Assassin's Creed Valhalla [Engine:AnvilNEXT]

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Rankti
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Re: Assassin's Creed Valhalla [Engine:AnvilNEXT]

Post by Rankti »

SunBeam, you think it could be possible with a CT to spawn Zealots? I ask be cause I finished the story but somehow 2 Zaelots are still showing "unknown" (everyone else is dead) and they don't spawn at the spots they should so they are probably bugged and I cannot get the Trophy and have a bugged game. Thx

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Zeppe
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Re: Assassin's Creed Valhalla [Engine:AnvilNEXT]

Post by Zeppe »

Rankti wrote:
Tue Nov 24, 2020 11:35 am
Zeppe wrote:
Tue Nov 24, 2020 8:49 am
Anyone know the code for big flatfish? The spawn seems to be bugged and you need 2 for a fishing challenge.
000001C4A76799C5 Flatfish (big)
000001C4A767997F Flatfish (regular)
000001C4A767990E Flatfish (small)
Thanks.

Solully
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Re: Assassin's Creed Valhalla [Engine:AnvilNEXT]

Post by Solully »

Anyone have code for Big Mackerel ? :( (that would be a great idea to give the code for all fish i think)

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Re: Assassin's Creed Valhalla [Engine:AnvilNEXT]

Post by SunBeam »

Solully wrote:
Wed Nov 25, 2020 12:58 pm
Anyone have code for Big Mackerel ? :( (that would be a great idea to give the code for all fish i think)
How about you search for a change? Thanks...



Image

blackrobinhood
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Re: Assassin's Creed Valhalla [Engine:AnvilNEXT]

Post by blackrobinhood »

Rankti wrote:
Tue Nov 24, 2020 11:35 am
Zeppe wrote:
Tue Nov 24, 2020 8:49 am
Anyone know the code for big flatfish? The spawn seems to be bugged and you need 2 for a fishing challenge.
000001C4A76799C5 Flatfish (big)
000001C4A767997F Flatfish (regular)
000001C4A767990E Flatfish (small)
How do we use this in CE?
Thanks

blackrobinhood
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Re: Assassin's Creed Valhalla [Engine:AnvilNEXT]

Post by blackrobinhood »

blackrobinhood wrote:
Wed Nov 25, 2020 3:06 pm
How do we use this in CE?
Thanks
Nevermind, found it, thanks.

hedop
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Re: Assassin's Creed Valhalla [Engine:AnvilNEXT]

Post by hedop »

Update 1.04 is out now.

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Re: Assassin's Creed Valhalla [Engine:AnvilNEXT]

Post by SunBeam »

hedop wrote:
Thu Nov 26, 2020 12:30 pm
Update 1.04 is out now.
Awesome. I just noticed.. So I went in to see what's new, what's fixed, etc.

Image

And saw this:

Image

So.. expect Patch 1.0.5 to fix that listing..................... WTF are they smoking?..

jonasbeckman
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Re: Assassin's Creed Valhalla [Engine:AnvilNEXT]

Post by jonasbeckman »

It's on the forum at least, hopefully the in-game listing of this stuff is just a online snag.

[Link]

Bit lengthy so not going to quote in the full thing here but there's some good fixes from what I glanced through although unless I overlooked it the game still requires your headgear to be hidden and won't remember your toggle preferences from one session to the next.

Fixing that alt-tab memory and video memory leak is good as is cleaning up duplicates of armor that happens if you didn't de-equip first before handing in the tattoo err...magic flying paper pieces. (Totally not a sea shanty or almanac page from the prior games.)

EDIT: CE related I expect the next round if store items to be in here somewhere too, possibly some of the posted codes might now give stuff instead of blanks or there might be additional codes to be found.

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Re: Assassin's Creed Valhalla [Engine:AnvilNEXT]

Post by nekokao »

ty for posting patch notes, didn't see anything that specifically says they fixed the 2 most annoying bugs(one that's actually game breaking if it occurs unless you use teleport script) in the vision realm

NasGox
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Re: Assassin's Creed Valhalla [Engine:AnvilNEXT]

Post by NasGox »

Hi, does anyone know if it's possible to generate runes (with those own stats) or modify weapon stats?

