theHunter™: Call of the Wild

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pigeon
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theHunter™: Call of the Wild

Post by pigeon »

Table updated to the game update from 04.05.2020 (Great One Hotfix)
theHunterCotW_2020.05 (1834240).CT
(597.88 KiB) Downloaded 1850 times
- "Better_Foliage" and "Better_Grass (Glitchy)" for "Better_Foliage" combined into a single script;
- Deleted "Fast Travel To Camera" script since it look useless (if anyone need it though, I'll include it back);
- Replaced "alttab" scripts with the actual value;
- Fixed glitching steps during usage of "Animations" script (in case of freezing animations, sometimes there is was annoying steps glitch sound);
- "Cursor_Pos_XY" and "Cursor_Pos_Z" for free cam combined into a single script.
Description of most of the table scripts:
note(1) - you will not find here such things as infinite ammo, health and things like that. But there is scripts that should give some amount of creativity freedom for taking screenshots or recording video, so this table mostly created for this purposes;
note(2) - If anyone else want to take care on things like infinite ammo or another and keep it up to date, I can put here a link to direct message(s) in this topic where people will be able to find this things (so no need to go through all the pages to find this stuff);
note(3) - for existing CE hotkeys list take a look at "Table Extras" in bottom right corner of cheat table.


Calm_Animals - makes all animals do not react to player. Must be activated before animal can spot you (it's just "freezing" current animal awareness state);

Foliage - with this group you can disable all the foliage (except one that used for the missions) or make it slightly better in terms of quality. Note that from certain angles shadows on grass could flicker during camera movement with activated "Better_Foliage" group of scripts;

Snow_Footprints - disable at all or freeze them so they wont disappear (for Medved-Taiga reserve);

noGrass_Pressure - just disable pressure on grass from you or animals, like no one was "here";

Borderless_Maps - allows you to walk away from reserve borders;

Exposure_Manual - adjust exposure and ability to freeze it. Freezing exposure might be useful if you want to combine more than one screenshots in different environment condition later in PS and to be sure that exposure value will be the same for both screenshots;

Hide Outposts Structures - hide some of the stuff on Outposts or hide all human structures at all. In first case it could be nice if you want to take screenshot of outpost but you do not like this containers, flag pillar things. In second case ("Hide All Human Structures") you can hide all outposts, rail roads, looking towers... Like there is was no humans at all;

noHUD - hide HUD and freeze camera rotation ("No_Camera_Rotations"). Could be useful in case of when you want to take a screenshot with SRWE and want to be sure that camera wont rotate accidentally;

Timelapse - seems like a bit useless since if you enabled it and choose high speed, than clouds could stutter. Do not really know how to fix that though. Also with zero values, if you taking damage, red color filter wont move away;

Color Curves - "no_Brightness_Blue_Tone" allows you to adjust blue color tint (like light from the sky). And "Color_Curve" is like some kind of in-game LUT;

Weather Effects group:
Freeze_Weather_Effects - allows you to freeze and adjust three type of fogs and two type of winds. Note that "Fog_2" and "Fog_22" are working together (both values should to be higher than 0.0 for taking effect. This is just how the game operate with it and I decided to leave it as is);
Clouds - here you can disable Big and High clouds, as well as disabling those fog/clouds that you can see on ground on long distance. Also with "CloudsSunMoonShadowsBalance" you can adjust strange of shadows from clouds, but depend on reserve it also affect Sun/Moon light power;
Rain_and_Clouds_Amount - the higher value the more clouds and rain/snow appear on reserve;
Rain_Wet - control amount of rain/snow drops, wetness or amount of snow on ground. "more_snow" here affect how much snow you will see under the trees and for some reason it's also affect wind power;
Rain_Snow_Change - switch between rain drops and snow snow (also affect wetness - snow on ground). So with this you can enable snow on Layton Lake and even Savannah;
Snowflakes_Scale_mult - scale of snowflakes, in case if you want to make them more or less noticeable;
Snow_Cover_Bottom_Level - for better understanding what this doing go to Layton Lake or other "summer" reserve and enable snow here with some amount of wetness. You'll notice that there is will be no snow cover below some point, so with this script you can adjust this attitude;
Water_Level (Global) - not really useful, but why not... Adjust height of sea level. Only visually, so you still wont be able to walk on lakes and you still will see a fish in those "empty" lakes;
Sun_Moon_Color - only textures colors, not light color;

Free Cam group:
Free_Camera (T/F/G/H/U/J + B/N) - this is the main script here that you should activate for free camera. It will activate all other scripts for that automatically, but below I'll explain their purposes and features;
Camera_Detach - detach camera from actual player position;
cam_sincos - calculate sin/cos values from camera rotation angles (for calculations);
Cursor_Pos_XY (and Cursor_Pos_Z) - take cursor position on menu map (so you can "jump" to your cursor position);
Fast Travel To Camera - during free cam active, if you try to make fast travel at any outpost, instead you will fast travel to your free cam position;
Take FT Switch - almost same as script above, but instead of going to menu map, you can just press Middle Mouse Button;
alttabzero(inthegame) (and alttabone(notinthegame)) - this scripts used for disabling camera movement when the game window is not in the focus. Just imagine situation when you want to type something somewhere (Discord, as example) while the game is running and you are using free cam. Without of those scripts, free cam will be moving at the moments when you are typing any letter from TFGHUJBN (hotkeys for moving free cam). So this scripts used for avoid that. Its just taking a value from the game, that equal "0" when you in the game and "1" when you are in the CE or another application;
Custom_FOV (num7,4 + Alt) _ Hide Hands - adjust FOV and ability to hide hands or adjust "hands" FOV. Hard to explain, just need to try that "hands" things to see if you need it;
Quick summary of free cam things:
- you can fly around (except below water);
- you can just to your cursor position on the menu map;
- Free cam wont affect actual player position, so after disabling free cam you will move back where you enabled it;
- if you want to move actual player position to your current free cam position, you can use Fast Travel to outpost or just press Middle Mouse Button;
- you can adjust camera FOV and hands FOV.

Graphic Settings:
Here you can adjust such things as fog power and color, Sun/Moon light color and power, DoF and others.
Environment_Control - main script that disable most of visual changes, so you can adjust visuals manually;
- - - Copy/Paste - here you can save some kind of "visual presets". So if you made something that you want to use later, in terms of visuals, you can save it. There is three scripts as examples. "Template" is just empty script that you can copy/paste and fill it with various stuff. Look at "Mystic Forest Fog" and "Past_Original_Graphic_Dynamic_Values" as examples how it can be done. Note that "Past_Original_Graphic_Dynamic_Values", if I remember right, is for Layton Lake.
Note that when you activate "Environment_Control" it will also activate "Time" script for freeze time. Otherwise, you will see weird visuals.

Static Graphic Settings - adjust some of static values. Means that things that you changed here wont change back after disabling the script. So, for example, if you want to disable at all lens dirt for any of the day, you can make it here. You can also adjust here DoF, but it still will be changed when some fog appearing or in some other cases. There is also "- - - Copy/Paste" for the same purpose and functionality as above.

Animations_Speed - slow down or speed various things. With this you can totally freeze animals movements and animations, so you can fly around with free cam, change visual settings and do all other things and take screenshots without of scaring that animal will walk away or change it's position.

