Mass Effect Andromeda

Upload your cheat tables here (No requests)
User avatar
Kalas
Expert Cheater
Expert Cheater
Posts: 548
Joined: Fri Mar 03, 2017 9:49 am
Reputation: 134

Re: Mass Effect Andromeda

Post by Kalas »

maa wrote:
Fri Apr 07, 2017 11:50 am
Cielos, can you make inf inventary and weapons without cooldown?
I don't want to take Cielos job or whatever.

But could you send me a save file so I can take a look on those as well, I can't find any online.. Not sure there is an option to have a save file for this game but hopefully if there is you could send me :)

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

slayerh4x
What is cheating?
What is cheating?
Posts: 1
Joined: Fri Apr 07, 2017 5:20 pm
Reputation: 0

Re: Mass Effect Andromeda +14 (table EDIT13)

Post by slayerh4x »

Cielos wrote:
Fri Mar 17, 2017 4:27 pm
- updated the table, all scripts should work on patch 1.05 now.
I can't seem to get it to activate. When I try to toggle "Enable.7" it hangs for about 2 seconds and nothing happens.

I am on version 1.05 btw.

Edit: Also thank you for the work.

ConnollyUK
Novice Cheater
Novice Cheater
Posts: 15
Joined: Fri Apr 07, 2017 5:49 pm
Reputation: 1

Re: Mass Effect Andromeda

Post by ConnollyUK »

Cielos wrote:
Fri Apr 07, 2017 11:35 am
Cielos wrote:
Fri Apr 07, 2017 9:20 am
Jessen wrote:
Thu Apr 06, 2017 10:24 pm
can we get an update to the 'infinite item' script? or tell me how to update it myself? Heres what it is now.
[...]
[...]
yeah, I know it's 1096bimu script now.
so, I've used another injection point based on 1096bimu's findings, to make these 2 scripts. you can only activate one of them at a time.
test them and see if there's any problem.
if none found, I'll update the table with these scripts on next update. thanks~

dupliacte item
- when activated, whenever you buy/sell stuff, the remaining quantity would be added with the quantity you buy/sell instead of being subtracted.
- the script effect would still kick-in when bulk sell the whole stack now, you won't lose the item instead anymore.
- for example, if you have 16, and you bulk sell the whole stack, you'll get 16 instead and have 32 afterwards.
- remember it works on BOTH buying and selling.
- for dupliacte item .3, hold Shift key when you confirm the trade to duplicate the item. i.e. when asked "CONFIRM TRADE?", hold Shift key, then press SPACE or click on OK.
- if you don't want this mod key at all, just use dupliacte item .2 instead.
- you can only activate one of these 2 scripts at a time.

dupliacte item .2:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1351</ID>
      <Description>"dupliacte item .2"</Description>
      <LastState/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(quantityReadOnTransactionAOB,MassEffectAndromeda.exe,8B 57 1C 3B D5 75)
registersymbol(quantityReadOnTransactionAOB)

alloc(newmem,2048,quantityReadOnTransactionAOB) //"MassEffectAndromeda.exe"+67C9A9)
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
add [rdi+1c],ebp
add [rdi+1c],ebp

originalcode:
mov edx,[rdi+1C]
cmp edx,ebp

exit:
jmp returnhere

///

quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9:
jmp newmem
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9:
db 8B 57 1C 3B D5
//Alt: mov edx,[rdi+1C]
//Alt: cmp edx,ebp
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
dupliacte item .3:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1353</ID>
      <Description>"dupliacte item .3"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(quantityReadOnTransactionAOB,MassEffectAndromeda.exe,8B 57 1C 3B D5 75)
registersymbol(quantityReadOnTransactionAOB)

