Visions of Mana [Steam] [+46]

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poyo12
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Re: Visions of Mana [Steam] [+44]

Post by poyo12 »

hello, would it be possible to increase draw distance of npcs and monsters with cheat engine ? the draw distance is so low, very distracting (something like 50 meters...) would be nice to be able to push this much further away.
is it doable ?

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

DrummerIX
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Re: Visions of Mana [Steam] [+46]

Post by DrummerIX »

EDIT 4.5:

This might be my last update. I don't have time to spend too much time hacking games anymore unfortunately. I fixed an issue with Party EXP Multiplier if you use too big of a multiplier and it causes you to go to level 0. I added Infinite Jumps (Thanks to Send for help getting this option). I added an option to Always Max CS Gauge. It requires both HP and MP Damage Mod to be on and also for you to get hit at least once per map (loading screen). It seems to be somewhat buggy, but you can execute CS more times than with it off. Keep pressing LT and doing hits and I think it usually works.

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Ragnarok Drakengard
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Re: Visions of Mana [Steam] [+46]

Post by Ragnarok Drakengard »

DrummerIX wrote:
Mon Sep 02, 2024 8:11 pm
EDIT 4.5:

This might be my last update. I don't have time to spend too much time hacking games anymore unfortunately. I fixed an issue with Party EXP Multiplier if you use too big of a multiplier and it causes you to go to level 0. I added Infinite Jumps (Thanks to Send for help getting this option). I added an option to Always Max CS Gauge. It requires both HP and MP Damage Mod to be on and also for you to get hit at least once per map (loading screen). It seems to be somewhat buggy, but you can execute CS more times than with it off. Keep pressing LT and doing hits and I think it usually works.
That's fine, you've done plenty and in record time. Thank you!

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Youffie
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Re: Visions of Mana [Steam] [+22]

Post by Youffie »

0xFFF wrote:
Fri Aug 30, 2024 8:04 pm
Not sure if it'll help. But in the meantime, while waiting for (or to supplement) the item multiplier option, here's a rough table that allows editing of items, with some guidance of the pointers from testi's table. Use in-game's "Sort: old" (so "Sort: default" is shown at the prompt below) where possible to figure out which item is which. That sort puts newest items last, which mostly corresponds to how the items are ordered in memory.


VisionsofMana-Win64-Shipping_Items-v1.1.ct


If you can figure out which item is which (eg. using the sorting method), you can currently do the following with this table:
- Edit Consumables and their amounts (On-Hand, Enhancements, Key Items)
- Edit Currencies (Lucre, Gold Clover, Niccolo Coin, Grizzly Syrup), usually found within the first few entries among the consumables
- Edit Materials and their amounts (eg. monster cores)
- Edit Ability Seeds eg. replacing existing ones with others so you have more copies of one or the other
- Edit Weapons/Armor (not quite useful for now unless you somehow know the IDs in advance)


Perhaps due to my lack of expertise, but as to why the items aren't easily identifiable:

It would seem that the currencies here are mixed in with specifically the on-hand, enhancements, and key items. Eg. If you obtained your first Gold Clover/Niccolo Coin/Grizzly Syrup after obtaining other consumables like Faerie Acorn, those currencies would be in a later "slot" so to speak (which messes with the offsets). Conveniently, Lucre usually shows up first in those items, so at least there's that.

So in my game, here's how in might look like (up to Grizzly Syrup):
Image

It also doesn't help that the item IDs seemingly randomize between unique playthroughs and upon quitting, yet do persist if loading between saves of the same playthrough.


Edit: Clarified the sorting bit.
Edit2: Listed table features.
Edit3: Screenshot example of the item layout.
Edit4: Table v1.1 - Increased item slots for most types, and minor fix (does not affect table functionality):
Consumables - 40 -> 50
Materials - 60 -> 100
Ability Seeds - 60 -> 150
Weapons - 60 -> 100
Armor - 50 (no change)


Past versions:
VisionsofMana-Win64-Shipping_Items.ct
You SAVED my life, it was bothering me so much that I messed up and overwrite my "safe" save file with the modded one and now I had 5 of each quest and unique item because of the table when doing some testing. I was about to restart the whole game cause it was just driving me mad ! and your table helped me correct everthing back to 1 of each item !!! I just had to see in the guide how many entry I had for little cactus to know how many pages I already had.

Thanks a lot !

and Thanks to DrummerIX for the awsome table.

acecel
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Re: Visions of Mana [Steam] [+44]

Post by acecel »

Ragnarok Drakengard wrote:
Mon Sep 02, 2024 9:10 am
DrummerIX wrote:
Sun Sep 01, 2024 2:55 am
Item ID's are somewhat randomized on starting a game. There might be a way to figure that out, but I haven't had time to dive into that part too much.
Fair enough.