Max_Up_Down_Camera_Angles - just adjusted max up/down angles so you can rotate up and down for 90 degrees;

Animals Fur/Gender Overwrite:
Here you can change fur type and gender for the animals. It will not affect animals that you can see around you when you activating it, but it will affect animals that "load up" when you walk or fast travel to another outpost. Just activate "Enable_fur_&_gender_replace" and, for example, if you want to make all Canada Gooses males to appear with Melanistic fur, double click on "404: No changes" for "Canada_Goose_fur male" and choose in new window "3 : Melanistic". Same things could be done for females in "Canada_Goose_fur female". "Canada_Goose gender all" will change gender of all Canada Gooses. Also keep in mind that this script is DESTRUCTIVE, means that animals that were affected by this script wont be changed back to original furs/genders after disabling the script. Seems like it wont affect save files (used it a lot and after game restart all furs and genders was normal in my case), but still might be useful to make a back up, just in case (Documents\Avalanche Studios\COTW\).
Stuff that was here before
Table updated to the game update from 28.04.2020 (Great One)
theHunterCotW_2020.04 (1825662).CT
(632.97 KiB) Downloaded 295 times
-----------------------------------------------------------
Table updated to the game update from 26.03.2020 (Smoking Barrels Weapon Pack game update)
theHunterCotW_2020.03 (1810243).CT
(613.53 KiB) Downloaded 259 times
------------------------------------------------------------
Image In this table you will see Time base address, which is easy to find. As well as money pointer. Around the money address you will find all others like experience, level and so on.

But most interesting for me part of it is weather. I just cant find weather value or timers for changing weather. Looks like timers works here like: it starts from, for example,100 and count down for 20, after reaching that it start to count up to 100 and again. I can find ~1000 addresses that maybe control weather, but experiments with them crash the game or do not have affect.

At least accidentally i found how too turn off clouds. After enabling it - use speedhack with 100x speed and after few seconds there is will be no clouds (maybe someone can make better solution?). But rain still will happen time by time.

Updated:
Accidentally found addresses for wind, fog and image temperature. But addresses works somehow tricky and there is separate addresses for all of it. Here is comparison: [Link]
And i bit scared that i can not to found this values again after game update :cry:

Also added scripts for infinite ammo (made it just for learn scripts little bit more) and heartrate value, which can be freeze and you can infinite holding shift during aiming.


"noeffects" script is just freeze chaging values from "Wind.1" to "Img.Temperature". Maybe will be usefull if someone will try to find how to control rain or with you no need to freeze existing weather effects and value will be stable.
Updated for 1.3 version
Credits and links
[Link] and his [Link]. Was used to see if it's possible to adjust animations speeds (speed of foliage, environments animations...). For "fair game" it was used only to see if it's possible. Also it inspired me to make a few experiments with free camera with inertia a while ago;

Krys Kamieniecki and her [Link] tool to watch/export/import game files. Was used at least for taking values for "Buildings LODs".
For hotkeys press "Table Extras" in bottom right corner of the Cheat Engine.

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
Last edited by pigeon on Tue May 12, 2020 6:20 pm, edited 7 times in total.

Shona
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Cheater
Posts: 27
Joined: Sat Mar 04, 2017 7:54 am
Reputation: 8

Re: theHunter™: Call of the Wild

Post by Shona »

Heartrate isn't working for me, it shows only "0" :/
NoClouds is also broken

You can also ask SunBeam for help because he made a table before, but the table is no working anymore ->

Would be cool if you can find some of these, like the Visibility or Noise because i can't figure out how he found them :(

EDIT: Credits to Sunbeam

Hello folks.

Table's been requested, liked the game, so here we go. For the moment, there's only one script (I fiddled more with findings options, rather than conceiving the scripts). You can modify more in the [Debug] section.

Image

I'll post updates once I progress.

BR,
Sun
Attachments
theHunterCotW_F.CT
(13.47 KiB) Downloaded 1144 times

RaDeX
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Cheater
Posts: 40
Joined: Fri Mar 03, 2017 12:41 pm
Reputation: 11

Re: theHunter™: Call of the Wild

Post by RaDeX »

Just Copy and Paste into cheatengine

Infinite Ammo

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>2</ID>
      <Description>"Infinite Ammo"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>// Game   : theHunterCotW_F.exe
// Version:
// Date   :
// Author : RaDeX
[ENABLE]
aobscanmodule(aob_ammo,theHunterCotW_F.exe,41 8B 84 88 C4 04 00 00)
registersymbol(aob_ammo)
alloc(newmem_ammo,1024,theHunterCotW_F.exe)
label(return_ammo)

newmem_ammo:
  mov [r8+rcx*4+000004C4], #99
  mov eax,[r8+rcx*4+000004C4]
  jmp return_ammo

aob_ammo:
  jmp newmem_ammo
  nop
  nop
  nop
return_ammo:
[DISABLE]
aob_ammo:
  db 41 8B 84 88 C4 04 00 00

unregistersymbol(aob_ammo)
dealloc(newmem_ammo)

{
// ORIGINAL CODE - INJECTION POINT: "theHunterCotW_F.exe"+72E9EC

"theHunterCotW_F.exe"+72E9D2: 74 10                             -  je theHunterCotW_F.exe+72E9E4
"theHunterCotW_F.exe"+72E9D4: FF C0                             -  inc eax
"theHunterCotW_F.exe"+72E9D6: 48 83 C1 04                       -  add rcx,04
"theHunterCotW_F.exe"+72E9DA: 3D 80 00 00 00                    -  cmp eax,00000080
"theHunterCotW_F.exe"+72E9DF: 72 EF                             -  jb theHunterCotW_F.exe+72E9D0
"theHunterCotW_F.exe"+72E9E1: 33 C0                             -  xor eax,eax
"theHunterCotW_F.exe"+72E9E3: C3                                -  ret 
"theHunterCotW_F.exe"+72E9E4: 83 F8 FF                          -  cmp eax,-01
"theHunterCotW_F.exe"+72E9E7: 74 F8                             -  je theHunterCotW_F.exe+72E9E1
"theHunterCotW_F.exe"+72E9E9: 48 63 C8                          -  movsxd  rcx,eax
// ---------- INJECTING HERE ----------
"theHunterCotW_F.exe"+72E9EC: 41 8B 84 88 C4 04 00 00           -  mov eax,[r8+rcx*4+000004C4]
// ---------- DONE INJECTING  ----------
"theHunterCotW_F.exe"+72E9F4: C3                                -  ret 
"theHunterCotW_F.exe"+72E9F5: CC                                -  int 3 
"theHunterCotW_F.exe"+72E9F6: CC                                -  int 3 
"theHunterCotW_F.exe"+72E9F7: CC                                -  int 3 
"theHunterCotW_F.exe"+72E9F8: CC                                -  int 3 
"theHunterCotW_F.exe"+72E9F9: CC                                -  int 3 
"theHunterCotW_F.exe"+72E9FA: CC                                -  int 3 
"theHunterCotW_F.exe"+72E9FB: CC                                -  int 3 
"theHunterCotW_F.exe"+72E9FC: CC                                -  int 3 
"theHunterCotW_F.exe"+72E9FD: CC                                -  int 3 
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Infinite Money

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>4</ID>
      <Description>"Infinite Money"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>// Game   : theHunterCotW_F.exe
// Version:
// Date   :
// Author : RaDeX
[ENABLE]
aobscanmodule(aob_money,theHunterCotW_F.exe,00 44 8B 86 A0 00 00 00)
registersymbol(aob_money)
alloc(newmem_money,1024,theHunterCotW_F.exe)
label(return_money)

newmem_money:
  mov [rsi+000000A0], #10000000
  mov r8d,[rsi+000000A0]
  jmp return_money

aob_money+01:
  jmp newmem_money
  nop
  nop
return_money:
[DISABLE]
aob_money+01:
  db 44 8B 86 A0 00 00 00

unregistersymbol(aob_money)
dealloc(newmem_money)