alloc(newmem,2048,quantityReadOnTransactionAOB) //"MassEffectAndromeda.exe"+67C9A9)
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
push rax
push rbx
push rcx
push rdx
push rsi
push r8
push r9
push r10
push r11
push r12
push r13
push r14
push r15
sub rsp,10
movdqu dqword [rsp],xmm0
sub rsp,10
movdqu dqword [rsp],xmm1
sub rsp,10
movdqu dqword [rsp],xmm2
sub rsp,10
movdqu dqword [rsp],xmm3
sub rsp,10
movdqu dqword [rsp],xmm4
sub rsp,10
movdqu dqword [rsp],xmm5
sub rsp,10
movdqu dqword [rsp],xmm6
sub rsp,10
movdqu dqword [rsp],xmm7
sub rsp,10
movdqu dqword [rsp],xmm8
sub rsp,10
movdqu dqword [rsp],xmm9
sub rsp,10
movdqu dqword [rsp],xmm10
sub rsp,10
movdqu dqword [rsp],xmm11
sub rsp,10
movdqu dqword [rsp],xmm12
sub rsp,10
movdqu dqword [rsp],xmm13
sub rsp,10
movdqu dqword [rsp],xmm14
sub rsp,10
movdqu dqword [rsp],xmm15
push rdi
push rbp

mov rcx,10    //SHIFT key
push rcx
call GetAsyncKeyState
add rsp,08
shr ax,#15
cmp ax,1
jne @f

mov ebp,[rsp]
mov rdi,[rsp+8]
add [rdi+1c],ebp
add [rdi+1c],ebp

endchk:
pop rbp
pop rdi
movdqu xmm15,dqword [rsp]
add rsp,10
movdqu xmm14,dqword [rsp]
add rsp,10
movdqu xmm13,dqword [rsp]
add rsp,10
movdqu xmm12,dqword [rsp]
add rsp,10
movdqu xmm11,dqword [rsp]
add rsp,10
movdqu xmm10,dqword [rsp]
add rsp,10
movdqu xmm9,dqword [rsp]
add rsp,10
movdqu xmm8,dqword [rsp]
add rsp,10
movdqu xmm7,dqword [rsp]
add rsp,10
movdqu xmm6,dqword [rsp]
add rsp,10
movdqu xmm5,dqword [rsp]
add rsp,10
movdqu xmm4,dqword [rsp]
add rsp,10
movdqu xmm3,dqword [rsp]
add rsp,10
movdqu xmm2,dqword [rsp]
add rsp,10
movdqu xmm1,dqword [rsp]
add rsp,10
movdqu xmm0,dqword [rsp]
add rsp,10
pop r15
pop r14
pop r13
pop r12
pop r11
pop r10
pop r9
pop r8
pop rsi
pop rdx
pop rcx
pop rbx
pop rax

originalcode:
mov edx,[rdi+1C]
cmp edx,ebp

exit:
jmp returnhere

///

quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9:
jmp newmem
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9:
db 8B 57 1C 3B D5
//Alt: mov edx,[rdi+1C]
//Alt: cmp edx,ebp
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>1354</ID>
          <Description>"hold shift and Confirm Trade"</Description>
          <LastState Value="" RealAddress="00000000"/>
          <Color>808080</Color>
          <GroupHeader>1</GroupHeader>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
///*************************************************************************///
hedop wrote:
Fri Apr 07, 2017 9:57 am
Personally I couldn't care less about the undead option simply because I didn't really need it for my teammates. However some posters above have mentioned that it prevents them from progressing in certain missions. Now they might have a different issue BUT I assumed it might be the same issue connected to the turrets which will prevent you from progressing if you do not know how to fix it. They way to fix it is to simply switch to player only in the undead option for the time being and switch back once you have progressed if you want to use it.
yes, it's a different issue. what they're descibing is a bug that causes by "Inf. life support" that Kala posted.
what you describe is actually (later revealed) my "undead" script, while saying (at the time) it's Kala's "Inf. life support".
for more info about the problem they mentioned, read the thread.
hedop wrote:
Fri Apr 07, 2017 9:57 am
I know dude. I didn't. I finished the game. I simply reported an issue I encountered and explained what it was for the benefit of other people who might encounter them as well. Are you always this pissy? I corrected myself in the post above and said undead. I also posted in response to YOUR question which table I'm using.
no, you didn't correct yourself.
you just said "life support" causes the issue on the first post.
then you said "undead" caused the issue you have on the second post. these two statements aren't mutually exclusive.
and yes, you've reported a bug that's related to my table, and I said thanks. and I may have a look later when I find myself a battle turret to destroy again. (I've restarted a game with a different character, so it could take a while~)
so, why are you pissed?
I'm really sorry for asking what may be a very stupid question but I'm new to this whole scene, how do I go about inserting the above code into your existing table? I've tried opening memory view and pasting the code in auto-assemble, but when I try to save to existing table it tells me the code is not injectable.

