Huh..thats absoluty not the link I posted. I even went to edit the post and it shows the correct link. I guess this site doesn't like outside links like that. Just go to the Nexus mods page for the original Amalur and sort by top mods. Its in the top 5 I believe.FightinCowboy wrote: ↑Thu Sep 10, 2020 3:00 amthat seems to just bring me to the general mods page did you mean to just keep an eye out for the update? Wasn't sure if you were linking an older thread.NumberXer0 wrote: ↑Wed Sep 09, 2020 11:49 pm
It should be possible with the Item Editor for the original version, but it doesn't seem updated for the new game. You could just tick the sellable box. The author is apparently working on updating it sooner or later. As for doing it with Cheat Engine, I don't think anyone has figured that out yet unfortunately.
https://www.fearlessrevolution.com/king ... ng/mods/10
^ If you want to keep an eye on the editor for that update.
[Early Request] Kingdoms of Amalur: Re-Reckoning
- NumberXer0
- Expert Cheater
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
- The Black X
- Table Makers
- Posts: 353
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
Any progress about the item editor? that's the only thing i really care about... also a pair of small requests:
-what about "all gods blessing effects active" (it's the passive effect you select after character creation, and you can see the effect in status menu, and thus makes me think you can actually have all of them).
-All lorestones active.
-what about "all gods blessing effects active" (it's the passive effect you select after character creation, and you can see the effect in status menu, and thus makes me think you can actually have all of them).
-All lorestones active.
-
- Noobzor
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
Found it on Nexus. Thanks for responding cause I was seriously confused for a second lmaoNumberXer0 wrote: ↑Thu Sep 10, 2020 9:03 amHuh..thats absoluty not the link I posted. I even went to edit the post and it shows the correct link. I guess this site doesn't like outside links like that. Just go to the Nexus mods page for the original Amalur and sort by top mods. Its in the top 5 I believe.FightinCowboy wrote: ↑Thu Sep 10, 2020 3:00 amthat seems to just bring me to the general mods page did you mean to just keep an eye out for the update? Wasn't sure if you were linking an older thread.NumberXer0 wrote: ↑Wed Sep 09, 2020 11:49 pm
It should be possible with the Item Editor for the original version, but it doesn't seem updated for the new game. You could just tick the sellable box. The author is apparently working on updating it sooner or later. As for doing it with Cheat Engine, I don't think anyone has figured that out yet unfortunately.
https://www.fearlessrevolution.com/king ... ng/mods/10
^ If you want to keep an eye on the editor for that update.
Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
That one seems to workaSwedishMagyar wrote: ↑Thu Sep 10, 2020 7:03 amLet me know this this works, just go into stealth mode for a bit to populate the values.
- asthebloody
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
base game reckoning buffs got 8790+- , pain in the ass i think
Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
I have this, may you guys can extract it.....
I already tried, the save will corrupt if you use it / change it...
Thanks
I already tried, the save will corrupt if you use it / change it...
Thanks
- Attachments
-
- Kingdoms of Amalur Save-Editor (English).rar
- (113.94 KiB) Downloaded 117 times
Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
You don't need to create a new CT via notepad with that. Just copy it, open your existing CE table in CE (or just open CE if you don't have an existing table) and then paste it.aSwedishMagyar wrote: ↑Thu Sep 10, 2020 6:02 amThat is because you don't put this into a table, you make the whole table with it. Open a text file and copy that into it and save as a .CT.Enigma1776 wrote: ↑Thu Sep 10, 2020 5:55 am
I have no idea how to put this into a table. Keeps giving me the "Unexpected symbol near >"
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
Seems like the number of buffs on a weapon/armor is dynamic. You can add more buffs on unequipped gear by increasing the count, save and reload. It will crash on reload, but the change sticks and no crash next time. Managed to get up to 20 buffs, wonder if it'll affect pointers to other attributes. Now a list of buff ids would be great. Feel like a god with 100% resist everything lol.
Also, saves now include CRC check header or something similar, so game can detect modified saves and declare corruption.
Also, saves now include CRC check header or something similar, so game can detect modified saves and declare corruption.
- asthebloody
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
gonna check it again soon, btw i tried with that and no crash (as long as u write the correct ids the wrong one). yes there's up to 20-+ buffs, i put 4 list so people not messing with their savegamevariante wrote: ↑Thu Sep 10, 2020 7:40 pmSeems like the number of buffs on a weapon/armor is dynamic. You can add more buffs on unequipped gear by increasing the count, save and reload. It will crash on reload, but the change sticks and no crash next time. Managed to get up to 20 buffs, wonder if it'll affect pointers to other attributes. Now a list of buff ids would be great. Feel like a god with 100% resist everything lol.
