Tom Clancy's Ghost Recon: Wildlands [Engine:AnvilNEXT64]

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luopeiyun
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Re: Tom Clancy's Ghost Recon: Wildlands [Engine:AnvilNEXT64]

Post by luopeiyun »

[ 04.01.2019 - Title Update 17 (3365616) ]
Vehicle God Can't use

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

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SunBeam
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Re: Tom Clancy's Ghost Recon: Wildlands [Engine:AnvilNEXT64]

Post by SunBeam »

That's a bummer. Got other things going on in my life. Cheers.

MagikMurlok
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Re: Tom Clancy's Ghost Recon: Wildlands [Engine:AnvilNEXT64]

Post by MagikMurlok »

Just wondering since I can't see anything, but I assume all crates/currency is server sided? So there's no way whatsoever to get any of the weapons that you can only get from crates or buying?

predprey
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Re: Tom Clancy's Ghost Recon: Wildlands [Engine:AnvilNEXT64]

Post by predprey »

MagikMurlok wrote:
Mon Aug 05, 2019 3:38 am
Just wondering since I can't see anything, but I assume all crates/currency is server sided? So there's no way whatsoever to get any of the weapons that you can only get from crates or buying?
should be possible to unlock those microtransaction cosmetics for offline use. problem is finding how they are stored....

iGoofymane
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Re: Tom Clancy's Ghost Recon: Wildlands [Engine:AnvilNEXT64]

Post by iGoofymane »

predprey wrote:
Mon Aug 05, 2019 6:20 am
MagikMurlok wrote:
Mon Aug 05, 2019 3:38 am
Just wondering since I can't see anything, but I assume all crates/currency is server sided? So there's no way whatsoever to get any of the weapons that you can only get from crates or buying?
should be possible to unlock those microtransaction cosmetics for offline use. problem is finding how they are stored....

Any relation to AC? I mean, I got all the cosmetic packs free thanks to the InvEditor.

luopeiyun
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Re: Tom Clancy's Ghost Recon: Wildlands [Engine:AnvilNEXT64]

Post by luopeiyun »

Why each update vehicle fails invincible ah, what time can update,

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Re: Tom Clancy's Ghost Recon: Wildlands [Engine:AnvilNEXT64]

Post by SunBeam »

No update. I got a life. Peace.

jonasbeckman
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Re: Tom Clancy's Ghost Recon: Wildlands [Engine:AnvilNEXT64]

Post by jonasbeckman »

Well if that's the only option that's not too bad for how well the table held up along with the EAC workaround although I am surprised the game is still updated but after a quick check there's some events for unlocking extras in Breakpoint added as a sort of tie-in so I guess that's one reason the game is still active after the second season was almost entirely online related for Ghost Wars content.

And with Ubisoft now fully in "Gaming as a service." I assume most of their bigger titles will be on a year or two of support and minor content releases and a few larger pieces perhaps with a focus of shifting them more to online but guess it depends on the game. Not in any hurry to replay the game (Event apparently closes in mid-September sometime.) since it turns into a bit of a drag after a while and some of the added content is quite a grind or very reliant on RNG or just enabling every option in the CE table and hoping the AI will cope until it's done. :D


Steam version and rolling back the update would also be one way but it would then enforce a complete offline only playthrough (Not singleplayer while connected to the server.) though with the game tied to a online server it might have some warning or error message even for this, UPlay well I don't think much can be done for updates here.

Would also bring back the military style jokes and some other bits that the community complained on so it got axed without even considering using a toggle or anything.
(It at least beats the AI exclaiming random creative swear words and little else for 100 some hours for clearing these cartel officers.)

Hmm well guess it won't really be known until Breakpoint is out but if it's using a similar Anvil engine to the newer Assassin's Creed games maybe that might also help a bit, I'm not really skilled in these things though and even with similarities there could still be significant changes and differences from what's been customized or changed.


Assuming Breakpoint doesn't enforce online that is, newer versions of EAC might be a problem too resolving the current exploits as I assume that will make a return too with Ubisoft using it for many of their online titles now but that's nothing but a guess.
(Well there is a technical - technically a pre-order enticement. - test they've been doing for the game two or three times now but under NDA.)



EDIT: Well those rotors do get stuck in just about anything but a mission or two for Pak and his ability to cast summon attack helicopter and materialize armor and transportation from thin air means vehicles are less of a issue.
(Although mid mission can be a thing but unless United Dads shows up in their football all black and red streaked armor it usually works OK.)

