Tales of Vesperia Definitive Edition (Steam)

Upload your cheat tables here (No requests)
timechaos69
Expert Cheater
Expert Cheater
Posts: 281
Joined: Wed Oct 18, 2017 4:23 am
Reputation: 38

Re: Tales of Vesperia Definitive Edition (Steam)

Post by timechaos69 »

@zachillios


cooking exp values 0-400

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>3316</ID>
<Description>"No description"</Description>
<LastState Value="400" RealAddress="7FF645E2155C"/>
<VariableType>4 Bytes</VariableType>
<Address>TOV_DE.exe+118155C</Address>
</CheatEntry>
</CheatEntries>
</CheatTable>


this is Yuri cooking Minestrone Soup adress 400 is mastered..if you browse that address region those are all the recipes...i dont know how to create something that access that adress for max exp learned..because i dont know if mastering them this way just setting to 400 will activate the cutscene title thing that is dependent

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

tizzio
Expert Cheater
Expert Cheater
Posts: 245
Joined: Wed Oct 18, 2017 11:42 am
Reputation: 11

Re: Tales of Vesperia Definitive Edition (Steam)

Post by tizzio »

@zachillios @Exeter thanks :D , you think that this will work even for over limit 8

timechaos69
Expert Cheater
Expert Cheater
Posts: 281
Joined: Wed Oct 18, 2017 4:23 am
Reputation: 38

Re: Tales of Vesperia Definitive Edition (Steam)

Post by timechaos69 »

tizzio wrote:
Sun Jan 13, 2019 6:36 am
@zachillios @Exeter thanks :D , you think that this will work even for over limit 8
he said in his post that it should once you get the req item/flag that unlocks it

User avatar
Exeter
Table Makers
Table Makers
Posts: 459
Joined: Fri Mar 03, 2017 9:16 am
Reputation: 155

Re: Tales of Vesperia Definitive Edition (Steam)

Post by Exeter »

Synthesis Materials make me sad. So many of them.

[Edit] Seems this is another odd bunch for addresses. There's even some Key Items in the locations for them.

tizzio
Expert Cheater
Expert Cheater
Posts: 245
Joined: Wed Oct 18, 2017 11:42 am
Reputation: 11

Re: Tales of Vesperia Definitive Edition (Steam)

Post by tizzio »

@timechaos69
right

zachillios
Table Makers
Table Makers
Posts: 905
Joined: Fri Mar 03, 2017 9:05 am
Reputation: 760

Re: Tales of Vesperia Definitive Edition (Steam)

Post by zachillios »

timechaos69 wrote:
Sun Jan 13, 2019 6:33 am
@zachillios


cooking exp values 0-400

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>3316</ID>
<Description>"No description"</Description>
<LastState Value="400" RealAddress="7FF645E2155C"/>
<VariableType>4 Bytes</VariableType>
<Address>TOV_DE.exe+118155C</Address>
</CheatEntry>
</CheatEntries>
</CheatTable>


this is Yuri cooking Minestrone Soup adress 400 is mastered..if you browse that address region those are all the recipes...i dont know how to create something that access that adress for max exp learned..because i dont know if mastering them this way just setting to 400 will activate the cutscene title thing that is dependent
Here's what I think is quick cooking EXP.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>3318</ID>
      <Description>"Quick Cooking EXP"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : TOV_DE.exe
  Version: 
  Date   : 2019-01-13
  Author : Zach

  This script does blah blah blah
}

define(address,"TOV_DE.exe"+5CA27F)
define(bytes,89 82 1C 3D 00 00)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"TOV_DE.exe"+5CA27F)

label(code)
label(return)

newmem:

code:
  mov [rdx+00003D1C],#99999
  jmp return

address:
  jmp newmem
  nop
return:

