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nima2150
What is cheating?
Posts: 2 Joined: Sat Nov 05, 2022 6:44 am
Reputation: 0
Post
by nima2150 » Sat Oct 07, 2023 4:53 am
Is there any roach race cheats?
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
imnotatroll
Noobzor
Posts: 7 Joined: Fri Sep 03, 2021 2:41 am
Reputation: 1
Post
by imnotatroll » Sun Oct 08, 2023 6:35 am
I'm not having lucky finding the cyberware capacity with memory scans, and another post seems to have only found a temporary address. Any suggestions?
bliseer
Cheater
Posts: 34 Joined: Fri Sep 21, 2018 2:30 pm
Reputation: 16
Post
by bliseer » Sun Oct 08, 2023 7:58 am
Code: Select all
{ Game : Cyberpunk2077.exe
Version:
Date : 2023-10-08
Author : Bliseer
This script does blah blah blah
}
[ENABLE]
aobscanmodule(noReload,Cyberpunk2077.exe,66 2B C6 0F B7 C8) // should be unique
//alloc(newmem,$1000,noReload)
//
//label(code)
//label(return)
//
//newmem:
//
//code:
// sub ax,si
// movzx ecx,ax
// jmp return
noReload:
// jmp newmem
// nop
nop 3
//return:
registersymbol(noReload)
[DISABLE]
noReload:
db 66 2B C6 0F B7 C8
unregistersymbol(noReload)
//dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: Cyberpunk2077.exe+67F988
Cyberpunk2077.exe+67F950: 0F 84 8D 00 00 00 - je Cyberpunk2077.exe+67F9E3
Cyberpunk2077.exe+67F956: 44 38 BF FC 02 00 00 - cmp [rdi+000002FC],r15b
Cyberpunk2077.exe+67F95D: 0F 85 CF 3D 78 01 - jne Cyberpunk2077.exe+1E03732
Cyberpunk2077.exe+67F963: 48 8D 97 E0 02 00 00 - lea rdx,[rdi+000002E0]
Cyberpunk2077.exe+67F96A: 48 8D 4D 30 - lea rcx,[rbp+30]
Cyberpunk2077.exe+67F96E: E8 DD 00 91 01 - call Cyberpunk2077.exe+1F8FA50
Cyberpunk2077.exe+67F973: 0F B7 87 F8 02 00 00 - movzx eax,word ptr [rdi+000002F8]
Cyberpunk2077.exe+67F97A: 48 8B 97 60 03 00 00 - mov rdx,[rdi+00000360]
Cyberpunk2077.exe+67F981: 66 3B C6 - cmp ax,si
Cyberpunk2077.exe+67F984: 66 0F 46 F0 - cmovbe si,ax
// ---------- INJECTING HERE ----------
Cyberpunk2077.exe+67F988: 66 2B C6 - sub ax,si
// ---------- DONE INJECTING ----------
Cyberpunk2077.exe+67F98B: 0F B7 C8 - movzx ecx,ax
Cyberpunk2077.exe+67F98E: 39 4A 4C - cmp [rdx+4C],ecx
Cyberpunk2077.exe+67F991: 74 07 - je Cyberpunk2077.exe+67F99A
Cyberpunk2077.exe+67F993: 89 4A 4C - mov [rdx+4C],ecx
Cyberpunk2077.exe+67F996: C6 42 56 01 - mov byte ptr [rdx+56],01
Cyberpunk2077.exe+67F99A: 89 8F F8 02 00 00 - mov [rdi+000002F8],ecx
Cyberpunk2077.exe+67F9A0: 44 38 BF BA 02 00 00 - cmp [rdi+000002BA],r15b
Cyberpunk2077.exe+67F9A7: 75 6D - jne Cyberpunk2077.exe+67FA16
Cyberpunk2077.exe+67F9A9: 48 8B 45 30 - mov rax,[rbp+30]
Cyberpunk2077.exe+67F9AD: 41 8B CF - mov ecx,r15d
}
Last edited by
bliseer on Mon Oct 09, 2023 4:58 am, edited 2 times in total.
