Shin Megami Tensei III Nocturne HD Remaster

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LordEventHorizon
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Re: Shin Megami Tensei III Nocturne HD Remaster

Post by LordEventHorizon »

NEVERMIND I FORGOT TO CHECK THE OTHER PAGES ON THIS THREAD, I AM STUPID.
If anyone still want it, here, it includes:
Incenses
Healing items
MP restoratives
Reusable Items
Ailment Restoratives
Various Attack Items
All Gems
Attract Pipes
Repulse Bell
Kagutsuchi Phase Control
Money/ Macca alteration


First time posting anything I've made and my first post on this page, so I'm all for receiving feedback

Recommend the other ones over mine though.

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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Shin Megami Tensei Nocturne PC by LordEventHorizon.CT
(17.67 KiB) Downloaded 1159 times

Starcat5
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Re: Shin Megami Tensei III Nocturne HD Remaster

Post by Starcat5 »

LordEventHorizon wrote:
Wed Dec 01, 2021 12:19 am
NEVERMIND I FORGOT TO CHECK THE OTHER PAGES ON THIS THREAD, I AM STUPID.
I did look at previous pages, and the only 1.0.2 Tables I found were for an Emulator. As a PC player who has only been able to get Exp Multipliers to work, you have my thanks. ;)

It seems I spoke too soon. Do I need to load this table at a specific screen? Because like with every other table I've tried, all I am seeing is ?? marks. And before anyone asks, yes I am using 7.3, the most up to date version of CE at the time of this post.

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LordEventHorizon
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Re: Shin Megami Tensei III Nocturne HD Remaster

Post by LordEventHorizon »

First of all I want to apologize for the late reply, I'm really busy this month and haven't got a lot of time for much else, so sorry about that.

I'm not sure why, it seems that whenever I load up a table in this game the values of everything in CE changes for some reason. As I said I'm a complete newbie to this, so I honestly do not know why that is.

That being said, even if the values change they are still relative to one another no matter how much they change. So in other words, if you find the value for an item on my list (like medicine or dis-poison) then the remaining items on the list will now be the new value of Medicine + how much more than it originally was. Or to put it in a simpler example, if Medicine was originally 1 and Bead of Life was 10, then if Medicine new address got changed to 91, then Bead of Life will be guaranteed to be 100, as the value between them is a constant.

Should be possible to make something that update the rest of the values automatically in response to finding one, assuming it hasn't already been made.

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The Black X
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Re: Shin Megami Tensei III Nocturne HD Remaster

Post by The Black X »

LordEventHorizon wrote:
Fri Dec 10, 2021 9:27 pm
First of all I want to apologize for the late reply, I'm really busy this month and haven't got a lot of time for much else, so sorry about that.

I'm not sure why, it seems that whenever I load up a table in this game the values of everything in CE changes for some reason. As I said I'm a complete newbie to this, so I honestly do not know why that is.

That being said, even if the values change they are still relative to one another no matter how much they change. So in other words, if you find the value for an item on my list (like medicine or dis-poison) then the remaining items on the list will now be the new value of Medicine + how much more than it originally was. Or to put it in a simpler example, if Medicine was originally 1 and Bead of Life was 10, then if Medicine new address got changed to 91, then Bead of Life will be guaranteed to be 100, as the value between them is a constant.

Should be possible to make something that update the rest of the values automatically in response to finding one, assuming it hasn't already been made.
That works for items, yes, but not for everything. Unfortunately when pointers are involved in game's memory, like in this case, values tend to have no static differences, therefore it can't be done.
I made several "money address based" tables so i know it really well.

