[STEAM] Metal Gear Solid 5 Phantom Pain - table v: 6.0.5 CT{TheyCallMeTim13}

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[STEAM] Metal Gear Solid 5 Phantom Pain - table v: 6.0.5 CT{TheyCallMeTim13}

Post by dharmang1910 »

Author = TheyCallMeTim13

Metal Gear Solid 5 Phantom Pain - table v: 6.0.5 CT
Game Name: Metal Gear Solid V: The Phantom Pain
Game Vendor: Steam
Game Version: 1.15
Game Process: mgsvtpp.exe
Game File Version: 1.0.15.3

[credits]
???
???
Kalas
Predprey
My Mom
[/credits]

USE Cheat Engine version: 7.2
You will get errors when disabling with CE 7.3 - CE 7.4 prerelease
Issue has been fixed for next CE release.

Features:

Features
  • I2CETState
    Saves and loads table state (i.e.: what memory records are enabled).
    Any address with a description starting with "AUTO SET:" will have value and freezon state saved.
    Uses named states (i.e.: 'default', 'testState', or 'SuperCheated'), if no name is given then 'default' is used.

    • Save Table State: Default

    • Save Table State: Casual

    • Save Table State: Full

    • Save Table State: Test


    • Load Table State: None

    • Load Table State: Default

    • Load Table State: Casual

    • Load Table State: Full

    • Load Table State: Test


  • I2CETeleporter

    • Save Name

    • Save Location

    • Teleport To: Save (Save Name)

    • Teleport To: Waypoint

    • Teleport: Back

    • Saves

    • Helpers - I2CETeleporter

  • Time

    • Sync with Real Time

    • Time Scale Hook

      • Time Scale : Not Running, Real Time, Half Speed, Default Speed, Double Speed, Phantom Cigar, I am a stone

    • Ops Timer Scale Hook

      • Scale Multiplier

      • Ops Timer

    • Mission Timer Scale Hook

      • Scale Multiplier

      • Mission Timer (seconds)

    • Alert Timer Scale Hook

      • Flag : Disabled, Instant End Alerts, Scale Multiplier

        • Scale Multiplier

      • Clear Alert Status


    • Time Setters

      • +30 minutes

      • +1 hour

      • +3 hour

      • +6 hour

      • +12 hour


      • Set to: 12 a.m. (0000)

      • Set to: 3 a.m. (0300)

      • Set to: 6 a.m. (0600)

      • Set to: 9 a.m. (0900)

      • Set to: 12 p.m. (1200)

      • Set to: 3 p.m. (1500)

      • Set to: 6 p.m. (1800)

      • Set to: 9 p.m. (2100)

    • Time Of Day (seconds) : 00, 03, 06, 09, 12, 15, 18, 21

    • Time Of Day - Military Hours : 0000, 0300, 0600, 0900, 1200, 1500, 1800, 2100

    • Time Scale : Not Running, Real Time, Half Speed, Default Speed, Double Speed, Phantom Cigar, I am a stone

    • Time of Day (Display Only) : 00, 03, 06, 09, 12, 15, 18, 21

    • Military Time of Day (Display Only) : 0000, 0300, 0600, 0900, 1200, 1500, 1800, 2100

  • Weather : ?

    • Hard Effect Weather Type : Clear, Cloudy, Rain, Sand Storm, Mist

    • Transition to Hard Effect Timer

    • Transition Effect Weather Type : Clear, Cloudy, Rain, Sand Storm, Mist

    • Intensity

    • Set to: Clear

    • Set to: Cloudy

    • Set to: Rain

    • Set to: Sand Storm

    • Set to: Mist

    • Full Intensity

  • Pointers


  • Super Speed

    • 6 Million Dollar Man

    • Multiplier

    • Multiplier (D-Horse)

    • Multiplier (D-Walker)

  • Infinite Consciousness

  • Health Dec. Hook

    • Flag : Disabled, Infinite Health, Decrease Multiplier

      • Decrease Multiplier

  • No Hit Box

  • Super Camo : ?