User avatar
Kalas
Expert Cheater
Expert Cheater
Posts: 548
Joined: Fri Mar 03, 2017 9:49 am
Reputation: 134

Re: Mass Effect Andromeda

Post by Kalas »

ConnollyUK wrote:
Fri Apr 07, 2017 5:52 pm
Cielos wrote:
Fri Apr 07, 2017 11:35 am
Cielos wrote:
Fri Apr 07, 2017 9:20 am

[...]
yeah, I know it's 1096bimu script now.
so, I've used another injection point based on 1096bimu's findings, to make these 2 scripts. you can only activate one of them at a time.
test them and see if there's any problem.
if none found, I'll update the table with these scripts on next update. thanks~

dupliacte item
- when activated, whenever you buy/sell stuff, the remaining quantity would be added with the quantity you buy/sell instead of being subtracted.
- the script effect would still kick-in when bulk sell the whole stack now, you won't lose the item instead anymore.
- for example, if you have 16, and you bulk sell the whole stack, you'll get 16 instead and have 32 afterwards.
- remember it works on BOTH buying and selling.
- for dupliacte item .3, hold Shift key when you confirm the trade to duplicate the item. i.e. when asked "CONFIRM TRADE?", hold Shift key, then press SPACE or click on OK.
- if you don't want this mod key at all, just use dupliacte item .2 instead.
- you can only activate one of these 2 scripts at a time.

dupliacte item .2:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1351</ID>
      <Description>"dupliacte item .2"</Description>
      <LastState/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(quantityReadOnTransactionAOB,MassEffectAndromeda.exe,8B 57 1C 3B D5 75)
registersymbol(quantityReadOnTransactionAOB)

alloc(newmem,2048,quantityReadOnTransactionAOB) //"MassEffectAndromeda.exe"+67C9A9)
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
add [rdi+1c],ebp
add [rdi+1c],ebp

originalcode:
mov edx,[rdi+1C]
cmp edx,ebp

exit:
jmp returnhere

///

quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9:
jmp newmem
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9:
db 8B 57 1C 3B D5
//Alt: mov edx,[rdi+1C]
//Alt: cmp edx,ebp
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
dupliacte item .3:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1353</ID>
      <Description>"dupliacte item .3"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(quantityReadOnTransactionAOB,MassEffectAndromeda.exe,8B 57 1C 3B D5 75)
registersymbol(quantityReadOnTransactionAOB)

alloc(newmem,2048,quantityReadOnTransactionAOB) //"MassEffectAndromeda.exe"+67C9A9)
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
push rax
push rbx
push rcx
push rdx
push rsi
push r8
push r9
push r10
push r11
push r12
push r13
push r14
push r15
sub rsp,10
movdqu dqword [rsp],xmm0
sub rsp,10
movdqu dqword [rsp],xmm1
sub rsp,10
movdqu dqword [rsp],xmm2
sub rsp,10
movdqu dqword [rsp],xmm3
sub rsp,10
movdqu dqword [rsp],xmm4
sub rsp,10
movdqu dqword [rsp],xmm5
sub rsp,10
movdqu dqword [rsp],xmm6
sub rsp,10
movdqu dqword [rsp],xmm7
sub rsp,10
movdqu dqword [rsp],xmm8
sub rsp,10
movdqu dqword [rsp],xmm9
sub rsp,10
movdqu dqword [rsp],xmm10
sub rsp,10
movdqu dqword [rsp],xmm11
sub rsp,10
movdqu dqword [rsp],xmm12
sub rsp,10
movdqu dqword [rsp],xmm13
sub rsp,10
movdqu dqword [rsp],xmm14
sub rsp,10
movdqu dqword [rsp],xmm15
push rdi
push rbp

mov rcx,10    //SHIFT key
push rcx
call GetAsyncKeyState
add rsp,08
shr ax,#15
cmp ax,1
jne @f