{
// ORIGINAL CODE - INJECTION POINT: "theHunterCotW_F.exe"+7C3181

"theHunterCotW_F.exe"+7C314A: 48 8B 05 1F B9 62 01     -  mov rax,[theHunterCotW_F.exe+1DEEA70]
"theHunterCotW_F.exe"+7C3151: 48 8D 15 30 E6 D7 00     -  lea rdx,[theHunterCotW_F.exe+1541788]
"theHunterCotW_F.exe"+7C3158: 48 89 5C 24 40           -  mov [rsp+40],rbx
"theHunterCotW_F.exe"+7C315D: 48 81 C5 F0 02 00 00     -  add rbp,000002F0
"theHunterCotW_F.exe"+7C3164: 48 89 74 24 48           -  mov [rsp+48],rsi
"theHunterCotW_F.exe"+7C3169: 48 8B CD                 -  mov rcx,rbp
"theHunterCotW_F.exe"+7C316C: 48 89 7C 24 50           -  mov [rsp+50],rdi
"theHunterCotW_F.exe"+7C3171: 48 8B B0 58 02 00 00     -  mov rsi,[rax+00000258]
"theHunterCotW_F.exe"+7C3178: 44 8B 46 14              -  mov r8d,[rsi+14]
"theHunterCotW_F.exe"+7C317C: E8 8F 3D 05 00           -  call theHunterCotW_F.exe+816F10
// ---------- INJECTING HERE ----------
"theHunterCotW_F.exe"+7C3181: 44 8B 86 A0 00 00 00     -  mov r8d,[rsi+000000A0]
// ---------- DONE INJECTING  ----------
"theHunterCotW_F.exe"+7C3188: 48 8D 15 09 E6 D7 00     -  lea rdx,[theHunterCotW_F.exe+1541798]
"theHunterCotW_F.exe"+7C318F: 48 8B CD                 -  mov rcx,rbp
"theHunterCotW_F.exe"+7C3192: E8 79 3D 05 00           -  call theHunterCotW_F.exe+816F10
"theHunterCotW_F.exe"+7C3197: 44 8B 46 10              -  mov r8d,[rsi+10]
"theHunterCotW_F.exe"+7C319B: 48 8D 15 16 C2 D7 00     -  lea rdx,[theHunterCotW_F.exe+153F3B8]
"theHunterCotW_F.exe"+7C31A2: 48 8B CD                 -  mov rcx,rbp
"theHunterCotW_F.exe"+7C31A5: E8 66 3D 05 00           -  call theHunterCotW_F.exe+816F10
"theHunterCotW_F.exe"+7C31AA: 41 83 C8 FF              -  or r8d,-01
"theHunterCotW_F.exe"+7C31AE: 48 8D 15 EB E5 D7 00     -  lea rdx,[theHunterCotW_F.exe+15417A0]
"theHunterCotW_F.exe"+7C31B5: 48 8B CD                 -  mov rcx,rbp
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
If you want any other cheats just find this function, its pretty self-explanatory.

