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Add multiple addresses from Memory Viewer at once

 
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IsThisSkyrim
How do I cheat?
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Joined: 30 Mar 2015
Posts: 6

PostPosted: Wed Apr 01, 2015 12:09 am    Post subject: Add multiple addresses from Memory Viewer at once Reply with quote

Heyo, I was wondering if there was a way to add more than one address from the memory viewer at a time.

I'm trying to allow animation canceling, but there seems to be an address for each animation.

They're all right next to each other, but there's at least a hundred.
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Zanzer
I post too much
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Joined: 09 Jun 2013
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PostPosted: Wed Apr 01, 2015 7:15 pm    Post subject: Reply with quote

Show us an example of the code and how you "cancel" them.

If you're just NOP'ing lines and they're all right by each other, then simply find the first and count the offsets to each other.

Code:
aobfound:
db 90 90 90 90 90
aobfound+1C:
db 90 90 90 90 90
aobfound+3F:
db 90 90
etc.


Or, use a separate aobscan for each one and shove them all inside 1 script.

If you're using jumps to new address blocks, make sure each label is named differently and each injection allocates its own block.
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IsThisSkyrim
How do I cheat?
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PostPosted: Thu Apr 02, 2015 8:35 pm    Post subject: Reply with quote

Nothing quite so sophisticated.

There's simply a block of 0's that changes to 1's when an animation is playing. When you lock them at 0 it allows you to perform another animation before the other one is finished.
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justa_dude
Grandmaster Cheater
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Joined: 29 Jun 2010
Posts: 893

PostPosted: Fri Apr 03, 2015 3:51 am    Post subject: Reply with quote

IsThisSkyrim wrote:
Nothing quite so sophisticated.

There's simply a block of 0's that changes to 1's when an animation is playing. When you lock them at 0 it allows you to perform another animation before the other one is finished.


Try making a simple script using READMEM (AA) or readbytes and writebytes (LUA), or create an address list entry of type "array of bytes" large enough to blanket your memory region.

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