theHunter™: Call of the Wild

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DkFreddan
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Re: theHunter™: Call of the Wild

Post by DkFreddan »

i'd like to request something if that's allowed. Would it be possible to for anyone to make a new cheat that when you spot it it turns into a diamond?

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

Usurper
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Re: theHunter™: Call of the Wild

Post by Usurper »

DkFreddan wrote:
Thu Apr 23, 2020 3:17 pm
i'd like to request something if that's allowed. Would it be possible to for anyone to make a new cheat that when you spot it it turns into a diamond?
Spoiler
red:
mov [rax+000002A8],(float)1.0 //red
mov [rax+000002AC],(float)0.0 //green
mov [rax+000002B0],(float)0.0 //blue
jmp code
green:
mov [rax+00000174],0 //animal current health <--------
mov [rax+00000170],0 //animal max health <-------
mov [rax+000002A8],(float)0.0 //red
mov [rax+000002AC],(float)1.0 //green
mov [rax+000002B0],(float)0.0 //blue
jmp code
heres ctl3d32 code, Just edit the highlight animal code to include these two lines bellow the "green" word, right click and change script or double click on "Script" next to the record.

DkFreddan
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Re: theHunter™: Call of the Wild

Post by DkFreddan »

And what does that do?

Usurper
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Re: theHunter™: Call of the Wild

Post by Usurper »

DkFreddan wrote:
Fri Apr 24, 2020 7:43 am
And what does that do?
it Kills all animal on the map with lowest weight leaving only the highest weight animals

violetrose
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What is cheating?
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Re: theHunter™: Call of the Wild

Post by violetrose »

Usurper wrote:
Sat Apr 25, 2020 7:36 am
DkFreddan wrote:
Fri Apr 24, 2020 7:43 am
And what does that do?
it Kills all animal on the map with lowest weight leaving only the highest weight animals
Hey! I'm new to the modding scene.
I used the max weight script in ctl3d32's latest cheat table.
but the new respawned animals that I killed give "none" trophy rating like DkFreddan reported with another older script.
I tested it on Moose and Roosevelt Elk. So I guess TruRacks animals doesn't work? or am I doing something wrong here?

Usurper
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Re: theHunter™: Call of the Wild

Post by Usurper »

violetrose wrote:
Sat Apr 25, 2020 8:42 pm
Usurper wrote:
Sat Apr 25, 2020 7:36 am
DkFreddan wrote:
Fri Apr 24, 2020 7:43 am
And what does that do?
it Kills all animal on the map with lowest weight leaving only the highest weight animals
Hey! I'm new to the modding scene.
I used the max weight script in ctl3d32's latest cheat table.
but the new respawned animals that I killed give "none" trophy rating like DkFreddan reported with another older script.
I tested it on Moose and Roosevelt Elk. So I guess TruRacks animals doesn't work? or am I doing something wrong here?
Yeah TruRacs animals it doesn't work, well so i'd still just recommend using the highlight animals script because it shows you what animals are max weight for that level. It just takes a bit more running around the map more often

DkFreddan
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Re: theHunter™: Call of the Wild

Post by DkFreddan »

Usurper wrote:
Sat Apr 25, 2020 7:36 am
DkFreddan wrote:
Fri Apr 24, 2020 7:43 am
And what does that do?
it Kills all animal on the map with lowest weight leaving only the highest weight animals
How do i use it? i made the code like this in highlight animals
{ Game : theHunterCotW_F.exe
Version:
Date : 2020-04-11
Author : ctl3d

This script does blah blah blah
}

[ENABLE]

aobscanmodule(address,theHunterCotW_F.exe,0F 2E 80 A8 02 00 00 75 ?? F3 0F ?? ?? ?? ?? ?? ?? 0F 2E 80 AC 02 00 00 75 ?? F3 0F ?? ?? ?? ?? ?? ?? 0F 2E 80 B0 02 00 00 75 ?? 48 8D 55 A8 48 8B ?? ?? ?? ?? ?? E8 ?? ?? ?? ?? F3 0F 10 45 A8 F3 0F 11 45 D8 F3 0F 10 4D AC F3 0F 11 4D DC F3 0F 10 45 B0 F3 0F 11 45 E0 C7 45 E4 00 00 80 3F 0F 28 DF 0F 28 D7) // should be unique
assert(address,0F 2E 80 A8 02 00 00)
alloc(newmem,$1000,"theHunterCotW_F.exe"+7A8DA1)
alloc(tagged,$4)
registerSymbol(tagged)

label(code)
label(return)

newmem:
mov [tagged],rax
cmp [rax+00000174],0 //is Alive?
jle code
mov [rax+000002A8],(float)0.0 //red
mov [rax+000002AC],(float)0.0 //green
red:
mov [rax+000002A8],(float)1.0 //red
mov [rax+000002AC],(float)0.0 //green
mov [rax+000002B0],(float)0.0 //blue
jmp code
green:
mov [rax+00000174],0 //animal current health <--------
mov [rax+00000170],0 //animal max health <-------
mov [rax+000002A8],(float)0.0 //red
mov [rax+000002AC],(float)1.0 //green
mov [rax+000002B0],(float)0.0 //blue
jmp code
mov [rax+000002B0],(float)0.0 //blue
mov [rbx],(float)10.0
code:
ucomiss xmm0,[rax+000002A8]
jmp return

address:
jmp newmem
nop 2
return:
registersymbol(address)

