSwedishMagyar »

Ponder wrote:
Mon Sep 14, 2020 3:20 pm
Any chance we can add another pointer option for editing stash size? I prefer to put the junk I don't use away so it doesn't clutter my adventure inventory.

I used to use this method in the original game: [Link]
Found stash limit size, it is not a permanent change though.

axellslade
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Re: Kingdoms of Amalur Re-Reckoning

Post by axellslade »

aSwedishMagyar wrote:
Tue Sep 15, 2020 12:58 am
Infinite Prismere Picks is pretty much just not having to unlock chests right? I added a Bypass Lockpicking script and a Bypass Ward script.
Anyone else having trouble enabling Bypass Lockpicking script and Bypass Wards? I tried lockpicking stuff and disabling wards to see if it would enable and no luck.
All other options enable fine
Using latest Steam game version.

jkkfdk
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Re: Kingdoms of Amalur Re-Reckoning

Post by jkkfdk »

The Get Experience Pointers script doesn't seem to be working for me. I hope it isn't because I need to level up.

aSwedishMagyar
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Re: Kingdoms of Amalur Re-Reckoning

Post by aSwedishMagyar »

axellslade wrote:
Tue Sep 15, 2020 9:51 am
Anyone else having trouble enabling Bypass Lockpicking script and Bypass Wards? I tried lockpicking stuff and disabling wards to see if it would enable and no luck.
All other options enable fine
Using latest Steam game version.
First off try these and let me know if they work (click select all then Ctrl+C and Ctrl+V into your table):
Bypass Lockpicking using Symbol

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1700</ID>
      <Description>"Bypass Lockpicking"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : koa.exe
  Version: 
  Date   : 2020-09-14
  Author : aSwedishMagyar
}
define(noLockedChests,koa.BHG::LuaActorServices::is_object_locked+38)
[ENABLE]

assert(noLockedChests,80 E3 01) // should be unique

noLockedChests:
  xor bl,bl
  nop

[DISABLE]

noLockedChests:
  db 80 E3 01

{
// ORIGINAL CODE - INJECTION POINT: "koa.exe"+A30508

"koa.exe"+A304E6: E8 85 C3 0D 00           -  call koa.exe+B0C870
"koa.exe"+A304EB: 8B 44 24 04              -  mov eax,[esp+04]
"koa.exe"+A304EF: C7 04 24 70 CB 0F 02     -  mov [esp],koa.exe+131CB70
"koa.exe"+A304F6: 85 C0                    -  test eax,eax
"koa.exe"+A304F8: 74 27                    -  je koa.exe+A30521
"koa.exe"+A304FA: F6 40 20 01              -  test byte ptr [eax+20],01
"koa.exe"+A304FE: 74 21                    -  je koa.exe+A30521
"koa.exe"+A30500: 53                       -  push ebx
"koa.exe"+A30501: 8A 58 34                 -  mov bl,[eax+34]
"koa.exe"+A30504: 8D 4C 24 04              -  lea ecx,[esp+04]
// ---------- INJECTING HERE ----------
"koa.exe"+A30508: 80 E3 01                 -  and bl,01
"koa.exe"+A3050B: C7 44 24 04 FC 5C 0F 02  -  mov [esp+04],koa.exe+1315CFC
// ---------- DONE INJECTING  ----------
"koa.exe"+A30513: E8 A8 E9 0A 00           -  call koa.exe+ADEEC0
"koa.exe"+A30518: 8A C3                    -  mov al,bl
"koa.exe"+A3051A: 5B                       -  pop ebx
"koa.exe"+A3051B: 83 C4 08                 -  add esp,08
"koa.exe"+A3051E: C2 04 00                 -  ret 0004
"koa.exe"+A30521: 8D 0C 24                 -  lea ecx,[esp]
"koa.exe"+A30524: C7 04 24 FC 5C 0F 02     -  mov [esp],koa.exe+1315CFC
"koa.exe"+A3052B: E8 90 E9 0A 00           -  call koa.exe+ADEEC0
"koa.exe"+A30530: 32 C0                    -  xor al,al
"koa.exe"+A30532: 83 C4 08                 -  add esp,08
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Bypass Wards using Symbol

