Hi Guys,
is there anybody who has a table for the settlers II 10th anniversary edition or Vikings and the basic game?
I would like to have it
The Settlers II 10th anniversary
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- Expert Cheater
- Posts: 107
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Re: The Settlers II 10th anniversary
I have one for GOG Version.
It gives 500 Resources in Player Warehouses. But require to store the resource first before it will be set to 500.
It gives 500 Resources in Player Warehouses. But require to store the resource first before it will be set to 500.
- Attachments
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- S2DNG.CT
- (2.71 KiB) Downloaded 749 times
Re: The Settlers II 10th anniversary
Do you have the same for s2dng_addon?
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- Expert Cheater
- Posts: 107
- Joined: Fri Mar 03, 2017 6:18 pm
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Re: The Settlers II 10th anniversary
Can somebody do it? =) Nostalgie..
Thanks in advance!
Thanks in advance!
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- Noobzor
- Posts: 5
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Re: The Settlers II 10th anniversary
I know this is a very old post and you might not remember but could you tell me how you made the script so I can try to replicate it for the addonSchnitzelmaker wrote: ↑Wed Jun 07, 2017 11:25 amI have one for GOG Version.
It gives 500 Resources in Player Warehouses. But require to store the resource first before it will be set to 500.
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- Noobzor
- Posts: 5
- Joined: Sat May 04, 2019 11:54 am
- Reputation: 0
Re: The Settlers II 10th anniversary
For anyone who reads this and might be able to help please do as below I will should where this script is editing the memory and comparing this from the base to the addon.
The reason for this is byte for byte in the memory array the games are the same, however changing where the script injects the cheats code should work as it'll replace and be removed fine, it doesn't work and will crash to desktop and I'm stumped.
If anyone has any ideas on what I could try please, let me know, I'll also put the script code up as, saving people downloading it.
The spoilers below will show the addresses above and below the injection point just to save space and then script for cheat itself at the end.
Base games memory, cheat disabled:
Base games memory, cheat enabled:
Addon games memory, cheat disabled:
Addon games memory, cheat enabled:
Cheat script:
Now yes I did edit where it says
The reason for this is byte for byte in the memory array the games are the same, however changing where the script injects the cheats code should work as it'll replace and be removed fine, it doesn't work and will crash to desktop and I'm stumped.
If anyone has any ideas on what I could try please, let me know, I'll also put the script code up as, saving people downloading it.
The spoilers below will show the addresses above and below the injection point just to save space and then script for cheat itself at the end.
Base games memory, cheat disabled:
Spoiler
S2DNG.exe+2FAAB5 - 74 7F - je S2DNG.exe+2FAB36
S2DNG.exe+2FAAB7 - 8B 46 10 - mov eax,[esi+10]
S2DNG.exe+2FAABA - 8B 56 0C - mov edx,[esi+0C]
S2DNG.exe+2FAABD - 50 - push eax
S2DNG.exe+2FAAB7 - 8B 46 10 - mov eax,[esi+10]
S2DNG.exe+2FAABA - 8B 56 0C - mov edx,[esi+0C]
S2DNG.exe+2FAABD - 50 - push eax
Spoiler
S2DNG.exe+2FAAB5 - 74 7F - je S2DNG.exe+2FAB36
Res2 - E9 44558602 - jmp 02F60000
S2DNG.exe+2FAABC - 90 - nop
S2DNG.exe+2FAABD - 50 - push eax
Res2 - E9 44558602 - jmp 02F60000
S2DNG.exe+2FAABC - 90 - nop
S2DNG.exe+2FAABD - 50 - push eax
Spoiler
S2DNGWikinger.exe+309742 - 74 7F - je S2DNGWikinger.exe+3097C3
S2DNGWikinger.exe+309744 - 8B 46 10 - mov eax,[esi+10]
S2DNGWikinger.exe+309747 - 8B 56 0C - mov edx,[esi+0C]
S2DNGWikinger.exe+30974A - 50 - push eax
