Assassin’s Creed Shadows table +5, No nonsense

Upload your cheat tables here (No requests)
User avatar
RoseWasHere
What is cheating?
What is cheating?
Posts: 1
Joined: Sat Nov 16, 2024 1:28 pm
Reputation: 0

Re: Assassin’s Creed Shadows table +5, No nonsense

Post by RoseWasHere »

Hoping someone can help me out.

I used Set experience to raise my level a while ago and have since put in many hours of play.
Now, I would like to increase it again, but when I try, it does not increase.

Does anyone know how to help me?

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

CodeKiller
Cheater
Cheater
Posts: 25
Joined: Tue Jun 02, 2020 7:34 am
Reputation: 0

Re: Assassin’s Creed Shadows table +5, No nonsense

Post by CodeKiller »

THANKS FOR SLOWMO !!!!! :D

I was tired of the archery challenges. I can finally say good by to these !

GENETICZZ
Noobzor
Noobzor
Posts: 7
Joined: Tue Jul 24, 2018 4:26 am
Reputation: 0

Re: Assassin’s Creed Shadows table +4, No nonsense

Post by GENETICZZ »

Cielos wrote:
Fri Apr 04, 2025 2:25 am

what the script does is simply bypass the points checking for the skill learn-locking, i.e., no matter the subtracts result is, it always allows you to learn, but it won't stop the points used from increasing.
hey, quick question as I am trying to learn stuff by myself with all of your guys's table by just researching on what u guys have done and how, but I can't seem to figure this one out. I've tried looking for the skill points value, for example I've got 15 skill points I scan for that 4 bytes and so on. By logic, I'd check what accesses this address and hover on a "learn skill" button to see if it checks/compares that you got enough skill points, but somehow I can't find out what you've found out, I never get to the same place that your AoB leads me to for example. Would you mind sharing/explaining on what I am doing wrong? would much appreciate it.

CodeKiller
Cheater
Cheater
Posts: 25
Joined: Tue Jun 02, 2020 7:34 am
Reputation: 0

Re: Update1.3.3 +12

Post by CodeKiller »

Cielos wrote:
Sat Mar 22, 2025 10:53 am
update1.3.3
- updated auto-block. it works on the latest patch now (1.0.2).
- ...there may have been some other updates I made the last time I played. but I lost my notes so I'm not sure what it was... and I'm not even sure if it's just my imagination....

update1.3.2
- updated ignore currency & resources. it covers transaction in trading now.
update1.3.1
- updated slowmo mod. added one more injection point, it has a better control over the game speed now (it applies a multiplier instead of a lazy overwrite now).
- added two hotkey to activate/de-activate stealth to slowmo mod script.
update1.3
- added ignore currency & resources

update1.2
- added ignore scouts

update1.1
- added time of day mod.

update1.0
- added slowmo mod.
- the scripts are becoming too big in size and can't fit in the post itself, uploaded the table instead.

update.5
- updated auto-block, the sound and visual effects of a successful deflect would be executed properly now.
update.4
- added ignore skIll learning prerequisite requirement

update.3
- added inf. oxygen, auto-block, and ignore skill cooldown & adrenaline

update.2
- added ignore throwables
update.1
- added stealth mod.
made some simple cheats:

inf. hp
- health won't drop below 50% of max health

inf. oxygen
- oxygen still drop when underwater but won't be depleted.

auto-block
- auto-block all incoming attacks (including un-blockable attacks) without the need to hold the block button/key.
- you still need to press the block button/key at the right time to deflect an attack.

stealth mod
- when activated, enemies won't spot you when you are crouching or in prone, but they would still attack you if you kill someone in their line of sight.
- press and hold the stealth key (default: mouse button 4) and no enemies can spot you even if you kill someone in their line of sight.
- or press G to enter stealth, B to exit stealth.

ignore throwables
- allows you to use throwables regardless of their quantities.
- quantities still drop to zero when you use throwables.

ignore skill cooldown & adrenaline
- as title says. spam the skills as much as you want~

ignore scouts
- allows you to "locate targets" and "collect resources" with zero scouts.
- scouts quantity still drop until they reach zero when you assign them to task.
- yet to obtain the option "clear wanted status", no idea if this option is covered or not. report~

ignore currency & resources
- required currency or resources would still be used until they reach zero.
- tested on trading transaction, equipment upgrade and engravings, hideout builds and upgrades.
- NOT tested on scouts hiring. may look into it if needed...

ignore skill points
- allows you to learn skills without any skill points.
- skill points still drop until it reaches zero.

ignore skill learning prerequisite requirement
- allows you to learn all skills without proper knowledge points nor story advancement.