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Re: Assassin's Creed Valhalla [Engine:AnvilNEXT]

Post by rafaelrennow »

SunBeam wrote:
Thu Nov 26, 2020 1:19 pm
hedop wrote:
Thu Nov 26, 2020 12:30 pm
Update 1.04 is out now.
So.. expect Patch 1.0.5 to fix that listing..................... WTF are they smoking?..
Check out the most notable changes with 1.0.4 below.

Here is the list of changes:
Spoiler
MISCELLANEOUS
· Added a new background image to the title screen.

· Added various VFX to enhance visuals.

· Added an option that will automatically assign all nodes on the path when acquiring a central skill.

· Added rune categories to the rune menu. All runes are now categorized in Weapon & Armor runes.

· Added a warning when switching from a language that supports TTS to one that doesn't.

· Sliders can now be moved with left/right arrows on M&K and controllers.

· Increased fabric limit to 82.

· Added fabric to traders once the settlement has reached Level 6.

· Added offering altar requirements to the world map.


BALANCING
· Updated gear quality and gear to their correct values.

· Added Assassination damage stats on the character stats page.

· Removed duplicate gear from inventory.

· Heavy and light attack stats will now adjust correctly based on acquired skill nodes.

· Heavy attack modifiers will no longer be applied to range attacks.


GAME IMPROVEMENTS
PERFORMANCE AND STABILITY
· Improved stability and performance.

· (PC) Addressed a VRAM/RAM leakage issue when alt tabbing to desktop.


SAVE GAMES
· Corrected some instances where Load Game would not display save games correctly.

· Renamed Cloud saves to make them more distinguishable from regular saves.(Previously the cloud save was only highlighted with a Cloud icon. Now they’ll be called, for example, “Manual Save Cloud”)

· Removed Cloud saves from the Save menu. This will ensure that it cannot be overwritten unintentionally.

· Added a notification when a cloud save retrieval has failed.


GRAPHICS, AUDIO, ANIMATION
· Addressed various graphical issues across the board.

· Addressed various FX issues.

· Addressed various instances of clipping issues.

· Addressed various visual issues with Eivor's cloak.

· Addressed various instances of player or NPC animation issues.

· Addressed various audio issues.

· Addressed various lighting issues.

· Shadow resolution on High will now use correct values.


WORLD
· Addressed various texture or object placement issues.

· Addressed some instances where the player could become stuck in specific locations.

· Fish in Norway will now spawn in bad weather. Yeah, we had to read this one twice too.

· Crows will no longer randomly fall from the sky in Asgard. Bad omens, huh?


GAMEPLAY, COMBAT, AI
· Addressed various bow-aiming issues.

· Improved NPC and Boss behavior across the board.

· NPCs will now react to the player stealing...so think twice before stealing!

· Addressed an issue where dogs would start levitating when Eivor starts to pet them.

· Blocking Springald projectiles will now consume stamina, as intended.

· Zealots that were hit with a sleep dart can now be stun attacked. Sleep tight.

· Zealots will no longer heal themselves while in player vicinity.

· Guards who clearly saw Eivor shoot their ally will now turn hostile. presses emergency button

· Guards will now hear the impact of dead bodies dropping to the ground.

· Improved guard reactions to whistling.

· Improved disguise behavior in distrust zones.

· Shooting bows from the Longship now consumes arrows.

· Players will now be able to air-assassinate sleeping NPCs. Savage...

· Improved fish-reeling behavior.

· Addressed an issue where the horse wouldn't use the gallop animation in combat.

· The crowd will now cheer during drinking games. You better.

· Reworked sliding mechanic.


QUESTS, WORLD EVENTS, SIDE ACTIVITIES
· Addressed an issue where the assassination sequence wouldn't play for some targets.

· Addressed various texture issues during cutscenes.

· Addressed various issues with quests or world events that prevented players from completing them.

· Players can no longer use the fishing tool or the horn during the drunk walk with Tewdr - you're drunk, go home.