S2DNGWikinger.exe+309744 - 8B 46 10 - mov eax,[esi+10]
S2DNGWikinger.exe+309747 - 8B 56 0C - mov edx,[esi+0C]
S2DNGWikinger.exe+30974A - 50 - push eax
Spoiler
S2DNGWikinger.exe+309742 - 74 7F - je S2DNGWikinger.exe+3097C3
Res2 - E9 B7682B08 - jmp 089C0000
S2DNGWikinger.exe+309749 - 90 - nop
S2DNGWikinger.exe+30974A - 50 - push eax
Res2 - E9 B7682B08 - jmp 089C0000
S2DNGWikinger.exe+309749 - 90 - nop
S2DNGWikinger.exe+30974A - 50 - push eax
Spoiler
[ENABLE]
aobscanmodule(Res2,S2DNG.exe,8B 46 10 8B 56 0C 50) // should be unique
alloc(newmem,$1000)
label(code)
label(return)
newmem:
mov eax, [esp]
cmp [eax+4], #0
jne code
mov [esi+10], #500
code:
mov eax,[esi+10]
mov edx,[esi+0C]
jmp return
Res2:
jmp newmem
nop
return:
registersymbol(Res2)
[DISABLE]
Res2:
db 8B 46 10 8B 56 0C
unregistersymbol(Res2)
dealloc(newmem)
aobscanmodule(Res2,S2DNG.exe,8B 46 10 8B 56 0C 50) // should be unique
alloc(newmem,$1000)
label(code)
label(return)
newmem:
mov eax, [esp]
cmp [eax+4], #0
jne code
mov [esi+10], #500
code:
mov eax,[esi+10]
mov edx,[esi+0C]
jmp return
Res2:
jmp newmem
nop
return:
registersymbol(Res2)
[DISABLE]
Res2:
db 8B 46 10 8B 56 0C
unregistersymbol(Res2)
dealloc(newmem)
and changed it toaobscanmodule(Res2,S2DNG.exe,8B 46 10 8B 56 0C 50)
and when done you can activate the script as shown but the moment you play the game and code takes effect it'll crash.aobscanmodule(Res2,S2DNGWikinger.exe,8B 46 10 8B 56 0C 50)
Re: The Settlers II 10th anniversary
I wonder if you got it to work on the Vikings Addon?GoldenCheats wrote: ↑Tue May 02, 2023 10:56 amFor anyone who reads this and might be able to help please do as below I will should where this script is editing the memory and comparing this from the base to the addon.
The reason for this is byte for byte in the memory array the games are the same, however changing where the script injects the cheats code should work as it'll replace and be removed fine, it doesn't work and will crash to desktop and I'm stumped.
If anyone has any ideas on what I could try please, let me know, I'll also put the script code up as, saving people downloading it.
The spoilers below will show the addresses above and below the injection point just to save space and then script for cheat itself at the end.
Base games memory, cheat disabled:Base games memory, cheat enabled:Spoiler
S2DNG.exe+2FAAB5 - 74 7F - je S2DNG.exe+2FAB36
S2DNG.exe+2FAAB7 - 8B 46 10 - mov eax,[esi+10]
S2DNG.exe+2FAABA - 8B 56 0C - mov edx,[esi+0C]
S2DNG.exe+2FAABD - 50 - push eaxAddon games memory, cheat disabled:Spoiler
S2DNG.exe+2FAAB5 - 74 7F - je S2DNG.exe+2FAB36
Res2 - E9 44558602 - jmp 02F60000
S2DNG.exe+2FAABC - 90 - nop
S2DNG.exe+2FAABD - 50 - push eaxAddon games memory, cheat enabled:Spoiler
S2DNGWikinger.exe+309742 - 74 7F - je S2DNGWikinger.exe+3097C3
S2DNGWikinger.exe+309744 - 8B 46 10 - mov eax,[esi+10]
S2DNGWikinger.exe+309747 - 8B 56 0C - mov edx,[esi+0C]
S2DNGWikinger.exe+30974A - 50 - push eaxCheat script:Spoiler
S2DNGWikinger.exe+309742 - 74 7F - je S2DNGWikinger.exe+3097C3
Res2 - E9 B7682B08 - jmp 089C0000
S2DNGWikinger.exe+309749 - 90 - nop
S2DNGWikinger.exe+30974A - 50 - push eaxNow yes I did edit where it saysSpoiler
[ENABLE]
aobscanmodule(Res2,S2DNG.exe,8B 46 10 8B 56 0C 50) // should be unique
alloc(newmem,$1000)
label(code)
label(return)
newmem:
mov eax, [esp]
cmp [eax+4], #0
jne code
mov [esi+10], #500
code:
mov eax,[esi+10]
mov edx,[esi+0C]
jmp return
Res2:
jmp newmem
nop
return:
registersymbol(Res2)
[DISABLE]
Res2:
db 8B 46 10 8B 56 0C
unregistersymbol(Res2)
dealloc(newmem)and changed it toaobscanmodule(Res2,S2DNG.exe,8B 46 10 8B 56 0C 50)and when done you can activate the script as shown but the moment you play the game and code takes effect it'll crash.aobscanmodule(Res2,S2DNGWikinger.exe,8B 46 10 8B 56 0C 50)
I happen to get ahold of the English Repack of the Viking Add-On.
Would love to make the code work for it.
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