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1701</ID>
      <Description>"Bypass Wards"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : koa.exe
  Version: 
  Date   : 2020-09-14
  Author : aSwedishMagyar
}
define(wardCheck,koa.BHG::LuaActorServices::is_object_warded+39)
[ENABLE]

assert(wardCheck,0F 97 C3) // should be unique

wardCheck:
  xor bl,bl
  nop

[DISABLE]

wardCheck:
  db 0F 97 C3

{
// ORIGINAL CODE - INJECTION POINT: "koa.exe"+A30579

"koa.exe"+A30556: E8 15 C3 0D 00           -  call koa.exe+B0C870
"koa.exe"+A3055B: 8B 44 24 04              -  mov eax,[esp+04]
"koa.exe"+A3055F: C7 04 24 70 CB 0F 02     -  mov [esp],koa.exe+131CB70
"koa.exe"+A30566: 85 C0                    -  test eax,eax
"koa.exe"+A30568: 74 28                    -  je koa.exe+A30592
"koa.exe"+A3056A: F6 40 20 01              -  test byte ptr [eax+20],01
"koa.exe"+A3056E: 74 22                    -  je koa.exe+A30592
"koa.exe"+A30570: 83 78 2C 00              -  cmp dword ptr [eax+2C],00
"koa.exe"+A30574: 53                       -  push ebx
"koa.exe"+A30575: 8D 4C 24 04              -  lea ecx,[esp+04]
// ---------- INJECTING HERE ----------
"koa.exe"+A30579: 0F 97 C3                 -  seta bl
"koa.exe"+A3057C: C7 44 24 04 FC 5C 0F 02  -  mov [esp+04],koa.exe+1315CFC
// ---------- DONE INJECTING  ----------
"koa.exe"+A30584: E8 37 E9 0A 00           -  call koa.exe+ADEEC0
"koa.exe"+A30589: 8A C3                    -  mov al,bl
"koa.exe"+A3058B: 5B                       -  pop ebx
"koa.exe"+A3058C: 83 C4 08                 -  add esp,08
"koa.exe"+A3058F: C2 04 00                 -  ret 0004
"koa.exe"+A30592: 8D 0C 24                 -  lea ecx,[esp]
"koa.exe"+A30595: C7 04 24 FC 5C 0F 02     -  mov [esp],koa.exe+1315CFC
"koa.exe"+A3059C: E8 1F E9 0A 00           -  call koa.exe+ADEEC0
"koa.exe"+A305A1: 32 C0                    -  xor al,al
"koa.exe"+A305A3: 83 C4 08                 -  add esp,08
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Then if that works, open the script, copy the symbol I pasted above the enable and navigate to that address in the dissassembler and see if your bytes look like what is searched for in the AOB version. If not, then post what yours is and I can try to formulate a wildcard. I suspect it is because your KOA has a different definition of vftables and other symbols. I'll probably just return to using symbols in the next update though so the two scripts above should tide you over until then.
Step 1
Image
Step 2
Image
Step 3
Image

stanforce123
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Re: Kingdoms of Amalur Re-Reckoning

Post by stanforce123 »

I have the same problem as axellslade with the bypass lockpicking / Wards (can't tick the boxes), but when I pasted your above code in the table, I could tick the boxes and it worked! Sorry though, I suck with technical stuff like "navigate to the disassembler" and such as I have no idea how to do that. I can post the working script though (I hope this helps) :

- For bypassing lockpicking :
Spoiler

Code: Select all

<?xml version="1.0" encoding="utf-8"?>{ Game   : koa.exe
  Version: 
  Date   : 2020-09-14
  Author : aSwedishMagyar
}
define(noLockedChests,koa.BHG::LuaActorServices::is_object_locked+38)
[ENABLE]

assert(noLockedChests,80 E3 01) // should be unique

noLockedChests:
  xor bl,bl
  nop

[DISABLE]