· Sub quests will now display the correct "Part of" parent quest.

· The memory stream can now be chosen when starting a New Game if Hold Alternative option is set to ON.

· Increased frequency of experienced travelers.


USER INTERFACE / HUD
· Addressed various issues with the User Interface/HUD.

· Addressed various localization issues.

· Addressed various Mouse- and Keyboard-related input issues

· Secrets will now be discovered when synchronizing a Viewpoint. (This does not apply to Pathfinder difficulty)

· Experienced travelers are now highlighted on the world map and on the compass when in proximity.

· Addressed an issue where the map wouldn't update once players got intel from an experienced traveler.

· Increased Odin's Sight radius and enemies will now be highlighted for longer. 👁️👄👁️

· Improved radius in which Synin reveals keys.

· Reduced Synin's view distance of materials.

· Improved the objective beam behavior.

· Settlement building beams can now be seen using Odin's Sight.

· Improved enemy target-lock mechanic.

· "Sell all trinkets" will now be greyed out after all trinkets were sold. Cha-ching!

· Bosses’ power levels will now be displayed on their health gauge. This does not apply to regular enemies.

· Regular brightness settings will no longer apply to HDR exposure settings.

· The Codex will no longer foreshadow or spoil some events.

· (A11y) Desktop entries and content on Layla's laptop are now narrated when Menu Narration is ON.

· (A11y) Colorblind filters are now applied correctly to mini-quest log and raid tutorial.


ABILITIES AND SKILLS
· Addressed an issue where players couldn't use any abilities anymore when the Dive of the Valkyries ability was interrupted.

· Ally NPCs or horses can no longer trigger body traps. Some people just want to see the world burn, huh?

· Addressed a display issue where the poisonous powder trap could become invisible after using Synin.

· Adjusted chain-assassination behavior. Players will no longer be able to assassinate a target who was tackled to the ground.

· The Secondary hand slot will no longer be available when a two-handed weapon is equipped (pre-heavy dual-wield skill).

· Flaming powder traps will now explode when walking over the arrow.


RAIDS
· "Force Open" will now be displayed correctly even if nearby allies are in combat.

· Addressed an issue where allies would not help Eivor to open a door during Raids.

· Allies will now return to the longship once a raid is complete.

· Added a timer until players can restart a raid that was just completed.


PHOTO MODE
· Effect values can now be adjusted with arrow keys or WASD.

· The no-filter option will now work correctly.

· The Territory panel is no longer displayed in Photo Mode.

· Changing filters will now work as intended.

· Addressed an issue where an Online Service Error could occur temporarily when looking at photos on the world map.

· Snow FX will now center to the camera instead of the player in Photo Mode.


SYSTEM
· (PC) Updated readme files to show correct PC specifications.

· Added additional checkpoints to some boss fights.

· Addressed an issue that led controllers to vibrate constantly.

· Addressed an issue where players could become stuck in a black screen after closing the menu with start.

· (PC) Updated the autodetect config for Nvidia Geforce 1650 S.

hedop
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Re: Assassin's Creed Valhalla [Engine:AnvilNEXT]

Post by hedop »

SunBeam wrote:
Thu Nov 26, 2020 1:19 pm
hedop wrote:
Thu Nov 26, 2020 12:30 pm
Update 1.04 is out now.
Awesome. I just noticed.. So I went in to see what's new, what's fixed, etc.

Image

And saw this:

Image

So.. expect Patch 1.0.5 to fix that listing..................... WTF are they smoking?..
Well I noticed that the exp multiplier does no longer work for example.

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Re: Assassin's Creed Valhalla [Engine:AnvilNEXT]

Post by Send »

[Edited to update w/ script.]
Last edited by Send on Fri Nov 27, 2020 1:15 pm, edited 1 time in total.

Themack022
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Re: Assassin's Creed Valhalla [Engine:AnvilNEXT]

Post by Themack022 »

SendMe wrote:
Thu Nov 26, 2020 7:28 pm
Just finished a pointer table for Orlog Instant Win. Set value to 0.

Password: fearlessrevolution
It just shows "??" for me and doesn't let me change the value

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