Code: Select all

theHunterCotW_F.exe+7C30D0 - 48 89 6C 24 20        - mov [rsp+20],rbp
theHunterCotW_F.exe+7C30D5 - 41 56                 - push r14
theHunterCotW_F.exe+7C30D7 - 48 83 EC 30           - sub rsp,30 { 48 }
theHunterCotW_F.exe+7C30DB - 48 8B E9              - mov rbp,rcx
theHunterCotW_F.exe+7C30DE - E8 2DB30300           - call theHunterCotW_F.exe+7FE410
theHunterCotW_F.exe+7C30E3 - 4C 8B F0              - mov r14,rax
theHunterCotW_F.exe+7C30E6 - 48 85 C0              - test rax,rax
theHunterCotW_F.exe+7C30E9 - 0F84 CB010000         - je theHunterCotW_F.exe+7C32BA
theHunterCotW_F.exe+7C30EF - 8B 95 08030000        - mov edx,[rbp+00000308]
theHunterCotW_F.exe+7C30F5 - 81 E2 8F000000        - and edx,0000008F { 143 }
theHunterCotW_F.exe+7C30FB - 83 FA 01              - cmp edx,01 { 1 }
theHunterCotW_F.exe+7C30FE - 77 36                 - ja theHunterCotW_F.exe+7C3136
theHunterCotW_F.exe+7C3100 - 8B 48 18              - mov ecx,[rax+18]
theHunterCotW_F.exe+7C3103 - 4C 8D 8D F0020000     - lea r9,[rbp+000002F0]
theHunterCotW_F.exe+7C310A - 49 8B 56 20           - mov rdx,[r14+20]
theHunterCotW_F.exe+7C310E - 4C 8D 05 63E6D700     - lea r8,[theHunterCotW_F.exe+1541778] { ["m_StatusBarData"] }
theHunterCotW_F.exe+7C3115 - 81 E1 8F000000        - and ecx,0000008F { 143 }
theHunterCotW_F.exe+7C311B - 80 F9 0A              - cmp cl,0A { 10 }
theHunterCotW_F.exe+7C311E - 49 8B 4E 10           - mov rcx,[r14+10]
theHunterCotW_F.exe+7C3122 - 0F94 C0               - sete al
theHunterCotW_F.exe+7C3125 - 88 44 24 20           - mov [rsp+20],al
theHunterCotW_F.exe+7C3129 - E8 620A7E00           - call theHunterCotW_F.exe+FA3B90
theHunterCotW_F.exe+7C312E - 84 C0                 - test al,al
theHunterCotW_F.exe+7C3130 - 0F84 84010000         - je theHunterCotW_F.exe+7C32BA
theHunterCotW_F.exe+7C3136 - 8B 85 08030000        - mov eax,[rbp+00000308]
theHunterCotW_F.exe+7C313C - 25 8F000000           - and eax,0000008F { 143 }
theHunterCotW_F.exe+7C3141 - 83 F8 01              - cmp eax,01 { 1 }
theHunterCotW_F.exe+7C3144 - 0F86 70010000         - jbe theHunterCotW_F.exe+7C32BA
theHunterCotW_F.exe+7C314A - 48 8B 05 1FB96201     - mov rax,[theHunterCotW_F.exe+1DEEA70] { [26FF8019000] }
theHunterCotW_F.exe+7C3151 - 48 8D 15 30E6D700     - lea rdx,[theHunterCotW_F.exe+1541788] { ["m_Experience"] }
theHunterCotW_F.exe+7C3158 - 48 89 5C 24 40        - mov [rsp+40],rbx
theHunterCotW_F.exe+7C315D - 48 81 C5 F0020000     - add rbp,000002F0 { 752 }
theHunterCotW_F.exe+7C3164 - 48 89 74 24 48        - mov [rsp+48],rsi
theHunterCotW_F.exe+7C3169 - 48 8B CD              - mov rcx,rbp
theHunterCotW_F.exe+7C316C - 48 89 7C 24 50        - mov [rsp+50],rdi
theHunterCotW_F.exe+7C3171 - 48 8B B0 58020000     - mov rsi,[rax+00000258]
theHunterCotW_F.exe+7C3178 - 44 8B 46 14           - mov r8d,[rsi+14]
theHunterCotW_F.exe+7C317C - E8 8F3D0500           - call theHunterCotW_F.exe+816F10
theHunterCotW_F.exe+7C3181 - 44 8B 86 A0000000     - mov r8d,[rsi+000000A0]
theHunterCotW_F.exe+7C3188 - 48 8D 15 09E6D700     - lea rdx,[theHunterCotW_F.exe+1541798] { ["m_Money"] }
theHunterCotW_F.exe+7C318F - 48 8B CD              - mov rcx,rbp
theHunterCotW_F.exe+7C3192 - E8 793D0500           - call theHunterCotW_F.exe+816F10
theHunterCotW_F.exe+7C3197 - 44 8B 46 10           - mov r8d,[rsi+10]
theHunterCotW_F.exe+7C319B - 48 8D 15 16C2D700     - lea rdx,[theHunterCotW_F.exe+153F3B8] { ["m_Level"] }
theHunterCotW_F.exe+7C31A2 - 48 8B CD              - mov rcx,rbp
theHunterCotW_F.exe+7C31A5 - E8 663D0500           - call theHunterCotW_F.exe+816F10
theHunterCotW_F.exe+7C31AA - 41 83 C8 FF           - or r8d,-01 { 255 }
theHunterCotW_F.exe+7C31AE - 48 8D 15 EBE5D700     - lea rdx,[theHunterCotW_F.exe+15417A0] { ["m_Weight"] }
theHunterCotW_F.exe+7C31B5 - 48 8B CD              - mov rcx,rbp
theHunterCotW_F.exe+7C31B8 - E8 533D0500           - call theHunterCotW_F.exe+816F10
theHunterCotW_F.exe+7C31BD - 41 83 C8 FF           - or r8d,-01 { 255 }
theHunterCotW_F.exe+7C31C1 - 48 8D 15 E8E5D700     - lea rdx,[theHunterCotW_F.exe+15417B0] { ["m_MaxWeight"] }
theHunterCotW_F.exe+7C31C8 - 48 8B CD              - mov rcx,rbp
theHunterCotW_F.exe+7C31CB - E8 403D0500           - call theHunterCotW_F.exe+816F10
theHunterCotW_F.exe+7C31D0 - 48 8B 05 F92B6101     - mov rax,[theHunterCotW_F.exe+1DD5DD0] { [26FA9D94200] }
theHunterCotW_F.exe+7C31D7 - 48 8D 15 DEE5D700     - lea rdx,[theHunterCotW_F.exe+15417BC] { ["m_Hour"] }
theHunterCotW_F.exe+7C31DE - 48 8B CD              - mov rcx,rbp
theHunterCotW_F.exe+7C31E1 - F3 0F10 90 E0000000   - movss xmm2,[rax+000000E0]
theHunterCotW_F.exe+7C31E9 - F3 44 0F2C C2         - cvttss2si r8d,xmm2
theHunterCotW_F.exe+7C31EE - 66 41 0F6E C0         - movd xmm0,r8d
theHunterCotW_F.exe+7C31F3 - 0F5B C0               - cvtdq2ps xmm0,xmm0
theHunterCotW_F.exe+7C31F6 - F3 0F5C D0            - subss xmm2,xmm0
theHunterCotW_F.exe+7C31FA - F3 0F59 15 9A02C700   - mulss xmm2,[theHunterCotW_F.exe+143349C] { [60.00] }
theHunterCotW_F.exe+7C3202 - F3 0F2C FA            - cvttss2si edi,xmm2
theHunterCotW_F.exe+7C3206 - 66 0F6E C7            - movd xmm0,edi
theHunterCotW_F.exe+7C320A - 0F5B C0               - cvtdq2ps xmm0,xmm0
theHunterCotW_F.exe+7C320D - F3 0F5C D0            - subss xmm2,xmm0
theHunterCotW_F.exe+7C3211 - F3 0F59 15 8302C700   - mulss xmm2,[theHunterCotW_F.exe+143349C] { [60.00] }
theHunterCotW_F.exe+7C3219 - F3 0F2C DA            - cvttss2si ebx,xmm2
theHunterCotW_F.exe+7C321D - E8 EE3C0500           - call theHunterCotW_F.exe+816F10
theHunterCotW_F.exe+7C3222 - 44 8B C7              - mov r8d,edi
theHunterCotW_F.exe+7C3225 - 48 8D 15 CCD5D700     - lea rdx,[theHunterCotW_F.exe+15407F8] { ["m_Minutes"] }
theHunterCotW_F.exe+7C322C - 48 8B CD              - mov rcx,rbp
theHunterCotW_F.exe+7C322F - E8 DC3C0500           - call theHunterCotW_F.exe+816F10
theHunterCotW_F.exe+7C3234 - 44 8B C3              - mov r8d,ebx
theHunterCotW_F.exe+7C3237 - 48 8D 15 8AE5D700     - lea rdx,[theHunterCotW_F.exe+15417C8] { ["m_Seconds"] }
theHunterCotW_F.exe+7C323E - 48 8B CD              - mov rcx,rbp
theHunterCotW_F.exe+7C3241 - E8 CA3C0500           - call theHunterCotW_F.exe+816F10
theHunterCotW_F.exe+7C3246 - 4C 8D 05 9B48C600     - lea r8,[theHunterCotW_F.exe+1427AE8] { [00000000] }
theHunterCotW_F.exe+7C324D - 48 8B CD              - mov rcx,rbp
theHunterCotW_F.exe+7C3250 - 48 8D 15 81E5D700     - lea rdx,[theHunterCotW_F.exe+15417D8] { ["m_RegionName"] }
theHunterCotW_F.exe+7C3257 - E8 94710500           - call theHunterCotW_F.exe+81A3F0
theHunterCotW_F.exe+7C325C - 44 8B 46 18           - mov r8d,[rsi+18]
theHunterCotW_F.exe+7C3260 - 48 8D 15 81E5D700     - lea rdx,[theHunterCotW_F.exe+15417E8] { ["m_SkillPoints"] }
theHunterCotW_F.exe+7C3267 - 48 8B CD              - mov rcx,rbp
theHunterCotW_F.exe+7C326A - E8 A13C0500           - call theHunterCotW_F.exe+816F10
theHunterCotW_F.exe+7C326F - 44 8B 46 1C           - mov r8d,[rsi+1C]
theHunterCotW_F.exe+7C3273 - 48 8D 15 7EE5D700     - lea rdx,[theHunterCotW_F.exe+15417F8] { ["m_PerkPoints"] }
theHunterCotW_F.exe+7C327A - 48 8B CD              - mov rcx,rbp
theHunterCotW_F.exe+7C327D - E8 8E3C0500           - call theHunterCotW_F.exe+816F10
theHunterCotW_F.exe+7C3282 - 41 8B 46 18           - mov eax,[r14+18]
theHunterCotW_F.exe+7C3286 - 4C 8D 05 EBE4D700     - lea r8,[theHunterCotW_F.exe+1541778] { ["m_StatusBarData"] }
theHunterCotW_F.exe+7C328D - 49 8B 56 20           - mov rdx,[r14+20]
theHunterCotW_F.exe+7C3291 - 25 8F000000           - and eax,0000008F { 143 }
theHunterCotW_F.exe+7C3296 - 49 8B 4E 10           - mov rcx,[r14+10]
theHunterCotW_F.exe+7C329A - 3C 0A                 - cmp al,0A { 10 }
theHunterCotW_F.exe+7C329C - 4C 8B CD              - mov r9,rbp
theHunterCotW_F.exe+7C329F - 0F94 C0               - sete al
theHunterCotW_F.exe+7C32A2 - 88 44 24 20           - mov [rsp+20],al
theHunterCotW_F.exe+7C32A6 - E8 D5538000           - call theHunterCotW_F.exe+FC8680
theHunterCotW_F.exe+7C32AB - 48 8B 7C 24 50        - mov rdi,[rsp+50]
theHunterCotW_F.exe+7C32B0 - 48 8B 74 24 48        - mov rsi,[rsp+48]
theHunterCotW_F.exe+7C32B5 - 48 8B 5C 24 40        - mov rbx,[rsp+40]
theHunterCotW_F.exe+7C32BA - 48 8B 6C 24 58        - mov rbp,[rsp+58]
theHunterCotW_F.exe+7C32BF - 48 83 C4 30           - add rsp,30 { 48 }
theHunterCotW_F.exe+7C32C3 - 41 5E                 - pop r14
theHunterCotW_F.exe+7C32C5 - C3                    - ret 

Shona
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Posts: 27
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Re: theHunter™: Call of the Wild

Post by Shona »

Table isn't working anymore because of 1.3 Update.

pigeon
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Posts: 130
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Re: theHunter™: Call of the Wild

Post by pigeon »

Shona wrote:
Tue Mar 14, 2017 4:22 pm
Heartrate isn't working for me, it shows only "0" :/
NoClouds is also broken

You can also ask SunBeam for help because he made a table before, but the table is no working anymore -> [Link]

Would be cool if you can find some of these, like the Visibility or Noise because i can't figure out how he found them :(
Visibility and Noise level interesting for me too and i can find bunch of values for it, but all of them is just display codes and animals still be aware by player. Maybe we need looking for not player noise/visibility but animal aware value... But i guess it will be required a hours just for getting something that may be close for such values (just imagine that you need to find animal, scare it few times and you still do not know if you need search for flag or float...) :/
Oh, and NoClouds works well. Probably i explain it not really good - it remove big, kind of volumetric clouds and not just after you click. So activate it and use speedhack with x100 speed. After few seconds Sun will be shining all the time (but i still can not to find how to control rain...).
I update table for 1.3 version with previous values.