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Re: Shin Megami Tensei III Nocturne HD Remaster

Post by Sekai Neko »

notpikachu wrote:
Sun Aug 01, 2021 7:48 pm
slayervergil wrote:
Sun Aug 01, 2021 4:10 pm
I've sent u a pm, pls check again.
I've tested all above solutions but nothing works, the tables still keep [not responding] even I've waited it for an hour.I've also tried your 1.0.6913build with smt 3 ryujinx 1_0_6910 x64 v4 table and yea... It doesn't work either...
test
Image
After re-checking and downloading what you gave, I found out there's a some sort of memory error at the start of the game on the emulator log before crashing. I restart and didn't have any problem after that. I can even enable the cheat. I did some retest and modify all of the aob and fix the demon editor crashing. Can you test this and tell me the result~
Hello

Is this for the Steam version? (because I don't get the "emulator log" part) because it doesn't work. I just want one thing: Pierce skill for any demon.

CE 7.3
Last edited by Sekai Neko on Fri Feb 11, 2022 4:04 pm, edited 1 time in total.

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notpikachu
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Re: Shin Megami Tensei III Nocturne HD Remaster

Post by notpikachu »

Sekai Neko wrote:
Fri Feb 11, 2022 3:48 pm
Hello

Is this for the Steam version? (because I don't get the emulator log) Because it doesn't work. I just want one thing: Pierce skill for any demon.

CE 7.3
Hello there,

I'm not sure if there's any update on steam as I did it a long time ago, but look around on page 7 for the PC version. It should be tagged with pc on the name of the ct. The other one should be for switch emulator.

Best regards,
notpikachu

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Re: Shin Megami Tensei III Nocturne HD Remaster

Post by Sekai Neko »

notpikachu wrote:
Sun May 30, 2021 5:50 am
Great news to the pc version of the game :D , I reached out to "the_seeker976", if he/she willing for a remote session for the skills and demon editor for the pc version, and he/she agreed on it. So, here's a table made for the pc version of the game.

Credits to the_seeker976 for the time and cooperation to create the table :wub: .

- Skill Editor
- Demon Editor
Changelog/Readme
Edit 1: My warning still applied based on my switch table. If you change the demon ID, make sure it has the original minimum level or it will freeze on the exp gain or on the cathedral of shadow demon compendium.

Edit 2: Apparently, the demon compendium is more complex as it freeze on the view if we did not obtain the demon legally :cry: , but I did test using the illegal demon for fusing and it still work, and what we obtained become "legal" instead. That's one way, will update if I found any way to bypass this. This site is still relevant from the ps2 version in demon fusion [Link]

Edit 3: Alright, test it and I'm pretty sure if you never had that demon yet, it will freeze on demon compendium book > view. If you already have it registered, you can change any demon into that id and it will not freeze anymore. It's prolly a flag or something~
Found it

Still work. I tried Dragon Eye and It worked with no issues=)) I did not even cross my mind about using boss move:)) For the Goddesses Sake! THIS, this is exactly what they need to add in all of their games=)) Once you beat the most hardest boss on the most difficult level (so they can't argue) the ability to add/change any skill, including boss skills, freely:)) Ultimate fun!

Thank you So much for it! You just made me like this game more:))

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Re: Shin Megami Tensei III Nocturne HD Remaster

Post by Sekai Neko »

Sekai Neko wrote:
Fri Feb 11, 2022 4:12 pm
notpikachu wrote:
Sun May 30, 2021 5:50 am
Great news to the pc version of the game :D , I reached out to "the_seeker976", if he/she willing for a remote session for the skills and demon editor for the pc version, and he/she agreed on it. So, here's a table made for the pc version of the game.

Credits to the_seeker976 for the time and cooperation to create the table :wub: .

- Skill Editor
- Demon Editor
Changelog/Readme
Edit 1: My warning still applied based on my switch table. If you change the demon ID, make sure it has the original minimum level or it will freeze on the exp gain or on the cathedral of shadow demon compendium.