  • Baby Chick Hat Hook : ?

  • Demon Stat Multiplier

    • Multiplier

  • Heroism Stat Multiplier

    • Multiplier

  • Stop Recording Mission Penalties

  • Head Shots & Takedowns Multiplier

    • Tactical Takedowns Multiplier

    • Head Shots Multiplier


  • Ammo Cap. Hook

    • Multiplier

  • Infinite Ammo

    • No Reload

  • Infinite Fulton Devices

  • Better Suppressors

    • Multiplier

  • Infinite Suppressors

  • Drug/Parasite Duration Hook

    • Flag : Disabled, Infinite Duration, Decrease Multiplier

      • Decrease Multiplier

  • Batteries Dec. Hook

    • Night Vision Flag : Disabled, Infinite Battery, Decrease Multiplier

      • Decrease Multiplier

    • Stealth Camo Flag : Disabled, Infinite Battery, Decrease Multiplier

      • Decrease Multiplier

  • Batteries Charge Hook

    • Stun Arm Flag : Disabled, Instant Charge, Increase Multiplier

      • Increase Multiplier

    • Night Vision Flag : Disabled, Instant Charge, Increase Multiplier

      • Increase Multiplier

    • Stealth Camo Flag : Disabled, Instant Charge, Increase Multiplier

      • Increase Multiplier

  • Stun Arm Charge Hook

    • Flag : Disabled, Instant Charge, Increase Multiplier

      • Increase Multiplier

  • Phantom Cigar Dec. Hook

    • Flag : Disabled, Infinite Cigar, Decrease Multiplier

      • Decrease Multiplier

  • Weapon Fire Selecter

    • Primary (Hip) Flag : Single Shot, Burst Fire, Full Auto, Disabled

    • Primary (Back) Flag : Single Shot, Burst Fire, Full Auto, Disabled

    • Secondary Flag : Single Shot, Burst Fire, Full Auto, Disabled

  • Weapon Accuracy Hook

  • Weapon Fire Rate Multiplier : ?

    • Multiplier

  • Iron Sights Hook

    • Primary (Hip) Flag : Over The Shoulder, Iron Sights/Scoped, Force Disabled

    • Primary (Back) Flag : Over The Shoulder, Iron Sights/Scoped, Force Disabled

    • Secondary Flag : Over The Shoulder, Iron Sights/Scoped, Force Disabled

    • Primary (Hip) Underbarrel Flag : Over The Shoulder, Iron Sights/Scoped, Force Disabled

    • Primary (Back) Underbarrel Flag : Over The Shoulder, Iron Sights/Scoped, Force Disabled

  • Weapon/Int-Scope Zoom Multiplier

    • Weapon Step 1 Multiplier

    • Weapon Step 2 Multiplier

    • Weapon Step 3 Multiplier

    • Int-Scope Step 1 Multiplier

    • Int-Scope Step 2 Multiplier

    • Int-Scope Step 3 Multiplier

  • No Turret & Anti-Air Gun Heat


  • GMP Multiplier

    • Multiplier

  • Infinite GMP

  • Infinite Resources

  • Resources Multiplier

    • Multiplier


  • Combatant Instant Stuns/Kills

    • Flag : Disabled, Stun All Combatants, Kill All Combatants, Wake All Combatants

  • Combatant Consciousness Dec. Hook

    • Flag : Disabled, One hit Stun, Decrease Multiplier

      • Decrease Multiplier

  • Combatant Consciousness Inc. Hook

    • Flag : Disabled, Never Wakes Up, Increase Multiplier

      • Increase Multiplier

  • Combatant Health Dec. Hook

    • Flag : Disabled, One Hit Kills, Decrease Multiplier

      • Decrease Multiplier

  • Skulls Instant Stuns/Kills

    • Flag : Disabled, Instant Kill, Instant Stun

  • Armor Skulls No Buffed Health Refill

  • Skulls Health/Consciousness Dec. Hook

    • Flag : Disabled, One Hit Kills, One Hit Stun, Decrease Multiplier

      • Decrease Multiplier

  • Sahelanthropus Health Dec. Hook

    • Flag : Disabled, One Hit Kill, Decrease Multiplier

      • Decrease Multiplier

  • Stun All Large Animals : ?