And i try to search for AOB provided by RaDeX, but maybe i understand it wrong (it only second game where i use CE so deep) or maybe with new game update AOB changing.

Ze6rah
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Posts: 17
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Re: theHunter™: Call of the Wild

Post by Ze6rah »

Did some things that i am interested in in 1.61 version
1) Money pointer
2) Time pointer
3) Stop time script
theHunterCotW_F.CT
(4.83 KiB) Downloaded 326 times

Ze6rah
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Posts: 17
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Re: theHunter™: Call of the Wild

Post by Ze6rah »

Some more things for 1.61 (could work for older versions)
Attachments
theHunterCotW_F.CT
(397.38 KiB) Downloaded 341 times

pigeon
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Re: theHunter™: Call of the Wild

Post by pigeon »

for 1.63 hotfix
Image

"High Clouds" can have different result if you change value in "(float)0" to 1 or 2 or anything else and it affected immediately.
"Vol Clouds" is bigger clouds and it required time for disappearing.
"off Flashlight" was made because at evening, personally for me, flashlight turned on automatically and do not turned off manually.
"noeffects" turned off all effects with blue color.

Existing hotkeys provided in "table extras".
Attachments
theHunterCotW_1.63hotfix.CT
(32.39 KiB) Downloaded 373 times

pigeon
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Re: theHunter™: Call of the Wild

Post by pigeon »

all from previous post, but for game ver.1.7
Attachments
theHunterCotW_v.1.7.CT
(29.83 KiB) Downloaded 361 times

User avatar
l0wb1t
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Re: theHunter™: Call of the Wild

Post by l0wb1t »

Hi Guys, i will also share something with you :)

Animals Stay Spotted (use Scope or binocular, just move cursur over them, they start glowing

Code: Select all

[ENABLE]

aobscanmodule(_AnimalsStaySpotted,theHunterCotW_F.exe,F3 0F 10 03 F3 41 0F 5C 45 00) // should be unique
aobscanmodule(_AnimalsStaySpottedCheck,theHunterCotW_F.exe,74 11 41 0F 28 D8 41 0F 28 D0 48 8D 55 A8 E8 DA)
alloc(newmem,$1000,"theHunterCotW_F.exe"+63FF95)

label(code)
label(return)

_AnimalsStaySpottedCheck:
  db eb 11


newmem:
mov [rbx],(float)5
code:
  movss xmm0,[rbx]
  subss xmm0,[r13+00]
  jmp return

_AnimalsStaySpotted:
  jmp newmem
  nop
  nop
  nop
  nop
  nop
return:
registersymbol(_AnimalsStaySpotted)
registersymbol(_AnimalsStaySpottedCheck)
[DISABLE]

_AnimalsStaySpotted:
  db F3 0F 10 03 F3 41 0F 5C 45 00
_AnimalsStaySpottedCheck:
  db 74 11

unregistersymbol(_AnimalsStaySpotted)
unregistersymbol(_AnimalsStaySpottedCheck)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "theHunterCotW_F.exe"+63FF95

"theHunterCotW_F.exe"+63FF69: E8 02 9A FC FF           -  call theHunterCotW_F.exe+609970
"theHunterCotW_F.exe"+63FF6E: F3 0F 10 35 16 79 65 01  -  movss xmm6,[theHunterCotW_F.exe+1C9788C]
"theHunterCotW_F.exe"+63FF76: 49 8B CE                 -  mov rcx,r14
"theHunterCotW_F.exe"+63FF79: E8 82 7C FA FF           -  call theHunterCotW_F.exe+5E7C00
"theHunterCotW_F.exe"+63FF7E: F3 0F 59 C6              -  mulss xmm0,xmm6
"theHunterCotW_F.exe"+63FF82: F3 0F 11 03              -  movss [rbx],xmm0
"theHunterCotW_F.exe"+63FF86: 48 8B D3                 -  mov rdx,rbx
"theHunterCotW_F.exe"+63FF89: 48 8D 4C 24 60           -  lea rcx,[rsp+60]
"theHunterCotW_F.exe"+63FF8E: E8 7D D8 01 00           -  call theHunterCotW_F.exe+65D810
"theHunterCotW_F.exe"+63FF93: EB 6E                    -  jmp theHunterCotW_F.exe+640003
// ---------- INJECTING HERE ----------
"theHunterCotW_F.exe"+63FF95: F3 0F 10 03              -  movss xmm0,[rbx]
"theHunterCotW_F.exe"+63FF99: F3 41 0F 5C 45 00        -  subss xmm0,[r13+00]
// ---------- DONE INJECTING  ----------
"theHunterCotW_F.exe"+63FF9F: F3 0F 11 03              -  movss [rbx],xmm0
"theHunterCotW_F.exe"+63FFA3: 0F 2F C7                 -  comiss xmm0,xmm7
"theHunterCotW_F.exe"+63FFA6: 76 14                    -  jna theHunterCotW_F.exe+63FFBC
"theHunterCotW_F.exe"+63FFA8: E8 C3 99 FC FF           -  call theHunterCotW_F.exe+609970
"theHunterCotW_F.exe"+63FFAD: 48 8B D3                 -  mov rdx,rbx
"theHunterCotW_F.exe"+63FFB0: 48 8D 4C 24 60           -  lea rcx,[rsp+60]
"theHunterCotW_F.exe"+63FFB5: E8 56 D8 01 00           -  call theHunterCotW_F.exe+65D810
"theHunterCotW_F.exe"+63FFBA: EB 47                    -  jmp theHunterCotW_F.exe+640003
"theHunterCotW_F.exe"+63FFBC: 41 0F 28 D9              -  movaps xmm3,xmm9
"theHunterCotW_F.exe"+63FFC0: 41 0F 28 D1              -  movaps xmm2,xmm9
}
Super Jump

Code: Select all

{ Game   : theHunterCotW_F.exe
  Version: 
  Date   : 2017-05-27
  Author : Schr4nzi

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(_SuperJump,theHunterCotW_F.exe,66 90 0F 10 00 0F 11 01 0F 10 48 10 0F 11 49 10) // should be unique
alloc(newmem,$1000,"theHunterCotW_F.exe"+4D6366)

label(code)
label(return)

newmem:
//cmp [rax+3C],(float)15
//jne code
mov [rax+3C],(float)25
code:
  movups xmm1,[rax+10]
  movups [rcx+10],xmm1
  jmp return

_SuperJump+08:
  jmp newmem
  nop
  nop
  nop
return:
registersymbol(_SuperJump)

[DISABLE]

_SuperJump+08:
  db 0F 10 48 10 0F 11 49 10

unregistersymbol(_SuperJump)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "theHunterCotW_F.exe"+4D6366