Also, saves now include CRC check header or something similar, so game can detect modified saves and declare corruption.
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Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
Found some more values for the equipped weapon stats, includes on hit and over time damage types now.
Found an opcode that grabs the armor value when you mouseover so might be able to find some other resistance values or buffs from it.
Actually same as Armor DEF in asthebloody's table.
More Weapon Stats Pointers
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>201</ID>
<Description>"Get Equipped Weapons Stats"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : koa.exe
Version:
Date : 2020-09-09
Author : aSwedishMagyar
}
[ENABLE]
aobscanmodule(weaponClass,koa.exe,8B 80 F0 01 00 00 3B) // should be unique
alloc(newweaponClass,$100)
label(codeweaponClass)
label(returnweaponClass)
label(equippedWeapon1)
label(equippedWeapon2)
newweaponClass:
cmp [equippedWeapon1],0
jne nextWeapon
mov [equippedWeapon1],eax
jmp codeweaponClass
nextWeapon:
cmp [equippedWeapon2],0
jne codeweaponClass
mov [equippedWeapon2],eax
codeweaponClass:
mov eax,[eax+koa.BHG::String::buff+1D0]
jmp returnweaponClass
equippedWeapon1:
dd 0
equippedWeapon2:
dd 0
weaponClass:
jmp newweaponClass
nop
returnweaponClass:
registersymbol(weaponClass)
registersymbol(equippedWeapon1)
registersymbol(equippedWeapon2)
[DISABLE]
weaponClass:
db 8B 80 F0 01 00 00
unregistersymbol(weaponClass)
unregistersymbol(equippedWeapon1)
unregistersymbol(equippedWeapon2)
dealloc(newweaponClass)
{
// ORIGINAL CODE - INJECTION POINT: "koa.exe"+B2BC03
"koa.exe"+B2BBE1: 6A 0B - push 0B
"koa.exe"+B2BBE3: 50 - push eax
"koa.exe"+B2BBE4: 8D 4C 24 08 - lea ecx,[esp+08]
"koa.exe"+B2BBE8: C7 44 24 08 BC 7D 4B 01 - mov [esp+08],koa.exe+1317DBC
"koa.exe"+B2BBF0: E8 FB 38 FE FF - call koa.exe+B0F4F0
"koa.exe"+B2BBF5: 8B 44 24 04 - mov eax,[esp+04]
"koa.exe"+B2BBF9: 85 C0 - test eax,eax
"koa.exe"+B2BBFB: 74 DE - je koa.exe+B2BBDB
"koa.exe"+B2BBFD: F6 40 20 01 - test byte ptr [eax+20],01
"koa.exe"+B2BC01: 74 D8 - je koa.exe+B2BBDB
// ---------- INJECTING HERE ----------
"koa.exe"+B2BC03: 8B 80 F0 01 00 00 - mov eax,[eax+000001F0]
// ---------- DONE INJECTING ----------
"koa.exe"+B2BC09: 3B 44 24 10 - cmp eax,[esp+10]
"koa.exe"+B2BC0D: 0F 94 C0 - sete al
"koa.exe"+B2BC10: 83 C4 08 - add esp,08
"koa.exe"+B2BC13: C3 - ret
"koa.exe"+B2BC14: CC - int 3
"koa.exe"+B2BC15: CC - int 3
"koa.exe"+B2BC16: CC - int 3
"koa.exe"+B2BC17: CC - int 3
"koa.exe"+B2BC18: CC - int 3
"koa.exe"+B2BC19: CC - int 3
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>202</ID>
<Description>"Weapon1"</Description>
<VariableType>4 Bytes</VariableType>
<Address>equippedWeapon1</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
<CheatEntries>
<CheatEntry>
<ID>227</ID>
<Description>"On Hit"</Description>
<Options moHideChildren="1"/>
<LastState Value="" RealAddress="00000000"/>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>228</ID>
<Description>"Physical Damage"</Description>
<VariableType>Float</VariableType>
<Address>+24</Address>
</CheatEntry>
<CheatEntry>
<ID>226</ID>
<Description>"Piercing Damage"</Description>
<VariableType>Float</VariableType>
<Address>+2C</Address>
</CheatEntry>
<CheatEntry>
<ID>229</ID>
<Description>"Fire Damage"</Description>
<VariableType>Float</VariableType>
<Address>+3C</Address>
</CheatEntry>
<CheatEntry>
<ID>225</ID>
<Description>"Lightning Damage"</Description>
<VariableType>Float</VariableType>
<Address>+44</Address>
</CheatEntry>
<CheatEntry>
<ID>224</ID>
<Description>"Ice Damage"</Description>
<VariableType>Float</VariableType>
<Address>+4C</Address>
</CheatEntry>
<CheatEntry>
<ID>223</ID>
<Description>"Poison Damage"</Description>