Edit 2: Apparently, the demon compendium is more complex as it freeze on the view if we did not obtain the demon legally :cry: , but I did test using the illegal demon for fusing and it still work, and what we obtained become "legal" instead. That's one way, will update if I found any way to bypass this. This site is still relevant from the ps2 version in demon fusion [Link]

Edit 3: Alright, test it and I'm pretty sure if you never had that demon yet, it will freeze on demon compendium book > view. If you already have it registered, you can change any demon into that id and it will not freeze anymore. It's prolly a flag or something~
Found it (thanks for the quick response Btw )

Still work (steam). I tried Dragon Eye and It worked with no issues=)) I did not even cross my mind about using boss move:)) For the Goddesses Sake! THIS, this is exactly what they need to add in all of their games=)) Once you beat the most hardest boss on the most difficult level (so they can't argue) the ability to add/change any skill, including boss skills, freely:)) Ultimate fun!

Thank you So much for it! You just made me like this game more:))

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Re: Shin Megami Tensei III Nocturne HD Remaster

Post by notpikachu »

Sekai Neko wrote:
Fri Feb 11, 2022 4:12 pm
Found it

Still work. I tried Dragon Eye and It worked with no issues=)) I did not even cross my mind about using boss move:)) For the Goddesses Sake! THIS, this is exactly what they need to add in all of their games=)) Once you beat the most hardest boss on the most difficult level (so they can't argue) the ability to add/change any skill, including boss skills, freely:)) Ultimate fun!

Thank you So much for it! You just made me like this game more:))
Good to know it still work :D

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Re: Shin Megami Tensei III Nocturne HD Remaster

Post by sidneythor »

Hello, good evening, how are you?
I wanted to know how I edit the Demons for my team in the game, I tried and tried but I couldn't, the version I use is the PC version, if anyone can help me or guide me I appreciate it, thanks for your attention and I look forward to having a great day and see you later.

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Re: Shin Megami Tensei III Nocturne HD Remaster

Post by Honeytrousers »

Game on pc is currently version 1.04
None of the tables in this thread seem to work
Can we get an update please?

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Re: Shin Megami Tensei III Nocturne HD Remaster

Post by Sekai Neko »

Honeytrousers wrote:
Sun Jul 31, 2022 2:54 am
Game on pc is currently version 1.04
None of the tables in this thread seem to work
Can we get an update please?
did you try the one from page 7, post from notpikachu at 30 May 2021 06:50?

as that worked for me

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Re: Shin Megami Tensei III Nocturne HD Remaster

Post by Honeytrousers »

Sekai Neko wrote:
Wed Aug 03, 2022 10:06 am
Honeytrousers wrote:
Sun Jul 31, 2022 2:54 am
Game on pc is currently version 1.04
None of the tables in this thread seem to work
Can we get an update please?
did you try the one from page 7, post from notpikachu at 30 May 2021 06:50?

as that worked for me
Yes, the initial "activate to use table" option on it just doesn't want to go, so it also just doesn't work far as I can tell.

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Re: Shin Megami Tensei III Nocturne HD Remaster

Post by Sekai Neko »

Honeytrousers wrote:
Sun Aug 07, 2022 1:16 am
Sekai Neko wrote:
Wed Aug 03, 2022 10:06 am
Honeytrousers wrote:
Sun Jul 31, 2022 2:54 am
Game on pc is currently version 1.04
None of the tables in this thread seem to work
Can we get an update please?
did you try the one from page 7, post from notpikachu at 30 May 2021 06:50?

as that worked for me
Yes, the initial "activate to use table" option on it just doesn't want to go, so it also just doesn't work far as I can tell.
f...

just to make sure

you attach to game
you click on the tick box and leave it alone, don't do anything, just wait and wait?

I'm asking because occasionally i needed to wait 20 seconds up for it to do anything

if this doesn't work, pm the creators of the cet is the only solution...

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Re: Shin Megami Tensei III Nocturne HD Remaster

Post by anon9 »

LordEventHorizon wrote:
Fri Dec 10, 2021 9:27 pm
First of all I want to apologize for the late reply, I'm really busy this month and haven't got a lot of time for much else, so sorry about that.