mov ebp,[rsp]
mov rdi,[rsp+8]
add [rdi+1c],ebp
add [rdi+1c],ebp

endchk:
pop rbp
pop rdi
movdqu xmm15,dqword [rsp]
add rsp,10
movdqu xmm14,dqword [rsp]
add rsp,10
movdqu xmm13,dqword [rsp]
add rsp,10
movdqu xmm12,dqword [rsp]
add rsp,10
movdqu xmm11,dqword [rsp]
add rsp,10
movdqu xmm10,dqword [rsp]
add rsp,10
movdqu xmm9,dqword [rsp]
add rsp,10
movdqu xmm8,dqword [rsp]
add rsp,10
movdqu xmm7,dqword [rsp]
add rsp,10
movdqu xmm6,dqword [rsp]
add rsp,10
movdqu xmm5,dqword [rsp]
add rsp,10
movdqu xmm4,dqword [rsp]
add rsp,10
movdqu xmm3,dqword [rsp]
add rsp,10
movdqu xmm2,dqword [rsp]
add rsp,10
movdqu xmm1,dqword [rsp]
add rsp,10
movdqu xmm0,dqword [rsp]
add rsp,10
pop r15
pop r14
pop r13
pop r12
pop r11
pop r10
pop r9
pop r8
pop rsi
pop rdx
pop rcx
pop rbx
pop rax

originalcode:
mov edx,[rdi+1C]
cmp edx,ebp

exit:
jmp returnhere

///

quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9:
jmp newmem
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9:
db 8B 57 1C 3B D5
//Alt: mov edx,[rdi+1C]
//Alt: cmp edx,ebp
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>1354</ID>
          <Description>"hold shift and Confirm Trade"</Description>
          <LastState Value="" RealAddress="00000000"/>
          <Color>808080</Color>
          <GroupHeader>1</GroupHeader>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
///*************************************************************************///
hedop wrote:
Fri Apr 07, 2017 9:57 am
Personally I couldn't care less about the undead option simply because I didn't really need it for my teammates. However some posters above have mentioned that it prevents them from progressing in certain missions. Now they might have a different issue BUT I assumed it might be the same issue connected to the turrets which will prevent you from progressing if you do not know how to fix it. They way to fix it is to simply switch to player only in the undead option for the time being and switch back once you have progressed if you want to use it.
yes, it's a different issue. what they're descibing is a bug that causes by "Inf. life support" that Kala posted.
what you describe is actually (later revealed) my "undead" script, while saying (at the time) it's Kala's "Inf. life support".
for more info about the problem they mentioned, read the thread.
hedop wrote:
Fri Apr 07, 2017 9:57 am
I know dude. I didn't. I finished the game. I simply reported an issue I encountered and explained what it was for the benefit of other people who might encounter them as well. Are you always this pissy? I corrected myself in the post above and said undead. I also posted in response to YOUR question which table I'm using.
no, you didn't correct yourself.
you just said "life support" causes the issue on the first post.
then you said "undead" caused the issue you have on the second post. these two statements aren't mutually exclusive.
and yes, you've reported a bug that's related to my table, and I said thanks. and I may have a look later when I find myself a battle turret to destroy again. (I've restarted a game with a different character, so it could take a while~)
so, why are you pissed?
I'm really sorry for asking what may be a very stupid question but I'm new to this whole scene, how do I go about inserting the above code into your existing table? I've tried opening memory view and pasting the code in auto-assemble, but when I try to save to existing table it tells me the code is not injectable.
I'm not familiar with this kind of coding that he uses but try this:

Code: Select all

[ENABLE]

aobscanmodule(quantityReadOnTransactionAOB,MassEffectAndromeda.exe,8B 57 1C 3B D5 75)
registersymbol(quantityReadOnTransactionAOB)

alloc(newmem,2048,quantityReadOnTransactionAOB) //"MassEffectAndromeda.exe"+67C9A9)
label(returnhere)
label(originalcode)
label(exit)

newmem:

add [rdi+1c],ebp
add [rdi+1c],ebp

originalcode:
mov edx,[rdi+1C]
cmp edx,ebp

exit:
jmp returnhere

///

quantityReadOnTransactionAOB: //"MassEffectAndromeda.exe"+67C9A9:
jmp newmem
returnhere:

[DISABLE]

dealloc(newmem)
quantityReadOnTransactionAOB:
db 8B 57 1C 3B D5

xyz01
Noobzor
Noobzor
Posts: 5
Joined: Fri Mar 03, 2017 10:12 pm
Reputation: 0

Re: Mass Effect Andromeda

Post by xyz01 »

I tested Duplicate 2 and it works perfectly, now i got as many mods, resources etc i need, thanks !!!