[DISABLE]

address:
db 0F 2E 80 A8 02 00 00
// ucomiss xmm0,[rax+000002A8]

dealloc(newmem)
dealloc(tagged)
unregistersymbol(address)

{
// ORIGINAL CODE - INJECTION POINT: "theHunterCotW_F.exe"+7A8DA1

"theHunterCotW_F.exe"+7A8D78: 44 0F B6 64 24 30 - movzx r12d,byte ptr [rsp+30]
"theHunterCotW_F.exe"+7A8D7E: 66 90 - nop
"theHunterCotW_F.exe"+7A8D80: 48 8B CB - mov rcx,rbx
"theHunterCotW_F.exe"+7A8D83: E8 48 10 00 00 - call theHunterCotW_F.exe+7A9DD0
"theHunterCotW_F.exe"+7A8D88: 48 8B F0 - mov rsi,rax
"theHunterCotW_F.exe"+7A8D8B: 48 85 C0 - test rax,rax
"theHunterCotW_F.exe"+7A8D8E: 0F 84 25 01 00 00 - je theHunterCotW_F.exe+7A8EB9
"theHunterCotW_F.exe"+7A8D94: 45 84 E4 - test r12l,r12l
"theHunterCotW_F.exe"+7A8D97: 74 7A - je theHunterCotW_F.exe+7A8E13
"theHunterCotW_F.exe"+7A8D99: F3 0F 10 05 37 EC 9D 01 - movss xmm0,[theHunterCotW_F.exe+21879D8]
// ---------- INJECTING HERE ----------
"theHunterCotW_F.exe"+7A8DA1: 0F 2E 80 A8 02 00 00 - ucomiss xmm0,[rax+000002A8]
// ---------- DONE INJECTING ----------
"theHunterCotW_F.exe"+7A8DA8: 75 69 - jne theHunterCotW_F.exe+7A8E13
"theHunterCotW_F.exe"+7A8DAA: F3 0F 10 05 2A EC 9D 01 - movss xmm0,[theHunterCotW_F.exe+21879DC]
"theHunterCotW_F.exe"+7A8DB2: 0F 2E 80 AC 02 00 00 - ucomiss xmm0,[rax+000002AC]
"theHunterCotW_F.exe"+7A8DB9: 75 58 - jne theHunterCotW_F.exe+7A8E13
"theHunterCotW_F.exe"+7A8DBB: F3 0F 10 05 1D EC 9D 01 - movss xmm0,[theHunterCotW_F.exe+21879E0]
"theHunterCotW_F.exe"+7A8DC3: 0F 2E 80 B0 02 00 00 - ucomiss xmm0,[rax+000002B0]
"theHunterCotW_F.exe"+7A8DCA: 75 47 - jne theHunterCotW_F.exe+7A8E13
"theHunterCotW_F.exe"+7A8DCC: 48 8D 55 A8 - lea rdx,[rbp-58]
"theHunterCotW_F.exe"+7A8DD0: 48 8B 0D C1 19 AB 01 - mov rcx,[theHunterCotW_F.exe+225A798]
"theHunterCotW_F.exe"+7A8DD7: E8 64 F6 18 00 - call theHunterCotW_F.exe+938440
}

Is that correct? Cause i still see low level mooses and stuff? not only max weight

DkFreddan
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Re: theHunter™: Call of the Wild

Post by DkFreddan »

DkFreddan wrote:
Sun Apr 26, 2020 8:57 am
Usurper wrote:
Sat Apr 25, 2020 7:36 am
DkFreddan wrote:
Fri Apr 24, 2020 7:43 am
And what does that do?
it Kills all animal on the map with lowest weight leaving only the highest weight animals
How do i use it? i made the code like this in highlight animals
{ Game : theHunterCotW_F.exe
Version:
Date : 2020-04-11
Author : ctl3d

This script does blah blah blah
}

[ENABLE]

aobscanmodule(address,theHunterCotW_F.exe,0F 2E 80 A8 02 00 00 75 ?? F3 0F ?? ?? ?? ?? ?? ?? 0F 2E 80 AC 02 00 00 75 ?? F3 0F ?? ?? ?? ?? ?? ?? 0F 2E 80 B0 02 00 00 75 ?? 48 8D 55 A8 48 8B ?? ?? ?? ?? ?? E8 ?? ?? ?? ?? F3 0F 10 45 A8 F3 0F 11 45 D8 F3 0F 10 4D AC F3 0F 11 4D DC F3 0F 10 45 B0 F3 0F 11 45 E0 C7 45 E4 00 00 80 3F 0F 28 DF 0F 28 D7) // should be unique
assert(address,0F 2E 80 A8 02 00 00)
alloc(newmem,$1000,"theHunterCotW_F.exe"+7A8DA1)
alloc(tagged,$4)
registerSymbol(tagged)

label(code)
label(return)

newmem:
mov [tagged],rax
cmp [rax+00000174],0 //is Alive?
jle code
mov [rax+000002A8],(float)0.0 //red
mov [rax+000002AC],(float)0.0 //green
red:
mov [rax+000002A8],(float)1.0 //red
mov [rax+000002AC],(float)0.0 //green
mov [rax+000002B0],(float)0.0 //blue
jmp code
green:
mov [rax+00000174],0 //animal current health <--------
mov [rax+00000170],0 //animal max health <-------
mov [rax+000002A8],(float)0.0 //red
mov [rax+000002AC],(float)1.0 //green
mov [rax+000002B0],(float)0.0 //blue
jmp code
mov [rax+000002B0],(float)0.0 //blue
mov [rbx],(float)10.0
code:
ucomiss xmm0,[rax+000002A8]
jmp return

address:
jmp newmem
nop 2
return:
registersymbol(address)

