My Time at Portia

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taxef9090
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My Time at Portia

Post by taxef9090 »

I've tried to use the "NoMaterialRequirement" script and it says Already at max capacity, I'm using the latest table. I've started a new game as well, not sure why its not working.

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 taxef9090 on Thu Jan 01, 1970 12:00 am, edited 1 time in total.

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fantomas
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Post by fantomas »

[QUOTE="taxef9090, post: 49743, member: 17119"]I've tried to use the "NoMaterialRequirement" script and it says Already at max capacity, I'm using the latest table. I've started a new game as well, not sure why its not working.[/QUOTE]



Hi :)



You're talking about that one in CT, right??? But did you see what I wrote in brackets (does not work!!!)??? :)



Never mind, open that script and copy/past the code from the post #120 (page 6) of this topic: [URL]https://fearlessrevolution.com/threads/my-time-at-portia.5889/page-6#post-49519[/URL]



script disabled

[IMG]https://zupimages.net/up/18/25/g80b.png[/IMG]



script enabled

[IMG]https://zupimages.net/up/18/25/lz63.png[/IMG]



The new script will be added in the next CT update.
Last edited by fantomas on Wed Jun 20, 2018 8:16 am, edited 1 time in total.

taxef9090
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My Time at Portia

Post by taxef9090 »

Yea the first thing i did was copy and paste in that new code, i should have mentioned that first. I'll just wait for the update.



[update]

Strange for some reason its working now, not sure why it didn't the first time i pasted it in.
Last edited by taxef9090 on Wed Jun 20, 2018 10:26 am, edited 1 time in total.

Impala
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Post by Impala »

any chance of getting NPC friendliness added?

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fantomas
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Post by fantomas »

[QUOTE="ImpalaPUA, post: 49782, member: 2425"]any chance of getting NPC friendliness added?[/QUOTE]



It was planned (like some other people requests) in a near CT update :) - but I don't have an ETA.

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Pongozila
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Post by Pongozila »

[QUOTE="fantomas, post: 49791, member: 1587"]It was planned (like some other people requests) in a near CT update :) - but I don't have an ETA.[/QUOTE]



Ok so I bought this on Sale (I've been looking forward to this game, fantastic!) And went to look for the Affection code to help out, I couldn't nail it, but here's my contribution:



Sonia's affection Pointer:

[CODE]







227

"Sonia"



4 Bytes

"mono.dll"+00264110




D4

C8

78

1F0

1D8







[/CODE]

And affection works on a +50 offset... so you can find them all by this method.



But I for a "add affection by clicking on portrait" code;



-> Find an affection address (sonia's pointer provided)

-> "Find what accesses this address"

-> Click on a portait IN GAME SOCIAL TAB (I.E. Sonia's) ->

-> Look for "48 63 56 34 - movsxd rdx,dword ptr [rsi+34]"

-> Autoassembled a "add [rsi+34],64"

-> PROFIT! -- Everytime you click on a character's portrait you gain a heart with that character, talk to the character and get the friendship upgrade!

BUT

-> Restart the game and rectivate the code to have the game crash when you click on a portrait (but the game does save the hearts)



So I hope this help's you [USER=1587]@fantomas[/USER] with the affection code! Keep up this table, it's amazing!

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fantomas
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Post by fantomas »

[USER=1790]@Pongozila[/USER]



Thank you, I'll take a look ;)



@All



[ [B]+Inf Tree Kick [/B]]

[CODE=cea][ENABLE]

Pathea.TreeNs:MyTreeInstance:CanKick+46+3:

db 90

//4C 63 40 90

//movsxd r8,dword ptr [rax-70]



[DISABLE]

Pathea.TreeNs:MyTreeInstance:CanKick+46+3:

db 70

//4C 63 40 70

//movsxd r8,dword ptr [rax+70]

[/CODE]



Here's another one, [B]'NoCostFarmUpgrading'[/B] a.k.a [B]'NoItemRequirement (Farm Upgrade)'[/B] BUT it is working at 85%... Why I say that? Because the script allows you to upgrade (or a create a new one) any build you have + machines (workshop, bla bla bla...) but it will not you allow to upgrade your gate and fence. I didn't find the proper code yet but I guess it is just a matter of time or of knowledge, like some people would say. ?