<VariableType>Float</VariableType>
<Address>+54</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>230</ID>
<Description>"Over Time"</Description>
<Options moHideChildren="1"/>
<LastState Value="" RealAddress="00000000"/>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>221</ID>
<Description>"Bleeding Damage"</Description>
<VariableType>Float</VariableType>
<Address>+A8</Address>
</CheatEntry>
<CheatEntry>
<ID>222</ID>
<Description>"Shocking Damage"</Description>
<VariableType>Float</VariableType>
<Address>+B8</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>231</ID>
<Description>"Weapon2"</Description>
<VariableType>4 Bytes</VariableType>
<Address>equippedWeapon2</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
<CheatEntries>
<CheatEntry>
<ID>232</ID>
<Description>"On Hit"</Description>
<Options moHideChildren="1"/>
<LastState Value="" RealAddress="00000000"/>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>233</ID>
<Description>"Physical Damage"</Description>
<VariableType>Float</VariableType>
<Address>+24</Address>
</CheatEntry>
<CheatEntry>
<ID>234</ID>
<Description>"Piercing Damage"</Description>
<VariableType>Float</VariableType>
<Address>+2C</Address>
</CheatEntry>
<CheatEntry>
<ID>235</ID>
<Description>"Fire Damage"</Description>
<VariableType>Float</VariableType>
<Address>+3C</Address>
</CheatEntry>
<CheatEntry>
<ID>236</ID>
<Description>"Lightning Damage"</Description>
<VariableType>Float</VariableType>
<Address>+44</Address>
</CheatEntry>
<CheatEntry>
<ID>237</ID>
<Description>"Ice Damage"</Description>
<VariableType>Float</VariableType>
<Address>+4C</Address>
</CheatEntry>
<CheatEntry>
<ID>238</ID>
<Description>"Poison Damage"</Description>
<VariableType>Float</VariableType>
<Address>+54</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
<CheatEntry>
<ID>239</ID>
<Description>"Over Time"</Description>
<Options moHideChildren="1"/>
<LastState Value="" RealAddress="00000000"/>
<GroupHeader>1</GroupHeader>
<CheatEntries>
<CheatEntry>
<ID>240</ID>
<Description>"Bleeding Damage"</Description>
<VariableType>Float</VariableType>
<Address>+A8</Address>
</CheatEntry>
<CheatEntry>
<ID>241</ID>
<Description>"Shocking Damage"</Description>
<VariableType>Float</VariableType>
<Address>+B8</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Actually same as Armor DEF in asthebloody's table.
Mouseover Armor Value Pointer
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>214</ID>
<Description>"Mouseover Armor Pointer"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{ Game : koa.exe
Version:
Date : 2020-09-10
Author : aSwedishMagyar
}
[ENABLE]
aobscanmodule(mouseoverArmorStats,koa.exe,F3 0F 10 44 C1 24) // should be unique
alloc(newmouseoverArmorStats,$100)
label(codemouseoverArmorStats)
label(returnmouseoverArmorStats)
label(armorBase)
newmouseoverArmorStats:
mov [armorBase],ecx
codemouseoverArmorStats:
movss xmm0,[ecx+eax*8+24]
jmp returnmouseoverArmorStats
armorBase:
dd 0
mouseoverArmorStats:
jmp newmouseoverArmorStats
nop
returnmouseoverArmorStats:
registersymbol(mouseoverArmorStats)
registersymbol(armorBase)
[DISABLE]
mouseoverArmorStats:
db F3 0F 10 44 C1 24
unregistersymbol(mouseoverArmorStats)
unregistersymbol(armorBase)
dealloc(newmouseoverArmorStats)
{
// ORIGINAL CODE - INJECTION POINT: "koa.exe"+AED1D4
"koa.exe"+AED1BE: 8B CE - mov ecx,esi
"koa.exe"+AED1C0: E8 2B 42 FF FF - call koa.exe+AE13F0
"koa.exe"+AED1C5: 5F - pop edi
"koa.exe"+AED1C6: 5E - pop esi
"koa.exe"+AED1C7: 5D - pop ebp
"koa.exe"+AED1C8: 5B - pop ebx
"koa.exe"+AED1C9: 83 C4 54 - add esp,54
"koa.exe"+AED1CC: C2 04 00 - ret 0004
"koa.exe"+AED1CF: CC - int 3
"koa.exe"+AED1D0: 8B 44 24 04 - mov eax,[esp+04]
// ---------- INJECTING HERE ----------
"koa.exe"+AED1D4: F3 0F 10 44 C1 24 - movss xmm0,[ecx+eax*8+24]
