Page 257 of 377

Re: Monster Hunter World (Steam)

Posted: Fri Jan 17, 2020 5:00 am
by Gadget
chuckdsage wrote:
Fri Jan 17, 2020 4:56 am
yep. The new patch seems to have relieved the MHWResetCRC of its duties. Update time! plez..
Check Cal's post a page or two back on the forum, he fixed the CRC bypass. Download it and replace your old bypass. Everything works just fine.

Re: Monster Hunter World (Steam)

Posted: Fri Jan 17, 2020 5:01 am
by Tocksique
caliber1942 wrote:
Fri Jan 17, 2020 3:41 am
CRC bypass MHW Version 400974 10.12.01

run program, follow instructions, leave running until you are ready to quit game

password:
frf

best,
Cal
Please read up like one or 2 pages of posts before making requests to ensure they haven't ALREADY updated it D: *It's on Page 258.

Please stop cheating on random online sessions, keep it to yourself or your group of friends; This is why we can't have nice things. A huge thank you to everyone that contributed to MHW Cheat tables, trainers, CRC Bypass!

Re: Monster Hunter World (Steam)

Posted: Fri Jan 17, 2020 5:05 am
by barafanatic
thanks Cal, you good Sir!
couldn't even play w/o this, you're the real mvp today.

Re: Monster Hunter World (Steam)

Posted: Fri Jan 17, 2020 5:09 am
by Squall8
Table updated. Took note of the issue with 1 jewel. Also noticed the newer weapon augments still couldn't be crafted, so I'll have to rework that at some point too. Added a couple more things.

Re: Monster Hunter World (Steam)

Posted: Fri Jan 17, 2020 5:23 am
by Hlaalu
Just want to say thank you for the continued support. You are awesome! Live long and prosper.

Re: Monster Hunter World (Steam)

Posted: Fri Jan 17, 2020 5:39 am
by URARUA
thanks a lot for update!!!!!!!!!!!!!!!

Re: Monster Hunter World (Steam)

Posted: Fri Jan 17, 2020 6:24 am
by whitelordth
pox911 wrote:
Fri Jan 17, 2020 3:47 am
I haven't tested this on the new update yet but here is the code for the shop filler. It's pretty basic in function. Enable code, enter shop, browse wares, if item isn't in one of the 23 pages the increase the chunk index by 1, re enter shop. It was done this way due to an entry limit in the area of code im fiddling with and it would be a pain to increase it so the chunk system works a lot easier.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>19053</ID>
      <Description>"Fill Shop With Many Items"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(ShopOverrideAOB,MonsterHunterWorld.exe,41 8B 96 48 31 00 00) // should be unique
alloc(newmem,$1000,"MonsterHunterWorld.exe"+1F8A9674)

label(code)
label(return)
label(ShopData)
registersymbol(ShopData)

newmem:
  push rax
  push rbx
  push rcx
  mov edx,[ShopData]
  imul edx,FD

  xor rax,rax
  mov rcx,fD
  lea rbx,[r14+2948]

  _Loop:
  mov [rbx+rax*8],edx
  mov [rbx+rax*8+4],edx
  inc [rbx+rax*8]
  inc rax
  inc edx
  cmp rax,rcx
  jl _Loop
code:
  mov edx,rcx
  pop rcx
  pop rbx
  pop rax

  jmp return
  ShopData:

ShopOverrideAOB:
  jmp newmem
  nop
  nop
return:
registersymbol(ShopOverrideAOB)

[DISABLE]

ShopOverrideAOB:
  db 41 8B 96 48 31 00 00

unregistersymbol(ShopOverrideAOB)
unregistersymbol(ShopData)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "MonsterHunterWorld.exe"+1F8A9674

