Sekiro™: Shadows Die Twice +15 +1 (table Update7.3)

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KS212
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Re: Sekiro™: Shadows Die Twice +6 (table Update1)

Post by KS212 »

Cielos wrote:
Sat Mar 23, 2019 7:42 am


you always like this kind of defense cheat~
and thanks for the detail report. always a plus to have something to follow to recreate the problem...
...that said, I'm still at the start of the game as I've spent time just now to refine all the scripts, and haven't actually recreate the problem you're mentioning yet. but I found the injection I used doesn't write only to the flags for the player, so I added another injection point to filer out the non-player.
so, re-download and test, see if the problem persist~

Got to be honest, this game is ALL ABOUT this style of defense, hehe :P

Updated version works perfectly so far, even in a group of 4-5 mobs now I can hold block and get perfect deflect on every incoming attack. Will keep testing tho as I haven't run into that many irregular enemies yet.

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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Cielos
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Re: Sekiro™: Shadows Die Twice +6 (table Update1)

Post by Cielos »

^
well at least some issues are resolved...

just tested the the auto reflect on the first "leader". the script won't auto-deflect his "normal attack", but would deflect the 2nd attack of his chain attacks or a heavy attack (which he hold back a bit before strike).
lazy to trace more for now....
will play the game some more first~

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Re: Sekiro™: Shadows Die Twice +6 (table Update1)

Post by ZoDDeL »

ZoDDeL wrote:
Sat Mar 23, 2019 6:05 am
BUG REPORT:
Undead feature makes some bosses Undead (like the corrupted monk) even if you disable it you cant kill them anymore.
you need to die and walk back to them without using the undead feature. freazing the health pointer works fine as an alternative.
thanks for the report!
I'll have a look when I encounter this boss. when will I face this corrupted monk? is it possible to reveal it without spoiler..?
wiki says this:
Corrupted Monk Location

Ashina Depths: At the very end of this area you will find the Corrupted Monk.
You cannot miss this boss because the area ends here.
This boss is not optional.

if i remeber correct, he is at the end of a path out of mibu village.
he is one of the big bosses and i guess its the 4th in order?

here is a short video i found with only the boss battle.
[Link]

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Cielos
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Re: Sekiro™: Shadows Die Twice +6 (table Update1)

Post by Cielos »

^ thanks for the info! I'll look into it when I get there.
am taking a break and watching youtubes now, and about to go out soon. will continue playing/cheating tonight.

so, did it happened to this 4th boss only, or did it happened to any other earlier bosses? if so, let me know so that I can prepare~

(EDIT: fix typo)

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Re: Sekiro™: Shadows Die Twice +6 (table Update.6)

Post by urthor »

emelerud1 wrote:
Sat Mar 23, 2019 5:01 am
I'm trying to do infinite meds but the only address that accesses it seems to affect all items. When I nop it out all item amounts are frozen and I don't like that but idk how to fix it so that only meds are affected.

EDIT: Figured it out, copied the code from the DS3 table.
This doesn't work particularly well, lost a few consumables to it and only seems to work for pills. Kind of worked for skill points though

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Re: Sekiro™: Shadows Die Twice +6 (table Update1)

Post by amaniberserk420 »

Cant you look into White spirit emblem aswell ?

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Re: Sekiro™: Shadows Die Twice +6 (table Update1)

Post by headshot0052 »

100% drop item is possible ?

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Re: Sekiro™: Shadows Die Twice +6 (table Update.6)

Post by senseirain »

zachillios wrote:
Sat Mar 23, 2019 3:52 am
Obviously Cielos could do this 1000x better than I could, but here's a highlighted item editor, you can change the quantity of most of your items (it oddly doesn't work on everything, I'm probably doing something wrong)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>40</ID>
      <Description>"Highlighted Item Editor"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : sekiro.exe
  Version: 
  Date   : 2019-03-22
  Author : Zach

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(Item_Editor,sekiro.exe,04 89 02 48 8B C2 C3 CC CC CC CC CC CC CC 8B 41 08 C3 CC) // should be unique
alloc(newmem,$1000,Item_Editor)
globalalloc(_ItemEditor,4)
label(code)
label(return)

newmem:
mov [_ItemEditor],rcx
code:
  mov eax,[rcx+08]
  ret 
  int 3 
  jmp return

Item_Editor+0E:
  jmp newmem
return:
registersymbol(Item_Editor)

[DISABLE]

Item_Editor+0E:
  db 8B 41 08 C3 CC

unregistersymbol(Item_Editor)
dealloc(newmem)
dealloc(_ItemEditor)
{
// ORIGINAL CODE - INJECTION POINT: "sekiro.exe"+C25590