noLockedChests:
  db 80 E3 01

{
// ORIGINAL CODE - INJECTION POINT: "koa.exe"+A30508

"koa.exe"+A304E6: E8 85 C3 0D 00           -  call koa.exe+B0C870
"koa.exe"+A304EB: 8B 44 24 04              -  mov eax,[esp+04]
"koa.exe"+A304EF: C7 04 24 70 CB 0F 02     -  mov [esp],koa.exe+131CB70
"koa.exe"+A304F6: 85 C0                    -  test eax,eax
"koa.exe"+A304F8: 74 27                    -  je koa.exe+A30521
"koa.exe"+A304FA: F6 40 20 01              -  test byte ptr [eax+20],01
"koa.exe"+A304FE: 74 21                    -  je koa.exe+A30521
"koa.exe"+A30500: 53                       -  push ebx
"koa.exe"+A30501: 8A 58 34                 -  mov bl,[eax+34]
"koa.exe"+A30504: 8D 4C 24 04              -  lea ecx,[esp+04]
// ---------- INJECTING HERE ----------
"koa.exe"+A30508: 80 E3 01                 -  and bl,01
"koa.exe"+A3050B: C7 44 24 04 FC 5C 0F 02  -  mov [esp+04],koa.exe+1315CFC
// ---------- DONE INJECTING  ----------
"koa.exe"+A30513: E8 A8 E9 0A 00           -  call koa.exe+ADEEC0
"koa.exe"+A30518: 8A C3                    -  mov al,bl
"koa.exe"+A3051A: 5B                       -  pop ebx
"koa.exe"+A3051B: 83 C4 08                 -  add esp,08
"koa.exe"+A3051E: C2 04 00                 -  ret 0004
"koa.exe"+A30521: 8D 0C 24                 -  lea ecx,[esp]
"koa.exe"+A30524: C7 04 24 FC 5C 0F 02     -  mov [esp],koa.exe+1315CFC
"koa.exe"+A3052B: E8 90 E9 0A 00           -  call koa.exe+ADEEC0
"koa.exe"+A30530: 32 C0                    -  xor al,al
"koa.exe"+A30532: 83 C4 08                 -  add esp,08
}

While the script with the box I couldn't tick appears as :
Spoiler

Code: Select all

<?xml version="1.0" encoding="utf-8"?>{ Game   : koa.exe
  Version: 
  Date   : 2020-09-14
  Author : aSwedishMagyar
}
//koa.BHG::LuaActorServices::is_object_locked+38
[ENABLE]

aobscanmodule(noLockedChests,koa.exe,80 E3 01 C7 44 24 04 FC 5C 0F 02 E8 A8) // should be unique

noLockedChests:
  xor bl,bl
  nop
registersymbol(noLockedChests)

[DISABLE]

noLockedChests:
  db 80 E3 01

unregistersymbol(noLockedChests)

{
// ORIGINAL CODE - INJECTION POINT: "koa.exe"+A30508

"koa.exe"+A304E6: E8 85 C3 0D 00           -  call koa.exe+B0C870
"koa.exe"+A304EB: 8B 44 24 04              -  mov eax,[esp+04]
"koa.exe"+A304EF: C7 04 24 70 CB 0F 02     -  mov [esp],koa.exe+131CB70
"koa.exe"+A304F6: 85 C0                    -  test eax,eax
"koa.exe"+A304F8: 74 27                    -  je koa.exe+A30521
"koa.exe"+A304FA: F6 40 20 01              -  test byte ptr [eax+20],01
"koa.exe"+A304FE: 74 21                    -  je koa.exe+A30521
"koa.exe"+A30500: 53                       -  push ebx
"koa.exe"+A30501: 8A 58 34                 -  mov bl,[eax+34]
"koa.exe"+A30504: 8D 4C 24 04              -  lea ecx,[esp+04]
// ---------- INJECTING HERE ----------
"koa.exe"+A30508: 80 E3 01                 -  and bl,01
"koa.exe"+A3050B: C7 44 24 04 FC 5C 0F 02  -  mov [esp+04],koa.exe+1315CFC
// ---------- DONE INJECTING  ----------
"koa.exe"+A30513: E8 A8 E9 0A 00           -  call koa.exe+ADEEC0
"koa.exe"+A30518: 8A C3                    -  mov al,bl
"koa.exe"+A3051A: 5B                       -  pop ebx
"koa.exe"+A3051B: 83 C4 08                 -  add esp,08
"koa.exe"+A3051E: C2 04 00                 -  ret 0004
"koa.exe"+A30521: 8D 0C 24                 -  lea ecx,[esp]
"koa.exe"+A30524: C7 04 24 FC 5C 0F 02     -  mov [esp],koa.exe+1315CFC
"koa.exe"+A3052B: E8 90 E9 0A 00           -  call koa.exe+ADEEC0
"koa.exe"+A30530: 32 C0                    -  xor al,al
"koa.exe"+A30532: 83 C4 08                 -  add esp,08
}