"MonsterHunterWorld.exe"+1F8A9652: 48 8D 14 C1              -  lea rdx,[rcx+rax*8]
"MonsterHunterWorld.exe"+1F8A9656: 48 85 C0                 -  test rax,rax
"MonsterHunterWorld.exe"+1F8A9659: 75 03                    -  jne MonsterHunterWorld.exe+1F8A965E
"MonsterHunterWorld.exe"+1F8A965B: 4C 89 EA                 -  mov rdx,r13
"MonsterHunterWorld.exe"+1F8A965E: 49 0F 44 CD              -  cmove rcx,r13
"MonsterHunterWorld.exe"+1F8A9662: 49 89 D0                 -  mov r8,rdx
"MonsterHunterWorld.exe"+1F8A9665: 49 29 C8                 -  sub r8,rcx
"MonsterHunterWorld.exe"+1F8A9668: 4D 89 F1                 -  mov r9,r14
"MonsterHunterWorld.exe"+1F8A966B: 49 C1 F8 03              -  sar r8,03
"MonsterHunterWorld.exe"+1F8A966F: E8 CC 17 3E E2           -  call MonsterHunterWorld.exe+1C8AE40
// ---------- INJECTING HERE ----------
"MonsterHunterWorld.exe"+1F8A9674: 41 8B 96 48 31 00 00     -  mov edx,[r14+00003148]
// ---------- DONE INJECTING  ----------
"MonsterHunterWorld.exe"+1F8A967B: 41 89 96 1C 29 00 00     -  mov [r14+0000291C],edx
"MonsterHunterWorld.exe"+1F8A9682: EB 06                    -  jmp MonsterHunterWorld.exe+1F8A968A
"MonsterHunterWorld.exe"+1F8A9684: 8B 91 1C 29 00 00        -  mov edx,[rcx+0000291C]
"MonsterHunterWorld.exe"+1F8A968A: 49 8B 8E F8 28 00 00     -  mov rcx,[r14+000028F8]
"MonsterHunterWorld.exe"+1F8A9691: E8 7A 07 11 E1           -  call MonsterHunterWorld.exe+9B9E10
"MonsterHunterWorld.exe"+1F8A9696: 41 8B 86 48 29 00 00     -  mov eax,[r14+00002948]
"MonsterHunterWorld.exe"+1F8A969D: 4C 8D 44 24 60           -  lea r8,[rsp+60]
"MonsterHunterWorld.exe"+1F8A96A2: 48 8B 0D 97 AE 63 E5     -  mov rcx,[MonsterHunterWorld.exe+4EE4540]
"MonsterHunterWorld.exe"+1F8A96A9: 48 8D 54 24 20           -  lea rdx,[rsp+20]
"MonsterHunterWorld.exe"+1F8A96AE: 45 31 C9                 -  xor r9d,r9d
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>19055</ID>
          <Description>"Chunk Index"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>ShopData</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
I tested it. It work almost perfectly fine

it is somehow broken in someplace. Some items label unavailable but are able to purchase (a lot of them are in index 3 onward. It seems like unknown item IDs were add in between the items from when I check in Ezekial711 item IDs list). Some of them are grey out and completely unavailable to buy (ex. in index 7, namely Ice Res+4, Antidote+4, Antipara+4, and Mirewalker+4), there are also unknown items added in and cant be bought as well (1586, Guiding Effluvial Crystal is supposed to follow with 1587, Mossy Greatbone, but there are several unknown and grey out items in between, in index 7 also)

I roughly checked it though. But then again, there are no crucial errors that made the table unusable, except a lot of unknown items to stimulate curiosity of users and rarely used jewel being blocked off.

Re: Monster Hunter World (Steam)

Posted: Fri Jan 17, 2020 6:28 am
by chuckdsage
thank youuuuu and I'll be sure to reread the patch notes again, sorry x(

Re: Monster Hunter World (Steam)

Posted: Fri Jan 17, 2020 6:31 am
by scutter_2
Squall8 wrote:
Fri Jan 17, 2020 5:09 am
Table updated. Took note of the issue with 1 jewel. Also noticed the newer weapon augments still couldn't be crafted, so I'll have to rework that at some point too. Added a couple more things.
I hate to be that guy, but the Equipment Data still seems to be broken.