Anyway, I just wanted to share it for you to enjoy, despite its current state. ;)



[ [B]NoCostFarmUpgrading[/B] ]

[CODE=cea][ENABLE]

//Farm Upgrade Money Cost

Pathea.HomeNs:FarmUpgradeMgr:MoneyCost+e0+2:

db 4C

//48 0F 4C C1

//cmovl rax,rcx



//Farm Upgrade Material Cost

Pathea.HomeNs:FarmUpgradeMgr:MaterialCost+e0+2:

db 4C

//48 0F 4C C1

//cmovl rax,rcx

[DISABLE]

Pathea.HomeNs:FarmUpgradeMgr:MoneyCost+e0+2:

db 4D

//48 0F 4D C1

//cmovge rax,rcx



Pathea.HomeNs:FarmUpgradeMgr:MaterialCost+e0+2:

db 4D

//48 0F 4D C1

//cmovge rax,rcx[/CODE]



Before

[IMG]https://zupimages.net/up/18/25/wqtd.png[/IMG]



After

[IMG]https://zupimages.net/up/18/25/3r5x.png[/IMG]
Last edited by fantomas on Sat Jun 23, 2018 1:38 pm, edited 1 time in total.

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Pongozila
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My Time at Portia

Post by Pongozila »

So I THINK I got this... They're working perfectly for me now... If anyone else can confirm these to work, I'd thank you very much! Also [USER=1587]@fantomas[/USER] fell free to incorporate these codes, as is or adapt, to the table! ?



Instant tree/crops Growth

[CODE]







1104

"Instant tree/crops Growth"



Auto Assembler Script

{ Game : Portia.exe

Version:

Date : 2018-06-24

Author : Marcelo



This script does blah blah blah

}



[ENABLE]



aobscan(etteet,F3 0F 11 6E 28 66) // should be unique

alloc(newmem,$1000,etteet)



label(code)

label(return)



newmem:



code:

movss [rsi+28],xmm5

mov [rsi+28],(float)999

jmp return



etteet:

jmp newmem

return:

registersymbol(etteet)



[DISABLE]



etteet:

db F3 0F 11 6E 28



unregistersymbol(etteet)

dealloc(newmem)



{

// ORIGINAL CODE - INJECTION POINT: 1289A37E3C5



1289A37E3A0: 48 8B C8 - mov rcx,rax

1289A37E3A3: 83 39 00 - cmp dword ptr [rcx],00

1289A37E3A6: 48 8B 40 18 - mov rax,[rax+18]

1289A37E3AA: 48 63 40 4C - movsxd rax,dword ptr [rax+4C]

1289A37E3AE: F2 0F 2A C8 - cvtsi2sd xmm1,eax

1289A37E3B2: 66 0F 2F C8 - comisd xmm1,xmm0

1289A37E3B6: 76 1F - jna 1289A37E3D7

1289A37E3B8: F3 0F 10 45 E8 - movss xmm0,[rbp-18]

1289A37E3BD: F3 0F 5A C0 - cvtss2sd xmm0,xmm0

1289A37E3C1: F2 0F 5A E8 - cvtsd2ss xmm5,xmm0

// ---------- INJECTING HERE ----------

1289A37E3C5: F3 0F 11 6E 28 - movss [rsi+28],xmm5

// ---------- DONE INJECTING ----------

1289A37E3CA: 66 0F 57 C0 - xorpd xmm0,xmm0

1289A37E3CE: F2 0F 5A C0 - cvtsd2ss xmm0,xmm0

1289A37E3D2: E9 8B 03 00 00 - jmp 1289A37E762

1289A37E3D7: 48 8B 46 10 - mov rax,[rsi+10]

1289A37E3DB: 48 8B C8 - mov rcx,rax

1289A37E3DE: 83 39 00 - cmp dword ptr [rcx],00

1289A37E3E1: 48 8B 40 18 - mov rax,[rax+18]

1289A37E3E5: 48 63 40 4C - movsxd rax,dword ptr [rax+4C]

1289A37E3E9: F2 0F 2A C0 - cvtsi2sd xmm0,eax

1289A37E3ED: F3 0F 10 4E 28 - movss xmm1,[rsi+28]

}







[/CODE]



Instant Fruits on trees Growth

[CODE]







1116

"Instant Fruits on trees Growth"



Auto Assembler Script

{ Game : Portia.exe

Version:

Date : 2018-06-24

Author : Marcelo



This script does blah blah blah

}



[ENABLE]



aobscan(INJECT,F3 0F 11 6E 2C 66) // should be unique

alloc(newmem,$1000,INJECT)



label(code)

label(return)



newmem:





code:

movss [rsi+2C],xmm5

mov [rsi+2c],(float)999

jmp return



INJECT:

jmp newmem

return:

registersymbol(INJECT)



[DISABLE]



INJECT:

db F3 0F 11 6E 2C



unregistersymbol(INJECT)

dealloc(newmem)



