Assassin's Creed Odyssey v1.3.0/v1.5.1 +21 (table Update18.3)

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slayer0527
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Re: Assassin's Creed Odyssey +16 (table Update11.2)

Post by slayer0527 »

budabum wrote:
Tue Oct 30, 2018 9:22 pm
Ship logic works like Inventory. On next update I'll probably add ship editor.
Would you add the option to edit lieutenant's stats with this?

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  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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Re: Assassin's Creed Odyssey +17 (table Update12)

Post by SGSM »

[Link]

How can I get "bare chested" armor hashID?

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Re: Assassin's Creed Odyssey +17 (table Update12)

Post by shood »

yoloswaggins wrote:
Sun Nov 04, 2018 6:46 am
Oikos of the Olympians - Ignore resources doesn't work with him?
Probably it will work, but you need to run CE on Ubisoft servers.

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Re: Assassin's Creed Odyssey +17 (table Update12)

Post by ColdWater »

shood wrote:
Sun Nov 04, 2018 10:56 am
yoloswaggins wrote:
Sun Nov 04, 2018 6:46 am
Oikos of the Olympians - Ignore resources doesn't work with him?
Probably it will work, but you need to run CE on Ubisoft servers.
LOL,Ubisoft won't let you do this.

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Re: Assassin's Creed Odyssey +18 (table Update13)

Post by PekenoSalta »

Is there any way to change the Oricalchum?

slayer0527
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Re: Assassin's Creed Odyssey +18 (table Update13)

Post by slayer0527 »

PekenoSalta wrote:
Sun Nov 04, 2018 7:29 pm
Is there any way to change the Oricalchum?
Yes. By collecting it from random spots in game world or completing the quests.

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Re: Assassin's Creed Odyssey +18 (table Update13)

Post by twice_mina »

slayer0527 wrote:
Sun Nov 04, 2018 10:21 pm
PekenoSalta wrote:
Sun Nov 04, 2018 7:29 pm
Is there any way to change the Oricalchum?
Yes. By collecting it from random spots in game world or completing the quests.
LMAO you made my day. Still dont know why people ask for it, pretty useless

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Re: Assassin's Creed Odyssey +18 (table Update13)

Post by twice_mina »

Has anyone found out the code for Underworld skin ship? It looks so good!!!

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Re: Assassin's Creed Odyssey +16 (table Update11.5)

Post by SunBeam »

Artyriaboy wrote:
Fri Nov 02, 2018 3:40 pm
@SunBeam can you extend your DMG table (Cheat Engine) with this new information?
I noticed hijacking threads is a fashion these days :) fearlessrevolution trainer's got the multipliers (player, ship crew) you need :P Enjoy.

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Re: Assassin's Creed Odyssey +18 (table Update13)

Post by ResidentMedievil »

Right, I still don't understand exactly if it is safe editing the perks or not.....

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Re: Assassin's Creed Odyssey +18 (table Update13)

Post by SunBeam »

^ How about your drop it, if you can't manage to follow simple directions or have zero knowledge on ASM/gamehacking? I still wonder why you people want to edit this shit other than the OCD-istic "I wanna look cool" explanation. I have to re-iterate this:

Image

..when you'll fuck up your game, save, character, items.

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Re: Assassin's Creed Odyssey +18 (table Update13)

Post by TagoKG »

waiting for the ship edit items from budabum :)

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Re: Assassin's Creed Odyssey +18 (table Update13)

Post by budabum »

i'm replaying for Kassandra with Sun's multiplier. Ship editor will be pending for a while.

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Re: Assassin's Creed Odyssey +16 (table Update11.5)

Post by AkashiGamer »

lordkain wrote:
Sat Nov 03, 2018 3:44 am
budabum wrote:
Fri Nov 02, 2018 9:53 pm
@Bowzerpapa
stop changing and touching HashId. and please remove this from your instruction.

work only with pItem and pPerk1..4, maybe a day after you'll see the magic
@badabum

Is it possible to add the armor value to the table, so we can edit it? I'm able to replace everything without any problem, both the pItem and the pPerks. But the resulting gear, sometimes has LESS ARMOR than original item.

Image
Just take the armor with the parameters higher and change the hash id and pPerk

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Re: Assassin's Creed Odyssey +18 (table Update13)

Post by SunBeam »

@budabum: Here's the location for Adrestia Crew damage multiplier:

Code: Select all

ACOdyssey.exe+2E96AA6 - FF 90 18060000        - call qword ptr [rax+00000618]
ACOdyssey.exe+2E96AAC - 44 8B C6              - mov r8d,esi
ACOdyssey.exe+2E96AAF - 8B CB                 - mov ecx,ebx
ACOdyssey.exe+2E96AB1 - 0FB6 D0               - movzx edx,al
ACOdyssey.exe+2E96AB4 - E8 A727FBFF           - call ACOdyssey.exe+2E49260 // returns 0.65 in xmm0
ACOdyssey.exe+2E96AB9 - 66 41 0F6E 8E 84000000  - movd xmm1,[r14+00000084] // base == 7871.00
ACOdyssey.exe+2E96AC2 - 0F5B C9               - cvtdq2ps xmm1,xmm1
ACOdyssey.exe+2E96AC5 - F3 0F59 C8            - mulss xmm1,xmm0 // 2495.68 == 1 arrow damage
ACOdyssey.exe+2E96AC9 - 0F57 C0               - xorps xmm0,xmm0
ACOdyssey.exe+2E96ACC - 0F2F C8               - comiss xmm1,xmm0
ACOdyssey.exe+2E96ACF - 76 0A                 - jna ACOdyssey.exe+2E96ADB
ACOdyssey.exe+2E96AD1 - F3 0F58 0D C39AF300   - addss xmm1,dword ptr [ACOdyssey.exe+3DD059C] { [0.50] }
ACOdyssey.exe+2E96AD9 - EB 08                 - jmp ACOdyssey.exe+2E96AE3
ACOdyssey.exe+2E96ADB - F3 0F5C 0D B99AF300   - subss xmm1,[ACOdyssey.exe+3DD059C] { [0.50] }
ACOdyssey.exe+2E96AE3 - F3 0F2C C1            - cvttss2si eax,xmm1
ACOdyssey.exe+2E96AE7 - 41 89 86 84000000     - mov [r14+00000084],eax
ACOdyssey.exe+2E96AEE - B0 01                 - mov al,01 { 1 }
ACOdyssey.exe+2E96AF0 - 48 8B 5C 24 48        - mov rbx,[rsp+48]
ACOdyssey.exe+2E96AF5 - 48 8B 74 24 50        - mov rsi,[rsp+50]
ACOdyssey.exe+2E96AFA - 48 83 C4 20           - add rsp,20 { 32 }
ACOdyssey.exe+2E96AFE - 41 5F                 - pop r15
ACOdyssey.exe+2E96B00 - 41 5E                 - pop r14
ACOdyssey.exe+2E96B02 - 5F                    - pop rdi
ACOdyssey.exe+2E96B03 - C3                    - ret
And my player-sided code (function is used by any ship firing):

Code: Select all

	[ENABLE]

	aobscanmodule( AdrestiaDamageMultiplier, ACOdyssey.exe, 66410F6E8E????????0F5BC9F30F59C80F57C00F2FC8 )
	registersymbol( AdrestiaDamageMultiplier )
	label( AdrestiaDamageMultiplier_o )
	registersymbol( AdrestiaDamageMultiplier_o )

	label( back )

	label( CheckEntity )
	registersymbol( CheckEntity )
	label( CheckEntity_null )
	label( CheckEntity_exit )
	label( GetEntity )
	registersymbol( GetEntity )

	AdrestiaDamageMultiplierHook:
	AdrestiaDamageMultiplier_o:
	readmem( AdrestiaDamageMultiplier, 9 )
	push rax
	push rcx
	push rdx
	call short CheckEntity
	test al,al
	je short @f
	  mov rax,s_dmg_mult_f
	  movss xmm0,[rax]
	@@:
	pop rdx
	pop rcx
	pop rax
	jmp back

	db CC CC CC CC

	CheckEntity:
	sub rsp,28
	//mov rcx,r13 -- this is the EntityGroup of the target ship
	mov rax,[r14+50]
	test rax,rax
	je short CheckEntity_null
	  mov rcx,[rax+8]
	  shl rcx,20
	  sar rcx,3F
	  and rcx,[rax] // this gets the EntityGroup of the ship firing
	  je short CheckEntity_null
		call short GetEntity
		test rax,rax
		je short CheckEntity_exit
		  movzx ecx,byte ptr [rax+D8]
		  xor eax,eax
		  and cl,7
		  cmp cl,1
		  sete al
		  add rsp,28
		  ret
	CheckEntity_null:
	xor al,al
	CheckEntity_exit:
	add rsp,28
	ret

	db CC CC CC CC

	GetEntity:
	sub rsp,28
	add rcx,1A0
	call GetMetaAIVirtualObjectivePlayerEntity
	mov rcx,[rax]
	mov rax,[rcx+8]
	shl rax,20
	sar rax,3F
	and rax,[rcx]
	je short @f
	  cmp qword ptr [rax+18],00
	  jne short @f
		xor eax,eax
	@@:
	add rsp,28
	ret

	db DE AD C0 DE

	AdrestiaDamageMultiplier:
	jmp AdrestiaDamageMultiplierHook
	db 90 90 90 90
	back:

	[DISABLE]

	AdrestiaDamageMultiplier:
	readmem( AdrestiaDamageMultiplier_o, 9 )

	unregistersymbol( GetEntity )
	unregistersymbol( CheckEntity )
	unregistersymbol( AdrestiaDamageMultiplier_o )
	unregistersymbol( AdrestiaDamageMultiplier )
Just give it a cave for AdrestiaDamageMultiplierHook (either use alloc( AdrestiaDamageMultiplierHook, 0x1000, ACOdyssey.exe ) + registersymbol( AdrestiaDamageMultiplierHook ) or define( AdrestiaDamageMultiplierHook, address ) + fullaccess( address, 0x1000 )).

Have fun :P

P.S.: Also do this:

Code: Select all

label( s_dmg_mult_f )
registersymbol( s_dmg_mult_f )

s_dmg_mult_f:
dd (float)1.0
After "db DE AD C0 DE" in the cave in [ENABLE].

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