Ori and the Will of the Wisps [Steam]

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cfemen
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Ori and the Will of the Wisps [Steam]

Post by cfemen »

heyo,

updated the table for Update#3 and made some changes:
notes for newest table : viewtopic.php?p=164101#p164101

use cheat engine 7.2!

this table is for the Steam version!
may or may not work for the Windows-Store version!


God Mode
-ori wont get any damage effects(dev god mode)

Full Health
-health will always be at max

Full Energy
-energy will always be at max

Full Breath
-ori cant drown

Bow Mod.
-bow shoots full auto and you can set the fire rate
default faster rate is 0.1
you can go lower (faster) but game maybe cant handle lower values.

Inf. Jumps
-activates inf. double jumps
note : you may have to jump one time before you can activate it!

Higher Jumps
-as title says

Ignore Ore
-ori can build Grom projects without ore.

Damage Multiplier X?
-set x? to any value you want
default = 2.0

Allow Shards In Races
-shards won't be disabled

Get Map
-soft reveals the whole map
unlocks the complete map but you can still see where you already have been
script does NOT override the real state, map is only unlocked while script is activ!
debug menu has a reveal map function, but its permanent and you cant see what you have already explored.
+Is Full Revealed?
-if activ the map shows every icon(same as the debug reveal map function)
but my script is not permanent, so you can activate it to check the map and if script is deactivated you have the original map states back.


Pointer:
Key Stones
Spirit Lights
Play Time
Ore
Shard Slots
//

Debug Mode
Only for 1.0 and Update 1:
Activate Cheats Handler
now you can toggle with F1 or the Toggle Menu script the Debug UI.
make sure that the game runs in background! otherwise it will crash if you click on Toggle Menu
(focus the game after ENABLE is activ = game runs in background)
Update 2:
Enable [Cheats Handler] Activate Debug Menu
press [8] ingame to open the debug menu
//
ESC = close
Q/E = inc/dec values
Space = select
Backspace = Fast Forward (to skip already seen sequences)
//

Image

Cielos has contributed a awesome movement script
check it out and give him some rep :)

enjoy the cheats :D

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
Attachments
oriwotw.CT
Steam Update#3
Use Cheat Engine 7.2!
(183.89 KiB) Downloaded 2064 times
oriwotw.CT
Steam Update#2
Cheat Engine 7.1 required!
+IL2CPP Dissector
(159.95 KiB) Downloaded 1064 times
oriwotw.CT
Steam Update#2
(64.75 KiB) Downloaded 565 times
oriwotw.CT
Steam Update#1
(983.05 KiB) Downloaded 943 times
oriwotw.CT
Steam 1.0
+minor performance optimization
+reassemble fix
(982.55 KiB) Downloaded 1173 times
oriwotw.CT
Steam 1.0
+Damage Multiplier
+Debug Menu Control Patch (for more info read post on page 3)
(982.94 KiB) Downloaded 1174 times
oriwotw.CT
Steam 1.0
+God Mode Fix
+Bow Mod.
+Ignore Ore
+Get Map
+Higher Jumps
(465.4 KiB) Downloaded 933 times
oriwotw.CT
Steam 1.0
+Game/Play Time
+God Mode
+Shard Slots Pointer
(172.93 KiB) Downloaded 757 times
oriwotw.CT
Steam 1.0
+Improved Debug Script
(158.16 KiB) Downloaded 433 times
oriwotw.CT
Steam 1.0
(155.74 KiB) Downloaded 877 times
oriandthewillofthewisps-pc.CT
[Non-Steam]
(Outdated)
(159.22 KiB) Downloaded 1436 times
Last edited by cfemen on Sat Nov 14, 2020 5:28 pm, edited 34 times in total.

Noidicle
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Re: Ori and the Will of the Wisps [Steam]

Post by Noidicle »

Does not seem to work, the X wont activate for [Enable].

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cfemen
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Re: Ori and the Will of the Wisps [Steam]

Post by cfemen »

Noidicle wrote:
Wed Mar 11, 2020 5:49 am
Does not seem to work, the X wont activate for [Enable].
you have the steam version?
and you are using cheat engine 7.0?

try to activate script, right click on it and show me the error code.

