Mount & Blade II: Bannerlord - v.e.1.2.1 - Steam - +43 - Update 31

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pavlosgr
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Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Post by pavlosgr »

pavlosgr wrote:
Fri Apr 03, 2020 2:48 am
it doesn't let me check it! how tha .. explain that?
ps: I test your scrip and it works!!!!! Thank you sooo much

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

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Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Post by iicecube »

fardriel wrote:
Fri Apr 03, 2020 2:40 am

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>8</ID>
      <Description>"Infinite Ammo"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : TaleWorlds.MountAndBlade.Launcher.exe
  Version: 
  Date   : 2020-03-30
  Author : chodn

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(INJECTAMMO,Game.dll,49 03 C9 66 44 89 01) // should be unique
alloc(newmem,$1000,"Game.dll"+F583D)

label(code)
label(return)

newmem:

code:
  add rcx,r9
  mov r8w,[rcx]
  mov [rcx],r8w
  jmp return

INJECTAMMO:
  jmp newmem
  nop 2
return:
registersymbol(INJECTAMMO)

[DISABLE]

INJECTAMMO:
  db 49 03 C9 66 44 89 01

unregistersymbol(INJECTAMMO)
dealloc(newmem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
This script should work for infinite arrows. I haven't tested it for throwing weapons or crossbow bolts.

EDIT: Just hit the Select All button at the top of the code box, copy it, and paste it into your cheat engine window. Tons easier than downloading an entire cheat table for just one script.
Will this scripts effect the enemy as well?

fardriel
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Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Post by fardriel »

iicecube wrote:
Fri Apr 03, 2020 3:20 am
fardriel wrote:
Fri Apr 03, 2020 2:40 am

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>8</ID>
      <Description>"Infinite Ammo"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : TaleWorlds.MountAndBlade.Launcher.exe
  Version: 
  Date   : 2020-03-30
  Author : chodn

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(INJECTAMMO,Game.dll,49 03 C9 66 44 89 01) // should be unique
alloc(newmem,$1000,"Game.dll"+F583D)

label(code)
label(return)

newmem:

code:
  add rcx,r9
  mov r8w,[rcx]
  mov [rcx],r8w
  jmp return

INJECTAMMO:
  jmp newmem
  nop 2
return:
registersymbol(INJECTAMMO)

[DISABLE]

INJECTAMMO:
  db 49 03 C9 66 44 89 01

unregistersymbol(INJECTAMMO)
dealloc(newmem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
This script should work for infinite arrows. I haven't tested it for throwing weapons or crossbow bolts.

EDIT: Just hit the Select All button at the top of the code box, copy it, and paste it into your cheat engine window. Tons easier than downloading an entire cheat table for just one script.
Will this scripts effect the enemy as well?
I dunno. Probably. Enemies have always seemed to have effectively infinite ammunition, so I never bothered to check. It probably wouldn't be too hard to make it only affect your character or only affect your character's team. I did a similar thing with my "Infinite HP Player Team" script that's on the first page of this thread. I'm sure it wouldn't be hard to figure out whose inventory is being checked, and then determine which team they're on/if they're the player character.

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Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Post by Hertzofottoman »

What about influence crash? When i check it, its crashed my game.

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Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Post by Geeno »

Rysefox wrote:
Thu Apr 02, 2020 10:05 pm
Geeno wrote:
Thu Apr 02, 2020 9:21 pm
Is there any way to edit settlement Prosperity, food etc? ! That would be amazing! Hope that you will crack this one as well!
for sure

Wow, that would be amazing mahn!
Super excited to see it!
I will spend the focus points and attributes on your "brain" man.. :)

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Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Post by fardriel »

Gehenna wrote:
Thu Apr 02, 2020 10:55 pm
Zxeait wrote:
Thu Apr 02, 2020 10:49 pm
Gehenna wrote:
Thu Apr 02, 2020 8:15 pm
This was suggested before, and all it does is crash my game.
All you need to do is unblock the file.
Go to where you installed the .dll
Right click, properties.
At the bottom right is a block saying "[] Unblock" click that.
Ta-da!
There is no box labeled as such in the lower right. Nor is their one is Advanced Attributes. Nor in Security. Nor... anywhere.