{

// ORIGINAL CODE - INJECTION POINT: 19721274E7F



19721274E56: 48 8B C8 - mov rcx,rax

19721274E59: 83 39 00 - cmp dword ptr [rcx],00

19721274E5C: 48 8B 40 18 - mov rax,[rax+18]

19721274E60: 48 63 40 5C - movsxd rax,dword ptr [rax+5C]

19721274E64: F2 0F 2A C8 - cvtsi2sd xmm1,eax

19721274E68: 66 0F 2F C8 - comisd xmm1,xmm0

19721274E6C: 0F 86 1F 00 00 00 - jbe 19721274E91

19721274E72: F3 0F 10 45 F0 - movss xmm0,[rbp-10]

19721274E77: F3 0F 5A C0 - cvtss2sd xmm0,xmm0

19721274E7B: F2 0F 5A E8 - cvtsd2ss xmm5,xmm0

// ---------- INJECTING HERE ----------

19721274E7F: F3 0F 11 6E 2C - movss [rsi+2C],xmm5

// ---------- DONE INJECTING ----------

19721274E84: 66 0F 57 C0 - xorpd xmm0,xmm0

19721274E88: F2 0F 5A C0 - cvtsd2ss xmm0,xmm0

19721274E8C: E9 31 01 00 00 - jmp 19721274FC2

19721274E91: 48 8B 46 10 - mov rax,[rsi+10]

19721274E95: 48 8B C8 - mov rcx,rax

19721274E98: 83 39 00 - cmp dword ptr [rcx],00

19721274E9B: 48 8B 40 18 - mov rax,[rax+18]

19721274E9F: 48 63 40 5C - movsxd rax,dword ptr [rax+5C]

19721274EA3: F2 0F 2A C0 - cvtsi2sd xmm0,eax

19721274EA7: F3 0F 10 4E 2C - movss xmm1,[rsi+2C]

}







[/CODE]



Portrait +1 Love

[CODE]







1118

"Portrait +1 Love"





Auto Assembler Script

{ Game : Portia.exe

Version:

Date : 2018-06-24

Author : Marcelo



This script does blah blah blah

}



[ENABLE]



aobscan(lovpotion,48 63 56 34 48 8B C8 41) // should be unique

alloc(newmem,$1000,lovpotion)



label(code)

label(return)



newmem:

add [rsi+34],#100



code:

movsxd rdx,dword ptr [rsi+34]

mov rcx,rax

jmp return



lovpotion:

jmp newmem

nop

nop

return:

registersymbol(lovpotion)



[DISABLE]



lovpotion:

db 48 63 56 34 48 8B C8



unregistersymbol(lovpotion)

dealloc(newmem)



{

// ORIGINAL CODE - INJECTION POINT: 16B3682BC4E



16B3682BC25: 48 8B D0 - mov rdx,rax

16B3682BC28: 48 8B 45 E8 - mov rax,[rbp-18]

16B3682BC2C: 48 8B C8 - mov rcx,rax

16B3682BC2F: 48 83 EC 20 - sub rsp,20

16B3682BC33: 83 38 00 - cmp dword ptr [rax],00

16B3682BC36: 49 BB E0 F5 FA E4 6A 01 00 00 - mov r11,0000016AE4FAF5E0

16B3682BC40: 41 FF D3 - call r11

16B3682BC43: 48 83 C4 20 - add rsp,20

16B3682BC47: 48 8B 47 18 - mov rax,[rdi+18]

16B3682BC4B: 83 3E 00 - cmp dword ptr [rsi],00

// ---------- INJECTING HERE ----------

16B3682BC4E: 48 63 56 34 - movsxd rdx,dword ptr [rsi+34]

16B3682BC52: 48 8B C8 - mov rcx,rax

// ---------- DONE INJECTING ----------

16B3682BC55: 41 B8 E8 03 00 00 - mov r8d,000003E8

16B3682BC5B: 41 B9 64 00 00 00 - mov r9d,00000064

16B3682BC61: 48 83 EC 20 - sub rsp,20

16B3682BC65: 83 38 00 - cmp dword ptr [rax],00

16B3682BC68: 49 BB 30 5C 82 36 6B 01 00 00 - mov r11,0000016B36825C30

16B3682BC72: 41 FF D3 - call r11

16B3682BC75: 48 83 C4 20 - add rsp,20

16B3682BC79: 48 8B 47 18 - mov rax,[rdi+18]

16B3682BC7D: 48 8B 4F 78 - mov rcx,[rdi+78]

16B3682BC81: 48 8B D1 - mov rdx,rcx

}







1119

"click on a portrait to gain +1 heart with that character - interact with that character to update the status"



1









[/CODE]



PS: they're slow to activate, but once activated it's all good.
Last edited by Pongozila on Thu Jan 01, 1970 12:00 am, edited 1 time in total.