[DISABLE]

address:
  db bytes
  // mov [rdx+00003D1C],eax

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "TOV_DE.exe"+5CA27F

"TOV_DE.exe"+5CA25F: CC                             -  int 3 
"TOV_DE.exe"+5CA260: 48 63 C2                       -  movsxd  rax,edx
"TOV_DE.exe"+5CA263: 48 8D 14 81                    -  lea rdx,[rcx+rax*4]
"TOV_DE.exe"+5CA267: 33 C0                          -  xor eax,eax
"TOV_DE.exe"+5CA269: 8B 8A 1C 3D 00 00              -  mov ecx,[rdx+00003D1C]
"TOV_DE.exe"+5CA26F: 41 03 C8                       -  add ecx,r8d
"TOV_DE.exe"+5CA272: 0F 49 C1                       -  cmovns eax,ecx
"TOV_DE.exe"+5CA275: B9 90 01 00 00                 -  mov ecx,00000190
"TOV_DE.exe"+5CA27A: 3B C1                          -  cmp eax,ecx
"TOV_DE.exe"+5CA27C: 0F 4F C1                       -  cmovg eax,ecx
// ---------- INJECTING HERE ----------
"TOV_DE.exe"+5CA27F: 89 82 1C 3D 00 00              -  mov [rdx+00003D1C],eax
// ---------- DONE INJECTING  ----------
"TOV_DE.exe"+5CA285: C3                             -  ret 
"TOV_DE.exe"+5CA286: CC                             -  int 3 
"TOV_DE.exe"+5CA287: CC                             -  int 3 
"TOV_DE.exe"+5CA288: CC                             -  int 3 
"TOV_DE.exe"+5CA289: CC                             -  int 3 
"TOV_DE.exe"+5CA28A: CC                             -  int 3 
"TOV_DE.exe"+5CA28B: CC                             -  int 3 
"TOV_DE.exe"+5CA28C: CC                             -  int 3 
"TOV_DE.exe"+5CA28D: CC                             -  int 3 
"TOV_DE.exe"+5CA28E: CC                             -  int 3 
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Obviously save beforehand. But in terms of recipe unlocks, typically what you'll do is find the starting address you want, and then highlight all of the addresses you wanted to change in memory view. Then look at the bottom of the window it should say how many bytes you have highlighted, so if you had 25 bytes highlighted it would say (25 Bytes). Then you would add the starting address as an array of byte and change it's length to whatever your total was. Then it's as easy as modifying the values into what you want and copying them. Then you'd right click the AoB and select change dropdown options and paste it in there.

tizzio
Expert Cheater
Expert Cheater
Posts: 245
Joined: Wed Oct 18, 2017 11:42 am
Reputation: 11

Re: Tales of Vesperia Definitive Edition (Steam)

Post by tizzio »

"for time limit in OL Yuri as fast as testing goes havnt tried to control another toon..edit so yea that is only for yuri tried it on rita and it didnt work but eh it works for me and im not gunna try to get the others because i dont play with anyone else but him as controlling "

can anyone else give it a try for the infinite over the limit script for the other characters ? and come to think about it , a try to make it work even for the other characters
Last edited by tizzio on Sun Jan 13, 2019 7:14 am, edited 1 time in total.

timechaos69
Expert Cheater
Expert Cheater
Posts: 281
Joined: Wed Oct 18, 2017 4:23 am
Reputation: 38

Re: Tales of Vesperia Definitive Edition (Steam)

Post by timechaos69 »

zachillios wrote:
Sun Jan 13, 2019 6:56 am
timechaos69 wrote:
Sun Jan 13, 2019 6:33 am
@zachillios


cooking exp values 0-400

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>3316</ID>
<Description>"No description"</Description>
<LastState Value="400" RealAddress="7FF645E2155C"/>
<VariableType>4 Bytes</VariableType>
<Address>TOV_DE.exe+118155C</Address>
</CheatEntry>
</CheatEntries>
</CheatTable>


this is Yuri cooking Minestrone Soup adress 400 is mastered..if you browse that address region those are all the recipes...i dont know how to create something that access that adress for max exp learned..because i dont know if mastering them this way just setting to 400 will activate the cutscene title thing that is dependent
Here's what I think is quick cooking EXP.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>3318</ID>
      <Description>"Quick Cooking EXP"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : TOV_DE.exe
  Version: 
  Date   : 2019-01-13
  Author : Zach