Re: Monster Hunter World (Steam)

Posted: Fri Jan 17, 2020 6:49 am
by Kwharr
pox911 wrote:
Fri Jan 17, 2020 3:47 am
I haven't tested this on the new update yet but here is the code for the shop filler. It's pretty basic in function. Enable code, enter shop, browse wares, if item isn't in one of the 23 pages the increase the chunk index by 1, re enter shop. It was done this way due to an entry limit in the area of code im fiddling with and it would be a pain to increase it so the chunk system works a lot easier.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>19053</ID>
      <Description>"Fill Shop With Many Items"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(ShopOverrideAOB,MonsterHunterWorld.exe,41 8B 96 48 31 00 00) // should be unique
alloc(newmem,$1000,"MonsterHunterWorld.exe"+1F8A9674)

label(code)
label(return)
label(ShopData)
registersymbol(ShopData)

newmem:
  push rax
  push rbx
  push rcx
  mov edx,[ShopData]
  imul edx,FD

  xor rax,rax
  mov rcx,fD
  lea rbx,[r14+2948]

  _Loop:
  mov [rbx+rax*8],edx
  mov [rbx+rax*8+4],edx
  inc [rbx+rax*8]
  inc rax
  inc edx
  cmp rax,rcx
  jl _Loop
code:
  mov edx,rcx
  pop rcx
  pop rbx
  pop rax

  jmp return
  ShopData:

ShopOverrideAOB:
  jmp newmem
  nop
  nop
return:
registersymbol(ShopOverrideAOB)

[DISABLE]

ShopOverrideAOB:
  db 41 8B 96 48 31 00 00

unregistersymbol(ShopOverrideAOB)
unregistersymbol(ShopData)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "MonsterHunterWorld.exe"+1F8A9674

"MonsterHunterWorld.exe"+1F8A9652: 48 8D 14 C1              -  lea rdx,[rcx+rax*8]
"MonsterHunterWorld.exe"+1F8A9656: 48 85 C0                 -  test rax,rax
"MonsterHunterWorld.exe"+1F8A9659: 75 03                    -  jne MonsterHunterWorld.exe+1F8A965E
"MonsterHunterWorld.exe"+1F8A965B: 4C 89 EA                 -  mov rdx,r13
"MonsterHunterWorld.exe"+1F8A965E: 49 0F 44 CD              -  cmove rcx,r13
"MonsterHunterWorld.exe"+1F8A9662: 49 89 D0                 -  mov r8,rdx
"MonsterHunterWorld.exe"+1F8A9665: 49 29 C8                 -  sub r8,rcx
"MonsterHunterWorld.exe"+1F8A9668: 4D 89 F1                 -  mov r9,r14
"MonsterHunterWorld.exe"+1F8A966B: 49 C1 F8 03              -  sar r8,03
"MonsterHunterWorld.exe"+1F8A966F: E8 CC 17 3E E2           -  call MonsterHunterWorld.exe+1C8AE40
// ---------- INJECTING HERE ----------
"MonsterHunterWorld.exe"+1F8A9674: 41 8B 96 48 31 00 00     -  mov edx,[r14+00003148]
// ---------- DONE INJECTING  ----------
"MonsterHunterWorld.exe"+1F8A967B: 41 89 96 1C 29 00 00     -  mov [r14+0000291C],edx
"MonsterHunterWorld.exe"+1F8A9682: EB 06                    -  jmp MonsterHunterWorld.exe+1F8A968A
"MonsterHunterWorld.exe"+1F8A9684: 8B 91 1C 29 00 00        -  mov edx,[rcx+0000291C]
"MonsterHunterWorld.exe"+1F8A968A: 49 8B 8E F8 28 00 00     -  mov rcx,[r14+000028F8]
"MonsterHunterWorld.exe"+1F8A9691: E8 7A 07 11 E1           -  call MonsterHunterWorld.exe+9B9E10
"MonsterHunterWorld.exe"+1F8A9696: 41 8B 86 48 29 00 00     -  mov eax,[r14+00002948]
"MonsterHunterWorld.exe"+1F8A969D: 4C 8D 44 24 60           -  lea r8,[rsp+60]
"MonsterHunterWorld.exe"+1F8A96A2: 48 8B 0D 97 AE 63 E5     -  mov rcx,[MonsterHunterWorld.exe+4EE4540]
"MonsterHunterWorld.exe"+1F8A96A9: 48 8D 54 24 20           -  lea rdx,[rsp+20]
"MonsterHunterWorld.exe"+1F8A96AE: 45 31 C9                 -  xor r9d,r9d
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>19055</ID>
          <Description>"Chunk Index"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>ShopData</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
I just want to make it known that while I don't believe there is anything inherently wrong with the script there is the potential for disaster here.
After using this & purchasing a bunch of items that are not currently available in the game I am unable to complete a quest without a crash after the rewards screen.