[DISABLE]

address:
db 0F 2E 80 A8 02 00 00
// ucomiss xmm0,[rax+000002A8]

dealloc(newmem)
dealloc(tagged)
unregistersymbol(address)

{
// ORIGINAL CODE - INJECTION POINT: "theHunterCotW_F.exe"+7A8DA1

"theHunterCotW_F.exe"+7A8D78: 44 0F B6 64 24 30 - movzx r12d,byte ptr [rsp+30]
"theHunterCotW_F.exe"+7A8D7E: 66 90 - nop
"theHunterCotW_F.exe"+7A8D80: 48 8B CB - mov rcx,rbx
"theHunterCotW_F.exe"+7A8D83: E8 48 10 00 00 - call theHunterCotW_F.exe+7A9DD0
"theHunterCotW_F.exe"+7A8D88: 48 8B F0 - mov rsi,rax
"theHunterCotW_F.exe"+7A8D8B: 48 85 C0 - test rax,rax
"theHunterCotW_F.exe"+7A8D8E: 0F 84 25 01 00 00 - je theHunterCotW_F.exe+7A8EB9
"theHunterCotW_F.exe"+7A8D94: 45 84 E4 - test r12l,r12l
"theHunterCotW_F.exe"+7A8D97: 74 7A - je theHunterCotW_F.exe+7A8E13
"theHunterCotW_F.exe"+7A8D99: F3 0F 10 05 37 EC 9D 01 - movss xmm0,[theHunterCotW_F.exe+21879D8]
// ---------- INJECTING HERE ----------
"theHunterCotW_F.exe"+7A8DA1: 0F 2E 80 A8 02 00 00 - ucomiss xmm0,[rax+000002A8]
// ---------- DONE INJECTING ----------
"theHunterCotW_F.exe"+7A8DA8: 75 69 - jne theHunterCotW_F.exe+7A8E13
"theHunterCotW_F.exe"+7A8DAA: F3 0F 10 05 2A EC 9D 01 - movss xmm0,[theHunterCotW_F.exe+21879DC]
"theHunterCotW_F.exe"+7A8DB2: 0F 2E 80 AC 02 00 00 - ucomiss xmm0,[rax+000002AC]
"theHunterCotW_F.exe"+7A8DB9: 75 58 - jne theHunterCotW_F.exe+7A8E13
"theHunterCotW_F.exe"+7A8DBB: F3 0F 10 05 1D EC 9D 01 - movss xmm0,[theHunterCotW_F.exe+21879E0]
"theHunterCotW_F.exe"+7A8DC3: 0F 2E 80 B0 02 00 00 - ucomiss xmm0,[rax+000002B0]
"theHunterCotW_F.exe"+7A8DCA: 75 47 - jne theHunterCotW_F.exe+7A8E13
"theHunterCotW_F.exe"+7A8DCC: 48 8D 55 A8 - lea rdx,[rbp-58]
"theHunterCotW_F.exe"+7A8DD0: 48 8B 0D C1 19 AB 01 - mov rcx,[theHunterCotW_F.exe+225A798]
"theHunterCotW_F.exe"+7A8DD7: E8 64 F6 18 00 - call theHunterCotW_F.exe+938440
}

Is that correct? Cause i still see low level mooses and stuff? not only max weight And for some reason i got 2 female moose with max trophy rating estimates?

DkFreddan
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Posts: 12
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Reputation: 4

Re: theHunter™: Call of the Wild

Post by DkFreddan »

DkFreddan wrote:
Sun Apr 26, 2020 8:58 am
DkFreddan wrote:
Sun Apr 26, 2020 8:57 am
Usurper wrote:
Sat Apr 25, 2020 7:36 am


it Kills all animal on the map with lowest weight leaving only the highest weight animals
How do i use it? i made the code like this in highlight animals
{ Game : theHunterCotW_F.exe
Version:
Date : 2020-04-11
Author : ctl3d

This script does blah blah blah
}

[ENABLE]

aobscanmodule(address,theHunterCotW_F.exe,0F 2E 80 A8 02 00 00 75 ?? F3 0F ?? ?? ?? ?? ?? ?? 0F 2E 80 AC 02 00 00 75 ?? F3 0F ?? ?? ?? ?? ?? ?? 0F 2E 80 B0 02 00 00 75 ?? 48 8D 55 A8 48 8B ?? ?? ?? ?? ?? E8 ?? ?? ?? ?? F3 0F 10 45 A8 F3 0F 11 45 D8 F3 0F 10 4D AC F3 0F 11 4D DC F3 0F 10 45 B0 F3 0F 11 45 E0 C7 45 E4 00 00 80 3F 0F 28 DF 0F 28 D7) // should be unique
assert(address,0F 2E 80 A8 02 00 00)
alloc(newmem,$1000,"theHunterCotW_F.exe"+7A8DA1)
alloc(tagged,$4)
registerSymbol(tagged)

label(code)
label(return)