  • Large Animal Consciousness Dec. Hook

    • Flag

      • Decrease Multiplier : Disabled, One Hit Stun, Decrease Multiplier

  • Large Animal Consciousness Inc. Hook

    • Flag : Disabled, Never Wake Up, Increase Multiplier

      • Increase Multiplier


  • D-Horse: Infinite Health

  • D-Horse: Infinite Consciousness

  • D-Dog: Infinite Health

  • D-Dog: Infinite Consciousness

  • D-Walker: Health Dec Hook

    • Flag : Disabled, Infinite Health, Decrease Multiplier

      • Decrease Multiplier

  • D-Walker: Infinite Ammo

    • D-Walker: No Reload

  • D-Walker: Infinite Suppressors

  • D-Walker: Stun Gun Charge Hook

    • Flag : Disabled, Instant Charge, Charge Multiplier

      • Charge Multiplier

  • D-Walker: Fire Rate Hook

    • Multiplier

  • D-Walker: Ballista Instant Draw

  • D-Walker: No Turret Heat


  • Vehicle: Health Dec. Hook

    • Diamond Dog Vehicle Flag : Disabled, Infinite Health, Decrease Multiplier

      • Decrease Multiplier

    • All Other Vehicles Flag : Disabled, Infinite Health, Decrease Multiplier, One Hit Kill

      • Decrease Multiplier

  • Vehicle: Acceleration Hook (Effects All Vehicles)

    • Multiplier

  • Vehicle: Speed Hook (Effects All Vehicles)

    • Multiplier

  • Tank: Infinite Ammo

  • Tank: No MG Heat

  • Tank: Fast Turret (Effects All Tanks)

    • Multiplier

  • Tank: Fire Rate Hook (Effects All Tanks)

    • Multiplier


  • Instant Choke-Outs

  • Instant Lockpicking

  • Instant Int-Scope Scans

  • Instant Action Hold

    • Flag : Disabled, All Actions, Some Actions

    • Delay For Reloading (0 to 1)


  • Instant Deployments

  • Instant Developments

  • Instant Mother Base Development : ?


  • Staff Hook : ?

    • addresses don't populate. ***

    • Info (enable or open for read me text)


    • Bust Staff Out Of The Brig

    • Staff Tweaker Hook

      • No Editing Special Characters : Disabled, Enabled

      • No Troublemakers : Disabled, Enabled

        • Set Troublemakers To

      • No Empty Skills : Disabled, Enabled

        • Set Empty To

      • No Suppressed Non-Primary Stats : Disabled, Enabled

      • Set Non-Primary Stat Bonus : Disabled, Enabled

        • Set Non-Primary Stat Bonus To : No Boost, Moderate Boost, Major Boost, Massive Boost

      • Set Peak Rank : Disabled, Enabled

        • Set Peak Rank To : E, D, C, B, A, A+, A++, S, S+, S++

      • All Staff Happy & Healthy : Disabled, Enabled

      • Auto Quarantine : Disabled, Enabled

        • Auto Quarantine Language : Afrikaans, Kikongo, Pashto, Russian, English

      • Setup Specialists (For Unlocking Developments) : Disabled, Enabled

    • Staff Stats Setter

      • Flag : Disabled, Custom, Combat, R&D, Base Dev., Support, Intel, Medical

      • Custom

        • Headers

          • Header (Stats)