  This script does blah blah blah
}

define(address,"TOV_DE.exe"+5CA27F)
define(bytes,89 82 1C 3D 00 00)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"TOV_DE.exe"+5CA27F)

label(code)
label(return)

newmem:

code:
  mov [rdx+00003D1C],#99999
  jmp return

address:
  jmp newmem
  nop
return:

[DISABLE]

address:
  db bytes
  // mov [rdx+00003D1C],eax

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "TOV_DE.exe"+5CA27F

"TOV_DE.exe"+5CA25F: CC                             -  int 3 
"TOV_DE.exe"+5CA260: 48 63 C2                       -  movsxd  rax,edx
"TOV_DE.exe"+5CA263: 48 8D 14 81                    -  lea rdx,[rcx+rax*4]
"TOV_DE.exe"+5CA267: 33 C0                          -  xor eax,eax
"TOV_DE.exe"+5CA269: 8B 8A 1C 3D 00 00              -  mov ecx,[rdx+00003D1C]
"TOV_DE.exe"+5CA26F: 41 03 C8                       -  add ecx,r8d
"TOV_DE.exe"+5CA272: 0F 49 C1                       -  cmovns eax,ecx
"TOV_DE.exe"+5CA275: B9 90 01 00 00                 -  mov ecx,00000190
"TOV_DE.exe"+5CA27A: 3B C1                          -  cmp eax,ecx
"TOV_DE.exe"+5CA27C: 0F 4F C1                       -  cmovg eax,ecx
// ---------- INJECTING HERE ----------
"TOV_DE.exe"+5CA27F: 89 82 1C 3D 00 00              -  mov [rdx+00003D1C],eax
// ---------- DONE INJECTING  ----------
"TOV_DE.exe"+5CA285: C3                             -  ret 
"TOV_DE.exe"+5CA286: CC                             -  int 3 
"TOV_DE.exe"+5CA287: CC                             -  int 3 
"TOV_DE.exe"+5CA288: CC                             -  int 3 
"TOV_DE.exe"+5CA289: CC                             -  int 3 
"TOV_DE.exe"+5CA28A: CC                             -  int 3 
"TOV_DE.exe"+5CA28B: CC                             -  int 3 
"TOV_DE.exe"+5CA28C: CC                             -  int 3 
"TOV_DE.exe"+5CA28D: CC                             -  int 3 
"TOV_DE.exe"+5CA28E: CC                             -  int 3 
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Obviously save beforehand. But in terms of recipe unlocks, typically what you'll do is find the starting address you want, and then highlight all of the addresses you wanted to change in memory view. Then look at the bottom of the window it should say how many bytes you have highlighted, so if you had 25 bytes highlighted it would say (25 Bytes). Then you would add the starting address as an array of byte and change it's length to whatever your total was. Then it's as easy as modifying the values into what you want and copying them. Then you'd right click the AoB and select change dropdown options and paste it in there.

hmm this only gives 3 stars and not master..but works on all recipes Ive tried for

timechaos69
Expert Cheater
Expert Cheater
Posts: 281
Joined: Wed Oct 18, 2017 4:23 am
Reputation: 38

Re: Tales of Vesperia Definitive Edition (Steam)

Post by timechaos69 »

tizzio wrote:
Sun Jan 13, 2019 7:09 am
"for time limit in OL Yuri as fast as testing goes havnt tried to control another toon..edit so yea that is only for yuri tried it on rita and it didnt work but eh it works for me and im not gunna try to get the others because i dont play with anyone else but him as controlling "

can anyone else give it a try for the infinite over the limit script for the other characters ? :D
Why dont you try the script Zach made and test it yourself? so far it works for me but dont just ask if it works you have to test it yourself and then ask if it doesnt work

tizzio
Expert Cheater
Expert Cheater
Posts: 245
Joined: Wed Oct 18, 2017 11:42 am
Reputation: 11

Re: Tales of Vesperia Definitive Edition (Steam)

Post by tizzio »

@timechaos69 no problem , is just that i believe that i will do a mess , like i said i am not an hacker , but of course i can give it a try

User avatar
Exeter
Table Makers
Table Makers
Posts: 459
Joined: Fri Mar 03, 2017 9:16 am
Reputation: 155

Re: Tales of Vesperia Definitive Edition (Steam)

Post by Exeter »

Updated version of the Inventory Editor. A lot of items have been added, but there's also a lot of items still missing. Mostly Synthesis Materials are posing a problem right now, because the addresses for them are all over the place, mixed in with various other stuff like upgraded equipment, key items, etc, making it a bit annoying to figure out what's what. I'll look into Synthesis materials later, as well as the remaining missing equipments.