newmem:
mov [tagged],rax
cmp [rax+00000174],0 //is Alive?
jle code
mov [rax+000002A8],(float)0.0 //red
mov [rax+000002AC],(float)0.0 //green
red:
mov [rax+000002A8],(float)1.0 //red
mov [rax+000002AC],(float)0.0 //green
mov [rax+000002B0],(float)0.0 //blue
jmp code
green:
mov [rax+00000174],0 //animal current health <--------
mov [rax+00000170],0 //animal max health <-------
mov [rax+000002A8],(float)0.0 //red
mov [rax+000002AC],(float)1.0 //green
mov [rax+000002B0],(float)0.0 //blue
jmp code
mov [rax+000002B0],(float)0.0 //blue
mov [rbx],(float)10.0
code:
ucomiss xmm0,[rax+000002A8]
jmp return

address:
jmp newmem
nop 2
return:
registersymbol(address)

[DISABLE]

address:
db 0F 2E 80 A8 02 00 00
// ucomiss xmm0,[rax+000002A8]

dealloc(newmem)
dealloc(tagged)
unregistersymbol(address)

{
// ORIGINAL CODE - INJECTION POINT: "theHunterCotW_F.exe"+7A8DA1

"theHunterCotW_F.exe"+7A8D78: 44 0F B6 64 24 30 - movzx r12d,byte ptr [rsp+30]
"theHunterCotW_F.exe"+7A8D7E: 66 90 - nop
"theHunterCotW_F.exe"+7A8D80: 48 8B CB - mov rcx,rbx
"theHunterCotW_F.exe"+7A8D83: E8 48 10 00 00 - call theHunterCotW_F.exe+7A9DD0
"theHunterCotW_F.exe"+7A8D88: 48 8B F0 - mov rsi,rax
"theHunterCotW_F.exe"+7A8D8B: 48 85 C0 - test rax,rax
"theHunterCotW_F.exe"+7A8D8E: 0F 84 25 01 00 00 - je theHunterCotW_F.exe+7A8EB9
"theHunterCotW_F.exe"+7A8D94: 45 84 E4 - test r12l,r12l
"theHunterCotW_F.exe"+7A8D97: 74 7A - je theHunterCotW_F.exe+7A8E13
"theHunterCotW_F.exe"+7A8D99: F3 0F 10 05 37 EC 9D 01 - movss xmm0,[theHunterCotW_F.exe+21879D8]
// ---------- INJECTING HERE ----------
"theHunterCotW_F.exe"+7A8DA1: 0F 2E 80 A8 02 00 00 - ucomiss xmm0,[rax+000002A8]
// ---------- DONE INJECTING ----------
"theHunterCotW_F.exe"+7A8DA8: 75 69 - jne theHunterCotW_F.exe+7A8E13
"theHunterCotW_F.exe"+7A8DAA: F3 0F 10 05 2A EC 9D 01 - movss xmm0,[theHunterCotW_F.exe+21879DC]
"theHunterCotW_F.exe"+7A8DB2: 0F 2E 80 AC 02 00 00 - ucomiss xmm0,[rax+000002AC]
"theHunterCotW_F.exe"+7A8DB9: 75 58 - jne theHunterCotW_F.exe+7A8E13
"theHunterCotW_F.exe"+7A8DBB: F3 0F 10 05 1D EC 9D 01 - movss xmm0,[theHunterCotW_F.exe+21879E0]
"theHunterCotW_F.exe"+7A8DC3: 0F 2E 80 B0 02 00 00 - ucomiss xmm0,[rax+000002B0]
"theHunterCotW_F.exe"+7A8DCA: 75 47 - jne theHunterCotW_F.exe+7A8E13
"theHunterCotW_F.exe"+7A8DCC: 48 8D 55 A8 - lea rdx,[rbp-58]
"theHunterCotW_F.exe"+7A8DD0: 48 8B 0D C1 19 AB 01 - mov rcx,[theHunterCotW_F.exe+225A798]
"theHunterCotW_F.exe"+7A8DD7: E8 64 F6 18 00 - call theHunterCotW_F.exe+938440
}

Is that correct? Cause i still see low level mooses and stuff? not only max weight And for some reason i got 2 female moose with max trophy rating estimates? And mallards can show like 380-440kg? Is that how it's supposed to be?

DkFreddan
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Posts: 12
Joined: Wed Apr 22, 2020 4:16 pm
Reputation: 4

Re: theHunter™: Call of the Wild

Post by DkFreddan »

DkFreddan wrote:
Sun Apr 26, 2020 8:59 am
DkFreddan wrote:
Sun Apr 26, 2020 8:58 am
DkFreddan wrote:
Sun Apr 26, 2020 8:57 am


How do i use it? i made the code like this in highlight animals
{ Game : theHunterCotW_F.exe
Version:
Date : 2020-04-11
Author : ctl3d