"sekiro.exe"+C25583: 89 02                       -  mov [rdx],eax
"sekiro.exe"+C25585: 48 8B C2                    -  mov rax,rdx
"sekiro.exe"+C25588: C3                          -  ret 
"sekiro.exe"+C25589: CC                          -  int 3 
"sekiro.exe"+C2558A: CC                          -  int 3 
"sekiro.exe"+C2558B: CC                          -  int 3 
"sekiro.exe"+C2558C: CC                          -  int 3 
"sekiro.exe"+C2558D: CC                          -  int 3 
"sekiro.exe"+C2558E: CC                          -  int 3 
"sekiro.exe"+C2558F: CC                          -  int 3 
// ---------- INJECTING HERE ----------
"sekiro.exe"+C25590: 8B 41 08                    -  mov eax,[rcx+08]
"sekiro.exe"+C25593: C3                          -  ret 
"sekiro.exe"+C25594: CC                          -  int 3 
// ---------- DONE INJECTING  ----------
"sekiro.exe"+C25595: CC                          -  int 3 
"sekiro.exe"+C25596: CC                          -  int 3 
"sekiro.exe"+C25597: CC                          -  int 3 
"sekiro.exe"+C25598: CC                          -  int 3 
"sekiro.exe"+C25599: CC                          -  int 3 
"sekiro.exe"+C2559A: CC                          -  int 3 
"sekiro.exe"+C2559B: CC                          -  int 3 
"sekiro.exe"+C2559C: CC                          -  int 3 
"sekiro.exe"+C2559D: CC                          -  int 3 
"sekiro.exe"+C2559E: CC                          -  int 3 
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>36</ID>
          <Description>"Quantity"</Description>
          <LastState Value="99" RealAddress="7FFA08E0B78"/>
          <VariableType>Byte</VariableType>
          <Address>_ItemEditor</Address>
          <Offsets>
            <Offset>8</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
HELP!?
Error in line 1(<?xml version="1.0" encoding="utf-8"?>)
:This instruction can't be compiled ??

justiny
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Re: Sekiro™: Shadows Die Twice +6 (table Update1)

Post by justiny »

amaniberserk420 wrote:
Sat Mar 23, 2019 10:45 am
Cant you look into White spirit emblem aswell ?
Yes, i just need inf white spirit emblem instead of inf items

senseirain
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Re: Sekiro™: Shadows Die Twice +6 (table Update1)

Post by senseirain »

justiny wrote:
Sat Mar 23, 2019 11:09 am
amaniberserk420 wrote:
Sat Mar 23, 2019 10:45 am
Cant you look into White spirit emblem aswell ?
Yes, i just need inf white spirit emblem instead of inf items
That Code Above Will Help If Only Someone can fix this "Highlighted Item Editor"
"Error in line 1(<?xml version="1.0" encoding="utf-8"?>)
:This instruction can't be compiled ??"

KS212
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Re: Sekiro™: Shadows Die Twice +6 (table Update1)

Post by KS212 »

Cielos wrote:
Sat Mar 23, 2019 8:39 am
^
well at least some issues are resolved...

just tested the the auto reflect on the first "leader". the script won't auto-deflect his "normal attack", but would deflect the 2nd attack of his chain attacks or a heavy attack (which he hold back a bit before strike).
lazy to trace more for now....
will play the game some more first~
Noticed a similar thing... depending on what mob/miniboss/boss you fight, certain normals are just blocked... but ever since your update a large majority (like 80% at least) of attacks are getting correctly auto deflected which is better than the previous 1-2 out of 5.

Probably one more routine you need to hook somewhere and it should be pretty much perfect. There ARE attacks in the game you cannot deflect at all so its quite normal for a few to get through. Grabs cannot be deflected at all, those must be dodged.

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Re: Sekiro™: Shadows Die Twice +8 (table Update2)

Post by Cielos »

^
shit, forgot to update the script description to reflect the issues you reported. will add them to the description next time I update the table...

////
@all
update2
- added inf. consumables and some item pointers. read descriptions first!
REMEMBER, READ the descriptions first~

just visit the first rest point...... still got nothing unlocked in the equipment.... and it's been 2 days already........
:(

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Re: Sekiro™: Shadows Die Twice +8 (table Update2)

Post by jrubimf »

If you can make a DMG multiplier, that would be amazing. (Specially for NewGame+)

KS212
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Re: Sekiro™: Shadows Die Twice +8 (table Update2)

Post by KS212 »

Cielos wrote:
Sat Mar 23, 2019 2:49 pm


just visit the first rest point...... still got nothing unlocked in the equipment.... and it's been 2 days already........
:(
Unlike Souls, equipment does not drop from enemies. You have to play and explore the world for new gear like Prosthetic arms. However almost all of the base Prosthetic arms can be found within the first 1/3 of the game. The rest is just trying to get the needed crafting materials to upgrade them.

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Re: Sekiro™: Shadows Die Twice +8 (table Update2)

Post by sicwan »

Sorry if this is asked already, but is it possible to have the inf. consumables allow you to continue to pick up items and not lock it to one? like the med pellets and other items you can carry a set amount of?

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