Addendum: I did actually get it to work!.... by unblocking the ZIP file.

Fuck you Microsoft.

Addendum 2: The thing only maxes out your stuff to normal maxes. Meaning no high focus levels for quick leveling. Welp, time to test direct skill leveling.
I figured out where the skill values are stored. Seems like TaleWorlds uses a weird style of arrays that store the values outside of the regular array structure, which is apparently why nobody was able to find it before now, I guess. I only stumbled onto it by accident, really.

Anyway, this script is a modified version of SODI's character getter (which was, in turn, a modified version of one of mine) that allows for direct skill value editing (and a great many things besides).

EDIT: I found focus values as well, but adding in the entire script at this point was 20000 characters more than FLCE allows, so I guess I'm uploading the table directly.

This also includes a few other things I've made and shared elsewhere: infinite ammo, near-infinite crafting stamina (making new weapons still takes stamina, but meh), and various flavors of infinite HP. I also didn't like waiting for the AoB scans to finish every time, so I added a symbol fetcher. If one of the scripts doesn't work, just turn the symbol fetch script on and off and then try the script you want again, it should work if you've forced the game to load the code already.
Attachments
TaleWorlds.MountAndBlade.Launcher.CT
Tested with e1.0.2, will probably work with e1.0.3
(974.82 KiB) Downloaded 187 times
Last edited by fardriel on Fri Apr 03, 2020 8:22 am, edited 1 time in total.

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Iosiff
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Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Post by Iosiff »

fardriel wrote:
Fri Apr 03, 2020 7:39 am

If you try to use it and it doesn't work, then it's because you attached CE to your game process too soon. You can use the following script to fix that. Just run it once after you've opened your character menu and then you can run the above script.
Sorry but it not works for me. Is it for 1.02? I am trying it at 1.03
Last edited by Iosiff on Fri Apr 03, 2020 8:22 am, edited 2 times in total.

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Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Post by fardriel »

Iosiff wrote:
Fri Apr 03, 2020 7:52 am
fardriel wrote:
Fri Apr 03, 2020 7:39 am

If you try to use it and it doesn't work, then it's because you attached CE to your game process too soon. You can use the following script to fix that. Just run it once after you've opened your character menu and then you can run the above script.
Sorry but it not works for me. Is it for 1.02? I am trying it at 1.03
I edited that post with an actual table because I added stuff to the character getter script that made just that one script too long to post. Make sure you follow the part about the symbol fetch script (activate it and deactivate it again if one of the other scripts isn't working).

On the other hand, I haven't tested e1.0.3 because I literally haven't turned my game off since before that patch came out. I should do that and make sure everything still works. Though all the things it hooks into are so basic I doubt they would've changed them, and they hook into functions directly so TaleWorlds changing other things probably didn't affect my table. It's still possible, but it's more likely that you hooked CE into the game too soon and need to run the symbol fetcher.
Last edited by fardriel on Fri Apr 03, 2020 8:28 am, edited 1 time in total.

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Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Post by cocotoon »

Good! Can you found the satany max health cap?

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Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Post by Iosiff »

fardriel wrote:
Fri Apr 03, 2020 8:26 am

I edited that post with an actual table because I added stuff to the character getter script that made just that one script too long to post. Make sure you follow the part about the symbol fetch script (activate it and deactivate it again if one of the other scripts isn't working).

On the other hand, I haven't tested e1.0.3 because I literally haven't turned my game off since before that patch came out. I should do that and make sure everything still works. Though all the things it hooks into are so basic I doubt they would've changed them, and they hook into functions directly so TaleWorlds changing other things probably didn't affect my table. It's still possible, but it's more likely that you hooked CE into the game too soon and need to run the symbol fetcher.
[Link]

I admit that I'm too crooked, but I can’t enable this script, as well as No Refine\Smelt cost.
Infinite ammo seems to works for me. And i tried to do you recomendation.