Nothing else was used before this issue started arising, I tested with & without using CRC & more to isolate the issue, so it was most assuredly some interaction had with this script & purchasing an item.
A hunch that it may be related to the Aloy set/buying the items that make it show up at the smith as that is the only other thing that crashes the game.

This word of caution also pertains to any scripts that add items or allow you to swap items, be careful what you grab.
Though adding them directly to the box may not trigger the corresponding item from unlocking in the smith menu which may well be what is causing this odd behavior for all I know.

I'll make a test character who goes wholly unmodded & test this in a moment to make sure I'm 100% correct.

Re: Monster Hunter World (Steam)

Posted: Fri Jan 17, 2020 6:59 am
by lazerpirate
Is the Ignore Crafting Requirements broken? I didnt get a chance to use it but It does not seem to activate properly since the patch. I am guessing the late patch broke it.

Re: Monster Hunter World (Steam)

Posted: Fri Jan 17, 2020 7:01 am
by pox911
whitelordth wrote:
Fri Jan 17, 2020 6:24 am

I tested it. It work almost perfectly fine

it is somehow broken in someplace. Some items label unavailable but are able to purchase (a lot of them are in index 3 onward. It seems like unknown item IDs were add in between the items from when I check in Ezekial711 item IDs list). Some of them are grey out and completely unavailable to buy (ex. in index 7, namely Ice Res+4, Antidote+4, Antipara+4, and Mirewalker+4), there are also unknown items added in and cant be bought as well (1586, Guiding Effluvial Crystal is supposed to follow with 1587, Mossy Greatbone, but there are several unknown and grey out items in between, in index 7 also)

I roughly checked it though. But then again, there are no crucial errors that made the table unusable, except a lot of unknown items to stimulate curiosity of users and rarely used jewel being blocked off.
That's due to the way the script works. It dynamicly just counts from 0-253 times the index. That is why it gets some odd item. The code takes up less space this way and would auto populate new items as they get added as long as this code section doesnt change for a while.

Re: Monster Hunter World (Steam)

Posted: Fri Jan 17, 2020 7:08 am
by kyoski
Kwharr wrote:
Fri Jan 17, 2020 6:49 am
I just want to make it known that while I don't believe there is anything inherently wrong with the script there is the potential for disaster here.
After using this & purchasing a bunch of items that are not currently available in the game I am unable to complete a quest without a crash after the rewards screen.

Nothing else was used before this issue started arising, I tested with & without using CRC & more to isolate the issue, so it was most assuredly some interaction had with this script & purchasing an item.
A hunch that it may be related to the Aloy set/buying the items that make it show up at the smith as that is the only other thing that crashes the game.

This word of caution also pertains to any scripts that add items or allow you to swap items, be careful what you grab.
Though adding them directly to the box may not trigger the corresponding item from unlocking in the smith menu which may well be what is causing this odd behavior for all I know.

I'll make a test character who goes wholly unmodded & test this in a moment to make sure I'm 100% correct.
having this same issue, not sure what caused it, suspecting that script though.
didn't back up save either (whoops) so guess i'm restarting

Re: Monster Hunter World (Steam)

Posted: Fri Jan 17, 2020 7:12 am
by iamacicada
Is there a way to unlock the megaman palico set? I added the tickets to my item box but it isn't unlocked in the smith menu.

Re: Monster Hunter World (Steam)

Posted: Fri Jan 17, 2020 7:13 am
by pox911
kyoski wrote:
Fri Jan 17, 2020 7:08 am

having this same issue, not sure what caused it, suspecting that script though.
didn't back up save either (whoops) so guess i'm restarting
are you leaving the script on when you started doing a quest? wonder if the code region is used for tracking rewards or something as well