"theHunterCotW_F.exe"+4D633F: 45 0F 57 DB              -  xorps xmm11,xmm11
"theHunterCotW_F.exe"+4D6343: F3 44 0F 51 D9           -  sqrtss xmm11,xmm1
"theHunterCotW_F.exe"+4D6348: 48 8B CF                 -  mov rcx,rdi
"theHunterCotW_F.exe"+4D634B: E8 A0 5A F1 FF           -  call theHunterCotW_F.exe+3EBDF0
"theHunterCotW_F.exe"+4D6350: 48 8D 8D 00 04 00 00     -  lea rcx,[rbp+00000400]
"theHunterCotW_F.exe"+4D6357: BE 02 00 00 00           -  mov esi,00000002
"theHunterCotW_F.exe"+4D635C: 8B D6                    -  mov edx,esi
"theHunterCotW_F.exe"+4D635E: 66 90                    -  nop 
"theHunterCotW_F.exe"+4D6360: 0F 10 00                 -  movups xmm0,[rax]
"theHunterCotW_F.exe"+4D6363: 0F 11 01                 -  movups [rcx],xmm0
// ---------- INJECTING HERE ----------
"theHunterCotW_F.exe"+4D6366: 0F 10 48 10              -  movups xmm1,[rax+10]
"theHunterCotW_F.exe"+4D636A: 0F 11 49 10              -  movups [rcx+10],xmm1
// ---------- DONE INJECTING  ----------
"theHunterCotW_F.exe"+4D636E: 0F 10 40 20              -  movups xmm0,[rax+20]
"theHunterCotW_F.exe"+4D6372: 0F 11 41 20              -  movups [rcx+20],xmm0
"theHunterCotW_F.exe"+4D6376: 0F 10 48 30              -  movups xmm1,[rax+30]
"theHunterCotW_F.exe"+4D637A: 0F 11 49 30              -  movups [rcx+30],xmm1
"theHunterCotW_F.exe"+4D637E: 0F 10 40 40              -  movups xmm0,[rax+40]
"theHunterCotW_F.exe"+4D6382: 0F 11 41 40              -  movups [rcx+40],xmm0
"theHunterCotW_F.exe"+4D6386: 0F 10 48 50              -  movups xmm1,[rax+50]
"theHunterCotW_F.exe"+4D638A: 0F 11 49 50              -  movups [rcx+50],xmm1
"theHunterCotW_F.exe"+4D638E: 0F 10 40 60              -  movups xmm0,[rax+60]
"theHunterCotW_F.exe"+4D6392: 0F 11 41 60              -  movups [rcx+60],xmm0
}

Super Speed

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat

 
 
aobscanmodule(_SuperSpeed,theHunterCotW_F.exe,66 90 0F 10 00 0F 11 01 ** ** ** ** ** ** ** ** 0F 10 40 20 0F 11 41 20) // should be unique
alloc(newmem,$1000,"theHunterCotW_F.exe"+4D636E)

label(code)
label(return)

newmem:
cmp [rax+20],(float)2
jne code
mov [rax+20],(float)25
code:
  movups xmm0,[rax+20]
  movups [rcx+20],xmm0
  jmp return

_SuperSpeed+10:
  jmp newmem
  nop
  nop
  nop
return:
registersymbol(_SuperSpeed)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
_SuperSpeed+10:
  db 0F 10 40 20 0F 11 41 20

unregistersymbol(_SuperSpeed)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "theHunterCotW_F.exe"+4D636E

"theHunterCotW_F.exe"+4D6350: 48 8D 8D 00 04 00 00     -  lea rcx,[rbp+00000400]
"theHunterCotW_F.exe"+4D6357: BE 02 00 00 00           -  mov esi,00000002
"theHunterCotW_F.exe"+4D635C: 8B D6                    -  mov edx,esi
"theHunterCotW_F.exe"+4D635E: 66 90                    -  nop 
"theHunterCotW_F.exe"+4D6360: 0F 10 00                 -  movups xmm0,[rax]
"theHunterCotW_F.exe"+4D6363: 0F 11 01                 -  movups [rcx],xmm0
"theHunterCotW_F.exe"+4D6366: E9 95 9C AF FF           -  jmp 7FF789FB0000
"theHunterCotW_F.exe"+4D636B: 90                       -  nop 
"theHunterCotW_F.exe"+4D636C: 90                       -  nop 
"theHunterCotW_F.exe"+4D636D: 90                       -  nop 
// ---------- INJECTING HERE ----------
"theHunterCotW_F.exe"+4D636E: 0F 10 40 20              -  movups xmm0,[rax+20]
"theHunterCotW_F.exe"+4D6372: 0F 11 41 20              -  movups [rcx+20],xmm0
// ---------- DONE INJECTING  ----------
"theHunterCotW_F.exe"+4D6376: 0F 10 48 30              -  movups xmm1,[rax+30]
"theHunterCotW_F.exe"+4D637A: 0F 11 49 30              -  movups [rcx+30],xmm1
"theHunterCotW_F.exe"+4D637E: 0F 10 40 40              -  movups xmm0,[rax+40]
"theHunterCotW_F.exe"+4D6382: 0F 11 41 40              -  movups [rcx+40],xmm0
"theHunterCotW_F.exe"+4D6386: 0F 10 48 50              -  movups xmm1,[rax+50]
"theHunterCotW_F.exe"+4D638A: 0F 11 49 50              -  movups [rcx+50],xmm1
"theHunterCotW_F.exe"+4D638E: 0F 10 40 60              -  movups xmm0,[rax+60]
"theHunterCotW_F.exe"+4D6392: 0F 11 41 60              -  movups [rcx+60],xmm0
"theHunterCotW_F.exe"+4D6396: 48 8D 89 80 00 00 00     -  lea rcx,[rcx+00000080]
"theHunterCotW_F.exe"+4D639D: 0F 10 48 70              -  movups xmm1,[rax+70]
}
Slow Animals

Code: Select all

[ENABLE]

aobscanmodule(_SlowAnimals,theHunterCotW_F.exe,CC 48 8B 91 08 01 00 00 48 85 D2 74 20) // should be unique
registersymbol(_SlowAnimals)

_SlowAnimals+08:
  db 90 90 90

[DISABLE]

_SlowAnimals+08:
  db 48 85 D2

unregistersymbol(_SlowAnimals)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "theHunterCotW_F.exe"+481377

"theHunterCotW_F.exe"+481367: CC                             -  int 3
"theHunterCotW_F.exe"+481368: CC                             -  int 3
"theHunterCotW_F.exe"+481369: CC                             -  int 3
"theHunterCotW_F.exe"+48136A: CC                             -  int 3
"theHunterCotW_F.exe"+48136B: CC                             -  int 3
"theHunterCotW_F.exe"+48136C: CC                             -  int 3
"theHunterCotW_F.exe"+48136D: CC                             -  int 3
"theHunterCotW_F.exe"+48136E: CC                             -  int 3
"theHunterCotW_F.exe"+48136F: CC                             -  int 3
"theHunterCotW_F.exe"+481370: 48 8B 91 08 01 00 00           -  mov rdx,[rcx+00000108]
// ---------- INJECTING HERE ----------
"theHunterCotW_F.exe"+481377: 48 85 D2                       -  test rdx,rdx
"theHunterCotW_F.exe"+48137A: 74 20                          -  je theHunterCotW_F.exe+48139C
// ---------- DONE INJECTING  ----------
"theHunterCotW_F.exe"+48137C: 48 8B 05 15 C4 99 01           -  mov rax,[theHunterCotW_F.exe+1E1D798]
"theHunterCotW_F.exe"+481383: 48 8B 48 20                    -  mov rcx,[rax+20]
"theHunterCotW_F.exe"+481387: 48 85 C9                       -  test rcx,rcx
"theHunterCotW_F.exe"+48138A: 74 06                          -  je theHunterCotW_F.exe+481392
"theHunterCotW_F.exe"+48138C: 0F B6 41 01                    -  movzx eax,byte ptr [rcx+01]
"theHunterCotW_F.exe"+481390: EB 02                          -  jmp theHunterCotW_F.exe+481394
"theHunterCotW_F.exe"+481392: 33 C0                          -  xor eax,eax
"theHunterCotW_F.exe"+481394: 38 42 1B                       -  cmp [rdx+1B],al
"theHunterCotW_F.exe"+481397: 75 03                          -  jne theHunterCotW_F.exe+48139C
"theHunterCotW_F.exe"+481399: B0 01                          -  mov al,01
}
Icon ESP (it's buggy, icons will displayed twice behind your location)