For bypassing Wards :

Works :
Spoiler

Code: Select all

<?xml version="1.0" encoding="utf-8"?>{ Game   : koa.exe
  Version: 
  Date   : 2020-09-14
  Author : aSwedishMagyar
}
define(wardCheck,koa.BHG::LuaActorServices::is_object_warded+39)
[ENABLE]

assert(wardCheck,0F 97 C3) // should be unique

wardCheck:
  xor bl,bl
  nop

[DISABLE]

wardCheck:
  db 0F 97 C3

{
// ORIGINAL CODE - INJECTION POINT: "koa.exe"+A30579

"koa.exe"+A30556: E8 15 C3 0D 00           -  call koa.exe+B0C870
"koa.exe"+A3055B: 8B 44 24 04              -  mov eax,[esp+04]
"koa.exe"+A3055F: C7 04 24 70 CB 0F 02     -  mov [esp],koa.exe+131CB70
"koa.exe"+A30566: 85 C0                    -  test eax,eax
"koa.exe"+A30568: 74 28                    -  je koa.exe+A30592
"koa.exe"+A3056A: F6 40 20 01              -  test byte ptr [eax+20],01
"koa.exe"+A3056E: 74 22                    -  je koa.exe+A30592
"koa.exe"+A30570: 83 78 2C 00              -  cmp dword ptr [eax+2C],00
"koa.exe"+A30574: 53                       -  push ebx
"koa.exe"+A30575: 8D 4C 24 04              -  lea ecx,[esp+04]
// ---------- INJECTING HERE ----------
"koa.exe"+A30579: 0F 97 C3                 -  seta bl
"koa.exe"+A3057C: C7 44 24 04 FC 5C 0F 02  -  mov [esp+04],koa.exe+1315CFC
// ---------- DONE INJECTING  ----------
"koa.exe"+A30584: E8 37 E9 0A 00           -  call koa.exe+ADEEC0
"koa.exe"+A30589: 8A C3                    -  mov al,bl
"koa.exe"+A3058B: 5B                       -  pop ebx
"koa.exe"+A3058C: 83 C4 08                 -  add esp,08
"koa.exe"+A3058F: C2 04 00                 -  ret 0004
"koa.exe"+A30592: 8D 0C 24                 -  lea ecx,[esp]
"koa.exe"+A30595: C7 04 24 FC 5C 0F 02     -  mov [esp],koa.exe+1315CFC
"koa.exe"+A3059C: E8 1F E9 0A 00           -  call koa.exe+ADEEC0
"koa.exe"+A305A1: 32 C0                    -  xor al,al
"koa.exe"+A305A3: 83 C4 08                 -  add esp,08
Doesn't work :
Spoiler

Code: Select all

<?xml version="1.0" encoding="utf-8"?>{ Game   : koa.exe
  Version: 
  Date   : 2020-09-14
  Author : aSwedishMagyar
}
//koa.BHG::LuaActorServices::is_object_warded+39
[ENABLE]

aobscanmodule(wardCheck,koa.exe,0F 97 C3 C7 44 24 04 FC 5C 0F 02) // should be unique

wardCheck:
  xor bl,bl
  nop

registersymbol(wardCheck)

[DISABLE]

wardCheck:
  db 0F 97 C3
unregistersymbol(wardCheck)