I'm not sure why, it seems that whenever I load up a table in this game the values of everything in CE changes for some reason. As I said I'm a complete newbie to this, so I honestly do not know why that is.

That being said, even if the values change they are still relative to one another no matter how much they change. So in other words, if you find the value for an item on my list (like medicine or dis-poison) then the remaining items on the list will now be the new value of Medicine + how much more than it originally was. Or to put it in a simpler example, if Medicine was originally 1 and Bead of Life was 10, then if Medicine new address got changed to 91, then Bead of Life will be guaranteed to be 100, as the value between them is a constant.

Should be possible to make something that update the rest of the values automatically in response to finding one, assuming it hasn't already been made.
Try these (I made a small mod of your table):

Search for Money

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>273</ID>
      <Description>"Money Finder"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : smt3hd.exe
  Author : Anon-9

  This script finds money when the menu is opened and money is displayed
}

[ENABLE]

aobscanmodule(fMoneyBaseFinder_Finder,GameAssembly.dll,48 4C 8D 44 24 30 45) // should be unique
alloc(newmem,$1000,fMoneyBaseFinder_Finder)

label(code)
label(return)
label(fMoneyBaseFinder)
label(ptrMoneyBase)

newmem:

code:
  mov [ptrMoneyBase],rax
  lea r8,[rsp+30]
  jmp return

ptrMoneyBase:
dq 0
registersymbol(ptrMoneyBase)

fMoneyBaseFinder_Finder+01:
fMoneyBaseFinder:
  jmp newmem
return:
registersymbol(fMoneyBaseFinder)

[DISABLE]

fMoneyBaseFinder:
  db 4C 8D 44 24 30

unregistersymbol(fMoneyBaseFinder)
dealloc(newmem)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>274</ID>
          <Description>"Money Base"</Description>
          <LastState Value="7188" RealAddress="25A95EBAD68"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>ptrMoneyBase</Address>
          <Offsets>
            <Offset>48</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Make Some items Infinite (Minimum of 5 items)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>275</ID>
      <Description>"Inf Items 1"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : smt3hd.exe
  Author : Anon-9

  This script attempts to make it so that items over a certain value are
}

[ENABLE]

aobscanmodule(fSetItemsIfMin,GameAssembly.dll,0F B6 4C 38 20 31) // should be unique
alloc(newmem,$1000,fSetItemsIfMin)

label(code)
label(return)

newmem:

code:
  movzx ecx,byte ptr [rax+rdi+20]
  cmp ecx,#5 //5 should be enough to avoid most key items
  jl return //Jump if item is less than above (to prevent accidentals)
  mov ecx,#15 //Unsure what the item cap should be, so using 15
  mov byte ptr [rax+rdi+20],cl
  test esi,esi
  jns return //jump if esi is negative (esi will be added later)
  xor esi,esi //make esi 0 if negative
  jmp return

fSetItemsIfMin:
  jmp newmem
return:
registersymbol(fSetItemsIfMin)

[DISABLE]

fSetItemsIfMin:
  db 0F B6 4C 38 20

unregistersymbol(fSetItemsIfMin)
dealloc(newmem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Search for the value of Medicine

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>276</ID>
      <Description>"Items Base"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : smt3hd.exe
  Author : Anon-9

  This script searches for Medicine address
}

[ENABLE]

aobscanmodule(fFindItemBaseFinder,GameAssembly.dll,02 00 00 48 63 C3 80 7C 10 20 00) // should be unique
alloc(newmem,$1000,fFindItemBaseFinder)
//globalalloc(ptrItemBase,8)

label(code)
label(return)
label(fFindItemBase)
label(ptrItemBase)

newmem:

code:
  mov [ptrItemBase],rdx
  cmp byte ptr [rax+rdx+20],00
  jmp return

ptrItemBase:
  dq 0
registersymbol(ptrItemBase)

fFindItemBaseFinder+06:
fFindItemBase:
  jmp newmem
return:
registersymbol(fFindItemBase)

[DISABLE]

fFindItemBase:
  db 80 7C 10 20 00

unregistersymbol(fFindItemBase)
dealloc(newmem)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>277</ID>
          <Description>"Medicine"</Description>
          <LastState Value="49" RealAddress="25A97E81D22"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>ptrItemBase</Address>
          <Offsets>
            <Offset>22</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Set Moon Phase (On update) (Turn off before certain cutscenes/events/area changes) (You may be able to override instead). This can crash the game if the wrong moon phase is used. (Updated to fix for certain areas, shouldn't crash anymore).