Also important what's missing right now are a few Fell Arms (Uroboros, Nanatsusaya, Kurubis), as well as the 'unlocked' variants of each Fell Arms.

For those who are still interested in obtaining those earlier, you can simply use the 'All Items' table that was posted, which will fill up your entire inventory. Remember to always back up your save when screwing with your inventory, in case something goes wrong. It's still not sure what kind of effect having key items early on will have on the gameplay itself. And I also don't know if you can get a 'copy' of the key item during parts where you obtain x item. (If you do get it, then that's fine, at least it'll be registered in the Collector Book that way).

Alternatively you can alter the Array of Bytes dropdown content, and replace all the '01' entries with '??' to skip over them. This will prevent it from writing to the key items section. You can then proceed to remove some of the Fell Arms (except for the 3 mentioned above and the unlocked versions), if you don't want them early on.


Moved: viewtopic.php?f=4&t=8513&p=74756#p74756
Last edited by Exeter on Sun Jan 13, 2019 6:04 pm, edited 1 time in total.

tizzio
Expert Cheater
Expert Cheater
Posts: 245
Joined: Wed Oct 18, 2017 11:42 am
Reputation: 11

Re: Tales of Vesperia Definitive Edition (Steam)

Post by tizzio »

@Exeter thanks :D , and judging from my experience in the ps3 version , have all the key items really don't cause any problem , on the contrary , sometimes it can help to complete some side missions faster , but of course is always a good idea to be prudent

zachillios
Table Makers
Table Makers
Posts: 905
Joined: Fri Mar 03, 2017 9:05 am
Reputation: 760

Re: Tales of Vesperia Definitive Edition (Steam)

Post by zachillios »

timechaos69 wrote:
Sun Jan 13, 2019 7:13 am
zachillios wrote:
Sun Jan 13, 2019 6:56 am
timechaos69 wrote:
Sun Jan 13, 2019 6:33 am
@zachillios


cooking exp values 0-400




this is Yuri cooking Minestrone Soup adress 400 is mastered..if you browse that address region those are all the recipes...i dont know how to create something that access that adress for max exp learned..because i dont know if mastering them this way just setting to 400 will activate the cutscene title thing that is dependent
Here's what I think is quick cooking EXP.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>3318</ID>
      <Description>"Quick Cooking EXP"</Description>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : TOV_DE.exe
  Version: 
  Date   : 2019-01-13
  Author : Zach

  This script does blah blah blah
}

define(address,"TOV_DE.exe"+5CA27F)
define(bytes,89 82 1C 3D 00 00)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"TOV_DE.exe"+5CA27F)

label(code)
label(return)

newmem:

code:
  mov [rdx+00003D1C],#99999
  jmp return

address:
  jmp newmem
  nop
return:

[DISABLE]