User avatar
Cielos
RCE Fanatics
RCE Fanatics
Posts: 845
Joined: Fri Mar 03, 2017 4:35 am
Reputation: 1865

Re: Mass Effect Andromeda

Post by Cielos »

@ConnollyUK
- click "Select all" above the code. then press Ctrl-C
- open the table you're using. highlight any entry. press Ctrl-V. the script would appears right below the entry you highlighted.

@slayerh4x
make sure you're not using other trainers together with the table.
if you're not. I'll prepare some test script for you later to see what's the problem.

@xyz01
thanks for the report~ I'll update the table later.

OskarPotocki
What is cheating?
What is cheating?
Posts: 1
Joined: Thu Apr 06, 2017 9:59 pm
Reputation: 0

Re: Mass Effect Andromeda

Post by OskarPotocki »

@Dear community
I am fairly new to using cheat tables, but never the less I do know how do use them. The reason I am talking to you, is because I do not want to play through using hard cheats like max lvl, infinite ammo or credits or that sorts. I just feel like the leveling up in this most wonderful game takes a little bit too long - I'd be really interested in a table that contains the experience boost, a multiplier of let's say 2x. I know there used to be such a multiplier here, but apparently it was broken. What are the odds of repairing it? As I said, I have no idea about coding or how difficult it is, there for please, enlighten me.
Best Regards
Oskar

TimeDiver0
Noobzor
Noobzor
Posts: 14
Joined: Mon Mar 13, 2017 2:22 am
Reputation: 3

Re: Mass Effect Andromeda

Post by TimeDiver0 »

@Cielos, this is a low-priority request, but:

How would someone go about modifying the 'Battle Skills Instant Cooldown' script so that, instead of zeroing out all cooldowns, it applies a multiplier instead, like 'Damage Multiplier' does?

That is, I want to emulate Mass Effect 3's +100%/+200% cooldown bonus from carrying around few weapons; aiming for a caster-type build (so in effect, a 0.5x/0.25x multiplier to all cooldowns).

User avatar
Cielos
RCE Fanatics
RCE Fanatics
Posts: 845
Joined: Fri Mar 03, 2017 4:35 am
Reputation: 1865

Re: Mass Effect Andromeda

Post by Cielos »

@all
table updated.
EDIT14:
- added dupliacte item, based on 1096bimu's findings
- updated battle skills instant cooldown to skills cooldown mod, you may choose to either make it instant cooldown or apply a multiplier instead now.
EDIT:
another small update:
EDIT14.2:
- updated skills cooldown mod, reversed the multiplier (the smaller the multiplier the faster the cooldown is done).
- changed duplicate item's status to method.
///*************************************************************///
TimeDiver0 wrote:
Sat Apr 08, 2017 12:00 am
[...]
How would someone go about modifying the 'Battle Skills Instant Cooldown' script so that, instead of zeroing out all cooldowns, it applies a multiplier instead, like 'Damage Multiplier' does?
[...]
it's easier done than said. I've updated the script, you can compare the 2 scripts, skills cooldown mod and battle skills instant cooldown to see one of the ways to do this.

///*************************************************************///
Kalas wrote:
Fri Apr 07, 2017 11:57 am
maa wrote:
Fri Apr 07, 2017 11:50 am
Cielos, can you make inf inventary and weapons without cooldown?
I don't want to take Cielos job or whatever.

But could you send me a save file so I can take a look on those as well, I can't find any online.. Not sure there is an option to have a save file for this game but hopefully if there is you could send me :)
it's not my "job"... and if you're interested in sharing cheats, by all means, please do.
for the save files, I believe for CPY version you can share the files for sure, just the simple copy and paste should do the trick. not sure about the legit version though..