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>290</ID>
      <Description>"Set Moon Phase on Change"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : smt3hd.exe
  Author : Anon-9

  This script attempts to set the moon phase on change.
}

[ENABLE]

aobscanmodule(fSetMoonPhase,GameAssembly.dll,8B 48 14 FF C1 81) // should be unique
alloc(newmem,$1000,fSetMoonPhase)

label(code)
label(return)
label(varDesiredPhase)

newmem:

code:
  cmp [varDesiredPhase],#32
  je @f
  mov ecx,[varDesiredPhase]
  mov [rax+14],ecx
  jmp return
  @@:
  mov ecx,[rax+14]
  inc ecx
  jmp return
varDesiredPhase:
dq 8
registersymbol(varDesiredPhase)

fSetMoonPhase:
  jmp newmem
return:
registersymbol(fSetMoonPhase)

[DISABLE]

fSetMoonPhase:
  db 8B 48 14 FF C1

unregistersymbol(fSetMoonPhase)
dealloc(newmem)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>285</ID>
          <Description>"Desired Moon Phase"</Description>
          <DropDownList DescriptionOnly="1" DisplayValueAsItem="1">0:New Moon
1:1/8 Waxing
2:2/8 Waxing
3:3/8 Waxing
4:Half Waxing
5:5/8 Waxing
6:6/8 Waxing
7:7/8 Waxing
8:Full
9:7/8 Waning
10:6/8 Waning
11:5/8 Waning
12:Half Waning
13:3/8 Waning
14:2/8 Waning
15:1/8 Waning
32:Disable Override
</DropDownList>
          <LastState Value="32" RealAddress="7FF8144F0025"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>varDesiredPhase</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Cursed Corridor scripts (Untested outside of corridor):

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>294</ID>
      <Description>"Reduced Cursed Corridor Damage/Max HP before damage"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : smt3hd.exe
  Author : Anon-9

  This script attempts to max hp on cursed corridor damage (Before damage)
}

[ENABLE]

aobscanmodule(fMaxHPOnCursedDamage_Finder,GameAssembly.dll,00 00 00 0F B7 71 16 B8 1F 85 EB 51) // should be unique

label(fMaxHPOnCursedDamage)



fMaxHPOnCursedDamage_Finder+03:
fMaxHPOnCursedDamage:
  movzx esi,word ptr [rcx+18]
registersymbol(fMaxHPOnCursedDamage)

[DISABLE]

fMaxHPOnCursedDamage:
  db 0F B7 71 16 B8 1F 85 EB 51

unregistersymbol(fMaxHPOnCursedDamage)
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>295</ID>
      <Description>"No Cursed Corridor Damage"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : smt3hd.exe
  Author : Anon-9

  This script attempts to stop Cursed Corridor Damage
}


[ENABLE]

aobscanmodule(fNoCursedCorridorDamage_Finder,GameAssembly.dll,F3 5F 00 85 C0 75 09 8B C7 99 2B C2 D1 F8 8B F8 85 FF 41 0F 44 FE 2B F7) // should be unique

label(fNoCursedCorridorDamage)


fNoCursedCorridorDamage_Finder+16:
fNoCursedCorridorDamage:
  xor edi,edi
registersymbol(fNoCursedCorridorDamage)

[DISABLE]

fNoCursedCorridorDamage:
  db 2B F7 //41 0F 44 FE 2B F7

unregistersymbol(fNoCursedCorridorDamage)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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