This script does blah blah blah
}

[ENABLE]

aobscanmodule(address,theHunterCotW_F.exe,0F 2E 80 A8 02 00 00 75 ?? F3 0F ?? ?? ?? ?? ?? ?? 0F 2E 80 AC 02 00 00 75 ?? F3 0F ?? ?? ?? ?? ?? ?? 0F 2E 80 B0 02 00 00 75 ?? 48 8D 55 A8 48 8B ?? ?? ?? ?? ?? E8 ?? ?? ?? ?? F3 0F 10 45 A8 F3 0F 11 45 D8 F3 0F 10 4D AC F3 0F 11 4D DC F3 0F 10 45 B0 F3 0F 11 45 E0 C7 45 E4 00 00 80 3F 0F 28 DF 0F 28 D7) // should be unique
assert(address,0F 2E 80 A8 02 00 00)
alloc(newmem,$1000,"theHunterCotW_F.exe"+7A8DA1)
alloc(tagged,$4)
registerSymbol(tagged)

label(code)
label(return)

newmem:
mov [tagged],rax
cmp [rax+00000174],0 //is Alive?
jle code
mov [rax+000002A8],(float)0.0 //red
mov [rax+000002AC],(float)0.0 //green
red:
mov [rax+000002A8],(float)1.0 //red
mov [rax+000002AC],(float)0.0 //green
mov [rax+000002B0],(float)0.0 //blue
jmp code
green:
mov [rax+00000174],0 //animal current health <--------
mov [rax+00000170],0 //animal max health <-------
mov [rax+000002A8],(float)0.0 //red
mov [rax+000002AC],(float)1.0 //green
mov [rax+000002B0],(float)0.0 //blue
jmp code
mov [rax+000002B0],(float)0.0 //blue
mov [rbx],(float)10.0
code:
ucomiss xmm0,[rax+000002A8]
jmp return

address:
jmp newmem
nop 2
return:
registersymbol(address)

[DISABLE]

address:
db 0F 2E 80 A8 02 00 00
// ucomiss xmm0,[rax+000002A8]

dealloc(newmem)
dealloc(tagged)
unregistersymbol(address)

{
// ORIGINAL CODE - INJECTION POINT: "theHunterCotW_F.exe"+7A8DA1

"theHunterCotW_F.exe"+7A8D78: 44 0F B6 64 24 30 - movzx r12d,byte ptr [rsp+30]
"theHunterCotW_F.exe"+7A8D7E: 66 90 - nop
"theHunterCotW_F.exe"+7A8D80: 48 8B CB - mov rcx,rbx
"theHunterCotW_F.exe"+7A8D83: E8 48 10 00 00 - call theHunterCotW_F.exe+7A9DD0
"theHunterCotW_F.exe"+7A8D88: 48 8B F0 - mov rsi,rax
"theHunterCotW_F.exe"+7A8D8B: 48 85 C0 - test rax,rax
"theHunterCotW_F.exe"+7A8D8E: 0F 84 25 01 00 00 - je theHunterCotW_F.exe+7A8EB9
"theHunterCotW_F.exe"+7A8D94: 45 84 E4 - test r12l,r12l
"theHunterCotW_F.exe"+7A8D97: 74 7A - je theHunterCotW_F.exe+7A8E13
"theHunterCotW_F.exe"+7A8D99: F3 0F 10 05 37 EC 9D 01 - movss xmm0,[theHunterCotW_F.exe+21879D8]
// ---------- INJECTING HERE ----------
"theHunterCotW_F.exe"+7A8DA1: 0F 2E 80 A8 02 00 00 - ucomiss xmm0,[rax+000002A8]
// ---------- DONE INJECTING ----------
"theHunterCotW_F.exe"+7A8DA8: 75 69 - jne theHunterCotW_F.exe+7A8E13
"theHunterCotW_F.exe"+7A8DAA: F3 0F 10 05 2A EC 9D 01 - movss xmm0,[theHunterCotW_F.exe+21879DC]
"theHunterCotW_F.exe"+7A8DB2: 0F 2E 80 AC 02 00 00 - ucomiss xmm0,[rax+000002AC]
"theHunterCotW_F.exe"+7A8DB9: 75 58 - jne theHunterCotW_F.exe+7A8E13
"theHunterCotW_F.exe"+7A8DBB: F3 0F 10 05 1D EC 9D 01 - movss xmm0,[theHunterCotW_F.exe+21879E0]
"theHunterCotW_F.exe"+7A8DC3: 0F 2E 80 B0 02 00 00 - ucomiss xmm0,[rax+000002B0]
"theHunterCotW_F.exe"+7A8DCA: 75 47 - jne theHunterCotW_F.exe+7A8E13
"theHunterCotW_F.exe"+7A8DCC: 48 8D 55 A8 - lea rdx,[rbp-58]
"theHunterCotW_F.exe"+7A8DD0: 48 8B 0D C1 19 AB 01 - mov rcx,[theHunterCotW_F.exe+225A798]
"theHunterCotW_F.exe"+7A8DD7: E8 64 F6 18 00 - call theHunterCotW_F.exe+938440
}

Is that correct? Cause i still see low level mooses and stuff? not only max weight And for some reason i got 2 female moose with max trophy rating estimates? And mallards can show like 380-440kg? Is that how it's supposed to be? Seems like when i spot them they change to max trophy rating and weight, But for some reason every animal i shoot is only 278.5 trophy rating? Not higher not less?