MSoniSama
Expert Cheater
Posts: 72 Joined: Sat Aug 01, 2020 7:55 pm
Reputation: 7
Post
by MSoniSama » Sun Oct 08, 2023 2:48 pm
imnotatroll wrote: ↑ Sun Oct 08, 2023 6:35 am
I'm not having lucky finding the cyberware capacity with memory scans, and another post seems to have only found a temporary address. Any suggestions?
Just use cyber engine tweak commands to permanently increase that. Check the "categorized aio command list" mod on nexys
andiabrudan
Novice Cheater
Posts: 16 Joined: Thu Dec 03, 2020 5:35 pm
Reputation: 10
Post
by andiabrudan » Sun Oct 08, 2023 3:49 pm
oLaudix wrote: ↑ Fri Oct 06, 2023 1:03 am
Instant cooldown for:
Healing Items
Optical Camo
Overdrive
Berserk
Sandevistan
Grenades
Stamina
Hey oLaudix, I noticed your cheat uses the same AOB scan as my reduce damage cheat, so I took the time and "merged" both options into a single one.
I'll share it as a table with just that option (and people can copy-paste it into their tables), since I've added sub-checkmarks to toggle each option individually.
Attachments
Cyberpunk2077.ct
Instant cooldowns + damage reduction (Game v2.01) (7.67 KiB) Downloaded 2209 times
SlimyKitsune
What is cheating?
Posts: 2 Joined: Sun Sep 10, 2023 3:00 am
Reputation: 0
Post
by SlimyKitsune » Mon Oct 09, 2023 1:04 am
Is it possible to have like an item swap?
tanu8
Novice Cheater
Posts: 20 Joined: Sat Jan 19, 2019 4:51 am
Reputation: 2
Post
by tanu8 » Mon Oct 09, 2023 4:06 am
andiabrudan wrote: ↑ Sun Oct 08, 2023 3:49 pm
oLaudix wrote: ↑ Fri Oct 06, 2023 1:03 am
Instant cooldown for:
Healing Items
Optical Camo
Overdrive
Berserk
Sandevistan
Grenades
Stamina
Hey oLaudix, I noticed your cheat uses the same AOB scan as my reduce damage cheat, so I took the time and "merged" both options into a single one.
I'll share it as a table with just that option (and people can copy-paste it into their tables), since I've added sub-checkmarks to toggle each option individually.
Doesn't throwing knives stop hitting when you activate Sandestistan?
Ptarmigann
Noobzor
Posts: 11 Joined: Sun Jan 19, 2020 9:17 am
Reputation: 0
Post
by Ptarmigann » Mon Oct 09, 2023 9:21 am
Reaper wrote: ↑ Wed Sep 27, 2023 8:52 pm
Just my quick 2 cents for Cyberpunk 2077: Phantom Liberty (STEAM):
Feel free to use....
Godmode (Health, maybe effects Stamina, RAM and Oxygen too (Not yet testet):
Code: Select all
{$STRICT}
[ENABLE]
aobscanmodule(aobGodmode,Cyberpunk2077.exe,8A 87 ? ? ? ? 88 83 ? ? ? ? 8A 87 ? ? ? ? 88 83 ? ? ? ? 8A 87 ? ? ? ? 88 83 ? ? ? ? 8A 87 ? ? ? ? 88 83 ? ? ? ? 48 8B ? 48 8B ? ? ? 48 83 C4 ? 41)
alloc(newmem,$1000,aobGodmode)
registersymbol(aobGodmode)
registersymbol(aobGodmodeBackup)
label(aobGodmode_code)
label(aobGodmode_return)
label(aobGodmodeBackup)
newmem:
aobGodmodeBackup:
readmem(aobGodmode,6)
aobGodmode_code:
cmp dword ptr [rdi+38],1 // Is Player?
