Tales of Vesperia Definitive Edition (Steam)

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Exeter
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Re: Tales of Vesperia Definitive Edition (Steam)

Post by Exeter » Sun Jan 13, 2019 1:14 pm

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Apparently setting the difficulty beyond Unknown does some interesting things with monsters. :P


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Re: Tales of Vesperia Definitive Edition (Steam)

Post by Exeter » Sun Jan 13, 2019 1:19 pm

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>3320</ID>
      <Description>"Difficulty"</Description>
      <DropDownList ReadOnly="1" DisplayValueAsItem="1">0:Easy
1:Normal
2:Hard
3:Unknown
4:Broken Insanity
</DropDownList>
      <LastState Value="4" RealAddress="1407D8A34"/>
      <VariableType>4 Bytes</VariableType>
      <Address>TOV_DE.exe+1178A34</Address>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Here's the entry for the difficulty modifier.

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by Lekocav » Sun Jan 13, 2019 2:01 pm

I wish i could add dhaos cape at my inventory, can anyone help me what code i should put ?

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by MancombSeepgood » Sun Jan 13, 2019 2:17 pm

I went ahead and made a small table that allows you to enable all Grade Shop options even without finishing the game. I included the various "inherit" options for the sake of completeness/to satisfy my OCD, but obviously they're only gonna work when actually starting an EX New Game. All other options (10x EXP, unlock Unknown, increase max item amount to 99 etc.) are fair game, though :).
Attachments
Grade Shop.CT
(14.33 KiB) Downloaded 524 times

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by Exeter » Sun Jan 13, 2019 2:33 pm

MancombSeepgood wrote:
Sun Jan 13, 2019 2:17 pm
I went ahead and made a small table that allows you to enable all Grade Shop options even without finishing the game. I included the various "inherit" options for the sake of completeness/to satisfy my OCD, but obviously they're only gonna work when actually starting an EX New Game. All other options (10x EXP, unlock Unknown, increase max item amount to 99 etc.) are fair game, though :).
Very nice stuff, seems to work fine here.

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by tizzio » Sun Jan 13, 2019 2:38 pm

yes , good idea , also if someone is interested , it would be great to have a mod that allow to use the bossess *-* , imagine how cool could be to use duke

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by Exeter » Sun Jan 13, 2019 3:00 pm

Lekocav wrote:
Sun Jan 13, 2019 2:01 pm
I wish i could add dhaos cape at my inventory, can anyone help me what code i should put ?
I've begun adding the missing accessories to my table. I should have the accessories fully added later tonight.

[Edit]
If you want to add it yourself early:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>3334</ID>
      <Description>"Dhaos' Cape"</Description>
      <LastState Value="1" RealAddress="1407D96E4"/>
      <VariableType>Byte</VariableType>
      <Address>TOV_DE.exe+11796E4</Address>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

[Edit] Found all the Accessories and applied the matching names. Now I just have to adjust the addresses so it works with the label pointer.

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by Lekocav » Sun Jan 13, 2019 5:11 pm

Thank you you guys are amazing doing this

all i want is dhaos cape, so when the accessory stuff is ready i will use it, thank you very much

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by gunbalde60 » Sun Jan 13, 2019 5:46 pm

timechaos69 wrote:
Sat Jan 12, 2019 8:42 pm
Enemy Damage Modier ( Top option ) is how much YOU do to the Enemy..works fine for me set at 2 so thats double the damage
Hero Damage Multiplier is the Damage done TO YOU by the ENEMY

you might have them mixed up?
Thanks now it makes sense. lol

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by gunbalde60 » Sun Jan 13, 2019 5:48 pm

Geordan9 wrote:
Sun Jan 13, 2019 10:25 am
tizzio wrote:
Sun Jan 13, 2019 9:56 am
@Geordan9 i am trying the cheat table you created to unlock all the artes in the list of artes , and i don't have words to describe how sweet it is to finally be a ble to freely use the mystic artes ,thanks :D , if i understood correctly now the point is to make all the artes available for every character , right ?
I see you changed the message. I thought I was done with the script, but your were right about the burst artes. Here is an AoB scan for the instructions used to select the arte. The arte will still be greyed out visually but still be accessible.

