Aliens: Dark Descent

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Kami101
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Re: Aliens: Dark Descent

Post by Kami101 »

Everything else is working for me, just having trouble with exp. Can you explain how to properly use it.
VirgilSouth wrote:
Tue Jun 20, 2023 7:25 pm
Simple pointers for resources in misson

XP seems purely cosmetic

hzlleo123
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Re: Aliens: Dark Descent

Post by hzlleo123 »

Just located the health code, the following are code for inf HP and OHK


OHK:

Code: Select all

[ENABLE]

aobscanmodule(aobCombat_OHK,AliensDarkDescentGameSteam-Win64-Shipping.exe,F3 0F 10 B0 08 01 00 00 48) // should be unique
alloc(newmem,$1000,aobCombat_OHK)

label(IsEnemy)
label(NotEnemy)
label(code)
label(return)

newmem:
  cmp [rax+000000c8],0
  je IsEnemy
  cmp [rax+000000c8],3
  je IsEnemy
  cmp [rax+000000c8],5
  je IsEnemy
  jmp NotEnemy

IsEnemy:
  cmp [rax+00000108],(float)1
  jle code
  mov [rax+00000108],(float)1
  jmp code

NotEnemy:
  movss xmm6,[rax+00000110]
  addss xmm6,[rax+00000110]
  movss [rax+00000108],xmm6
  jmp return

code:
  movss xmm6,[rax+00000108]
  jmp return

aobCombat_OHK:
  jmp newmem
  nop 3
return:
registersymbol(aobCombat_OHK)

[DISABLE]

aobCombat_OHK:
  db F3 0F 10 B0 08 01 00 00

unregistersymbol(aobCombat_OHK)
dealloc(newmem)

Inf HP:

Code: Select all

[ENABLE]

aobscanmodule(aobCombat_InfHP,AliensDarkDescentGameSteam-Win64-Shipping.exe,F3 0F 11 86 08 01 00 00 48) // should be unique
alloc(newmem,$1000,aobCombat_InfHP)

label(code)
label(return)

newmem:
  cmp [rsi+000000c8],0
  je code
  cmp [rsi+000000c8],3
  je code
  cmp [rsi+000000c8],5
  je code
  movss xmm0,[rsi+00000110]
  addss xmm0,[rsi+00000110]
  jmp code

code:
  movss [rsi+00000108],xmm0
  jmp return

aobCombat_InfHP:
  jmp newmem
  nop 3
return:
registersymbol(aobCombat_InfHP)

[DISABLE]

aobCombat_InfHP:
  db F3 0F 11 86 08 01 00 00

unregistersymbol(aobCombat_InfHP)
dealloc(newmem)
Currently I still working on the armor value
Last edited by hzlleo123 on Wed Jun 21, 2023 5:43 pm, edited 2 times in total.

Raex
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Re: Aliens: Dark Descent

Post by Raex »

Here is a Script for Max Level Soldiers

Code: Select all


[ENABLE]

aobscanmodule(INJECT,AliensDarkDescentGameSteam-Win64-Shipping.exe,89 81 F4 09 00 00 85) // should be unique
alloc(newmem,$1000,INJECT)

label(code)
label(return)

newmem:

code:
  //mov [rcx+000009F4],eax
  mov [rcx+000009F4],500
  jmp return

INJECT:
  jmp newmem
  nop
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
  db 89 81 F4 09 00 00

unregistersymbol(INJECT)
dealloc(newmem)

Last edited by Raex on Thu Jun 22, 2023 3:25 am, edited 1 time in total.

Raex
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Re: Aliens: Dark Descent

Post by Raex »

Kami101 wrote:
Wed Jun 21, 2023 2:29 pm
Everything else is working for me, just having trouble with exp. Can you explain how to properly use it.
VirgilSouth wrote:
Tue Jun 20, 2023 7:25 pm
Simple pointers for resources in misson

XP seems purely cosmetic
My earlier post has a script for Max Level Soldiers.

Kami101
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Re: Aliens: Dark Descent

Post by Kami101 »

I am really sorry for asking, I am a noob. How do you use it and activate it. Cannot seem to copy paste it in cheat engine. Would you please be so kind to explain.
Raex wrote:
Wed Jun 21, 2023 3:43 pm
Kami101 wrote:
Wed Jun 21, 2023 2:29 pm
Everything else is working for me, just having trouble with exp. Can you explain how to properly use it.
VirgilSouth wrote:
Tue Jun 20, 2023 7:25 pm
Simple pointers for resources in misson

XP seems purely cosmetic
My earlier post has a script for Max Level Soldiers.

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Sianz
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Re: Aliens: Dark Descent

Post by Sianz »

Ammo:

Code: Select all

[ENABLE]

aobscanmodule(ammo,AliensDarkDescentGameSteam-Win64-Shipping.exe,40 53 48 83 EC 30 89 91 D8 03 00 00 48 8B D9) // should be unique
alloc(newmem,$1000,ammo)
label(code return)
registersymbol(ammo code)

newmem:
  push rbx
  sub rsp,30
  cmp [rcx+000003D8],edx
  ja @f
  mov [rcx+000003D8],edx
@@:
  mov rbx,rcx
  jmp return

code:
  readmem(ammo,15)
  jmp return

ammo:
  jmp newmem
  nop
return:

[DISABLE]

ammo:
  readmem(code,15)

unregistersymbol(*)
dealloc(*)
Stress:

