Assassin's Creed Odyssey v1.3.0/v1.5.1 +21 (table Update18.3)

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cocotoon
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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by cocotoon »

Hi guys,
You know, there are basic health values. Then when you increase levels, the values ​​increase as well.
I would like to know if someone would be enough good to modify these initial values. The objectif would be to have a higher base value than the default one so that it can go up by increasing levels. Thanks

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by cocotoon »

Hi guys,
You know, there are basic health values. Then when you increase levels, the values ​​increase as well.
I would like to know if someone would be enough good to modify these initial values. The objectif would be to have a higher base value than the default one so that it can go up by increasing levels. Thanks

Do you understand? I do not know if I express myself correctly?

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by bingcanxue »

undergod47 wrote:
Sun Oct 28, 2018 6:16 am
AkashiGamer wrote:
Sat Oct 27, 2018 11:09 pm
Hash id ruined all my perks
Good way for change perk, without ruined all other items perks
Example +15% Damage with Swords 0000017F15C93D42
Image
Hi there,I do the same method with you,but the peak of pegasos only have 800 armor value,not 881,and it's already 50 level,Any ideas?
edit:Found the solution,never mind

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by AkashiGamer »

Can anyone provide pPerk of all weapons from the e-store?

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by shood »

Any idea how to unlock map filters for legendary chest, orichalcum etc.?

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by NongFahsai »

shood wrote:
Sun Oct 28, 2018 5:41 pm
Any idea how to unlock map filters for legendary chest, orichalcum etc.?
I have an idea. Why don't you go search "AC Odyssey Legendary chests" on Google, that's a pretty good idea. About Orichalcum Ore, just doing the daily quests and weekly quests because you can't cheat Orichalcum Ore because it's server sided.

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by shood »

bingcanxue wrote:
Sun Oct 28, 2018 4:01 pm
undergod47 wrote:
Sun Oct 28, 2018 6:16 am
AkashiGamer wrote:
Sat Oct 27, 2018 11:09 pm
Hash id ruined all my perks
Good way for change perk, without ruined all other items perks
Example +15% Damage with Swords 0000017F15C93D42
Image
Hi there,I do the same method with you,but the peak of pegasos only have 800 armor value,not 881,and it's already 50 level,Any ideas?
edit:Found the solution,never mind
Just compare different armor with same level and rarity. There seems to be only two values of armor. Take the one that has the maximum value and then edit it as you like.

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by SunBeam »

OK.. so now you have the items and perks and all.. what now? :D

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by fireundubh »

SunBeam wrote:
Sun Oct 28, 2018 9:23 pm
OK.. so now you have the items and perks and all.. what now? :D
How about...?

- bypass level restriction for equipment
- increase Ikaros flying speed
- increase your ship's boost speed
- increase your ship's rate of fire (instant cooldown for ship abilities)
- modify Ikaros perception radius
- modify Revelation radius

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by simon93 »

SunBeam wrote:
Sun Oct 28, 2018 9:23 pm
OK.. so now you have the items and perks and all.. what now? :D
Hopefully the inventory editor will get more updates so it becomes more noob-friendly and also provide more convenient way of swapping the perks and looks. Right now it's not really easy and can easily mess up a lot of things, also crashes the game a lot.

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by SunBeam »

I mean another thing.. once you're done with the swapping and get the item(s) you want, then what? It's not like you can't freakin' use the damage mod posted X pages ago :) But sure, call me names and bitch at me when I speak of OCD..

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by AkashiGamer »

Tomorrow I'll write pPerk id for weapons from the e-store. I had a long time to tinker with the hash id, etc.

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by fikrihanda »

SunBeam wrote:
Sun Oct 28, 2018 9:23 pm
OK.. so now you have the items and perks and all.. what now? :D
personally i prefre without items swap or perk ... game just hunt cult can get legendary armor. @SunBeam can you make super revelation range ? it will be awesome make revelation range .. btw thank you @Cielos and @SunBeam for table

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by NChabb »

SunBeam wrote:
Sun Oct 28, 2018 11:06 pm
I mean another thing.. once you're done with the swapping and get the item(s) you want, then what?
Someone mentioned unlocking treasure chest and Orichalcum maps that are E-store exclusive. Surely they're stored locally somewhere, aren't they? I mean, I'm not Ori-hungry but it could be a quality of life that could help some players.

Another member also asked if there was a trigger for the Perikles party costume or the cult uniform. You can already teleport yourself out of the mission area thanks to the teleport cheat from fearlessrevolution (<3) but I'm curious to see if we can trigger this at will?... Somehow?

That's the only thing I can think of right now.