// ---------- DONE INJECTING ----------
"koa.exe"+AED1DA: 0F 57 C9 - xorps xmm1,xmm1
"koa.exe"+AED1DD: 0F 2F C8 - comiss xmm1,xmm0
"koa.exe"+AED1E0: 76 0D - jna koa.exe+AED1EF
"koa.exe"+AED1E2: F3 0F 11 4C 24 04 - movss [esp+04],xmm1
"koa.exe"+AED1E8: D9 44 24 04 - fld dword ptr [esp+04]
"koa.exe"+AED1EC: C2 04 00 - ret 0004
"koa.exe"+AED1EF: F3 0F 11 44 24 04 - movss [esp+04],xmm0
"koa.exe"+AED1F5: D9 44 24 04 - fld dword ptr [esp+04]
"koa.exe"+AED1F9: C2 04 00 - ret 0004
"koa.exe"+AED1FC: CC - int 3
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>215</ID>
<Description>"Armor Base"</Description>
<VariableType>4 Bytes</VariableType>
<Address>[armorBase]</Address>
<CheatEntries>
<CheatEntry>
<ID>216</ID>
<Description>"Armor Value"</Description>
<VariableType>Float</VariableType>
<Address>+24</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
It looks like the durability get is actually called on mouseover as well not just equip. Although you do need to have it equipped to for it to update.
Last edited by aSwedishMagyar on Thu Sep 10, 2020 9:47 pm, edited 3 times in total.
-
- Expert Cheater
- Posts: 186
- Joined: Sat Mar 04, 2017 1:49 am
- Reputation: 7
Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
Couldn't get it to work no matter what I did.asthebloody wrote: ↑Wed Sep 09, 2020 2:27 pmalready 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
Tried restarting the game, save/reload, killing enemies and whatnot and it would show more than double my current XP as the value and stay at a fixed value for the whole playthrough then change on game restart. I'll test the new table(s) out, thank you!
- asthebloody
- Table Makers
- Posts: 224
- Joined: Fri Oct 20, 2017 2:03 am
- Reputation: 186
Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
U modify the legendary / rare item? this video modify normal armor, i put 20 buffs on it (stackable effect example if u fill 5 = Ice Resist 10% then u fill next 6 = Ice Resist 5% it will stack)asthebloody wrote: ↑Thu Sep 10, 2020 8:55 pmSeems like the number of buffs on a weapon/armor is dynamic. You can add more buffs on unequipped gear by increasing the count, save and reload. It will crash on reload, but the change sticks and no crash next time. Managed to get up to 20 buffs, wonder if it'll affect pointers to other attributes. Now a list of buff ids would be great. Feel like a god with 100% resist everything lol.
Also, saves now include CRC check header or something similar, so game can detect modified saves and declare corruption.
-
- Table Makers
- Posts: 690
- Joined: Mon Jul 06, 2020 3:19 am
- Reputation: 1262
Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
Didn't think of this before but it seems the inf durability cheat check address is always at the same point so if anyone wants to confirm if this changes your durability to 100 when enabled that would be cool, mostly those who aren't using steam version since I'm pretty sure it works for everyone on steam.
Inf Durability using built in Cheat Value
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>248</ID>
<Description>"Enable Inf Durability"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
koa.exe+15D3544:
db 1
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
koa.exe+15D3544:
db 0
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
-
- Novice Cheater
- Posts: 17
- Joined: Thu Sep 10, 2020 10:06 pm
- Reputation: 18
Re: [Early Request] Kingdoms of Amalur: Re-Reckoning
I've updated the editor and have now released a new version on github that should not ask you to upgrade to an old version.
Please download from here:
[Link]
Please download from here:
[Link]
Last edited by modernwelfare3 on Wed Sep 16, 2020 3:34 am, edited 1 time in total.
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