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fantomas
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Post by fantomas »

[QUOTE="fantomas, post: 50001, member: 1587"]but it will not you allow to upgrade your gate and fence.[/QUOTE]



I finally found out the missing code - Now it works as intended :)



[B]'NoCostFarmUpgrading'[/B] (The final script)

[CODE=cea][ENABLE]

//Farm Upgrade Money Cost

Pathea.HomeNs:FarmUpgradeMgr:MoneyCost+e0+2:

db 4C

//48 0F 4C C1

//cmovl rax,rcx



//Farm Upgrade Material Cost

Pathea.HomeNs:FarmUpgradeMgr:MaterialCost+e0+2:

db 4C

//48 0F 4C C1

//cmovl rax,rcx



//Farm Change Appearance Money Cost

Pathea.UISystemNs:FarmEditModeNonUnit:ExitPay+a4:

db 90 90 90

{

nop

nop

nop

}



//Farm Change Appearance Material Cost

Pathea.UISystemNs:FarmEditModeNonUnit:ExitPay+1c2:

db 90 90 90

{

nop

nop

nop

}



[DISABLE]

Pathea.HomeNs:FarmUpgradeMgr:MoneyCost+e0+2:

db 4D

//48 0F 4D C1

//cmovge rax,rcx



Pathea.HomeNs:FarmUpgradeMgr:MaterialCost+e0+2:

db 4D

//48 0F 4D C1

//cmovge rax,rcx



Pathea.UISystemNs:FarmEditModeNonUnit:ExitPay+a4:

db 41 FF D3

//call r11



Pathea.UISystemNs:FarmEditModeNonUnit:ExitPay+1c2:

db 41 FF D3

//call r11[/CODE]





[USER=1790]@Pongozila[/USER]



Thank you for your sharing - I do not have any problem to incorporate them - But as I like scripts with less code as possible, I prefer my approach which is somewhat different from yours, even if in the end, the result is the same - It works!!! :D



I sincerely hope that it does not disappoint you. :(



BR, bro

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Pongozila
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Post by Pongozila »

[QUOTE="fantomas, post: 50158, member: 1587"]

Thank you for your sharing - I do not have any problem to incorporate them - But as I like scripts with less code as possible, I prefer my approach which is somewhat different from yours, even if in the end, the result is the same - It works!!! :D



I sincerely hope that it does not disappoint you. :(

[/QUOTE]



No way man, all I want is for this table to grow! I'll keep sharing when I find something new hope it helps! :)

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fantomas
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Post by fantomas »

[QUOTE="ImpalaPUA, post: 49782, member: 2425"]any chance of getting NPC friendliness added?[/QUOTE]



Try this, pls - Copy/past this code in text editor (notepad++) and save it with .CT extension (use Save as...)

[CODE=xml]







238

"SetNpcRelationship"





008000

Auto Assembler Script

define(address,Pathea.FavorSystemNs:FavorUtility:GetGradeName+17)

define(bytes,48 63 56 2C 48 8B C8)



[ENABLE]

assert(address,bytes)

alloc(newmem,$100,Pathea.FavorSystemNs:FavorUtility:GetGradeName+17)



label(code)

label(return)



globalalloc(setFavorGradeName_ptr,8)



newmem:

mov [setFavorGradeName_ptr],rsi



code:

movsxd rdx,dword ptr [rsi+2C]

mov rcx,rax

jmp return



address:

jmp newmem

nop

nop

return:



[DISABLE]

address:

db bytes

// movsxd rdx,dword ptr [rsi+2C]

// mov rcx,rax



dealloc(newmem)



{

// ORIGINAL CODE - INJECTION POINT: Pathea.FavorSystemNs:FavorUtility:GetGradeName+17



4DFF556A: 00 00 - add [rax],al

4DFF556C: 00 00 - add [rax],al

4DFF556E: 00 00 - add [rax],al

4DFF5570: 55 - push rbp

4DFF5571: 48 8B EC - mov rbp,rsp

4DFF5574: 56 - push rsi

4DFF5575: 48 83 EC 08 - sub rsp,08

4DFF5579: 48 8B F1 - mov rsi,rcx

4DFF557C: 48 8B 04 25 40 C3 93 04 - mov rax,[0493C340]