DkFreddan
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Reputation: 4

Re: theHunter™: Call of the Wild

Post by DkFreddan »

Sorry everyone about that spam. Accidently replied instead of edited every time

Usurper
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Posts: 20
Joined: Sun Dec 22, 2019 4:31 am
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Re: theHunter™: Call of the Wild

Post by Usurper »

DkFreddan wrote:
Sun Apr 26, 2020 9:28 am
Sorry everyone about that spam. Accidently replied instead of edited every time
yes from what I can see you put the code I provided in correctly its just the code really bugs the game on a lot of the animals that's all, notice how starting from the green line and im just mentioning this for other people that read this stuff can get a better understanding of how this works.
Spoiler
mov [rax+00000174],0 //animal current health <-------- (this sets all animal with green highlight to 0 health effectively insta killing them)
mov [rax+00000170],0 //animal max health <------- (Sets their max health to 0, again killing them all)
mov [rax+000002A8],(float)0.0 //red
mov [rax+000002AC],(float)1.0 //green <----------- (this line tells the game only to Highlight/kill the green animals)
mov [rax+000002B0],(float)0.0 //blue
You could copy these lines and place under the red line in the other portion of the code. But I wouldn't recommend this as you would also kill all diamonds on the map somewhere and if you were to change reserves or not harvest the trophy, it would disappear and lose the trophy(obvious enough)
Spoiler
mov [rax+00000174],0 //animal current health <--------
mov [rax+00000170],0 //animal max health <-------
So to answer your original question whenever you click on the record all animals that are highlighted in your vicinity should die

if you need to revert the code back to its original, so you can just have regular wall hack here the original
Spoiler
[ENABLE]

aobscanmodule(animalHealth,theHunterCotW_F.exe,2B F3 0F 10 80 74 01 00 00) // should be unique
alloc(newmem,$1000,"theHunterCotW_F.exe"+5AC6D5)


label(code)
label(return)
label(isAlive)
label(red)
label(green)
label(male)
label(female)
label(percentage)

registersymbol(percentage)

newmem:
cmp [rax+00000174],0 // is animal alive?
jg isAlive
mov [rax+000002A8],(float)0.9 //red
mov [rax+000002AC],(float)0.0 //green
mov [rax+000002B0],(float)0.5 //blue
jmp code
isAlive:
cmp rax,[tagged]
je code
push rbx
mov bl,byte ptr [rax+88]
and bl,1
test bl,bl //check if is male (male = odd, female = even)
jz female
male:
mov rbx,[rax+B8]
movss xmm0,[rax+194] //current weight
divss xmm0,[rbx+2C0] //max male weight
//comiss xmm0,[rbx+370]
comiss xmm0,[percentage]
pop rbx
jae red
jmp green
female: //is female
mov rbx,[rax+B8]
movss xmm0,[rax+194] //current weight
divss xmm0,[rbx+308] //max female weight
//comiss xmm0,[rbx+370]
comiss xmm0,[percentage]
pop rbx
jb green
red:
mov [rax+000002A8],(float)1.0 //red
mov [rax+000002AC],(float)0.0 //green
mov [rax+000002B0],(float)0.0 //blue
jmp code
green:
mov [rax+000002A8],(float)0.0 //red
mov [rax+000002AC],(float)1.0 //green
mov [rax+000002B0],(float)0.0 //blue
jmp code

percentage:
dd (float)0.95
code:
movss xmm0,[rax+00000174]
jmp return

animalHealth+01:
jmp newmem
nop 3

return:
registersymbol(animalHealth)

[DISABLE]

animalHealth+01:
db F3 0F 10 80 74 01 00 00

unregistersymbol(animalHealth)
dealloc(newmem)
unregistersymbol(percentage)

{
// ORIGINAL CODE - INJECTION POINT: "theHunterCotW_F.exe"+5AC6D5

"theHunterCotW_F.exe"+5AC6B1: 48 8D 46 F8 - lea rax,[rsi-08]
"theHunterCotW_F.exe"+5AC6B5: 75 03 - jne theHunterCotW_F.exe+5AC6BA
"theHunterCotW_F.exe"+5AC6B7: 48 8B C7 - mov rax,rdi
"theHunterCotW_F.exe"+5AC6BA: 48 8B 88 00 30 00 00 - mov rcx,[rax+00003000]
"theHunterCotW_F.exe"+5AC6C1: 48 8B 74 24 38 - mov rsi,[rsp+38]
"theHunterCotW_F.exe"+5AC6C6: 48 85 C9 - test rcx,rcx
"theHunterCotW_F.exe"+5AC6C9: 74 42 - je theHunterCotW_F.exe+5AC70D
"theHunterCotW_F.exe"+5AC6CB: E8 D0 AA FA FF - call theHunterCotW_F.exe+5571A0
"theHunterCotW_F.exe"+5AC6D0: 48 85 C0 - test rax,rax
"theHunterCotW_F.exe"+5AC6D3: 74 2B - je theHunterCotW_F.exe+5AC700
// ---------- INJECTING HERE ----------
"theHunterCotW_F.exe"+5AC6D5: F3 0F 10 80 74 01 00 00 - movss xmm0,[rax+00000174]
// ---------- DONE INJECTING ----------
"theHunterCotW_F.exe"+5AC6DD: F3 0F 5E 80 70 01 00 00 - divss xmm0,[rax+00000170]
"theHunterCotW_F.exe"+5AC6E5: F3 0F 59 05 B7 E1 0E 01 - mulss xmm0,[theHunterCotW_F.exe+169A8A4]
"theHunterCotW_F.exe"+5AC6ED: 0F 2F 45 14 - comiss xmm0,[rbp+14]
"theHunterCotW_F.exe"+5AC6F1: 77 0D - ja theHunterCotW_F.exe+5AC700
"theHunterCotW_F.exe"+5AC6F3: B0 01 - mov al,01
"theHunterCotW_F.exe"+5AC6F5: 48 8B 6C 24 40 - mov rbp,[rsp+40]
"theHunterCotW_F.exe"+5AC6FA: 48 83 C4 20 - add rsp,20
"theHunterCotW_F.exe"+5AC6FE: 5F - pop rdi
"theHunterCotW_F.exe"+5AC6FF: C3 - ret
"theHunterCotW_F.exe"+5AC700: 32 C0 - xor al,al
}
Last edited by Usurper on Mon Apr 27, 2020 12:19 am, edited 6 times in total.