            • Suppress Non-Primary Stats

            • Non-Primary Stat Bonus

            • Peak Rank

            • Stat Distribution

            • Skill

            • Face/Gender

            • Extracted from Northern Kabul, Afghanistan

            • Extracted from Angola-Zaire Border Region, South Africa

        • Status Sync

          • Status

            • Deployment Overhead

            • Combat Deployment Team

            • Deployed

            • Player Selected/Controlled

            • Direct Contract

            • Proficiency

            • Distinguished Service Medal

            • Distinguished Service Cross

            • Medal of Honor

            • Symptomatic

            • Health Level

            • Health State

            • Morale

            • Enemy (Hostility)

            • Designation

            • Unselectable


    • Staff Array Size Don't Edit

    • Max. Staff

    • Seed

    • Header

    • Status Sync

    • Status No Sync

    • Staff Creator

      • +1 Staff Member (Smoking Whale)

      • +10 Staff Members (Smoking Whale)

      • +50 Staff Members (Smoking Whale)

      • +100 Staff Members (Smoking Whale)


      • +1 Staff Member (Stats Set In Script)

    • Staff Copier

      • +1 Staff Member

      • +10 Staff Members

      • +50 Staff Members

      • +100 Staff Members

    • Staff Writer

      • Save Staff Members to File

      • Save Staff Members to File : 'StaffArry-MGSV-Save1'

      • Save Staff Members to File : 'StaffArry-MGSV-Save2'


      • Load Staff Members from File

      • Load Staff Members from File : 'StaffArry-MGSV-Save1'

      • Load Staff Members from File : 'StaffArry-MGSV-Save2'

    • Selected Staff Member Stats

      • Seed

          • Face

          • Reroll Name

        • Name if Special

      • Header (Stats)

        • Suppress Non-Primary Stats

        • Non-Primary Stat Bonus

        • Peak Rank

        • Stat Distribution

        • Skill

        • Face/Gender

        • Extracted from Northern Kabul, Afghanistan

        • Extracted from Angola-Zaire Border Region, South Africa

      • Status

        • Deployment Overhead

        • Combat Deployment Team

        • Deployed

        • Player Selected/Controlled

        • Direct Contract

        • Proficiency

        • Distinguished Service Medal

        • Distinguished Service Cross

        • Medal of Honor

        • Symptomatic

        • Health Level

        • Health State

        • Morale

        • Enemy

        • Designation

        • Unselectable

      • Status No Sync

        • Unmovable

        • Selected

        • New

        • Afrikaans

        • Kikongo

        • Pashto

        • Russian

        • English

        • Recently Moved


  • Staff Divisions Hook : ?

    • Flag : Only Available Divisions, All Divisions

    • Set if below : Level 100 (+/-), Level 162 (Cap.)

    • Combat Unit XP : Level 100 (+/-), Level 162 (Cap.)

    • R&D Unit XP : Level 100 (+/-), Level 162 (Cap.)

    • Base Dev. Unit XP : Level 100 (+/-), Level 162 (Cap.)

    • Support Unit XP : Level 100 (+/-), Level 162 (Cap.)

    • Intel Unit XP : Level 100 (+/-), Level 162 (Cap.)

    • Medical Unit XP : Level 100 (+/-), Level 162 (Cap.)

    • Security Unit XP : Level 100 (+/-), Level 162 (Cap.)

  • Staff Cap. Hook

    • Staff Cap. Multiplier

    • Unit Cap. Multiplier

    • Staff Cap. (Dispaly Only)

  • Buddy Bond Inc. Hook : ?

    • Flag : Disabled, Instant Max., Increase Multiplier

      • Increase Multiplier


  • Main Unlocker (All blue prints & cassette tapes) : ?

  • Temporary Emblem Unlocker : ?