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Re: Tom Clancy's Ghost Recon: Wildlands [Engine:AnvilNEXT64]

Post by SunBeam »

^ Breakpoint will use the same Anvil crap (functions-wise; am not talking about GFX, cuz that what most developers seem to brag about - "new engine" to them == improved gfx or some player mechanics; the core will be utterly identical, the functions we need in hacking Anvil). So yeah, remains to be seen ;) The only thing that's bugging me is those god-damned CRC hashes they use to optimize object-retrieval. I've seen it in Tomb Raider as well.

luopeiyun
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Re: Tom Clancy's Ghost Recon: Wildlands [Engine:AnvilNEXT64]

Post by luopeiyun »

[ENABLE]

{$lua}

if not syntaxcheck then

if getAddressSafe( "SkipVehicleDamageHook" ) == nil then
local Sym = GetAssemblySpot()
registerSymbol( "SkipVehicleDamageHook", Sym, true )
end

autoAssemble([[
label( PBYTE_SkipVehicleDamage_o )
registersymbol( PBYTE_SkipVehicleDamage_o )

SkipVehicleDamageHook:
push rax
mov rax,[o]
test rax,rax
je short @f
mov rax,[rax+3B8] // see notes down below to fix this
test rax,rax
je short @f
mov rax,[rax+38]
test rax,rax
je short @f
mov rax,[rax]
test rax,rax
je short @f
cmp rax,rcx
jne short @f
pop rax
ret
@@:
pop rax
PBYTE_SkipVehicleDamage_o:
readmem( PBYTE_SkipVehicleDamage, 5 )
jmp PBYTE_SkipVehicleDamage+5

db DE AD C0 DE

PBYTE_SkipVehicleDamage:
jmp SkipVehicleDamageHook
]])

if getAddressSafe( "SkipMissileDamageHook" ) == nil then
local Sym = GetAssemblySpot()
registerSymbol( "SkipMissileDamageHook", Sym, true )
end

autoAssemble([[
label( PBYTE_SkipMissileDamage_o )
registersymbol( PBYTE_SkipMissileDamage_o )

SkipMissileDamageHook:
push rax
mov rax,[o]
test rax,rax
je short @f
mov rax,[rax+3B8] // see notes down below to fix this
test rax,rax
je short @f
mov rax,[rax+38]
test rax,rax
je short @f
mov rax,[rax]
test rax,rax
je short @f
cmp [rax+88],rcx
jne short @f
pop rax
ret
@@:
pop rax
PBYTE_SkipMissileDamage_o:
readmem( PBYTE_SkipMissileDamage, 6 )
jmp PBYTE_SkipMissileDamage+6

db DE AD C0 DE

PBYTE_SkipMissileDamage:
jmp SkipMissileDamageHook
db 90
]])

if getAddressSafe( "SkipMobilePartsDamageHook" ) == nil then
local Sym = GetAssemblySpot()
registerSymbol( "SkipMobilePartsDamageHook", Sym, true )
end

autoAssemble([[
label( PBYTE_SkipMobilePartsDamage_o )
registersymbol( PBYTE_SkipMobilePartsDamage_o )

SkipMobilePartsDamageHook:
push rax
mov rax,[o]
test rax,rax
je short @f
mov rax,[rax+3B8] // see notes down below to fix this
test rax,rax
je short @f
mov rax,[rax+38]
test rax,rax
je short @f
mov rax,[rax]
test rax,rax
je short @f
cmp [rax+88],rcx
jne short @f
pop rax
ret
@@:
pop rax
PBYTE_SkipMobilePartsDamage_o:
readmem( PBYTE_SkipMobilePartsDamage, 6 )
jmp PBYTE_SkipMobilePartsDamage+6

db DE AD C0 DE

PBYTE_SkipMobilePartsDamage:
jmp SkipMobilePartsDamageHook
db 90
]])

end

{$asm}

[DISABLE]

PBYTE_SkipVehicleDamage:
readmem( PBYTE_SkipVehicleDamage_o, 5 )

PBYTE_SkipMissileDamage:
readmem( PBYTE_SkipMissileDamage_o, 6 )

PBYTE_SkipMobilePartsDamage:
readmem( PBYTE_SkipMobilePartsDamage_o, 6 )

unregistersymbol( PBYTE_SkipMobilePartsDamage_o )
unregistersymbol( PBYTE_SkipMissileDamage_o )
unregistersymbol( PBYTE_SkipVehicleDamage_o )