jne @f // Jmp if not
mov byte ptr [rdi+000001AC],1 // Else Set Godmode
@@:
//mov al,[rdi+000001AC] // Original
reassemble(aobGodmode) // Just Testing
jmp aobGodmode_return
aobGodmode:
jmp aobGodmode_code
nop
aobGodmode_return:
[DISABLE]
aobGodmode:
//db 8A 87 AC 01 00 00
readmem(aobGodmodeBackup,6)
unregistersymbol(aobGodmodeBackup)
unregistersymbol(aobGodmode)
dealloc(newmem)
Simple No Reload / Inf. Ammo:
Code: Select all
{$STRICT}
[ENABLE]
aobscanmodule(aobNoReload,Cyberpunk2077.exe,0F 84 ? ? ? ? 44 38 ? ? ? ? ? 0F 85 ? ? ? ? 48 8D ? ? ? ? ? 48 8D ? ? E8 ? ? ? ? 0F B7)
registersymbol(aobNoReload)
aobNoReload:
db 0F 85
[DISABLE]
aobNoReload:
db 0F 84
unregistersymbol(aobNoReload)
Have fun....
How do you take this out? One of my saves now has infinite ram and stamina no matter what I do.
oLaudix
Cheater
Posts: 33 Joined: Tue Dec 12, 2017 5:34 pm
Reputation: 20
Post
by oLaudix » Mon Oct 09, 2023 12:38 pm
imnotatroll wrote: ↑ Sun Oct 08, 2023 6:35 am
I'm not having lucky finding the cyberware capacity with memory scans, and another post seems to have only found a temporary address. Any suggestions?
It looks like cyberware capacity is recalculated each and every time based on handful of data from the save itself. They probably did it this way so you could load an old save from before the change without breaking anything.
One way i solved this problem is making cyberware shards infinite when using them and rising my max capacity to like 1200
EDIT1: Did some clunky AF Cyberware capacity. When you take off or put on any cyberware, your current capacity will go down to 0. Still doesnt stick between loads but saves a lot of cyberware juggling to find the value. I am not sure if it doesnt screw with anything else so best turn it on only when you are at ripper doc.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>87866</ID>
<Description>"Cyberware Capacity"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(_cyberwareCap,Cyberpunk2077.exe,F3 0F 59 01 F3 0F 59 41 04) // should be unique
alloc(newmem,$1000,_cyberwareCap)
label(code)
label(return)
label(_cyberwareCurrent)
registersymbol(_cyberwareCurrent)
newmem:
movss xmm14,[rcx+10]
comiss xmm14,[_cyberwareCurrent]
je code
addss xmm14,[rcx+20]
comiss xmm14,[_cyberwareCurrent]
jne code
mov [rcx],(float)0
code:
mulss xmm0,[rcx]
mulss xmm0,[rcx+04]
jmp return
_cyberwareCurrent:
dd (float)0
_cyberwareCap:
jmp newmem
nop 4
return:
registersymbol(_cyberwareCap)
[DISABLE]
_cyberwareCap:
db F3 0F 59 01 F3 0F 59 41 04
unregistersymbol(_cyberwareCap)
dealloc(newmem)
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
bliseer
Cheater
Posts: 34 Joined: Fri Sep 21, 2018 2:30 pm
Reputation: 16
Post
by bliseer » Mon Oct 09, 2023 4:41 pm
oLaudix wrote: ↑ Mon Oct 09, 2023 12:38 pm
imnotatroll wrote: ↑ Sun Oct 08, 2023 6:35 am
I'm not having lucky finding the cyberware capacity with memory scans, and another post seems to have only found a temporary address. Any suggestions?
It looks like cyberware capacity is recalculated each and every time based on handful of data from the save itself. They probably did it this way so you could load an old save from before the change without breaking anything.