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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by SunBeam »

Been looking high and low for the relationship between player and boat :D Finally found what I was looking for :D

In Black Flag (x86) and Rogue (x64) the developer cheat functions are still built-in, even though you cannot access them through some visual menu. There's the so-called God Mode feature that checks if your player is attached to a ship or not. Based on this, the option toggles player or ship god on, but not both at the same time.

So I started my analysis from those premises and found the logic by which the function works ;) Will use some advanced language in the below, so am really sorry if you cannot get all of it.

Let's start from Rogue (since Odyssey is Anvil x64). There is a table I've written for this game, so look it up on the forums (if you cannot find it, PM me). Load the game till main menu, load the table, open ACC.exe process and enable the first script. Then head in-game and this will happen:

Image

So pContext in my case is 5C936A90. Let's see who this is via the Lua helper script (adjusted for ACC):

Code: Select all

function _readInteger( Input )
  -- thanks, Pox!
  local Value = readInteger( Input )
  if Value < 0x80000000 then return Value
  else return Value - 0x100000000 end
end

function GetName( input )
  local addr = readQword( input )
  addr = addr + 0x28 -- GetName
  addr = readQword( addr )
  if readBytes( addr, 1 ) == 0xE9 then
    addr = addr + _readInteger( addr + 0x1 ) + 0x5
  end
  addr = addr + _readInteger( addr + 0x3 ) + 0x7
  addr = readQword( addr )
  print( string.format( "IStruct:  0x%X", input ) )
  print( string.format( "IName:    0x%X", addr ) )
  local str = readString( readQword( addr + 0x18 ) )
  print( string.format( "ObjStr:   %s", str ) )
  addr = readInteger( addr + 0x24 )
  print( string.format( "ObjHash:  0x%X", addr ) )
end

GetName( 0x5C936A90 )
So:

Image

OK. Let's find where "God Mode" reference is:

Image

Now let's head to the actual function:

Image

And now the explanations when debugging the above function via the Cheat Handler script in the table, while attached to the ship's wheel:

Image

Now let's see what happens inside that "check if player is attached" function:

Image

Out of this function, this happens next:

Image

So the relationship kind of goes like this: GetWorld -> pWorld; pWorld + offset = pEntity; GetBhvAssassin( pEntity ) = pBhvAssassin; pBhvAssassin + offset = pHuman; then we use the Entity or EntityGroup stored in pHuman when attaching ship wheel to find our ship ;)

Back to Odyssey, I found that what I initially thought it was called GetBhvAssassin is actually a generic function that returns a certain pointer/object if given the appropriate Entity parameter ;) That means I can use GetBhvAssassin to get BhvBoatVehicle. And from that BoatVehicleActor and other stuff ;)

God Mode and Invisibility can then be turned on for the Adrestia as well just like for the player, using the member-functions ;)

So:

GetWorld ->

Code: Select all

[ACOdyssey.exe+18332B0 - 48 8B 05 61CFE003     - mov rax,[ACOdyssey.exe+5640218] { [0AA016C0] }
ACOdyssey.exe+18332B7 - 48 85 C0              - test rax,rax
ACOdyssey.exe+18332BA - 74 08                 - je ACOdyssey.exe+18332C4
ACOdyssey.exe+18332BC - 48 8B 80 D0000000     - mov rax,[rax+000000D0]
ACOdyssey.exe+18332C3 - C3                    - ret 
ACOdyssey.exe+18332C4 - C3                    - ret
Returns 00000001B13CCEC0 on my end. Then this + 0x90 gives the pointer to Entity == 000000090DE54270.

With this in mind:

GetBhvAssassin ->

Code: Select all

ACOdyssey.exe+13D4B50 - E9 4BCEB30C           - jmp ACOdyssey.exe+DF119A0
And you get 000000090DE64200. Then this + 0x30 gives the pointer to Human == 000000090DE6AA40.

And then Human + 0x348 holds the pointer to ship's EntityGroup pointer :) You can then feed this to GetBhvAssassin and you'll get the BhvBoatVehicle pointer.