Code: Select all

[ENABLE]

aobscanmodule(_Code,theHunterCotW_F.exe,3A 9F 90 00 00 00) // should be unique
alloc(newmem,$1000,"theHunterCotW_F.exe"+830E1B)

label(code)
label(return)

newmem:

code:
  mov bl,1
  jmp return

_Code:
  jmp newmem
  nop
return:
registersymbol(_Code)

_Code+08:
db 80 BE 84 00 00 00 01

[DISABLE]

_Code:
  db 3A 9F 90 00 00 00
_Code+08:
  db 80 BE 84 00 00 00 00
unregistersymbol(_Code)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "theHunterCotW_F.exe"+830E1B

"theHunterCotW_F.exe"+830DFF: 22 D8                 -  and bl,al
"theHunterCotW_F.exe"+830E01: 45 84 E4              -  test r12l,r12l
"theHunterCotW_F.exe"+830E04: 74 09                 -  je theHunterCotW_F.exe+830E0F
"theHunterCotW_F.exe"+830E06: 45 84 ED              -  test r13l,r13l
"theHunterCotW_F.exe"+830E09: 74 04                 -  je theHunterCotW_F.exe+830E0F
"theHunterCotW_F.exe"+830E0B: 33 C0                 -  xor eax,eax
"theHunterCotW_F.exe"+830E0D: EB 05                 -  jmp theHunterCotW_F.exe+830E14
"theHunterCotW_F.exe"+830E0F: B8 01 00 00 00        -  mov eax,00000001
"theHunterCotW_F.exe"+830E14: 22 D8                 -  and bl,al
"theHunterCotW_F.exe"+830E16: 48 8B 74 24 68        -  mov rsi,[rsp+68]
// ---------- INJECTING HERE ----------
"theHunterCotW_F.exe"+830E1B: 3A 9F 90 00 00 00     -  cmp bl,[rdi+00000090]
// ---------- DONE INJECTING  ----------
"theHunterCotW_F.exe"+830E21: 75 0D                 -  jne theHunterCotW_F.exe+830E30
"theHunterCotW_F.exe"+830E23: 80 BE 84 00 00 00 00  -  cmp byte ptr [rsi+00000084],00
"theHunterCotW_F.exe"+830E2A: 0F 84 9F 00 00 00     -  je theHunterCotW_F.exe+830ECF
"theHunterCotW_F.exe"+830E30: 80 BE 90 04 00 00 00  -  cmp byte ptr [rsi+00000490],00
"theHunterCotW_F.exe"+830E37: 74 52                 -  je theHunterCotW_F.exe+830E8B
"theHunterCotW_F.exe"+830E39: 84 DB                 -  test bl,bl
"theHunterCotW_F.exe"+830E3B: 74 4E                 -  je theHunterCotW_F.exe+830E8B
"theHunterCotW_F.exe"+830E3D: 48 8B 86 60 04 00 00  -  mov rax,[rsi+00000460]
"theHunterCotW_F.exe"+830E44: 48 89 85 10 03 00 00  -  mov [rbp+00000310],rax
"theHunterCotW_F.exe"+830E4B: 48 8B 08              -  mov rcx,[rax]
}

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Re: theHunter™: Call of the Wild

Post by pigeon »

l0wb1t, can i ask you to give a hint of how did you find animals speed value? I'm just currently trying to find something related to animal awareness (and i think it may be stay close to speed value), so they do not care if player stay right near by them. But i'm such noob... I even didn't understand how to find value from your AOB, it just give me a bunch of values that looks like no have sense :?

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Re: theHunter™: Call of the Wild

Post by l0wb1t »

pigeon wrote:
Mon May 29, 2017 6:21 pm
l0wb1t, can i ask you to give a hint of how did you find animals speed value? I'm just currently trying to find something related to animal awareness (and i think it may be stay close to speed value), so they do not care if player stay right near by them. But i'm such noob... I even didn't understand how to find value from your AOB, it just give me a bunch of values that looks like no have sense :?
I didn't really found animals speed. i just messed up some code while i was searching for a proper way to do stealth mode(found this near to the Health function).

Code: Select all

theHunterCotW_F.exe+481370 - 48 8B 91 08010000     - mov rdx,[rcx+00000108]
theHunterCotW_F.exe+481377 - 48 85 D2              - test rdx,rdx -- The Check I'm killing to do slow animals (nop it)
theHunterCotW_F.exe+48137A - 74 20                 - je theHunterCotW_F.exe+48139C
theHunterCotW_F.exe+48137C - 48 8B 05 15C49901     - mov rax,[theHunterCotW_F.exe+1E1D798] { [19AD3F37C80] }
theHunterCotW_F.exe+481383 - 48 8B 48 20           - mov rcx,[rax+20]
theHunterCotW_F.exe+481387 - 48 85 C9              - test rcx,rcx
theHunterCotW_F.exe+48138A - 74 06                 - je theHunterCotW_F.exe+481392
theHunterCotW_F.exe+48138C - 0FB6 41 01            - movzx eax,byte ptr [rcx+01]
theHunterCotW_F.exe+481390 - EB 02                 - jmp theHunterCotW_F.exe+481394
theHunterCotW_F.exe+481392 - 33 C0                 - xor eax,eax
theHunterCotW_F.exe+481394 - 38 42 1B              - cmp [rdx+1B],al
theHunterCotW_F.exe+481397 - 75 03                 - jne theHunterCotW_F.exe+48139C
theHunterCotW_F.exe+481399 - B0 01                 - mov al,01 { 1 }
theHunterCotW_F.exe+48139B - C3                    - ret 
theHunterCotW_F.exe+48139C - 32 C0                 - xor al,al
theHunterCotW_F.exe+48139E - C3                    - ret 
theHunterCotW_F.exe+48139F - CC                    - int 3 
theHunterCotW_F.exe+4813A0 - 33 C0                 - xor eax,eax
theHunterCotW_F.exe+4813A2 - 66 39 81 14020000     - cmp [rcx+00000214],ax --- some Health code
theHunterCotW_F.exe+4813A9 - 0F9E C0               - setle al
theHunterCotW_F.exe+4813AC - C3                    - ret 
i tought forcing PlayerNoise, PlayerbackgroundNoise, Visbility Values to 100,100,0 is the goal to do Stealth mode. but it isn't :D
Maybe SunBeam can help us herem he's a genius at this point.
i still have no proper working stealth mode for the game yet :D This drives me crazy spent alot of ours already to research. Maybe forcing animals Health to 0 is working !? xD
theHunterCotW_F.CT
Stealth Debug
(922.31 KiB) Downloaded 327 times
Attachments
theHunterCotW_Full.CT
everything i've got so far for this game
(116.03 KiB) Downloaded 382 times

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Re: theHunter™: Call of the Wild

Post by pigeon »

founded unique AOB for the animals aware:
00 00 00 00 01 00 00 04 3C AB 65 C1
So the first "00" is actual value (from 0 to 7). Amount of addresses changing, of course, during game, but it help at least do not waist time with scans. So it is useful when you spot animal, make search of this AOB and change first byte for every founded address one-by-one and by watching for animal - you will see when it change it behavior or condition if animal have been spotted in binocular.
It is useless for normal game. It still required to figure out how to deal with this function. Just help to safe time for "investigations".