{
// ORIGINAL CODE - INJECTION POINT: "koa.exe"+A30579

"koa.exe"+A30556: E8 15 C3 0D 00           -  call koa.exe+B0C870
"koa.exe"+A3055B: 8B 44 24 04              -  mov eax,[esp+04]
"koa.exe"+A3055F: C7 04 24 70 CB 0F 02     -  mov [esp],koa.exe+131CB70
"koa.exe"+A30566: 85 C0                    -  test eax,eax
"koa.exe"+A30568: 74 28                    -  je koa.exe+A30592
"koa.exe"+A3056A: F6 40 20 01              -  test byte ptr [eax+20],01
"koa.exe"+A3056E: 74 22                    -  je koa.exe+A30592
"koa.exe"+A30570: 83 78 2C 00              -  cmp dword ptr [eax+2C],00
"koa.exe"+A30574: 53                       -  push ebx
"koa.exe"+A30575: 8D 4C 24 04              -  lea ecx,[esp+04]
// ---------- INJECTING HERE ----------
"koa.exe"+A30579: 0F 97 C3                 -  seta bl
"koa.exe"+A3057C: C7 44 24 04 FC 5C 0F 02  -  mov [esp+04],koa.exe+1315CFC
// ---------- DONE INJECTING  ----------
"koa.exe"+A30584: E8 37 E9 0A 00           -  call koa.exe+ADEEC0
"koa.exe"+A30589: 8A C3                    -  mov al,bl
"koa.exe"+A3058B: 5B                       -  pop ebx
"koa.exe"+A3058C: 83 C4 08                 -  add esp,08
"koa.exe"+A3058F: C2 04 00                 -  ret 0004
"koa.exe"+A30592: 8D 0C 24                 -  lea ecx,[esp]
"koa.exe"+A30595: C7 04 24 FC 5C 0F 02     -  mov [esp],koa.exe+1315CFC
"koa.exe"+A3059C: E8 1F E9 0A 00           -  call koa.exe+ADEEC0
"koa.exe"+A305A1: 32 C0                    -  xor al,al
"koa.exe"+A305A3: 83 C4 08                 -  add esp,08
}
EDIT :

After re-reading your post, I think I understand what you need but where do you click to get this "go to address" window in your Step 2 ? Sorry to be one of the idiots who is only good at using the tables you gods provide :oops:
Last edited by stanforce123 on Tue Sep 15, 2020 5:24 pm, edited 2 times in total.

aSwedishMagyar
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Re: Kingdoms of Amalur Re-Reckoning

Post by aSwedishMagyar »

stanforce123 wrote:
Tue Sep 15, 2020 4:22 pm
I have the same problem as axellslade with the bypass lockpicking / Wards (can't tick the boxes), but when I pasted your above code in the table, I could tick the boxes and it worked! Sorry though, I suck with technical stuff like "navigate to the disassembler" and such as I have no idea how to do that. I can post the working script though (I hope this helps) :

After re-reading your post, I think I understand what you need but where do you click to get this "go to address" window in your Step 2 ?
Please format your post correctly, I sent you a PM which you can click the quote button to look at how it is done and use as a template. Also, to get the "go to this address" simply right click anywhere in the Dissasembler window and just hit Ctrl+G.

stanforce123
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Re: Kingdoms of Amalur Re-Reckoning

Post by stanforce123 »

Sorry, but I have no idea how to format it correctly. I just selected the code and clicked the c button and it automatically created this ugly format.
Sorry to be a noob, again, but how do you get to the dissassembler window ?
If dealing with me makes you mad because I don't know ****, maybe you should just wait for someone else to do it all correctly, without you pulling your hair, but if you're patient and tell me how to get to the dissassembler, I'll give you what you need, promised!

EDIT: Thanks, I fixed my ugly format above.
Last edited by stanforce123 on Tue Sep 15, 2020 5:10 pm, edited 3 times in total.

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Re: Kingdoms of Amalur Re-Reckoning

Post by aSwedishMagyar »

stanforce123 wrote:
Tue Sep 15, 2020 4:54 pm
Sorry, but I have no idea how to format it correctly. I just selected the code and clicked the c button and it automatically created this ugly format.
Sorry to be a noob, again, but how do you get to the dissassembler window ?
If dealing with me makes you mad because I don't know ****, maybe you should just wait for someone else to do it all correctly, without you pulling your hair, but if you're patient and tell me how to get to the dissassembler, I'll give you what you need, promised!

EDIT: Thanks, I fixed my ugly format above.
Look man, all I'm looking for is a little initiative. I don't expect people to be able to immediately write scripts, but at the very least it would be nice to see that you checked them out and did some experimenting of your own. No one is pulling out their hair over explaining the basics but before you ask more questions, maybe just become familiar with the layout of Cheat Engine as it will benefit you greatly in the long run. The dissasembler is in Memory View and is the top window with all the assembly code in it.

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