Code: Select all

[ENABLE]
{$lua}
if syntaxcheck then return end
autoAssemble([[
aobscanmodule(Access_Artes_Area,TOV_DE.exe,89 83 * * * * 89 BB * * * * E8 * * * * 48 8B 4B * 4C)
registersymbol(Access_Artes_Area)
]])
local address = getAddress("Access_Artes_Area") + 13
address = address + readInteger(address) + 4
unregisterSymbol("Access_Artes_Area")
registerSymbol("Access_Artes_Area", address, true)
autoAssemble([[
aobscanmodule(Access_All_Artes_Battle_Area,TOV_DE.exe,40 55 57 41 57 48 83 EC * 48 8D B9 * * * * 48)
registersymbol(Access_All_Artes_Battle_Area)
]])
{$asm}

aobscanregion(Access_All_Artes,Access_Artes_Area,Access_Artes_Area+1000,85 C0 0F 8E)

Access_All_Artes:
  db EB 06

registersymbol(Access_All_Artes)

aobscanregion(Access_All_Artes_Initial,Access_Artes_Area,Access_Artes_Area+1000,84 C0 0F 84)

Access_All_Artes_Initial:
  db EB 06

registersymbol(Access_All_Artes_Initial)

aobscanregion(Access_All_Artes_Battle,Access_All_Artes_Battle_Area,Access_All_Artes_Battle_Area+1000,84 C0 75 * 48 8B CF E8 * * * * 48 8B C8 BA 20)

Access_All_Artes_Battle+02:
  db EB

registersymbol(Access_All_Artes_Battle)

aobscanregion(Access_All_Artes_Battle_2,Access_All_Artes_Battle_Area,Access_All_Artes_Battle_Area+1000,84 C0 74 * 48 8B CF)

Access_All_Artes_Battle_2:
  db EB 02

registersymbol(Access_All_Artes_Battle_2)

aobscanmodule(Access_All_Artes_Selectable,TOV_DE.exe,41 3B C6 77 * 84 C9 75 * B9)

Access_All_Artes_Selectable+03:
  db EB

registersymbol(Access_All_Artes_Selectable)

unregistersymbol(Access_All_Artes_Battle_Area)

unregistersymbol(Access_Artes_Area)

[DISABLE]

Access_All_Artes:
  db 85 C0

unregistersymbol(Access_All_Artes)

Access_All_Artes_Initial:
  db 84 C0

unregistersymbol(Access_All_Artes_Initial)

Access_All_Artes_Battle+02:
  db 75

unregistersymbol(Access_All_Artes_Battle)

Access_All_Artes_Battle_2:
  db 84 C0

unregistersymbol(Access_All_Artes_Battle_2)

Access_All_Artes_Selectable+03:
  db 77

unregistersymbol(Access_All_Artes_Selectable)
I just threw it in with all the other AoB scans in my "Access All Artes" script. Just copy what's in here and paste it into the script and hit "OK".
I completely suck at doing anything, like this on CE. Would it be possible for you to put it on your table and make publicly available? PLEASE!? :D

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by chuwar » Sun Jan 13, 2019 5:58 pm

All items (Include Valuables and Extra Items) It should be fine but use at your own risk.
- All Tools, Main, Sub, Head, Body, Accessories And Ingredients Items (Quantity 15)
- All Synthesis Materials Items (Quantity 99)
- All Valuables and Extra Items (Quantity 1)
Update 1: Fix some AOB. (Tents're missing) It should be fine now.
Update 2: Add All Items (No Keys And Extra) Dropdown list. (Don't worry about value display don't change. It seems to be working fine)
Update 3: Add All Items (Quantity 99) Dropdown list. Edit: Add All Items (No Keys And Extra)(Q 99) Dropdown list.
Attachments
TOV_DE_V1.0_All_Items.CT
(92.99 KiB) Downloaded 651 times
Last edited by chuwar on Sun Jan 13, 2019 6:31 pm, edited 1 time in total.

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by Exeter » Sun Jan 13, 2019 6:03 pm

Image
I will be using this current post as a reference post for all future updated files. (I'll link back if necessary). This is to avoid too many different posts with different (old) versions of the table.


Version:
2.8
--------
• Added: Casino Chips (Found under Misc. Stuff)
• Added: Fatal Strike Data (Found under Misc. Stuff)
• Added: Repede Succesful 'Thievery' (Found under Misc. Stuff)
• Added: Encounter/Character Data (Found under Misc. Stuff)
• Added: Timer stuff (Found under Misc. Stuff)

Previous VersionsShow
2.7
--------
• Quick-fix: Difficulty. It was pointing to a wrong address.

2.6
--------
• Fixed some stuff that got broken by the 1.2 game update.
• Fixed incorrect numbering on the labels in the Equipment section.
• Fixed incorrect pointer type on some items.
• Added Tales of Draspi records
• Added Dark Crystal spear for Judith

2.5 (Non-inventory update)
--------
• Added Records section. There are still a few things missing in this list, because of some sections of the game that I haven't reached yet such as Tales of Draspi, etc. Will update this in a future version.

2.4
--------
• Equipment: Weapons (Sub) added.

2.3
--------
• It's finally here, Synthesis materials fully added! All the pointers on the few that were added in 2.2 have been modified as well.
• Extra (DLC) Items added! (Note: To use them indefinitely, set value to '2' and freeze it).