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Sen_Zer0
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Re: Ori and the Will of the Wisps [Steam]

Post by Sen_Zer0 »

Thank you for sharing your table first off! And to add: I am also having the same issue.

The error code: <<The array of byte named aobKeys could not be found>>

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Re: Ori and the Will of the Wisps [Steam]

Post by cfemen »

so updated it, yesterday my game was not unlocked :(

there is now a Steam 1.0 table and a [Non-Steam] labeled version.

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Re: Ori and the Will of the Wisps [Steam]

Post by Sen_Zer0 »

cfemen wrote:
Wed Mar 11, 2020 10:40 am
so updated it, yesterday my game was not unlocked :(

there is now a Steam 1.0 table and a [Non-Steam] labeled version.
Can confirm it works now, thanks for sharing once again!

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Re: Ori and the Will of the Wisps [Steam]

Post by Icirian »

HOW DID YOU MAKE A TABLE BEFORE THE GAME WAS EVEN RELEASED! AND THANKS!

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Cielos
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Re: Ori and the Will of the Wisps [Steam]

Post by Cielos »

a script to manipulate the move speed:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>60</ID>
      <Description>"movement mod keys"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <LastState/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(movementSpeedCRead3AOB,GameAssembly.dll,0F ** ** EB 08 F3 0F ** ** ** ** 00 00 80 ** ** ** 00 00 00 0F 84)
registersymbol(movementSpeedCRead3AOB)

label(fWalkSpeed)
registersymbol(fWalkSpeed)
label(fJogSpeed)
registersymbol(fJogSpeed)
label(fSprintSpeed)
registersymbol(fSprintSpeed)
label(fCustomSpeed)
label(fCustomSpeedCal)
registersymbol(fCustomSpeedCal)
label(fCustomSpeedInterval)
label(bWalkKeyID)
registersymbol(bWalkKeyID)
label(bWalkKeyPressed)
registersymbol(bWalkKeyPressed)
label(bJogKeyID)
registersymbol(bJogKeyID)
label(bJogKeyPressed)
registersymbol(bJogKeyPressed)
label(bSprintKeyID)
registersymbol(bSprintKeyID)
label(bSprintKeyPressed)
registersymbol(bSprintKeyPressed)

alloc(newmem,2048,movementSpeedCRead3AOB+5) //"GameAssembly.dll"+BA5EBB)
label(returnhere)
label(originalcode_movementSpeedCRead3AOB)
registersymbol(originalcode_movementSpeedCRead3AOB)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
push rax
sub rsp,10
movdqu dqword [rsp],xmm0

chkwalkkey:
mov rax,fWalkSpeed
movss xmm6,[rax]
cmp byte ptr [bWalkKeyPressed],1
je docustomspeedcal

chkjogkey:
mov rax,fJogSpeed
movss xmm6,[rax]
cmp byte ptr [bJogKeyPressed],1
je docustomspeedcal

chksprintkey:
mov rax,fSprintSpeed
movss xmm6,[rax]
cmp byte ptr [bSprintKeyPressed],1
je docustomspeedcal

nomodkeypressed:
mov eax,(float)1
movd xmm6,eax

docustomspeedcal:
mov rax,fCustomSpeedCal
movss xmm0,[rax]
comiss xmm6,xmm0
ja inccustspeedcal
jb deccustspeedcal
je end

inccustspeedcal:
addss xmm0,[rax+4]
minss xmm0,xmm6
movss [rax],xmm0
jmp end

deccustspeedcal:
subss xmm0,[rax+4]
maxss xmm0,xmm6
movss [rax],xmm0

end:
readmem(movementSpeedCRead3AOB+5,8)
//movss xmm6,[rbx+a8]
mov rax,fCustomSpeedCal
mulss xmm6,xmm0
//xorps xmm0,xmm0
//comiss xmm6,xmm0
//jne @f
//movss [rax],xmm0
//mov dword ptr [rax],(float)1