time of day mod
- by script default:
-- hold CapsLock and PageUp to rewind time.
-- hold CapsLock and PageDown to advance time.
- the value of current time of day can be changed manually, just a simple 24 hours value.

slowmo mod
- it's lag as hell when using CE's speedhack on this game, hence this script.
- when activated:
-- game would enter slowmo when you're aiming throwables (if you're using keyboard and mouse and with the default key config).
-- or you can hold CapsLock key and press one of the following keys to change the game speed:

Code: Select all

numpad+ :: 0.8
numpad- :: 0.6
numpad* :: 0.4
numpad/ :: 0.2
numpad. :: reset 
Pro tip : if you want to accelerate the game (horse travel) you can just put 3 or more instead of 0.x value and use the "Restore on release" checkbox.
I put 3 on my mouse button 5 so that I can just click while I travel and juste release the button if needed not to worry about lockign the 3x time by mistake (like Capslock + numpad if you encounter enemies while in 3x or more you are in trouble...)..

User avatar
Cielos
RCE Fanatics
RCE Fanatics
Posts: 859
Joined: Fri Mar 03, 2017 4:35 am
Reputation: 1996

Re: Assassin’s Creed Shadows table +4, No nonsense

Post by Cielos »

GENETICZZ wrote:
Tue Apr 15, 2025 9:01 pm
[...]
[...]. I've tried looking for the skill points value, for example I've got 15 skill points I scan for that 4 bytes and so on. By logic, I'd check what accesses this address and hover on a "learn skill" button to see if it checks/compares that you got enough skill points, but somehow I can't find out what you've found out, I never get to the same place that your AoB leads me to for example. Would you mind sharing/explaining on what I am doing wrong? would much appreciate it.
first of all, it's been quite awhile since I made the script, so I've forgot the exact route I took.

but your approach could get the results as well, albeit longer in certain scenarios, but would work anyway.

so, if you goes by the route of using "what access the address" method, for this game engine, it would take you quite awhile if you start tracing from the skill points reading codes right away, as most likely the reading codes you found are handling NOT ONLY the lock/unlock process, but many other processes as well like value DISPLAY, value COLOR DISPLAY, etc.
so, after you have:
1. located the correct obtained skill points/used skill points,
2. get the correct opcodes that access the pointes,
the next thing you should do is to find the next RET following the obtained skill points or used skill points reading codes (by just reading the codes literally line by line, or by break and trace. if you're not familiar with any of these, try all and practice~), then use "find out what addresses the instruction access" on the RET.
if the RET only goes to one address, try the next RET.... until you find a RET that goes to multiple addresses on different scenario.
now you can narrow down which RET to study further by simply observing the hit # of the addresses (i.e., see which ones goes up when they should), then find out which of them would leads you to the "required skill points checking process" by, again, using break and trace, and/or break point (especially when the value you're interested in is being thrown around in the stacks, using break point should help keeps track on them).

another thing to look out for, is if your initial approach failed to returns useful info, try to broaden your search.
in this case, try to see what access (again, both the obtained and used points should be checked) when the skill menu is open as well.
because, if memory serves, the game refresh the skills-learnable-lock on skill menu access. BUT I can't stress this enough, that it's been awhile and I forgot the details already , I can't guarantee if tracing from skill menu is the best route.

but this engine isn't too difficult to trace around anyway, and the game engine didn't update much on most of the aspects we're (or I'm) interested in cheating since AC Origin.
for example, the time of day module is still the exact same since ACOdyssey, my mod script from Odyssey can be used on this game without any modification, I just need to find the injection point.
even if it isn't the exact same, the logic behind is still the same. e.g., the game's own gamespeed manipulation still consist of a float/double modifier and a 1 byte flag in the same offsets pattern, when the game want to apply a slow motion, it flip the flag to true so that the game would read the speed modifier, and flip the flag back to zero and reset the modifier to 1 when finished -- which is the same in ACValhalla AND Watch Dogs Legion.
same goes with the items prefix/suffix, which is a recursive pointers array... if memory serves, it doesn't changed much from ACOrigin to Odyssey....etc. but I digress.

so, to summarize, two new tricks to learn: when and where to use "find out what access".
1. when: in this example, if on skills hover doesn't returns what you need, try on skill menu access. (general hints, for some games, try it on skill learning button pressed could do the trick as well. in other words, imagine on more scenarios the value could be access and try them out)
2. where: "find out what access" can be used on RET as well, useful to differentiate the callers to the value accessing codes, although what you'r looking for may not be immediately at the RET address, utilize with breakpoint or simply break and trace after you narrowed down the possible routes after the RET is a good practice, especially when compared to simply using "find out what access" on the value accessing codes.

um..... that's about it for now... I think.

hope that helps~

EDIT:
just read my scripts once more and tried to jog my memory, it seems that the "button locked by insufficient check" is done on skill highlighted, and the "skill prerequisite requirement check" is done on skill menu access.
but again, I'm not sure, it's been a while, you will have to check for yourself~ good luck!
Last edited by Cielos on Wed Apr 16, 2025 4:37 pm, edited 3 times in total.