Code: Select all

IStruct:  0x91B7D99E0
IName:    0x1451D7310
ObjStr:   BhvBoatVehicle
ObjHash:  0x6A709086
Inside this structure, offset 0x28 holds the pointer to BoatVehicleAI and 0x30 the pointer to BoatVehicleActor; these can be used in the various hooks you've seen in Cielos' table to get one-sided effects :P

And now for the grand finale; this is TogglePlayerGodMode:

Code: Select all

ACOdyssey.exe+28BAF00 - 40 53                 - push rbx
ACOdyssey.exe+28BAF02 - 48 83 EC 20           - sub rsp,20
ACOdyssey.exe+28BAF06 - 0FB6 DA               - movzx ebx,dl
ACOdyssey.exe+28BAF09 - E8 F2D7B1FE           - call GetCharacterAI
ACOdyssey.exe+28BAF0E - 0FB6 D3               - movzx edx,bl
ACOdyssey.exe+28BAF11 - 48 89 44 24 40        - mov [rsp+40],rax
ACOdyssey.exe+28BAF16 - 48 8D 4C 24 40        - lea rcx,[rsp+40]
ACOdyssey.exe+28BAF1B - E8 B00198FF           - call ACOdyssey.exe+223B0D0
ACOdyssey.exe+28BAF20 - 48 83 C4 20           - add rsp,20 { 32 }
ACOdyssey.exe+28BAF24 - 5B                    - pop rbx
ACOdyssey.exe+28BAF25 - C3                    - ret 
Break there, fire Ikaros (with V), then V again to call it. CE will break (ToggleGod is called twice, with 0x1 and 0x0 parameters when Ikaros returns; ask Ubi why). Now if you swap your player's Entity pointer with the ship's EntityGroup pointer (in RCX; __this ptr) and trace the code, you'll end-up here:

Code: Select all

ACOdyssey.exe+2E0A6F0 - 40 53                 - push rbx
ACOdyssey.exe+2E0A6F2 - 48 83 EC 20           - sub rsp,20
ACOdyssey.exe+2E0A6F6 - 48 8B 49 F8           - mov rcx,[rcx-08] // -0x8
ACOdyssey.exe+2E0A6FA - 0FB6 DA               - movzx ebx,dl
ACOdyssey.exe+2E0A6FD - 48 8B 01              - mov rax,[rcx]
ACOdyssey.exe+2E0A700 - FF 90 30020000        - call qword ptr [rax+00000230] // [1]
ACOdyssey.exe+2E0A706 - 88 58 08              - mov [rax+08],bl // +0x8
ACOdyssey.exe+2E0A709 - 33 C0                 - xor eax,eax
ACOdyssey.exe+2E0A70B - 48 83 C4 20           - add rsp,20
ACOdyssey.exe+2E0A70F - 5B                    - pop rbx
ACOdyssey.exe+2E0A710 - C3                    - ret

[1]

ACOdyssey.exe+2DFB660 - 48 8D 81 88010000     - lea rax,[rcx+00000188] // +0x188
ACOdyssey.exe+2DFB667 - C3                    - ret
So we have a sub 0x8, then a LEA with 0x188, then a +0x8. Result is offset 0x190. Remember this? :D -> link to post. So now you have ToggleGodMode for ship as well, if given the proper __this pointer. For invisibility simply set BhvBoatVehicle + 0xA6 to 1.

Similarly you can turn your horse invincible/invisible (BhvHorse is the name of the player's horse).

Lastly, check this out:

Code: Select all

ACOdyssey.exe+2E26907 - 48 8B 47 08           - mov rax,[rdi+08]
ACOdyssey.exe+2E2690B - 48 8B 48 18           - mov rcx,[rax+18]
ACOdyssey.exe+2E2690F - 48 85 C9              - test rcx,rcx
ACOdyssey.exe+2E26912 - 74 08                 - je ACOdyssey.exe+2E2691C
ACOdyssey.exe+2E26914 - E8 07507DFE           - call ACOdyssey.exe+15FB920 // rcx == pWorld