Usurper
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Posts: 20
Joined: Sun Dec 22, 2019 4:31 am
Reputation: 0

Re: theHunter™: Call of the Wild

Post by Usurper »

Also here is a Script for always Calm animals this will help when you need to find diamonds, this helps a lot when doing missions as well so far this has worked on every recent update for the game so I haven't had to update this much
Spoiler
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>108342</ID>
<Description>"CalmAnimals"</Description>
<LastState/>
<Color>000080</Color>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]

aobscanmodule(calmanimals2,theHunterCotW_F.exe,80 BB ?? ?? 00 00 00 75 1B 48 83) // should be unique
calmanimals2:
db 90 90 90 90 90 90 90
registersymbol(calmanimals2)

[DISABLE]

calmanimals2:
db 80 BB 86 32 00 00 00
unregistersymbol(calmanimals2)

{
// ORIGINAL CODE - INJECTION POINT: "theHunterCotW_F.exe"+51C199

"theHunterCotW_F.exe"+51C173: F3 0F 5E C8 - divss xmm1,xmm0
"theHunterCotW_F.exe"+51C177: 0F 57 C0 - xorps xmm0,xmm0
"theHunterCotW_F.exe"+51C17A: F3 0F 5F C8 - maxss xmm1,xmm0
"theHunterCotW_F.exe"+51C17E: F3 0F 5D CA - minss xmm1,xmm2
"theHunterCotW_F.exe"+51C182: 75 07 - jne theHunterCotW_F.exe+51C18B
"theHunterCotW_F.exe"+51C184: F3 0F 5C D1 - subss xmm2,xmm1
"theHunterCotW_F.exe"+51C188: 0F 28 CA - movaps xmm1,xmm2
"theHunterCotW_F.exe"+51C18B: 48 8B 43 08 - mov rax,[rbx+08]
"theHunterCotW_F.exe"+51C18F: 48 8D 4B 08 - lea rcx,[rbx+08]
"theHunterCotW_F.exe"+51C193: FF 90 18 01 00 00 - call qword ptr [rax+00000118]
// ---------- INJECTING HERE ----------
"theHunterCotW_F.exe"+51C199: 80 BB 86 32 00 00 00 - cmp byte ptr [rbx+00003286],00
// ---------- DONE INJECTING ----------
"theHunterCotW_F.exe"+51C1A0: 75 1B - jne theHunterCotW_F.exe+51C1BD
"theHunterCotW_F.exe"+51C1A2: 48 83 BB 18 39 00 00 00 - cmp qword ptr [rbx+00003918],00
"theHunterCotW_F.exe"+51C1AA: 75 11 - jne theHunterCotW_F.exe+51C1BD
"theHunterCotW_F.exe"+51C1AC: 48 8B 8B 58 32 00 00 - mov rcx,[rbx+00003258]
"theHunterCotW_F.exe"+51C1B3: F3 0F 10 0F - movss xmm1,[rdi]
"theHunterCotW_F.exe"+51C1B7: 48 8B 01 - mov rax,[rcx]
"theHunterCotW_F.exe"+51C1BA: FF 50 20 - call qword ptr [rax+20]
"theHunterCotW_F.exe"+51C1BD: 48 8B 8B C8 29 00 00 - mov rcx,[rbx+000029C8]
"theHunterCotW_F.exe"+51C1C4: B2 01 - mov dl,01
"theHunterCotW_F.exe"+51C1C6: E8 75 2F EA FF - call theHunterCotW_F.exe+3BF140
}
</AssemblerScript>
</CheatEntry>
</CheatEntries>
</CheatTable>
W

DkFreddan
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Posts: 12
Joined: Wed Apr 22, 2020 4:16 pm
Reputation: 4

Re: theHunter™: Call of the Wild

Post by DkFreddan »

Usurper wrote:
Sun Apr 26, 2020 11:55 pm
DkFreddan wrote:
Sun Apr 26, 2020 9:28 am
Sorry everyone about that spam. Accidently replied instead of edited every time
yes from what I can see you put the code I provided in correctly its just the code really bugs the game on a lot of the animals that's all, notice how starting from the green line and im just mentioning this for other people that read this stuff can get a better understanding of how this works.
Spoiler
mov [rax+00000174],0 //animal current health <-------- (this sets all animal with green highlight to 0 health effectively insta killing them)
mov [rax+00000170],0 //animal max health <------- (Sets their max health to 0, again killing them all)
mov [rax+000002A8],(float)0.0 //red
mov [rax+000002AC],(float)1.0 //green <----------- (this line tells the game only to Highlight/kill the green animals)
mov [rax+000002B0],(float)0.0 //blue
You could copy these lines and place under the red line in the other portion of the code. But I wouldn't recommend this as you would also kill all diamonds on the map somewhere and if you were to change reserves or not harvest the trophy, it would disappear and lose the trophy(obvious enough)
Spoiler
mov [rax+00000174],0 //animal current health <--------
mov [rax+00000170],0 //animal max health <-------
So to answer your original question whenever you click on the record all animals that are highlighted in your vicinity should die