User avatar
SunBeam
Administration
Administration
Posts: 4977
Joined: Sun Feb 04, 2018 7:16 pm
Reputation: 4716

Re: Assassin’s Creed Shadows table +5, No nonsense

Post by SunBeam »

The Skill Points are calculated based on level, gain and what you've unlocked. It's not just a simple number. I talked about this a while ago in the Odyssey or Valhalla topic. In the sense that if you do find the value and do change it to fuck-town, then you won't be able to level up till you catch up with that value. Meaning you will play and when you hit the level transition mark, nothing will pop on your screen. That's cuz you went ahead of the progression.

User avatar
Cielos
RCE Fanatics
RCE Fanatics
Posts: 859
Joined: Fri Mar 03, 2017 4:35 am
Reputation: 1996

Re: Assassin’s Creed Shadows table +5, No nonsense

Post by Cielos »

yea the game keep tracks of how many you obtained and how many you used. it's been the same across quite a few titles already, the menu just show the subtracted value, if it's negative it just shows zero.
both values could be a temp value that's calculated on the spot, but my script just "simply bypass the points checking for the skill learn-locking, i.e., no matter the subtracts result is, it always allows you to learn, but it won't stop the points used from increasing."
it just needs some catching up if one did spent more points than earned with my script, eventually it will catch up.

GENETICZZ
Noobzor
Noobzor
Posts: 7
Joined: Tue Jul 24, 2018 4:26 am
Reputation: 0

Re: Assassin’s Creed Shadows table +4, No nonsense

Post by GENETICZZ »

Cielos wrote:
Wed Apr 16, 2025 2:50 pm
Thanks a lot for that big answer, I really appreciate it. :)

slayer0527
Expert Cheater
Expert Cheater
Posts: 77
Joined: Thu Sep 28, 2017 11:00 pm
Reputation: 10

Re: Update1.4 +13

Post by slayer0527 »

Cielos wrote:
Sat Mar 22, 2025 10:53 am
Any plans to add a script to pause season progression, unlock all engravings like how skills are unlocked by the script?

gdoug
Cheater
Cheater
Posts: 25
Joined: Tue Dec 29, 2020 8:05 pm
Reputation: 2

Re: Assassin’s Creed Shadows table +5, No nonsense

Post by gdoug »

Cielos wrote:
Sat Mar 22, 2025 10:53 am

slowmo mod
- it's lag as hell when using CE's speedhack on this game, hence this script.
- when activated:
-- game would enter slowmo when you're aiming throwables (if you're using keyboard and mouse and with the default key config).
-- or you can hold CapsLock key and press one of the following keys to change the game speed:

Code: Select all

numpad+ :: 0.8
numpad- :: 0.6
numpad* :: 0.4
numpad/ :: 0.2
numpad. :: reset 
All this seems to do is crash the game. I click

[x] slomo mod
[ ] ctrl-h on me to change keys

Then I press caps lock + numpad- twice and the game totally hangs and then crashes.

thibault763
Noobzor
Noobzor
Posts: 10
Joined: Tue Nov 03, 2020 6:36 pm
Reputation: 0

Re: Assassin’s Creed Shadows table +5, No nonsense

Post by thibault763 »

Cielos wrote:
Sat Mar 22, 2025 10:53 am
Update1.4.2
- updated ignore currency & resources. it covers purchasing kakurega and scout hiring now.
Update1.4.1
- updated and changed ignore arrows to ignore arrows/bullets, it covers bow/teppo skills' usages now.
Update1.4
- added ignore arrows
- updated ignore throwables, it applies to quick-throw now.

update1.3.3
- updated auto-block. it works on the latest patch now (1.0.2).
- ...there may have been some other updates I made the last time I played. but I lost my notes so I'm not sure what it was... and I'm not even sure if it's just my imagination....

update1.3.2
- updated ignore currency & resources. it covers transaction in trading now.
update1.3.1
- updated slowmo mod. added one more injection point, it has a better control over the game speed now (it applies a multiplier instead of a lazy overwrite now).
- added two hotkey to activate/de-activate stealth to slowmo mod script.
update1.3
- added ignore currency & resources

update1.2
- added ignore scouts

update1.1
- added time of day mod.

update1.0
- added slowmo mod.
- the scripts are becoming too big in size and can't fit in the post itself, uploaded the table instead.