4DFF5584: 83 3E 00 - cmp dword ptr [rsi],00

// ---------- INJECTING HERE ----------

4DFF5587: 48 63 56 2C - movsxd rdx,dword ptr [rsi+2C]

4DFF558B: 48 8B C8 - mov rcx,rax

// ---------- DONE INJECTING ----------

4DFF558E: 48 83 EC 20 - sub rsp,20

4DFF5592: 83 38 00 - cmp dword ptr [rax],00

4DFF5595: 49 BB 40 37 E5 3E 00 00 00 00 - mov r11,Pathea.NpcRepositoryNs:NpcRepository:GetNpcData

4DFF559F: 41 FF D3 - call r11

4DFF55A2: 48 83 C4 20 - add rsp,20

4DFF55A6: 48 63 88 A4 00 00 00 - movsxd rcx,dword ptr [rax+000000A4]

4DFF55AD: 83 3E 00 - cmp dword ptr [rsi],00

4DFF55B0: 48 63 56 38 - movsxd rdx,dword ptr [rsi+38]

4DFF55B4: 48 83 EC 20 - sub rsp,20

4DFF55B8: 49 BB F0 55 FF 4D 00 00 00 00 - mov r11,Pathea.FavorSystemNs:FavorRelationshipUtil:GetGenderRelation

}







239

"BaseAddress"



String

0

0

0

1

setFavorGradeName_ptr




0







240

"NPC_Name"

4000006:Nora

4000008:Gale

4000011:Django

4000033:Sonia

4000035:Phyllis

4000040:Presley

4000052:Mei

4000053:Lucy

4000063:Arlo

4000069:Pinky



4 Bytes

+2C






241

"relationship"

1:Nemesis

2:Adversary

3:Stranger

4:Associate

5:Buddy

6:Friend

7:Good Friend

8:Best Friend

9:BFF

10:Girlfriend/Boyfriend

11:Sweetheart

12:Lover

13:Soulmate

14:Wife/Husband

15:Soulmate

16:Unhappy Wife/Husband



4 Bytes

+38



















Once in game, activate the script (be sure Mono features are still activated), then tape keyboard key 'H' to open Social popup window and click on a NPC (in my example here, Sonia) and your values should show up.



[IMG]https://zupimages.net/up/18/26/0k57.png[/IMG]



Change the value under 'relationship' (click on it to open the drop-down list) and save the game (go into the bed). Let's check my new relationship with Sonia again.



[IMG]https://zupimages.net/up/18/26/lydm.png[/IMG]





It works!!! :D



As you can see, you do not have to have full hearts to see your relationship(s) evolving. But if you still want to have an eye on it, then just copy/past 'relationship' pointer and change the offset to 34 and rename it on your convenance. ;)



[IMG]https://zupimages.net/up/18/26/n3mi.png[/IMG]



[ 1 full heart/star = 100 ]



[IMG]https://zupimages.net/up/18/26/kpwa.png[/IMG]



The most important thing is the 'relationship' value - it's that value which will unlock your npc relation perks.



[B][SIZE=6][COLOR=rgb(44, 130, 201)]EDIT:[/COLOR][/SIZE][/B]



From the code above, you'll notice that I didn't put all npc id's values simply because I didn't meet them all yet. So if you meet a Npc which is not in the CT list (you should have something like 4000025), check the list under 'NPC_Name' and add it like I did (right click on the value, then Set/Change dropdown selection options).
Last edited by fantomas on Mon Jun 25, 2018 11:47 am, edited 3 times in total.

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Post by Impala »

When do you usually combine all these scripts into the main one? It's getting to be a lot at the moment

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Post by fantomas »

[QUOTE="ImpalaPUA, post: 50242, member: 2425"]When do you usually combine all these scripts into the main one? It's getting to be a lot at the moment[/QUOTE]



Hey, If I'm not wrong, they should release a new major update (v8.0.xxxxxx) very soon (current this week???), I planned to update the CT at that time. But if you guys could no longer wait for it, then just tell me and I'll post it. ;)

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Post by Impala »

[QUOTE="fantomas, post: 50247, member: 1587"]Hey, If I'm not wrong, they should release a new major update (v8.0.xxxxxx) very soon (current this week???), I planned to update the CT at that time. But if you guys could no longer wait for it, then just tell me and I'll post it. ;)[/QUOTE]



No thats fine, I was just curious when it gets updated

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Post by darkdex52 »

Unselecting options seems to crash the game 100% of the time. And "Never Attacked" causes game crash report screen when you're about to get attacked.
Last edited by darkdex52 on Mon Jul 02, 2018 9:02 pm, edited 1 time in total.

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