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JanV Newbie cheater
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Joined: 17 Dec 2017 Posts: 10 Location: Finland
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Posted: Sun Dec 17, 2017 4:21 pm Post subject: AOB Scan |
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| Hello, I wonder why sometimes when I aob scan with hex it doesn't return any addresses, but sometimes it does? What I do is copy the bytes from an assembler script, then put them to the scan and try to find addresses if I need to update something with the script. Thanks for any help.
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OldCheatEngineUser Whateven rank
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Joined: 01 Feb 2016 Posts: 1586
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Posted: Sun Dec 17, 2017 4:25 pm Post subject: |
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make sure you uncheck "writable" option in games that use module addresses, in other cases you can keep it checked.
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JanV Newbie cheater
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Joined: 17 Dec 2017 Posts: 10 Location: Finland
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Posted: Sun Dec 17, 2017 4:26 pm Post subject: |
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| Thank you for lightning fast reply, I will try that :)
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OldCheatEngineUser Whateven rank
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Posted: Sun Dec 17, 2017 4:45 pm Post subject: |
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forgot to mention one other common mistake many users do:
dont ever scan for array of byte of an activated script, when the script is activated means the instruction is hooked and replaced with a jump.
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I Use CE Since Version 1.X, And Still Learning How To Use It Well!
Jul 26, 2020
| STN wrote: | | i am a sweetheart. |
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JanV Newbie cheater
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Joined: 17 Dec 2017 Posts: 10 Location: Finland
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Posted: Sun Dec 17, 2017 4:52 pm Post subject: |
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Yep that's a good thing to remember. Sometimes I activate a script just to see if the bytes change, so that way I can be pretty sure that it's the address I want.
Btw, your advice worked perfectly in the first game I tried it in, thanks!
The game was Fallout 4. Though I'm not sure how to specify a module address.
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