@@:
movdqu xmm0,dqword [rsp]
add rsp,10
pop rax
jmp exit

originalcode_movementSpeedCRead3AOB:
readmem(movementSpeedCRead3AOB+5,8)
//movss xmm6,[rbx+000000A8]

exit:
jmp returnhere

///
fWalkSpeed:
dd (float)0.25
fJogSpeed:
dd (float)0.5
fSprintSpeed:
dd (float)2.5
fCustomSpeed:
dd 0
fCustomSpeedCal:
dd 0
fCustomSpeedInterval:
dd (float)0.05
bWalkKeyID:
dd 12
bWalkKeyPressed:
db 0
bJogKeyID:
dd 05
bJogKeyPressed:
db 0
bSprintKeyID:
dd 06
bSprintKeyPressed:
db 0
///

movementSpeedCRead3AOB+5: //"GameAssembly.dll"+BA5EBB:
jmp newmem
nop 3
returnhere:




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
movementSpeedCRead3AOB+5: //"GameAssembly.dll"+BA5EBB:
readmem(originalcode_movementSpeedCRead3AOB,8)
//db F3 0F 10 B3 A8 00 00 00
//Alt: movss xmm6,[rbx+000000A8]
unregistersymbol(originalcode_movementSpeedCRead3AOB)

unregistersymbol(fWalkSpeed)
unregistersymbol(fJogSpeed)
unregistersymbol(fSprintSpeed)
unregistersymbol(fCustomSpeedCal)
unregistersymbol(bWalkKeyPressed)
unregistersymbol(bWalkKeyID)
unregistersymbol(bJogKeyPressed)
unregistersymbol(bJogKeyID)
unregistersymbol(bSprintKeyPressed)
unregistersymbol(bSprintKeyID)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>61</ID>
          <Description>"walk key"</Description>
          <Options moHideChildren="1"/>
          <LastState/>
          <Color>FF0000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
bWalkKeyID:
dd 12
fWalkSpeed:
dd (float)0.25

//modified from TheyCallMeTim13's lua keylistener script
//http://fearlessrevolution.com/viewtopic.php?f=4&amp;t=6041&amp;start=60#p62657
{$lua}
local function walkKeyLuaThread(thread2)
	local addr1 = getAddressSafe('bWalkKeyPressed')
	while WalkkeyLuaThreadLoop do
        sleep(100)
		if addr1 then
            if ( isKeyPressed( readInteger('bWalkKeyID') ) ) then
			    writeBytes(addr1, 1)
            else
                writeBytes(addr1, 0)
            end
		else
			addr1 = getAddressSafe('bWalkKeyPressed')
		end
	end
	thread2.terminate()
--    while WalkkeyLuaThreadLoop do
--          if ( isKeyPressed(VK_CAPITAL) ) then
--              writeBytes("bWalkKeyPressed" ,1)
--          else
--              writeBytes("bWalkKeyPressed" ,0)
--          end
--    end
--    thread2.terminate()
end
----------------------------------
if syntaxcheck then return end
WalkkeyLuaThreadLoop = true
createThread(walkKeyLuaThread)
{$asm}




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
{$lua}
if syntaxcheck then return end
WalkkeyLuaThreadLoop = false
{$asm}

</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>167</ID>
              <Description>"key"</Description>
              <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">05:X1 mouse button
06:X2 mouse button
10:SHIFT key
11:CTRL key
12:ALT key
14:CAPS LOCK key
</DropDownList>
              <ShowAsHex>1</ShowAsHex>
              <Color>008000</Color>
              <VariableType>Byte</VariableType>
              <Address>bWalkKeyID</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>163</ID>
              <Description>"walk speed"</Description>
              <Color>008000</Color>
              <VariableType>Float</VariableType>
              <Address>fWalkSpeed</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>63</ID>
          <Description>"jog key"</Description>
          <Options moHideChildren="1"/>
          <LastState/>
          <Color>FF0000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
bJogKeyID:
dd 05
fJogSpeed:
dd (float)0.5