User avatar
DarkIceCore
Novice Cheater
Novice Cheater
Posts: 18
Joined: Sat Apr 01, 2017 1:38 pm
Reputation: 7

Re: Mass Effect Andromeda

Post by DarkIceCore »

@Cielos
ABOUT "dupliacte item .4"
in 1.04 aob not found, pls could you share surrounding lines (-10/+10) of "bytes+opcodes" from memory, than i will find injection point by myself.

ps. thx for complete table.

User avatar
Kalas
Expert Cheater
Expert Cheater
Posts: 548
Joined: Fri Mar 03, 2017 9:49 am
Reputation: 134

Re: Mass Effect Andromeda

Post by Kalas »

Cielos wrote:
Sat Apr 08, 2017 9:27 am
@all
table updated.
EDIT14:
- added dupliacte item, based on 1096bimu's findings
- updated battle skills instant cooldown to skills cooldown mod, you may choose to either make it instant cooldown or apply a multiplier instead now.
EDIT:
another small update:
EDIT14.2:
- updated skills cooldown mod, reversed the multiplier (the smaller the multiplier the faster the cooldown is done).
- changed duplicate item's status to method.
///*************************************************************///
TimeDiver0 wrote:
Sat Apr 08, 2017 12:00 am
[...]
How would someone go about modifying the 'Battle Skills Instant Cooldown' script so that, instead of zeroing out all cooldowns, it applies a multiplier instead, like 'Damage Multiplier' does?
[...]
it's easier done than said. I've updated the script, you can compare the 2 scripts, skills cooldown mod and battle skills instant cooldown to see one of the ways to do this.

///*************************************************************///
Kalas wrote:
Fri Apr 07, 2017 11:57 am
maa wrote:
Fri Apr 07, 2017 11:50 am
Cielos, can you make inf inventary and weapons without cooldown?
I don't want to take Cielos job or whatever.

But could you send me a save file so I can take a look on those as well, I can't find any online.. Not sure there is an option to have a save file for this game but hopefully if there is you could send me :)
it's not my "job"... and if you're interested in sharing cheats, by all means, please do.
for the save files, I believe for CPY version you can share the files for sure, just the simple copy and paste should do the trick. not sure about the legit version though..
I don't mind sharing my Cheats/Scripts, I just need that save file for the cryo points, the game is too much talking lol, soo many dialogs and shit.

Kisky
Noobzor
Noobzor
Posts: 6
Joined: Sat Apr 08, 2017 2:40 pm
Reputation: 0

Re: Mass Effect Andromeda

Post by Kisky »

Thanks for the great job, makes the game much more enjoyable on insanity. Is it possible to make something like a Damage Resistance multiplier, or Damage Resistance bonus, or some option of this sort? It would be nice to be able to neglect armor stats and use armor entirely based on the looks. The undead option is nice but a bit too extreme in my modest opinion.

Klootviooltje
Noobzor
Noobzor
Posts: 8
Joined: Sat Mar 11, 2017 7:13 am
Reputation: 2

Re: Mass Effect Andromeda

Post by Klootviooltje »

Somewhat related to the above post, anyone been able to change bonuses to stats? Biotic and Tech Damage/Force/Radius and Combo damage/radius? I want to use powers and make bigass splosions but they're so gimp compared to shooting stuff. Hoping someone knows how to bring back the Space Wizard build viability. And I want to wear what's fashionable, not what gives me sick stats. Which makes powers even more useless.

r3v4n
Expert Cheater
Expert Cheater
Posts: 75
Joined: Thu Mar 30, 2017 9:16 am
Reputation: 4

Re: Mass Effect Andromeda

Post by r3v4n »

So is there any chance on making the level requirements for developing weapons don't count?

Squalor
Expert Cheater
Expert Cheater
Posts: 68
Joined: Sat Mar 25, 2017 7:56 am
Reputation: 26

Re: Mass Effect Andromeda

Post by Squalor »

Hey Cielos, was wondering if you got the accuracy thing working yet. If you can make it moddable that would be great, I don't want laser focus but I don't want my Revenant all over the place.

Post Reply

Who is online

Users browsing this forum: 86sewer, AmazonBot, anthony9786, binhtuxedo, biosolidsnake, Google Adsense [Bot], Illusion11316, jonaaa, lariana, Matheus, Tom andy