Valheim

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Akira
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Re: Valheim

Post by Akira »

Sigan wrote:
Tue Feb 23, 2021 7:21 am
I'm still unable to get _localPlayer to work about 60% of the time. When it doesn't work, I close out cheat engine and then the game, then start the game back up and attach cheat engine again.

I ended up writing my own script for finding it.
No idea why you're having problems with it, it's working fine for me.
(Mods can cause problems)

Can i take a look at your Script?

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

Sigan
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Re: Valheim

Post by Sigan »

I wasn't planning on sharing it, which is why it's an injection at a specific location rather than an aobscan or aobscanregion. It's barely tested... This is just a simple fix, though.

Code: Select all

{ Game   : valheim.exe
  Author : Sigan
}

define(address,Player:UpdateAwake+14)
define(bytes,F3 0F 10 86 6C 06 00 00)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,Player:UpdateAwake+14)
globalalloc(_localPlayer,4)
label(code)
label(return)

newmem:
  mov [_localPlayer],rsi
code:
  movss xmm0,[rsi+0000066C]
  jmp return

address:
  jmp newmem
  nop 3
return:

[DISABLE]

address:
  db bytes
  // movss xmm0,[rsi+0000066C]

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Player:UpdateAwake+14

24BDEC1C669: 00 00                    - add [rax],al
24BDEC1C66B: 00 00                    - add [rax],al
24BDEC1C66D: 00 00                    - add [rax],al
24BDEC1C66F: 00 55 48                 - add [rbp+48],dl
Player:UpdateAwake+2: 8B EC                    - mov ebp,esp
Player:UpdateAwake+4: 48 83 EC 30              - sub rsp,30
Player:UpdateAwake+8: 48 89 75 F8              - mov [rbp-08],rsi
Player:UpdateAwake+c: 48 8B F1                 - mov rsi,rcx
Player:UpdateAwake+f: F3 0F 11 4D F0           - movss [rbp-10],xmm1
Player:UpdateAwake+14: F3 0F 10 86 6C 06 00 00  - movss xmm0,[rsi+0000066C]
// ---------- INJECTING HERE ----------
Player:UpdateAwake+1c: F3 0F 5A C0              - cvtss2sd xmm0,xmm0
// ---------- DONE INJECTING  ----------
Player:UpdateAwake+20: 66 0F 57 C9              - xorpd xmm1,xmm1
Player:UpdateAwake+24: 66 0F 2F C8              - comisd xmm1,xmm0
Player:UpdateAwake+28: 0F 8A F5 00 00 00        - jp Player:UpdateAwake+123
Player:UpdateAwake+2e: 0F 87 EF 00 00 00        - ja Player:UpdateAwake+123
Player:UpdateAwake+34: F3 0F 10 86 6C 06 00 00  - movss xmm0,[rsi+0000066C]
Player:UpdateAwake+3c: F3 0F 5A C0              - cvtss2sd xmm0,xmm0
Player:UpdateAwake+40: F3 0F 10 4D F0           - movss xmm1,[rbp-10]
Player:UpdateAwake+45: F3 0F 5A C9              - cvtss2sd xmm1,xmm1
Player:UpdateAwake+49: F2 0F 58 C1              - addsd xmm0,xmm1
Player:UpdateAwake+4d: F2 0F 5A E8              - cvtsd2ss xmm5,xmm0
}
Yours, on the other hand, has this line:

Code: Select all

// ORIGINAL CODE - INJECTION POINT: Player:.cctor+a4
When I looked at that location, mine didn't have line a4, but a3. Based on the way your script is written, that shouldn't have mattered, but oh well. I probably could have injected my script there. Meh...

And, regarding mods, I only started using a couple mods today. This problem has been consistent prior to mods, however, on this most recent table, and most recent version of Valheim.

Edit: Just noticed you updated your ct to v2.3. I've been using v2.1.

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Akira
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Re: Valheim

Post by Akira »

Sigan wrote:
Tue Feb 23, 2021 9:51 am
I wasn't planning on sharing it, which is why it's an injection at a specific location rather than an aobscan or aobscanregion. It's barely tested... This is just a simple fix, though.

Code: Select all

{ Game   : valheim.exe
  Author : Sigan
}

define(address,Player:UpdateAwake+14)
define(bytes,F3 0F 10 86 6C 06 00 00)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,Player:UpdateAwake+14)
globalalloc(_localPlayer,4)
label(code)
label(return)

newmem:
  mov [_localPlayer],rsi
code:
  movss xmm0,[rsi+0000066C]
  jmp return

address:
  jmp newmem
  nop 3
return:

[DISABLE]

address:
  db bytes
  // movss xmm0,[rsi+0000066C]