/*

BA 61C4888FFF50284885C074??48????E8 - first occurence out of the two found

GRW.exe+2397A55 - BA 61C4888F - mov edx,8F88C461
GRW.exe+2397A5A - FF 50 28 - call qword ptr [rax+28]
GRW.exe+2397A5D - 48 85 C0 - test rax,rax
GRW.exe+2397A60 - 74 24 - je GRW.exe+2397A86
GRW.exe+2397A62 - 48 8B C8 - mov rcx,rax
GRW.exe+2397A65 - E8 E6090BFE - call GRW.exe+448450 <-- use it to find the offset to car structure
GRW.exe+2397A6A - 84 C0 - test al,al
GRW.exe+2397A6C - 74 18 - je GRW.exe+2397A86
GRW.exe+2397A6E - 0F57 C0 - xorps xmm0,xmm0
GRW.exe+2397A71 - 48 8B 74 24 40 - mov rsi,[rsp+40]
GRW.exe+2397A76 - 48 8B 6C 24 48 - mov rbp,[rsp+48]
GRW.exe+2397A7B - 48 8B 5C 24 60 - mov rbx,[rsp+60]
GRW.exe+2397A80 - 48 83 C4 50 - add rsp,50
GRW.exe+2397A84 - 5F - pop rdi
GRW.exe+2397A85 - C3 - ret
GRW.exe+2397A86 - 48 8B 47 50 - mov rax,[rdi+50]
GRW.exe+2397A8A - 89 5C 24 68 - mov [rsp+68],ebx
GRW.exe+2397A8E - 89 5C 24 70 - mov [rsp+70],ebx
GRW.exe+2397A92 - 48 85 C0 - test rax,rax
GRW.exe+2397A95 - 74 14 - je GRW.exe+2397AAB
GRW.exe+2397A97 - 48 8B 48 20 - mov rcx,[rax+20]
GRW.exe+2397A9B - 48 85 C9 - test rcx,rcx
GRW.exe+2397A9E - 74 0B - je GRW.exe+2397AAB
GRW.exe+2397AA0 - 38 59 0C - cmp [rcx+0C],bl
GRW.exe+2397AA3 - B8 01000000 - mov eax,00000001
GRW.exe+2397AA8 - 0F45 D8 - cmovne ebx,eax
GRW.exe+2397AAB - 48 8D 4C 24 20 - lea rcx,[rsp+20]

GRW.exe+448450:

GRW.exe+448450 - 48 8B 01 - mov rax,[rcx]
GRW.exe+448453 - 48 8B 90 90000000 - mov rdx,[rax+00000090]
GRW.exe+44845A - 48 FF E2 - jmp rdx

GRW.exe+20E3450 - E9 AB2AB508 - jmp GRW.exe+AC35F00

GRW.exe+AC35F00 - 48 85 C9 - test rcx,rcx
GRW.exe+AC35F03 - 74 09 - je GRW.exe+AC35F0E
GRW.exe+AC35F05 - 48 8D 81 F8FEFFFF - lea rax,[rcx-00000108] <-- this makes RAX == "o"
GRW.exe+AC35F0C - EB 02 - jmp GRW.exe+AC35F10
GRW.exe+AC35F0E - 31 C0 - xor eax,eax
GRW.exe+AC35F10 - 48 8B 88 A8030000 - mov rcx,[rax+000003A8] <-- offset to car structure
GRW.exe+AC35F17 - 48 85 C9 - test rcx,rcx
GRW.exe+AC35F1A - 0F85 F04C81F5 - jne GRW.exe+44AC10
GRW.exe+AC35F20 - 30 C0 - xor al,al
GRW.exe+AC35F22 - C3 - ret
*/

luopeiyun
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Re: Tom Clancy's Ghost Recon: Wildlands [Engine:AnvilNEXT64]

Post by luopeiyun »

I should pay attention to that part of the modified?

thorxic
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Re: Tom Clancy's Ghost Recon: Wildlands [Engine:AnvilNEXT64]

Post by thorxic »

Hey Sunbeam. I'm using your table in fearlessrevolution and I flipping love it.
Thanks a bunch.
Any way I can buy you a coffee out of sheer appreciation?

luopeiyun
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Re: Tom Clancy's Ghost Recon: Wildlands [Engine:AnvilNEXT64]

Post by luopeiyun »

Have assisted in the fearlessrevolution? Can you share with me?

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Re: Tom Clancy's Ghost Recon: Wildlands [Engine:AnvilNEXT64]

Post by SunBeam »

^ Any reason you're fucking double-posting? Like he said - get fearlessrevolution from fearlessrevolution.com, install it, open game, run trainer. Done. Nothing he can assist you with.

luopeiyun
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Re: Tom Clancy's Ghost Recon: Wildlands [Engine:AnvilNEXT64]

Post by luopeiyun »

SunBeam wrote:
Wed Aug 28, 2019 6:00 pm
^ Any reason you're fucking double-posting? Like he said - get fearlessrevolution from fearlessrevolution.com, install it, open game, run trainer. Done. Nothing he can assist you with.
Useless fearlessrevolution before, I mean think fearlessrevolution functions more perfect, as the use of vehicles, seems I was wrong, I have found the fearlessrevolution, and computed tomography (CT).

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