//modified from TheyCallMeTim13's lua keylistener script
//http://fearlessrevolution.com/viewtopic.php?f=4&amp;t=6041&amp;start=60#p62657
{$lua}
local function jogKeyLuaThread(thread2)
	local addr3 = getAddressSafe('bJogKeyPressed')
	while RunkeyLuaThreadLoop do
        sleep(100)
		if addr3 then
            if ( isKeyPressed( readInteger('bJogKeyID') ) ) then
			    writeBytes(addr3, 1)
            else
                writeBytes(addr3, 0)
            end
		else
			addr3 = getAddressSafe('bJogKeyPressed')
		end
	end
	thread2.terminate()
--    while RunkeyLuaThreadLoop do
--          if ( isKeyPressed(VK_CAPITAL) ) then
--              writeBytes("bJogKeyPressed" ,1)
--          else
--              writeBytes("bJogKeyPressed" ,0)
--          end
--    end
--    thread2.terminate()
end
----------------------------------
if syntaxcheck then return end
RunkeyLuaThreadLoop = true
createThread(jogKeyLuaThread)
{$asm}

///*****************************************///




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
{$lua}
if syntaxcheck then return end
RunkeyLuaThreadLoop = false
{$asm}

</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>168</ID>
              <Description>"key"</Description>
              <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">05:X1 mouse button
06:X2 mouse button
10:SHIFT key
11:CTRL key
12:ALT key
14:CAPS LOCK key
</DropDownList>
              <ShowAsHex>1</ShowAsHex>
              <Color>008000</Color>
              <VariableType>Byte</VariableType>
              <Address>bJogKeyID</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>169</ID>
              <Description>"jog speed"</Description>
              <Color>008000</Color>
              <VariableType>Float</VariableType>
              <Address>fJogSpeed</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>62</ID>
          <Description>"sprint key"</Description>
          <Options moHideChildren="1"/>
          <LastState/>
          <Color>FF0000</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
bJogKeyPressed:
db 0
fSprintSpeed:
dd (float)2.5

//modified from TheyCallMeTim13's lua keylistener script
//http://fearlessrevolution.com/viewtopic.php?f=4&amp;t=6041&amp;start=60#p62657
{$lua}
local function sprintKeyLuaThread(thread2)
	local addr2 = getAddressSafe('bSprintKeyPressed')
	while RunkeyLuaThreadLoop do
        sleep(100)
		if addr2 then
            if ( isKeyPressed( readInteger('bSprintKeyID') ) ) then
			    writeBytes(addr2, 1)
            else
                writeBytes(addr2, 0)
            end
		else
			addr2 = getAddressSafe('bSprintKeyPressed')
		end
	end
	thread2.terminate()
--    while RunkeyLuaThreadLoop do
--          if ( isKeyPressed(VK_CAPITAL) ) then
--              writeBytes("bSprintKeyPressed" ,1)
--          else
--              writeBytes("bSprintKeyPressed" ,0)
--          end
--    end
--    thread2.terminate()
end
----------------------------------
if syntaxcheck then return end
RunkeyLuaThreadLoop = true
createThread(sprintKeyLuaThread)
{$asm}

///*****************************************///




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
{$lua}
if syntaxcheck then return end
RunkeyLuaThreadLoop = false
{$asm}

</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>170</ID>
              <Description>"key"</Description>
              <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">05:X1 mouse button
06:X2 mouse button
10:SHIFT key
11:CTRL key
12:ALT key
14:CAPS LOCK key
</DropDownList>
              <ShowAsHex>1</ShowAsHex>
              <Color>008000</Color>
              <VariableType>Byte</VariableType>
              <Address>bSprintKeyID</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>171</ID>
              <Description>"sprint speed"</Description>
              <Color>008000</Color>
              <VariableType>Float</VariableType>
              <Address>fSprintSpeed</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
COPY and PASTE the above ONto your table (highlight an entry on your table, press Ctrl-V).

activate movement mod keys first, you'd be presented with 3 scripts, walk key, jog key, and sprint key. usage should be self-explanatory.
have fun~

christianfen94
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Re: Ori and the Will of the Wisps [Steam]

Post by christianfen94 »

How can I edit the time alive, and everything related to time?, I tried with the uberstates and I dont see that info, i was able to edit other stats, but not the time ones. Could anyone help me with this?