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Player:UpdateAwake+14

24BDEC1C669: 00 00                    - add [rax],al
24BDEC1C66B: 00 00                    - add [rax],al
24BDEC1C66D: 00 00                    - add [rax],al
24BDEC1C66F: 00 55 48                 - add [rbp+48],dl
Player:UpdateAwake+2: 8B EC                    - mov ebp,esp
Player:UpdateAwake+4: 48 83 EC 30              - sub rsp,30
Player:UpdateAwake+8: 48 89 75 F8              - mov [rbp-08],rsi
Player:UpdateAwake+c: 48 8B F1                 - mov rsi,rcx
Player:UpdateAwake+f: F3 0F 11 4D F0           - movss [rbp-10],xmm1
Player:UpdateAwake+14: F3 0F 10 86 6C 06 00 00  - movss xmm0,[rsi+0000066C]
// ---------- INJECTING HERE ----------
Player:UpdateAwake+1c: F3 0F 5A C0              - cvtss2sd xmm0,xmm0
// ---------- DONE INJECTING  ----------
Player:UpdateAwake+20: 66 0F 57 C9              - xorpd xmm1,xmm1
Player:UpdateAwake+24: 66 0F 2F C8              - comisd xmm1,xmm0
Player:UpdateAwake+28: 0F 8A F5 00 00 00        - jp Player:UpdateAwake+123
Player:UpdateAwake+2e: 0F 87 EF 00 00 00        - ja Player:UpdateAwake+123
Player:UpdateAwake+34: F3 0F 10 86 6C 06 00 00  - movss xmm0,[rsi+0000066C]
Player:UpdateAwake+3c: F3 0F 5A C0              - cvtss2sd xmm0,xmm0
Player:UpdateAwake+40: F3 0F 10 4D F0           - movss xmm1,[rbp-10]
Player:UpdateAwake+45: F3 0F 5A C9              - cvtss2sd xmm1,xmm1
Player:UpdateAwake+49: F2 0F 58 C1              - addsd xmm0,xmm1
Player:UpdateAwake+4d: F2 0F 5A E8              - cvtsd2ss xmm5,xmm0
}
Yours, on the other hand, has this line:

Code: Select all

// ORIGINAL CODE - INJECTION POINT: Player:.cctor+a4
When I looked at that location, mine didn't have line a4, but a3. Based on the way your script is written, that shouldn't have mattered, but oh well. I probably could have injected my script there. Meh...

And, regarding mods, I only started using a couple mods today. This problem has been consistent prior to mods, however, on this most recent table, and most recent version of Valheim.

Edit: Just noticed you updated your ct to v2.3. I've been using v2.1.
I might take a look at it when i have some time, thanks for sharing the code :).

There was no change made to that script in the last table updates.

Sigan
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Re: Valheim

Post by Sigan »

Akira wrote:
Tue Feb 23, 2021 5:46 pm

I might take a look at it when i have some time, thanks for sharing the code :).

There was no change made to that script in the last table updates.
I would have been surprised if there had been. I think it's just that the aobscan bytes aren't perfect. That's another reason an aobscanregion might be better. Not only would it allow for a quicker scan when looking for the right bytes, it would eliminate a lot of potential false positives, and you could have a more accurate string of bytes. If the region is large enough, it would serve the same purpose that an aobscan does, in that it's less likely for an update to the game to screw up the script. Regardless, this being early-access, that part might just be something we deal with as new updates to the game come out.

Bochi
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Re: Valheim

Post by Bochi »

Hi was wondering if it would be possible to add a feature to unlock the boss locations ?

johjs329
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Re: Valheim

Post by johjs329 »

game just updated, might have broken some things

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Akira
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Re: Valheim

Post by Akira »

johjs329 wrote:
Thu Feb 25, 2021 9:18 am
game just updated, might have broken some things
Well, let me know if something is broken :D.

kingjoffrey
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Re: Valheim

Post by kingjoffrey »

So far I've noticed the `Free Crafting/Upgrading/Building (You still need the Amount of the Items in your Inventory)` part to not work anymore. :)

ZOEAnubis
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Re: Valheim

Post by ZOEAnubis »

So I saw somewhere in this thread that some cheats affect other players in the server. Does anyone know which ones do affect others?

Lyceus
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Re: Valheim

Post by Lyceus »

kingjoffrey wrote:
Thu Feb 25, 2021 10:07 am
So far I've noticed the `Free Crafting/Upgrading/Building (You still need the Amount of the Items in your Inventory)` part to not work anymore. :)
After running the game on Vulcan (0.146.8) and doing some testing, all options in tables 2.3 works correctly, including free crafting.

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MnemonicLight
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Re: Valheim

Post by MnemonicLight »

No resource doesn't work for me.

thekiril
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Re: Valheim

Post by thekiril »

Hello Akira and everyone!

I wonder if you have the code for the normal bow hold duration, it is delayed 0

Could you provide me?

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Akira
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Re: Valheim

Post by Akira »

thekiril wrote:
Sat Feb 27, 2021 12:37 am
Hello Akira and everyone!

I wonder if you have the code for the normal bow hold duration, it is delayed 0

Could you provide me?
If you open my script then you can see the original code if you scroll a bit down.

Code: Select all

Address: 17084015C7B

Code: Select all

Arry of Bytes: F3 0F 10 80 D4 01 00 00

Code: Select all

Code: movss xmm0,[rax+000001D4]
(Didn't checked if it changed after the latest update)

thekiril
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Re: Valheim

Post by thekiril »

Akira wrote:
Sat Feb 27, 2021 1:44 am
thekiril wrote:
Sat Feb 27, 2021 12:37 am
Hello Akira and everyone!

I wonder if you have the code for the normal bow hold duration, it is delayed 0

Could you provide me?
If you open my script then you can see the original code if you scroll a bit down.

Code: Select all

Address: 17084015C7B

Code: Select all

Arry of Bytes: F3 0F 10 80 D4 01 00 00

Code: Select all

Code: movss xmm0,[rax+000001D4]
(Didn't checked if it changed after the latest update)
I didn't understand xD

These codes are already in your script, how to change?

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Akira
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Re: Valheim

Post by Akira »

thekiril wrote:
Sat Feb 27, 2021 2:15 am
I didn't understand xD

These codes are already in your script, how to change?
And I don't understand what you want to change :D.

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