ya not work, as for people i think u should using addresses rather than using symbols because its took time to enumerate the symbols (because mine is low ram maybe? xd)
[Early Request] Kingdoms of Amalur: Re-Reckoning
- asthebloody
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
If it takes too long with enumerating symbols then you can just change the assert to an aobscanmodule for the koa.exe and comment out the define. I like using the symbols for now since it keeps things easy to read. I'll probably make everything use aobscans once I finish rooting around the functions.
Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
swedishmagyar, how do you get the experience skill/ability points to work in your table.. the stuff still stays as ?? even after selection the experience skill/ability things and then opened and close the pause menu.
- asthebloody
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
CS 6560
- Add buff list, it wont show buffs if weapon/armor got 0 buff (i think there's 1000+ ids for buffs so goodluck for finding good buffs )
- Fix infinite health script
- Add compact mode
- Add buff list, it wont show buffs if weapon/armor got 0 buff (i think there's 1000+ ids for buffs so goodluck for finding good buffs )
- Fix infinite health script
- Add compact mode
- Attachments
-
- koa.CT
- (20.7 KiB) Downloaded 163 times
Last edited by asthebloody on Thu Sep 10, 2020 8:27 am, edited 5 times in total.
Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
I have no idea how to add those codes and stuff..
- asthebloody
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
I had to kill the trainer and then reload an autosave to not die. Turning off all of the cheats and even restarting the game after saving it didn't help - the health stayed at 9,999/9,999 and then went to 0 after levelling up. Thankfully the autosave was only a little bit before.ashuraman wrote: ↑Wed Sep 09, 2020 12:07 amIf you turn off the infinite health cheat before leveling up you shouldn't die when you do level up. At least i THINK it's the infinite health cheat that's causing it but if not try turning them off one by one till you find the one causing it
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
Using Steam version 6560, only tested XP so far and it shows the wrong numbers when it populates.asthebloody wrote: ↑Wed Sep 09, 2020 11:07 ammy version cs 6560, tell me if this work or no.
backpack, skill point, exp, ability point pointer
- asthebloody
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
already try activate script then try to get exp from killing monster? and then open main menu? (btw can u send ur savegame to me ? just pm me)axellslade wrote: ↑Wed Sep 09, 2020 2:09 pmUsing Steam version 6560, only tested XP so far and it shows the wrong numbers when it populates.
btw im already update the table for fast execute the script (without waiting enumerate symbols 1st)
viewtopic.php?p=152404#p152404
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
Are you on steam version first off, if so then you just activate the cheat and hit escape twice. Then you select experience or ability/skill point for the item selector variable. It has a dropdown menu.
I don't appreciate you 'merging' my scripts without the header as if you made them yourself.asthebloody wrote: ↑Wed Sep 09, 2020 11:07 ammy version cs 6560, tell me if this work or no.
-Add some script and merge with others script
- foxhoundDutch
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
carry weight dont work
Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
Very interested in a port of the super stealth script from the original game's table.
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
I'll see what I can do, in the meantime can someone see if these pointers work for you:
- Attachments
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- koa_damage_ptrs.CT
- (2.74 KiB) Downloaded 139 times
Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
thanks, it's working fine (not steam version)aSwedishMagyar wrote: ↑Wed Sep 09, 2020 3:19 amI have the steam version just so everyone is clear on compatibility.
So this game allows you to use the enumerate DLL's and symbols functionality of Cheat Engine and as a result you can do a lot of cool things. I found functions for base damage mults, harvest chance and others that I haven't had time to look through. Also something to look into is the game's built in cheat functions since my durability script just changes a compare where it checks for the cheat.
Update +1: Added in some pointers for your inventory which you can select from. I populated the offset values in the item selector drop-down for Experience and Ability/Skill Points. The rest are going to be different for you I think. Also, if you haven't modified your backpack size then the get backpack limit should work. Just enable it and enter your inventory and it should populate the right one.
Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
Cleaned up - Exp,Skill Points, Ability Points Pointers script
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>48</ID>
<Description>"Exp, Skill Points, Ability Points Pointers (Open Menu)"</Description>
<Options moHideChildren="1"/>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(luaparam_aob,koa.exe,8B 48 18 89 4E 18 8B 50)
registersymbol(luaparam_aob)
alloc(luaparam_newmem,100)
label(luaparam_return)
label(exp)
label(skill)
label(ability)
registersymbol(exp)
registersymbol(skill)
registersymbol(ability)
luaparam_newmem:
@expcmp:
cmp edi,00378381
jne @f
mov [exp],eax
@skillcmp:
cmp edi,01E77FA8
jne @f
mov [skill],eax
@abilitycmp:
cmp edi,025282A8
jne @f
mov [ability],eax
@exit:
mov ecx,[eax+18]
mov [esi+18],ecx
jmp luaparam_return
exp:
dd 0
skill:
dd 0
ability:
dd 0
luaparam_aob:
jmp luaparam_newmem
nop
luaparam_return:
[DISABLE]
luaparam_exp:
db 8B 48 18 89 4E 18
unregistersymbol(luaparam_aob)
unregistersymbol(exp)
unregistersymbol(skill)
unregistersymbol(ability)
dealloc(luaparam_newmem)
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>47</ID>
<Description>"Exp"</Description>
<LastState Value="705" RealAddress="86EE25E0"/>
<VariableType>4 Bytes</VariableType>
<Address>exp</Address>
<Offsets>
<Offset>18</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>88</ID>
<Description>"Skill Points"</Description>
<LastState Value="0" RealAddress="86EE2AE0"/>
<VariableType>4 Bytes</VariableType>
<Address>skill</Address>
<Offsets>
<Offset>18</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>87</ID>
<Description>"Ability Points"</Description>
<LastState Value="0" RealAddress="86EE2AB8"/>
<VariableType>4 Bytes</VariableType>
<Address>ability</Address>
<Offsets>
<Offset>18</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>49</ID>
<Description>"Backpack Pointer (Open Menu)"</Description>
<Options moHideChildren="1"/>
<LastState Activated="1"/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(bystring_aob,koa.exe,8B 56 0C 8B FE)
registersymbol(bystring_aob)
alloc(bystring_newmem,100)
label(bystring_return)
label(backpack)
registersymbol(backpack)
bystring_newmem:
mov edx,[esi+4]
test edx,edx
je @f
cmp [edx+0C],'inventor'
jne @f
cmp [edx+14],'y_limit'
jne @f
mov [backpack],esi
@exit:
mov edx,[esi+0C]
mov edi,esi
jmp bystring_return
backpack:
dd 0
bystring_aob:
jmp bystring_newmem
bystring_return:
[DISABLE]
bystring_aob:
db 8B 56 0C 8B FE
unregistersymbol(backpack)
unregistersymbol(bystring_aob)
dealloc(bystring_newmem)
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>50</ID>
<Description>"Backpack Size"</Description>
<LastState Value="70" RealAddress="070DB08C"/>
<VariableType>4 Bytes</VariableType>
<Address>backpack</Address>
<Offsets>
<Offset>c</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
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