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Re: Mount & Blade II: Bannerlord - v. e1.0.0 - +36 - Update 7

Post by fardriel »

Iosiff wrote:
Fri Apr 03, 2020 8:33 am
fardriel wrote:
Fri Apr 03, 2020 8:26 am

I edited that post with an actual table because I added stuff to the character getter script that made just that one script too long to post. Make sure you follow the part about the symbol fetch script (activate it and deactivate it again if one of the other scripts isn't working).

On the other hand, I haven't tested e1.0.3 because I literally haven't turned my game off since before that patch came out. I should do that and make sure everything still works. Though all the things it hooks into are so basic I doubt they would've changed them, and they hook into functions directly so TaleWorlds changing other things probably didn't affect my table. It's still possible, but it's more likely that you hooked CE into the game too soon and need to run the symbol fetcher.
[Link]

I admit that I'm too crooked, but I can’t enable this script, as well as No Refine\Smelt cost.
Infinite ammo seems to works for me. And i tried to do you recomendation.
Pfffft. Wow. They actually changed the HeroDeveloper constructor code in a meaningful way. RIP my assumptions. I wish AoB scans didn't take 45 seconds or I would just use one of those. Gimme... an hour or so, and I'll get the new version and the new code locations

EDIT: Just confirmed that the code is the same in e1.0.3 - It activated for me without having to change it at all. But eh, this is why I left a contingency in. If you edit the script for the characters stats, you'll see near the top

Code: Select all

assert(TaleWorlds.CampaignSystem.ViewModelCollection.CharacterDeveloper.CharacterVM::.ctor+86,8B 51 40 8B CA)
alloc(newmem,$1000,TaleWorlds.CampaignSystem.ViewModelCollection.CharacterDeveloper.CharacterVM::.ctor+86)
//aobscan(FOCUSINJECTION,7FF000000000,7FFFFFFFFFFF,8B 51 40 8B CA) // should be unique
//alloc(newmem,$1000,FOCUSINJECTION)
Change that to

Code: Select all

//assert(TaleWorlds.CampaignSystem.ViewModelCollection.CharacterDeveloper.CharacterVM::.ctor+86,8B 51 40 8B CA)
//alloc(newmem,$1000,TaleWorlds.CampaignSystem.ViewModelCollection.CharacterDeveloper.CharacterVM::.ctor+86)
aobscan(FOCUSINJECTION,7FF000000000,7FFFFFFFFFFF,8B 51 40 8B CA) // should be unique
alloc(newmem,$1000,FOCUSINJECTION)
Then add a // to the beginning of lines 20 and 58. Those lines should turn blue and italics if you did it right. Then hit the OK button and the script should activate (and take forever to do so.)

EDIT2: Just confirmed the other scripts also still work. This might be a case of opcodes being different on different machines, but somehow I don't think so. Mods also shouldn't affect it, since I originally wrote the character getter without mods, and haven't had to change it even when I got mods.

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Re: Mount & Blade II: Bannerlord - v. e1.0.3 - +28 - Update 8

Post by Rysefox »

Added Support for newest Version
Please read update
Please watch video

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Re: Mount & Blade II: Bannerlord - v. e1.0.3 - Steam - +28 - Update 8

Post by pavlosgr »

i have problem for infinite ammo... look..
error while scanning for aob's injectammo not all results found
what I do now? please help me.

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Re: Mount & Blade II: Bannerlord - v. e1.0.3 - Steam - +28 - Update 8

Post by Rysefox »

pavlosgr wrote:
Fri Apr 03, 2020 11:01 am
i have problem for infinite ammo... look..
error while scanning for aob's injectammo not all results found
what I do now? please help me.
is your game version 1.0.3?
Do you play pirate or steam version?

pavlosgr
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Re: Mount & Blade II: Bannerlord - v. e1.0.3 - Steam - +28 - Update 8

Post by pavlosgr »

wrong module all works now i tested 4 times sorry for late
edit: thank you <3

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