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Marcus101RR
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Re: Ori and the Will of the Wisps [Steam]

Post by Marcus101RR »

The debug menu just crashes the game alot for Steam version main menu or level loaded.

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cfemen
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Re: Ori and the Will of the Wisps [Steam]

Post by cfemen »

Marcus101RR wrote:
Thu Mar 12, 2020 7:56 pm
The debug menu just crashes the game alot for Steam version main menu or level loaded.
so just looked for it.
the thing is : while game is starting it always freezes for about ~5 secs ( without any script activ ! )
load level / go main menu / teleport to area = same freeze.
so i always thought its the game...but just figured out these level/teleport freezes are only if the debug menu is active.
i've changed the debug call script and now the freezes are almost gone...uploaded the table, give it a try :) and thanks for reporting!

but its odd that you have crashes :| my game only freezes some secs and eventually it just loads the level/menu.

i hope its fixed now on your machine :)

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Re: Ori and the Will of the Wisps [Steam]

Post by CptSharkFin »

Apologies that it might seem like I'm trying to rush things but any chance of an updated table for the Non-Steam version? Windows Store updated Ori this morning for me and the previous table hasn't worked since.

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cfemen
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Re: Ori and the Will of the Wisps [Steam]

Post by cfemen »

CptSharkFin wrote:
Thu Mar 12, 2020 10:34 pm
Apologies that it might seem like I'm trying to rush things but any chance of an updated table for the Non-Steam version? Windows Store updated Ori this morning for me and the previous table hasn't worked since.
unfortunately i dont have the windows-store version.
i only got the [Non-Steam] version cause i couldnt play my legit steam version ...so i used this initialy to play/make a table.
steam version didnt get a update, so i wonder maybe the windows store version was a bit older?
if you look at my screenshot of the debug menu then you can see BuildID 4114
steam version has BuildID 4222

maybe you can try to use the Steam 1.0 table on the windows store version, just an idea that came into my mind.

coz its strange that the windows store version got an update and steam version not.

it would be nice if the table works for steam and windows store :)

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Re: Ori and the Will of the Wisps [Steam]

Post by christianfen94 »

cfemen wrote:
Thu Mar 12, 2020 10:50 pm
CptSharkFin wrote:
Thu Mar 12, 2020 10:34 pm
Apologies that it might seem like I'm trying to rush things but any chance of an updated table for the Non-Steam version? Windows Store updated Ori this morning for me and the previous table hasn't worked since.
unfortunately i dont have the windows-store version.
i only got the [Non-Steam] version cause i couldnt play my legit steam version ...so i used this initialy to play/make a table.
steam version didnt get a update, so i wonder maybe the windows store version was a bit older?
if you look at my screenshot of the debug menu then you can see BuildID 4114
steam version has BuildID 4222

maybe you can try to use the Steam 1.0 table on the windows store version, just an idea that came into my mind.

coz its strange that the windows store version got an update and steam version not.

it would be nice if the table works for steam and windows store :)
Hello, could you please help me find the values on cheat engine related to timer? I didnt have problem with the debug menu, but the time part of the save file couldnt be edited through the uberstates. I would really appreciate it.

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Re: Ori and the Will of the Wisps [Steam]

Post by CptSharkFin »

cfemen wrote:
Thu Mar 12, 2020 10:50 pm
CptSharkFin wrote:
Thu Mar 12, 2020 10:34 pm
Apologies that it might seem like I'm trying to rush things but any chance of an updated table for the Non-Steam version? Windows Store updated Ori this morning for me and the previous table hasn't worked since.
unfortunately i dont have the windows-store version.
i only got the [Non-Steam] version cause i couldnt play my legit steam version ...so i used this initialy to play/make a table.
steam version didnt get a update, so i wonder maybe the windows store version was a bit older?
if you look at my screenshot of the debug menu then you can see BuildID 4114
steam version has BuildID 4222

maybe you can try to use the Steam 1.0 table on the windows store version, just an idea that came into my mind.

coz its strange that the windows store version got an update and steam version not.

it would be nice if the table works for steam and windows store :)
It actually partially works, trying it out right now. Only thing that doesn't work is the debug menu.

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