2.2
--------
• Added Patty's main weapons. (No upgrades yet)
• Added Patty's Fell Arms and Awakened Fell Arms
• Moved Story/Event/Sidequest weapons to the Misc Event Weapons section, allowing you to easily distinguish them from normal gear.
• Fell Arms are colored purple now in the table.

2.1
--------
• Updated main pointer script with an AoB script - Credit to Geordan9 for this one
• Revamped layout for better sorting methods.
• Fell Arms & Various Event Weapons added!
• Flynn's swords added
• Various Synthesis Mats added. (NOTE: Old pointer system, still need to update that in a future version).
• Added 'Table Extras' stuff for crediting people.

2.0
--------
• Added every accessory in the game, including rare stuff like Dhaos Cape, etc.
• Also added some missing equipments on the armor/helms/circlet section,
• Added missing item for Cooking.
• Tents are added as well to the Tools section. (Consumables)
FeaturesShow
  • Tools
  • Synthesis Materials
  • Extra (DLC) Items
  • Equipment: Armor, Accessories, etc
  • Equipment: Weapons (Main)
    Weapons (Main) Includes:Show
    • Swords
    • Axes
    • Spears
    • Hammers
    • Staves
    • Rods
    • Scrolls
    • Whips
    • Light Bows
    • Heavy Bows
    • Daggers
    • Knives
    • Fell Arms
    • 'Awakened' Fell Arms
  • Equipment: Weapons (Sub)
    Weapons (Sub) Includes:Show
    • Shields
    • Gloves
    • Books
    • Short Swords
    • Boots
    • Bags
    • Collars
    • Guns
  • Records (Incomplete, missing a few things, will be updated in future versions when I get to these parts).

Coming in future updates:
  • Attachments
  • Key Items (Low priority).
  • 'Synthesized/Upgraded' weapons (Very low priority considering you can craft all of these now with Synthesis materials).
ETA for completing these is unknown for now since it's once again a hell of a task with the addresses all over the place.
I'm going to continue playing the game for a bit again and will then continue on this when I have more stuff in my inventory to aid in finding the right item to match the right address. Also in the process of playing Resident Evil 2, which takes away my free time from Vesperia.

Table Downloads:
Current Version:
ToV_DE (Inventory) v2.8.CT
(292.07 KiB) Downloaded 454 times
Previous VersionsShow
ToV_DE (Inventory) v2.7.CT
(283.07 KiB) Downloaded 158 times
ToV_DE (Inventory) v2.6.CT
(282.52 KiB) Downloaded 81 times
ToV_DE (Inventory) v2.5.CT
(280.23 KiB) Downloaded 140 times
ToV_DE (Inventory) v2.4.CT
(275.77 KiB) Downloaded 256 times
ToV_DE (Inventory) v2.3.CT
(309.98 KiB) Downloaded 788 times
ToV_DE (Inventory) v2.2.CT
(222.22 KiB) Downloaded 392 times
ToV_DE (Inventory) v2.1.CT
(211.79 KiB) Downloaded 266 times
ToV_DE (Inventory) v2.0.CT
(161.44 KiB) Downloaded 369 times
Last edited by Exeter on Sun Apr 21, 2019 11:03 pm, edited 47 times in total.

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by warsers » Sun Jan 13, 2019 6:17 pm

I don't know if it does that for every bosses but I'm at the Gattuso boss and even though the overlimit script is not activated he overlimit at the start of the battle and make my game crash every single time unless the tables is not activated

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Exeter
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Re: Tales of Vesperia Definitive Edition (Steam)

Post by Exeter » Sun Jan 13, 2019 6:47 pm

warsers wrote:
Sun Jan 13, 2019 6:17 pm
I don't know if it does that for every bosses but I'm at the Gattuso boss and even though the overlimit script is not activated he overlimit at the start of the battle and make my game crash every single time unless the tables is not activated
Which script are you referring to? There's been a few buggy ones posted here that affects the enemies gauges as well.

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Re: Tales of Vesperia Definitive Edition (Steam)

Post by Geordan9 » Sun Jan 13, 2019 6:52 pm

I have update my table with the latest changes I posted before as well as adding three other scripts:

Instant Escape: When selecting the escape option in battle, the meter will fill instantly.

Instant Cast Time: This makes every arte, that requires time to cast, cast immediately. (Some animations of arte may add time)

Move Properties: This script will locate the base address for the pointer for the arte move properties. Prompt will appear and you will input the ID of the arte you want to view. The values will automatically adjust and give you the base address at the properties.

I have not mapped out the move properties myself but you guys can mess around with it and find what each offset represents. This script is particularly for people who want to learn from them or debug them in order to make scripts at locations accessing these properties. For example, the move's cast time will be located at an offset of 0x5C.

(Old Post - New file posted later)
Last edited by Geordan9 on Sun Jan 20, 2019 6:50 pm, edited 1 time in total.

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