Could we possibly get infinite jumps and/or double jumps?
Table from Tuuuup! has double jump (last script) : viewtopic.php?p=368682#p368682

acecel
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Re: Visions of Mana [Steam] [+46]

Post by acecel »

DrummerIX wrote:
Mon Sep 02, 2024 8:11 pm
EDIT 4.5:

This might be my last update. I don't have time to spend too much time hacking games anymore unfortunately. I fixed an issue with Party EXP Multiplier if you use too big of a multiplier and it causes you to go to level 0. I added Infinite Jumps (Thanks to Send for help getting this option). I added an option to Always Max CS Gauge. It requires both HP and MP Damage Mod to be on and also for you to get hit at least once per map (loading screen). It seems to be somewhat buggy, but you can execute CS more times than with it off. Keep pressing LT and doing hits and I think it usually works.
Thanks a lot for your table ;)
And you don't have to explain anything to us regarding the amount of time you can use to create/update tables, it's obviously something with a low priority compared to anything else happening in your life. I hope that nothing bad happened to you and hope you are well :wub:
You are one of the best table makers around here and you have already given to the community way more than anything we could have reasonably excepted, anything more you do is just bonus to us :mrgreen:

Thanks again :)

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Re: Visions of Mana [Steam] [+46]

Post by acecel »

DrummerIX wrote:
Mon Sep 02, 2024 8:11 pm
-->> Is it normal that the MP Multiplier only apply on the second attack ? (i.e. first attack doesn't get the multiplier applied)
Same for the InfiniteMP, your first attack will cost MP then after that it's free.
And it's like this for each fight and not only the first one.

-->> There is also a small mistake on the same MP Multiplier, the 2 pointers inside it that allow to set the values for Damage and Healing are the wrong one, you probably copy/paste from the HP multiplier script above and forgot to change the pointers name and description for both values, they actually point to :
fHeroDamageMult & fHeroHealingMult instead off fHeroDamageMultMP & fHeroHealingMultMP :mrgreen:

-->> Lastly could you explain what are both multipliers supposed to affect ? I have trouble understanding what they designed to do exactly :oops:
At first i thought that Hero Damage Multiplier MP was for any reduction of the MP ("damage to MP pool") and that the other one was for any increase of mp ("healing to MP pool") but it's not like that.
The first one reduce the mana cost of using abilities (except the first one lol), but what the second do ? Increase the effect of MP potions or something like that ?

Thanks in advance for any help.
Last edited by acecel on Wed Sep 04, 2024 3:51 am, edited 1 time in total.

poyo12
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Re: Visions of Mana [Steam] [+46]

Post by poyo12 »

hello,

would it be possible to remove or put infinite time for trials ?

poyo12
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Re: Visions of Mana [Steam] [+46]

Post by poyo12 »

mmm when i activate damage mod part, my characters cant die ??????

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Re: Visions of Mana [Steam] [+46]

Post by DrummerIX »

acecel wrote:
Wed Sep 04, 2024 3:33 am
DrummerIX wrote:
Mon Sep 02, 2024 8:11 pm
-->> Is it normal that the MP Multiplier only apply on the second attack ? (i.e. first attack doesn't get the multiplier applied)
Same for the InfiniteMP, your first attack will cost MP then after that it's free.
And it's like this for each fight and not only the first one.

-->> There is also a small mistake on the same MP Multiplier, the 2 pointers inside it that allow to set the values for Damage and Healing are the wrong one, you probably copy/paste from the HP multiplier script above and forgot to change the pointers name and description for both values, they actually point to :
fHeroDamageMult & fHeroHealingMult instead off fHeroDamageMultMP & fHeroHealingMultMP :mrgreen:

-->> Lastly could you explain what are both multipliers supposed to affect ? I have trouble understanding what they designed to do exactly :oops:
At first i thought that Hero Damage Multiplier MP was for any reduction of the MP ("damage to MP pool") and that the other one was for any increase of mp ("healing to MP pool") but it's not like that.
The first one reduce the mana cost of using abilities (except the first one lol), but what the second do ? Increase the effect of MP potions or something like that ?

Thanks in advance for any help.
It is a display value issue, if you go to menu after the battle, it will show correct. The Hero Damage is the damage to your mp and the healing is designed to affect mp recovery, but sometimes the game doesn't do everything in one function. I didn't actually test the healing one that well.

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Re: Visions of Mana [Steam] [+46]

Post by DrummerIX »

poyo12 wrote:
Wed Sep 04, 2024 8:19 am
mmm when i activate damage mod part, my characters cant die ??????
Turn HeroCannotDie to off to make it so you can die. It defaults to on when you turn on the option as I like to play that way.

poyo12
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Re: Visions of Mana [Steam] [+46]

Post by poyo12 »

ahhhh ok, thanks ^^

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Re: Visions of Mana [Steam] [+46]

Post by poyo12 »

hello,

god mode off not working for me.
even when checked i'm still unable to die :/

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Re: Visions of Mana [Steam] [+46]

Post by DrummerIX »

It's a flag, so press enter on HeroCannotDie and a drop box option should appear that you set to Off.

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Re: Visions of Mana [Steam] [+46]

Post by onipuck »

So, just tried using the Grizzly Syrup stuff, mainly because god damn that is a lot of busy work running around grabbing those.

It seems to just freeze my syrup instead of do the multiplier.
To be safe, and so I don't accidentally remove any syrup gained, I'm gonna turn the game off and on again just in case.

To be honest, most of the stuff I don't really want, but the collectathon stuff, that'd be more important than any of the other cheats

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