address:
  db bytes
  // mov [rdx+00003D1C],eax

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "TOV_DE.exe"+5CA27F

"TOV_DE.exe"+5CA25F: CC                             -  int 3 
"TOV_DE.exe"+5CA260: 48 63 C2                       -  movsxd  rax,edx
"TOV_DE.exe"+5CA263: 48 8D 14 81                    -  lea rdx,[rcx+rax*4]
"TOV_DE.exe"+5CA267: 33 C0                          -  xor eax,eax
"TOV_DE.exe"+5CA269: 8B 8A 1C 3D 00 00              -  mov ecx,[rdx+00003D1C]
"TOV_DE.exe"+5CA26F: 41 03 C8                       -  add ecx,r8d
"TOV_DE.exe"+5CA272: 0F 49 C1                       -  cmovns eax,ecx
"TOV_DE.exe"+5CA275: B9 90 01 00 00                 -  mov ecx,00000190
"TOV_DE.exe"+5CA27A: 3B C1                          -  cmp eax,ecx
"TOV_DE.exe"+5CA27C: 0F 4F C1                       -  cmovg eax,ecx
// ---------- INJECTING HERE ----------
"TOV_DE.exe"+5CA27F: 89 82 1C 3D 00 00              -  mov [rdx+00003D1C],eax
// ---------- DONE INJECTING  ----------
"TOV_DE.exe"+5CA285: C3                             -  ret 
"TOV_DE.exe"+5CA286: CC                             -  int 3 
"TOV_DE.exe"+5CA287: CC                             -  int 3 
"TOV_DE.exe"+5CA288: CC                             -  int 3 
"TOV_DE.exe"+5CA289: CC                             -  int 3 
"TOV_DE.exe"+5CA28A: CC                             -  int 3 
"TOV_DE.exe"+5CA28B: CC                             -  int 3 
"TOV_DE.exe"+5CA28C: CC                             -  int 3 
"TOV_DE.exe"+5CA28D: CC                             -  int 3 
"TOV_DE.exe"+5CA28E: CC                             -  int 3 
}
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Obviously save beforehand. But in terms of recipe unlocks, typically what you'll do is find the starting address you want, and then highlight all of the addresses you wanted to change in memory view. Then look at the bottom of the window it should say how many bytes you have highlighted, so if you had 25 bytes highlighted it would say (25 Bytes). Then you would add the starting address as an array of byte and change it's length to whatever your total was. Then it's as easy as modifying the values into what you want and copying them. Then you'd right click the AoB and select change dropdown options and paste it in there.

hmm this only gives 3 stars and not master..but works on all recipes Ive tried for
Hmm, alrighty well I'll take a look later. Going to try to get more of the game done since I've been doing more hacking than playing lately.
Exeter wrote:
Sun Jan 13, 2019 7:39 am
Updated version of the Inventory Editor. A lot of items have been added, but there's also a lot of items still missing. Mostly Synthesis Materials are posing a problem right now, because the addresses for them are all over the place, mixed in with various other stuff like upgraded equipment, key items, etc, making it a bit annoying to figure out what's what. I'll look into Synthesis materials later, as well as the remaining missing equipments.

Also important what's missing right now are a few Fell Arms (Uroboros, Nanatsusaya, Kurubis), as well as the 'unlocked' variants of each Fell Arms.

For those who are still interested in obtaining those earlier, you can simply use the 'All Items' table that was posted, which will fill up your entire inventory. Remember to always back up your save when screwing with your inventory, in case something goes wrong. It's still not sure what kind of effect having key items early on will have on the gameplay itself. And I also don't know if you can get a 'copy' of the key item during parts where you obtain x item. (If you do get it, then that's fine, at least it'll be registered in the Collector Book that way).

Alternatively you can alter the Array of Bytes dropdown content, and replace all the '01' entries with '??' to skip over them. This will prevent it from writing to the key items section. You can then proceed to remove some of the Fell Arms (except for the 3 mentioned above and the unlocked versions), if you don't want them early on.
Thank you, you really are fighting the good fight.

chuwar
Cheater
Cheater
Posts: 37
Joined: Fri Mar 03, 2017 7:41 am
Reputation: 19

Re: Tales of Vesperia Definitive Edition (Steam)

Post by chuwar »

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)
New table on page 19.
Last edited by chuwar on Sun Jan 13, 2019 5:59 pm, edited 2 times in total.

User avatar
Exeter
Table Makers
Table Makers
Posts: 459
Joined: Fri Mar 03, 2017 9:16 am
Reputation: 155

Re: Tales of Vesperia Definitive Edition (Steam)

Post by Exeter »

tizzio wrote:
Sun Jan 13, 2019 7:41 am
photo_2019-01-13_08-39-24.rar
Just copy and paste it directly into Cheat Engine. No need to put it in script windows or whatever. It's already set up for you to simply copy and paste. :P

Post Reply

Who is online

Users browsing this forum: Link20, Majestic-12 [Bot], rooxon