update.5
- updated auto-block, the sound and visual effects of a successful deflect would be executed properly now.
update.4
- added ignore skill learning prerequisite requirement

update.3
- added inf. oxygen, auto-block, and ignore skill cooldown & adrenaline

update.2
- added ignore throwables
update.1
- added stealth mod.
made some simple cheats:

inf. hp
- health won't drop below 50% of max health

inf. oxygen
- oxygen still drop when underwater but won't be depleted.

auto-block
- auto-block all incoming attacks (including un-blockable attacks) without the need to hold the block button/key.
- you still need to press the block button/key at the right time to deflect an attack.

stealth mod
- when activated, enemies won't spot you when you are crouching or in prone, but they would still attack you if you kill someone in their line of sight.
- press and hold the stealth key (default: mouse button 4) and no enemies can spot you even if you kill someone in their line of sight.
- or press G to enter stealth, B to exit stealth.

ignore throwables
- allows you to use throwables regardless of their quantities.
- quantities still drop to zero when you use throwables.

ignore arrows/bullets
- allows you to fire or use the skills of your bow/teppo without any arrows/bullets.
- arrows/bullets would still be decreased until they reach zero.

ignore skill cooldown & adrenaline
- as title says. spam the skills as much as you want~

ignore scouts
- allows you to "locate targets" and "collect resources" with zero scouts.
- scouts quantity still drop until they reach zero when you assign them to task.
- yet to obtain the option "clear wanted status", no idea if this option is covered or not. probably not gonna trace more even if it ain't work on it though...

ignore currency & resources
- required currency or resources would still be used until they reach zero.
- tested on trading transaction, equipment upgrade and engravings, hideout builds and upgrades, purchasing kakurega and scout hiring.

ignore skill points
- allows you to learn skills without any skill points.
- skill points still drop until it reaches zero.

ignore skill learning prerequisite requirement
- allows you to learn all skills without proper knowledge points nor story advancement.

time of day mod
- by script default:
-- hold CapsLock and PageUp to rewind time.
-- hold CapsLock and PageDown to advance time.
- the value of current time of day can be changed manually, just a simple 24 hours value.

slowmo mod
- it's lag as hell when using CE's speedhack on this game, hence this script.
- when activated:
-- game would enter slowmo when you're aiming throwables (if you're using keyboard and mouse and with the default key config).
-- or you can hold CapsLock key and press one of the following keys to change the game speed:

Code: Select all

numpad+ :: 0.8
numpad- :: 0.6
numpad* :: 0.4
numpad/ :: 0.2
numpad. :: reset 
Hi
With the last update of 1.04, the HD life and auto-block does not work now. All other the table looks good, but need to check.
Thanks for update
Regards

thibault763
Noobzor
Noobzor
Posts: 10
Joined: Tue Nov 03, 2020 6:36 pm
Reputation: 0

Re: Assassin’s Creed Shadows table +5, No nonsense

Post by thibault763 »

Sorry Cielos , the Update1.4.2 version works well for the update 1.04 Ubisoft update.

Attached my version of Cielos with merge of 1096bimu (Reversed consumption of resources ) and with version of Send ("Kill X amount of Y" quests)
Also, I update the key for slowmo mod with :

numeric pad
1 = x1
2 = x2 .... 5 = x5
. = x0.5
0 = 0 (to freeze screen).

12345 are really good to use to fast travel between to point...
Hope,this is good for you. :P
Attachments
ACShadows.CT
(206.2 KiB) Downloaded 190 times

loci19
What is cheating?
What is cheating?
Posts: 3
Joined: Wed Oct 12, 2022 12:13 am
Reputation: 0

Re: Assassin’s Creed Shadows table +5, No nonsense

Post by loci19 »

Autoblock doesn’t work on Steam.

Sakurarozu
Expert Cheater
Expert Cheater
Posts: 87
Joined: Wed Jun 07, 2017 6:19 pm
Reputation: 0

Re: Assassin’s Creed Shadows table +5, No nonsense

Post by Sakurarozu »

i would pay for a gear unlocker than give ubisoft more money.

Almahdi
Expert Cheater
Expert Cheater
Posts: 53
Joined: Wed Jun 27, 2018 2:52 pm
Reputation: 61

Re: Update1.4.3 +13

Post by Almahdi »

Cielos wrote:
Sat Mar 22, 2025 10:53 am
Update1.4.3
- updated the table for patch 1.0.5, specifically auto-block script...
many thanks Cielos, for still updating this...

Post Reply

Who is online

Users browsing this forum: AhrefsBot, AmazonBot, Bing [Bot], BLEXBot, Chide567, DotBot, Google Adsense [Bot], Impala, kyoski, MrHitman, nanocode, Niedzielan, PJRamaglia, SemrushBot, unholy_burden, VenusVacation