if you need to revert the code back to its original, so you can just have regular wall hack here the original
Spoiler
[ENABLE]

aobscanmodule(animalHealth,theHunterCotW_F.exe,2B F3 0F 10 80 74 01 00 00) // should be unique
alloc(newmem,$1000,"theHunterCotW_F.exe"+5AC6D5)


label(code)
label(return)
label(isAlive)
label(red)
label(green)
label(male)
label(female)
label(percentage)

registersymbol(percentage)

newmem:
cmp [rax+00000174],0 // is animal alive?
jg isAlive
mov [rax+000002A8],(float)0.9 //red
mov [rax+000002AC],(float)0.0 //green
mov [rax+000002B0],(float)0.5 //blue
jmp code
isAlive:
cmp rax,[tagged]
je code
push rbx
mov bl,byte ptr [rax+88]
and bl,1
test bl,bl //check if is male (male = odd, female = even)
jz female
male:
mov rbx,[rax+B8]
movss xmm0,[rax+194] //current weight
divss xmm0,[rbx+2C0] //max male weight
//comiss xmm0,[rbx+370]
comiss xmm0,[percentage]
pop rbx
jae red
jmp green
female: //is female
mov rbx,[rax+B8]
movss xmm0,[rax+194] //current weight
divss xmm0,[rbx+308] //max female weight
//comiss xmm0,[rbx+370]
comiss xmm0,[percentage]
pop rbx
jb green
red:
mov [rax+000002A8],(float)1.0 //red
mov [rax+000002AC],(float)0.0 //green
mov [rax+000002B0],(float)0.0 //blue
jmp code
green:
mov [rax+000002A8],(float)0.0 //red
mov [rax+000002AC],(float)1.0 //green
mov [rax+000002B0],(float)0.0 //blue
jmp code

percentage:
dd (float)0.95
code:
movss xmm0,[rax+00000174]
jmp return

animalHealth+01:
jmp newmem
nop 3

return:
registersymbol(animalHealth)

[DISABLE]

animalHealth+01:
db F3 0F 10 80 74 01 00 00

unregistersymbol(animalHealth)
dealloc(newmem)
unregistersymbol(percentage)

{
// ORIGINAL CODE - INJECTION POINT: "theHunterCotW_F.exe"+5AC6D5

"theHunterCotW_F.exe"+5AC6B1: 48 8D 46 F8 - lea rax,[rsi-08]
"theHunterCotW_F.exe"+5AC6B5: 75 03 - jne theHunterCotW_F.exe+5AC6BA
"theHunterCotW_F.exe"+5AC6B7: 48 8B C7 - mov rax,rdi
"theHunterCotW_F.exe"+5AC6BA: 48 8B 88 00 30 00 00 - mov rcx,[rax+00003000]
"theHunterCotW_F.exe"+5AC6C1: 48 8B 74 24 38 - mov rsi,[rsp+38]
"theHunterCotW_F.exe"+5AC6C6: 48 85 C9 - test rcx,rcx
"theHunterCotW_F.exe"+5AC6C9: 74 42 - je theHunterCotW_F.exe+5AC70D
"theHunterCotW_F.exe"+5AC6CB: E8 D0 AA FA FF - call theHunterCotW_F.exe+5571A0
"theHunterCotW_F.exe"+5AC6D0: 48 85 C0 - test rax,rax
"theHunterCotW_F.exe"+5AC6D3: 74 2B - je theHunterCotW_F.exe+5AC700
// ---------- INJECTING HERE ----------
"theHunterCotW_F.exe"+5AC6D5: F3 0F 10 80 74 01 00 00 - movss xmm0,[rax+00000174]
// ---------- DONE INJECTING ----------
"theHunterCotW_F.exe"+5AC6DD: F3 0F 5E 80 70 01 00 00 - divss xmm0,[rax+00000170]
"theHunterCotW_F.exe"+5AC6E5: F3 0F 59 05 B7 E1 0E 01 - mulss xmm0,[theHunterCotW_F.exe+169A8A4]
"theHunterCotW_F.exe"+5AC6ED: 0F 2F 45 14 - comiss xmm0,[rbp+14]
"theHunterCotW_F.exe"+5AC6F1: 77 0D - ja theHunterCotW_F.exe+5AC700
"theHunterCotW_F.exe"+5AC6F3: B0 01 - mov al,01
"theHunterCotW_F.exe"+5AC6F5: 48 8B 6C 24 40 - mov rbp,[rsp+40]
"theHunterCotW_F.exe"+5AC6FA: 48 83 C4 20 - add rsp,20
"theHunterCotW_F.exe"+5AC6FE: 5F - pop rdi
"theHunterCotW_F.exe"+5AC6FF: C3 - ret
"theHunterCotW_F.exe"+5AC700: 32 C0 - xor al,al
}
Yeah but the things is, Nothing gets killed it just maxes the trophy rating and weight estimate and bugs it out when killing it, Like i got 2 285 trophy srating black bears, And max is like 20 or 30 something

freedom117
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Re: theHunter™: Call of the Wild

Post by freedom117 »

Thanks pigeon for these amazing animal scripts!

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