One way i solved this problem is making cyberware shards infinite when using them and rising my max capacity to like 1200
EDIT1: Did some clunky AF Cyberware capacity. When you take off or put on any cyberware, your current capacity will go down to 0. Still doesnt stick between loads but saves a lot of cyberware juggling to find the value. I am not sure if it doesnt screw with anything else so best turn it on only when you are at ripper doc.
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>87866</ID>
<Description>"Cyberware Capacity"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(_cyberwareCap,Cyberpunk2077.exe,F3 0F 59 01 F3 0F 59 41 04) // should be unique
alloc(newmem,$1000,_cyberwareCap)
label(code)
label(return)
label(_cyberwareCurrent)
registersymbol(_cyberwareCurrent)
newmem:
movss xmm14,[rcx+10]
comiss xmm14,[_cyberwareCurrent]
je code
addss xmm14,[rcx+20]
comiss xmm14,[_cyberwareCurrent]
jne code
mov [rcx],(float)0
code:
mulss xmm0,[rcx]
mulss xmm0,[rcx+04]
jmp return
_cyberwareCurrent:
dd (float)0
_cyberwareCap:
jmp newmem
nop 4
return:
registersymbol(_cyberwareCap)
[DISABLE]
_cyberwareCap:
db F3 0F 59 01 F3 0F 59 41 04
unregistersymbol(_cyberwareCap)
dealloc(newmem)
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
I also tried with the same address.
but it is a generic calculation function
So armor becomes Zero and Carry weight lowest
don't do that.
oLaudix
Cheater
Posts: 33 Joined: Tue Dec 12, 2017 5:34 pm
Reputation: 20
Post
by oLaudix » Mon Oct 09, 2023 7:24 pm
bliseer wrote: ↑ Mon Oct 09, 2023 4:41 pm
I also tried with the same address.
but it is a generic calculation function
So armor becomes Zero and Carry weight lowest
don't do that.
Or turn it on when you mess with cyberware like I said and TURN IT OFF AFTER.
bliseer
Cheater
Posts: 34 Joined: Fri Sep 21, 2018 2:30 pm
Reputation: 16
Post
by bliseer » Tue Oct 10, 2023 1:57 am
oLaudix wrote: ↑ Mon Oct 09, 2023 7:24 pm
bliseer wrote: ↑ Mon Oct 09, 2023 4:41 pm
I also tried with the same address.
but it is a generic calculation function
So armor becomes Zero and Carry weight lowest
don't do that.
Or turn it on when you mess with cyberware like I said and TURN IT OFF AFTER.
same time calc cybercap / armore / weight.
i think need GTA5 type WorldPtr.
darkbear
Expert Cheater
Posts: 65 Joined: Fri Nov 17, 2017 7:19 am
Reputation: 1
Post
by darkbear » Tue Oct 10, 2023 6:30 am
Anyone got easy carry cheat table?(weight = 0)
Thanks
yaodm2020
Expert Cheater
Posts: 50 Joined: Mon Mar 09, 2020 12:31 am
Reputation: 8
Post
by yaodm2020 » Tue Oct 10, 2023 9:57 am
darkbear wrote: ↑ Tue Oct 10, 2023 6:30 am
Anyone got easy carry cheat table?(weight = 0)
Thanks
You can use the console command
darkbear
Expert Cheater
Posts: 65 Joined: Fri Nov 17, 2017 7:19 am
Reputation: 1
Post
by darkbear » Wed Oct 11, 2023 9:42 am
yaodm2020 wrote: ↑ Tue Oct 10, 2023 9:57 am
darkbear wrote: ↑ Tue Oct 10, 2023 6:30 am
Anyone got easy carry cheat table?(weight = 0)
Thanks
You can use the console command
Thanks, I find this code is working:
Game.GetStatsSystem():AddModifier(Game.GetPlayer():GetEntityID(),RPGManager.CreateStatModifier(gamedataStatType.CarryCapacity,gameStatModifierType.Additive,10000))
Last edited by
darkbear on Wed Oct 11, 2023 9:47 am, edited 1 time in total.