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Re: theHunter™: Call of the Wild

Post by l0wb1t »

Back from sleep, lemme see i'll check that,
What game Version are you using? I'm on 1.63
Do you have Skype? would be better to talk.
Br, l0wb1t

Super Speed update
mov [rax+0C],(float)25 // 0C Is for Gamepad if you play with
mov [rax+20],(float)25 // 20 is Movement Speed
mov [rax+28],(float)25 // 28 Is Sneak speed
mov [rax+30],(float)25 // 30 is Speed when lying on the ground

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Re: theHunter™: Call of the Wild

Post by pigeon »

I use 1.7, update with shooting range.
I guess we almost done with it. At least, currently i found another way how to calm down animals. So i made prediction, that with method above i probably found "flags" and maybe here will be float value, related to it. And yes, when you know when it increase/decrease (flags help with it) - there is pretty easy to find it and this instructions more easy to solve. So here is two scripts, that make every animal calm:

Code: Select all

[ENABLE]

aobscanmodule(calmAnimals1,theHunterCotW_F.exe,F3 0F 11 8C 8B 68 05 00 00) // should be unique
alloc(newmem,$1000,"theHunterCotW_F.exe"+437270)

label(code)
label(return)

newmem:

code:
  mov [rbx+rcx*4+00000568],(float)0
  //movss [rbx+rcx*4+00000568],xmm1
  jmp return

calmAnimals1:
  jmp newmem
  nop
  nop
  nop
  nop
return:
registersymbol(calmAnimals1)

[DISABLE]

calmAnimals1:
  db F3 0F 11 8C 8B 68 05 00 00

unregistersymbol(calmAnimals1)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "theHunterCotW_F.exe"+437270

"theHunterCotW_F.exe"+437248: F3 0F 59 83 B0 17 00 00     -  mulss xmm0,[rbx+000017B0]
"theHunterCotW_F.exe"+437250: F3 0F 5C C8                 -  subss xmm1,xmm0
"theHunterCotW_F.exe"+437254: 0F 2F CE                    -  comiss xmm1,xmm6
"theHunterCotW_F.exe"+437257: 73 03                       -  jae theHunterCotW_F.exe+43725C
"theHunterCotW_F.exe"+437259: 0F 28 CE                    -  movaps xmm1,xmm6
"theHunterCotW_F.exe"+43725C: 0F 2F CA                    -  comiss xmm1,xmm2
"theHunterCotW_F.exe"+43725F: 72 03                       -  jb theHunterCotW_F.exe+437264
"theHunterCotW_F.exe"+437261: 0F 28 CA                    -  movaps xmm1,xmm2
"theHunterCotW_F.exe"+437264: F3 0F 10 9C 8B 70 05 00 00  -  movss xmm3,[rbx+rcx*4+00000570]
"theHunterCotW_F.exe"+43726D: 0F 28 C7                    -  movaps xmm0,xmm7
// ---------- INJECTING HERE ----------
"theHunterCotW_F.exe"+437270: F3 0F 11 8C 8B 68 05 00 00  -  movss [rbx+rcx*4+00000568],xmm1
// ---------- DONE INJECTING  ----------
"theHunterCotW_F.exe"+437279: 0F 28 D6                    -  movaps xmm2,xmm6
"theHunterCotW_F.exe"+43727C: F3 41 0F 59 86 A8 07 00 00  -  mulss xmm0,[r14+000007A8]
"theHunterCotW_F.exe"+437285: 41 B9 05 00 00 00           -  mov r9d,00000005
"theHunterCotW_F.exe"+43728B: F3 0F 5C D8                 -  subss xmm3,xmm0
"theHunterCotW_F.exe"+43728F: 0F 2F DE                    -  comiss xmm3,xmm6
"theHunterCotW_F.exe"+437292: 77 03                       -  ja theHunterCotW_F.exe+437297
"theHunterCotW_F.exe"+437294: 0F 28 DE                    -  movaps xmm3,xmm6
"theHunterCotW_F.exe"+437297: 4C 8D 83 54 05 00 00        -  lea r8,[rbx+00000554]
"theHunterCotW_F.exe"+43729E: F3 0F 11 9C 8B 70 05 00 00  -  movss [rbx+rcx*4+00000570],xmm3
"theHunterCotW_F.exe"+4372A7: 4D 8D 04 88                 -  lea r8,[r8+rcx*4]
}

Code: Select all

[ENABLE]

aobscanmodule(calmAnimals2,theHunterCotW_F.exe,F3 0F 11 84 8B 68 05 00 00) // should be unique
alloc(newmem,$1000,"theHunterCotW_F.exe"+437302)

label(code)
label(return)

newmem:

code:
  mov [rbx+rcx*4+00000568],(float)0
  //movss [rbx+rcx*4+00000568],xmm0
  jmp return

calmAnimals2:
  jmp newmem
  nop
  nop
  nop
  nop
return:
registersymbol(calmAnimals2)

[DISABLE]

calmAnimals2:
  db F3 0F 11 84 8B 68 05 00 00

unregistersymbol(calmAnimals2)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "theHunterCotW_F.exe"+437302

"theHunterCotW_F.exe"+4372D9: F3 0F 10 8B B4 17 00 00     -  movss xmm1,[rbx+000017B4]
"theHunterCotW_F.exe"+4372E1: 0F 28 C7                    -  movaps xmm0,xmm7
"theHunterCotW_F.exe"+4372E4: F3 41 0F 59 00              -  mulss xmm0,[r8]
"theHunterCotW_F.exe"+4372E9: F3 0F 58 84 8B 68 05 00 00  -  addss xmm0,[rbx+rcx*4+00000568]
"theHunterCotW_F.exe"+4372F2: 0F 2F C6                    -  comiss xmm0,xmm6
"theHunterCotW_F.exe"+4372F5: 73 03                       -  jae theHunterCotW_F.exe+4372FA
"theHunterCotW_F.exe"+4372F7: 0F 28 C6                    -  movaps xmm0,xmm6
"theHunterCotW_F.exe"+4372FA: 0F 2F C1                    -  comiss xmm0,xmm1
"theHunterCotW_F.exe"+4372FD: 72 03                       -  jb StupidAnimals2
"theHunterCotW_F.exe"+4372FF: 0F 28 C1                    -  movaps xmm0,xmm1
// ---------- INJECTING HERE ----------
"theHunterCotW_F.exe"+437302: F3 0F 11 84 8B 68 05 00 00  -  movss [rbx+rcx*4+00000568],xmm0
// ---------- DONE INJECTING  ----------
"theHunterCotW_F.exe"+43730B: F3 41 0F 10 00              -  movss xmm0,[r8]
"theHunterCotW_F.exe"+437310: 0F 2F C2                    -  comiss xmm0,xmm2
"theHunterCotW_F.exe"+437313: 76 0B                       -  jna theHunterCotW_F.exe+437320
"theHunterCotW_F.exe"+437315: 83 FA 03                    -  cmp edx,03
"theHunterCotW_F.exe"+437318: 74 06                       -  je theHunterCotW_F.exe+437320
"theHunterCotW_F.exe"+43731A: 0F 28 D0                    -  movaps xmm2,xmm0
"theHunterCotW_F.exe"+43731D: 44 8B CA                    -  mov r9d,edx
"theHunterCotW_F.exe"+437320: FF C2                       -  inc edx
"theHunterCotW_F.exe"+437322: 49 83 C0 04                 -  add r8,04
"theHunterCotW_F.exe"+437326: 83 FA 05                    -  cmp edx,05
}
But i still not really satisfied with it. Animals walking all time, sometimes they moves bit faster... I will try also to find how to make them sit or walking slowly. Probably as your l0wb1t solution, but i want try to figure out how to find it and manipulate it :)

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