ACOdyssey.exe+100B9A90 - 53                    - push rbx // GetNavalManager
ACOdyssey.exe+100B9A91 - 48 83 EC 20           - sub rsp,20 { 32 }
ACOdyssey.exe+100B9A95 - 48 B8 FFFFFFFFFFFFFF7F - mov rax,7FFFFFFFFFFFFFFF { -1 }
ACOdyssey.exe+100B9A9F - 48 89 CB              - mov rbx,rcx
ACOdyssey.exe+100B9AA2 - 48 39 81 00190000     - cmp [rcx+00001900],rax
ACOdyssey.exe+100B9AA9 - 75 4D                 - jne ACOdyssey.exe+100B9AF8
ACOdyssey.exe+100B9AAB - 65 48 8B 04 25 58000000  - mov rax,gs:[00000058] { 88 }
ACOdyssey.exe+100B9AB4 - 8B 15 8ECBD4F5        - mov edx,[ACOdyssey.exe+5E06648] { [00000000] }
ACOdyssey.exe+100B9ABA - B9 F42C0000           - mov ecx,00002CF4 { 11508 }
ACOdyssey.exe+100B9ABF - 48 8B 14 D0           - mov rdx,[rax+rdx*8]
ACOdyssey.exe+100B9AC3 - 8B 04 11              - mov eax,[rcx+rdx]
ACOdyssey.exe+100B9AC6 - 39 05 60E757F5        - cmp [ACOdyssey.exe+563822C],eax { [800000AE] }
ACOdyssey.exe+100B9ACC - 7F 37                 - jg ACOdyssey.exe+100B9B05
ACOdyssey.exe+100B9ACE - 8B 15 54E757F5        - mov edx,[ACOdyssey.exe+5638228] { [AC23FDEE] }
ACOdyssey.exe+100B9AD4 - 48 8D 0D 451328F5     - lea rcx,[ACOdyssey.exe+533AE20] { [03CAFF43] }
ACOdyssey.exe+100B9ADB - E8 407090F0           - call ACOdyssey.exe+9C0B20
ACOdyssey.exe+100B9AE0 - 48 89 C2              - mov rdx,rax
ACOdyssey.exe+100B9AE3 - 48 89 D9              - mov rcx,rbx
ACOdyssey.exe+100B9AE6 - E8 356054F1           - call ACOdyssey.exe+15FFB20
ACOdyssey.exe+100B9AEB - 48 89 83 00190000     - mov [rbx+00001900],rax
ACOdyssey.exe+100B9AF2 - 48 83 C4 20           - add rsp,20 { 32 }
ACOdyssey.exe+100B9AF6 - 5B                    - pop rbx
ACOdyssey.exe+100B9AF7 - C3                    - ret 
ACOdyssey.exe+100B9AF8 - 48 8B 81 00190000     - mov rax,[rcx+00001900]
ACOdyssey.exe+100B9AFF - 48 83 C4 20           - add rsp,20 { 32 }
ACOdyssey.exe+100B9B03 - 5B                    - pop rbx
ACOdyssey.exe+100B9B04 - C3                    - ret 
ACOdyssey.exe+100B9B05 - 48 8D 0D 20E757F5     - lea rcx,[ACOdyssey.exe+563822C] { [800000AE] }
ACOdyssey.exe+100B9B0C - E8 4F90A2F3           - call ACOdyssey.exe+3AE2B60
ACOdyssey.exe+100B9B11 - 83 3D 14E757F5 FF     - cmp dword ptr [ACOdyssey.exe+563822C],-01 { 255 }
ACOdyssey.exe+100B9B18 - 75 B4                 - jne ACOdyssey.exe+100B9ACE
ACOdyssey.exe+100B9B1A - 48 8D 0D BF15DDF3     - lea rcx,[ACOdyssey.exe+3E8B0E0] { ["NavalManager"] }
ACOdyssey.exe+100B9B21 - E8 1A8190F0           - call ACOdyssey.exe+9C1C40
ACOdyssey.exe+100B9B26 - 48 8D 0D FFE657F5     - lea rcx,[ACOdyssey.exe+563822C] { [800000AE] }
ACOdyssey.exe+100B9B2D - 89 05 F5E657F5        - mov [ACOdyssey.exe+5638228],eax { [AC23FDEE] }
ACOdyssey.exe+100B9B33 - E8 C88FA2F3           - call ACOdyssey.exe+3AE2B00
ACOdyssey.exe+100B9B38 - EB 94                 - jmp ACOdyssey.exe+100B9ACE

NavalManager_loop

ACOdyssey.exe+2F3AEB7 - 41 8B AE 80000000     - mov ebp,[r14+00000080]
ACOdyssey.exe+2F3AEBE - 45 33 FF              - xor r15d,r15d
ACOdyssey.exe+2F3AEC1 - 49 8B 7E 78           - mov rdi,[r14+78]
ACOdyssey.exe+2F3AEC5 - C1 ED 11              - shr ebp,11 { 17 }
ACOdyssey.exe+2F3AEC8 - C1 E5 03              - shl ebp,03 { 3 }
ACOdyssey.exe+2F3AECB - 48 03 EF              - add rbp,rdi
ACOdyssey.exe+2F3AECE - 48 3B FD              - cmp rdi,rbp
ACOdyssey.exe+2F3AED1 - 0F84 85000000         - je ACOdyssey.exe+2F3AF5C
You can find all ship EntitGroup pointers via the above iterator, stored in NavalManager structure ;) Then from those, calling GetBhvAssassin/GetBhvBoarVehicle, you get the actual ship structures. Check the member-functions for read/write health functions ;) Then you can easily write an instant kill iterator that sinks all surrounding ships :D

BR,
Sun

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