Code: Select all

[ENABLE]

aobscanmodule(stress,AliensDarkDescentGameSteam-Win64-Shipping.exe,F3 0F 11 01 48 8B 49 18) // should be unique
alloc(newmem,$1000,stress)
label(code return)
registersymbol(stress code)

newmem:
  xorps xmm0,xmm0
  movss [rcx],xmm0
  mov rcx,[rcx+18]
  jmp return

code:
  readmem(stress,8)
  jmp return

stress:
  jmp newmem
  nop 3
return:

[DISABLE]

stress:
  readmem(code,8)

unregistersymbol(*)
dealloc(*)

Riven
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Re: Aliens: Dark Descent

Post by Riven »

Kami101 wrote:
Wed Jun 21, 2023 5:59 pm
I am really sorry for asking, I am a noob. How do you use it and activate it.
You open CE :arrow: select game process :arrow: press "memory view" :arrow: in a new window press "tools" tab :arrow: auto assemble :arrow: pas the code there :arrow: press execute :arrow: yes :arrow: done

-Taiwendo-
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Re: Aliens: Dark Descent

Post by -Taiwendo- »

Could someone please make a nice table from the scripts?
I can't get it to make something useful that works in the game.

Stolas
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Re: Aliens: Dark Descent

Post by Stolas »

-Taiwendo- wrote:
Wed Jun 21, 2023 6:22 pm
Could someone please make a nice table from the scripts?
I can't get it to make something useful that works in the game.
1) I don't see a 'Please' in there.
2) Not even one post up, someone explained, correctly, how to do it.

Maybe if you bothered to try...

Stolas
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Re: Aliens: Dark Descent

Post by Stolas »

Riven wrote:
Wed Jun 21, 2023 6:21 pm
Kami101 wrote:
Wed Jun 21, 2023 5:59 pm
I am really sorry for asking, I am a noob. How do you use it and activate it.
You open CE :arrow: select game process :arrow: press "memory view" :arrow: in a new window press "tools" tab :arrow: auto assemble :arrow: pas the code there :arrow: press execute :arrow: yes :arrow: done
What an excellent question, and an excellent response. Your explanation was very clear, easy-to-follow, and to the point. Thank you.

Riven
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Re: Aliens: Dark Descent

Post by Riven »

Sianz and Virgil are the real magicians here, not me, I just found out how to use Sianz's scripts myself

Tuuuup!
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Re: Aliens: Dark Descent

Post by Tuuuup! »

Posted a small table: viewtopic.php?f=4&t=24972

PcbZorg
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Re: Aliens: Dark Descent

Post by PcbZorg »

I would love to have the option to stop the planet infestation level from going up.

I don't like these arbitrary gaming mechanics that basically works the same way, as some dude standing behind you, yelling at you to "hurry the fuck up or else".

I don't mind some mechanism that pressures you to do stuff, when they're rooted in the gameworld. When they make sense.
I.E. Hive alertness going up the more they encounter marines, makes perfect sense. Of course, it's also annoying when you're just at the end of the MEDIUM alertness and want to do just one more objective before GTFO, and know that when you run into a drone, all hell is gonna break loose. But it makes sense in the game's setting, so i'm not bothered by it.

But the planet infestation is just there to be there, it's escalation for the sake of escalation and it's super annoying, because it has nothing to do with the player actions. it goes up every day, no matter whether you go on missions or not. Yeah, someone might argue that it's prolly caused by the hive growing bigger, but as long as i understand the xenomorph, the completely opposite shit would happen if there wouldn't be encounters, they would slither back to the hive goo and go to sleep until something happens.

OR, even better, keep the planetary infestation mechanics, but go up one notch only after player does a deployment, and every day the player stays at the Otago, make it go back down a notch. That would be great, and it would make sense in the gameworld. Probably not doable via Cheat Engine, especially after it goes up a level.

Anyway, having the option to stop the "Planet Infestation" from rising would be lovely.

So, are you having fun with ADD? I like it so far, but i'm annoyed by the NEVERENDING movie quotes, and i'm super pissed off about these scripted moments and situations. The game has a solid base, but i think they would do much better if they went more roguelike-ish way. Just have a level with a hive hidden somewhere that would slowly grew and dynamically react to the player actions. There wouldn't be as many cinematic moments, but it would feel more true to the genre. The sad thing is that it's all there, they just decided for a bit more directed approach, maybe not to scare of casual players. Which prolly won't play this anyway, because while it might look like a twinstick shooter on the screenshots, it's actually pretty complex. It has more common with some tabletops than computer RTS. Which makes sense of course, because it was inspired by a tabletop.
ADD is VERY close to amazing game, but it needs balancing and give the players A LOT more gameplay options. Maybe they'll patch some stuff in.
We can only dream how cool could the game made according to the original Colonial Marines concept be, if they went with the original plan, tactical squad shooter with similar features to ADD, just in FPS format, instead of the generic shit with xeno skin we got instead...
P.S.
Have you also noticed the odd vocabulary and typos in the game?

faxmodem2000
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Re: Aliens: Dark Descent

Post by faxmodem2000 »

VirgilSouth wrote:
Tue Jun 20, 2023 7:25 pm
Simple pointers for resources in misson

XP seems purely cosmetic
The update today broke this, could you please update it? It worked great!

SlipperyEel
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Re: Aliens: Dark Descent

Post by SlipperyEel »

PcbZorg wrote:
Thu Jun 22, 2023 12:39 pm
I would love to have the option to stop the planet infestation level from going up.
You can adjust the infestation level with this table. I tested it on my playthrough and reduced a level 4 infestation back to level 1. There's also an option for changing the hive size.

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