  • Emblem, Base Color, & Nameplate Unlocker : Predprey

General Helper Scripts:

  • Fill Health

  • Fill Consciousness

  • Fill Main Weapons Ammo

  • Fill Fulton Devices

  • Fill Batteries


  • +25,000 GMP

  • +500,000 GMP

  • +25,000,000 GMP

  • +50,000 Processed Materials

  • +100,000 Processed Materials

  • +500,000 Processed Materials

  • +5,000 Plant Materials

  • +50,000 Plant Materials

  • +5 Parasites

  • +50 Parasites


  • +10 Placed Weapons

  • +100 Placed Weapons

  • +500 Placed Weapons

  • +10 Vehicles

  • +100 Vehicles

  • +500 Vehicles

  • +5 Walker Gears

  • +20 Walker Gears

  • +100 Walker Gears

Other Features:

  • Auto Table Updater

  • Auto Attach to process

  • Simple Logger (with levels)

  • Debug Section:

    • Helpers:

      • Print Game Module Info

      • Print Game Module Version

      • Enable Compact Mode

      • Disable Compact Mode

    • All hooks have their own section, check scripts for real hook names.

Versions:

Table Versions Info
  • v 2.0.2:
    I added a flag to "Armor Skulls - Insta Kills" for testing and didn't have it set by default to enable it.

  • v 2.0.3:
    I actually set the flag in the right script this time.

  • v 2.0.4:
    Fixed bug with "Stats1WrtHook" corrupting game/stats settings file. Thanks Dreaming Turtle for getting me pointed in the right direction.
    Also removed injection of "Stats1WrtHook" and "Stats1Hook" as I thought I did in the first place, because these need a bit more work.

  • v 2.0.5:
    Added Features:

    • Cassette Tape Unlocker Hook

    • Large Animal - one Hit Stuns

    • Skulls - Insta Stuns/Kills

    • Skulls - One Hit Kills

    • Skulls - One Hit Stuns

  • v 2.0.6:
    Fixed conflict with "Large Animal - one Hit Stuns" and "No Large Animals Wake Up" AOBs.
    Added Features:

    • All Named Locations Added to Teleporter Saves

    • Insta End Alerts

    • Multipliers added to "Super Speed" for D-Horse and D-Walker.

    • "Staff Stats Setter" now uses a flag to use hard-coded values or custom values.

  • v 2.0.7:
    Fixed "Staff Hook", I didn't realize I broke it. Thank you bipoxxl, for letting me know.
    Added Features:

    • Infinite Consciousness

  • v 2.0.8:
    Fixed "Buddy Bond Hook", (Includes all buddies).

  • v 2.0.9:
    "Weapon Fire Rate Hook" now uses multiplier.
    Reworked "Weather" section.
    Reworked "Time" section.
    Added Features:

    • Teleport To: Called Heli LZ (Added to Teleporter)

    • Teleport To: Called Supply Drop Point (Added to Teleporter)

    • Teleport To: Player Vehicle (Added to Teleporter)

    • "Weapon Fire Rate Hook" now includes semi-automatic weapons (But are still semi-automatic)
      Try: "Weapon Fire Rate Hook" + "No reload" + any rocket luncher.

    • Renew Suppressors (General Helper Scripts)

    • Fill Main Weapons Ammo (General Helper Scripts)

  • v 2.0.10:
    Updated "I2CETeleporter" (v1.0.5).
    Removed "Teleport To: Called Heli LZ", needs more work. Y coordinate isn't always right and you end up under the map. Just use waypoints for now.
    Fixed the multiplier default in "Weapon Fire Rate Hook", I changed it while working on other stuff and forgot to change it back for the last table.
    Added Features:

    • Teleport: Back (Added to Teleporter)

    • Demon Stat Multiplier

    • Heroism Stat Multiplier

    • No Clip (Not for objects, just no hits or knock downs)

  • v 2.0.11:
    Added Features:

    • Vehicle Acceleration Multiplier

    • Vehicle Speed Multiplier

    • Tank Infinite Ammo

    • Tank Fire Rate Hook

    • Tank Faster Aiming

    • Tank MG No Over Heat

  • v 2.0.12:
    Changed "PlayerRotationAngleHook"; the values act better just still not as desired.
    Removed "PlayerRotationAngleHook" from main hooks, found with "PlayerBaseHook" (connected with "ptrPlayerBaseHook").
    Removed "CamRotationAngleHook" from main hooks, found with "PlayerBaseHook" (connected with "ptrPlayerBaseHook").
    Added Features:

    • Insta Action Hold

  • v 2.0.13:
    Changed "PlayerBaseHook" to "PlayerHook"; changed injection point and pointer level.
    Removed "HealthHook" from main hooks, found with "PlayerHook" (connected with "ptrPlayerHook").
    Removed "BatteryHook" from main hooks, found with "WeaponHook" (connected with "ptrWeaponHook"); Added "BatteryMaxHook", parts from "BatteryHook" that are needed to get the maximum values address.
    Added Features:

    • D-Walker code added to: Infinite Suppressors

    • D-Walker code added to: No Reload

    • D-Walker code added to: Infinite Ammo

    • D-Walker code added to: No Turret Heat

    • Weapon Fire Selector (Single shot, Burst fire, and Full auto)

    • Fill Health (General Helper Scripts)

    • Fill Consciousness (General Helper Scripts)

  • v 2.0.14:
    Changed "Weapon Fire Selector" to use 3 flags based on the current weapon, i.e.: Stores a different fire type for each weapon (main, back, or side).
    Added key reader to "Weapon Fire Selector"; Use "Left D-Pad" or "Num 1" while aimed, to select fire type.
    Added Features:

    • Baby Chick Hat Hook (I only updated this)

    • Staff Divisions Hook (I only updated this)

    • Rewards Hook (I only updated this)

  • v 2.0.15:
    Added Features:

    • Vehicle Health Dec. Hook

    • Teleport To: Called Vehicle Supply Drop Point (Added to Teleporter)

    • Teleport To: Last Map Icon Selected (Added to Teleporter)

  • v 2.0.16:
    Updated "I2CETeleporter" (v1.0.9). Fixed some errors.

  • v 2.0.17:
    Added Features:

    • Sync with Real Time (Added to "Time" section)

    • Staff Creator (Added to "Staff Hook")

    • Staff Copier (Added to "Staff Hook")

  • v 2.0.18:
    Setup staff creator and copier as functions.

  • v 3.0.1:
    Added new logger module to other modules and table. "I2CETLogger" (v1.0.1)
    Added table helpers as module. "I2CETableHelpers" (v1.0.1)
    Updated "I2CETableCEA" (v2.1.1).

    • Logger change.

    • AOB scans and asserts are now split so logger can know more about failed scripts.
      AOB not found error messages example:

      Code: Select all

      I2CETLogger::CETLog - ERROR: aobScan:
      	Error with "AnimalLargeConsciousnessIncHook.CEA", AOB pattern not found: "90909090909090909090F3xxxxxxxxxxxxxx66xxxxxx66xxxxxx0F28xx0F5BxxF3xxxxxxxxxxxxxxF3xxxxxxF3xxxxxxF3xxxxxx66xxxxxx66xxxx66xxxxxx66xxxxxx0F5BxxF3xxxxxxF3xxxxxxF3xxxxxx66xxxxxx0FB7xxxx66xxxxxx66xxxxxx"

      Assert failed error messages example:

      Code: Select all

      I2CETLogger::CETLog - ERROR: runChecks:
      	Error with "AnimalLargeConsciousnessIncHook.CEA", bytes don't match injection point.
      	  At: 000000014427B75A
      	 Got: 9090909090
      	Read: 6689430E0F
      	-------------------- CODE --------------------
      	14427B73E - 6E - outsb 
      	14427B742 - C1 66 0F 42 - shl [rsi+0F],42
      	14427B746 - C1 66 44 01 - shl [rsi+44],01
      	14427B74A - C8 0F5B C0 - enter 5B0F,-40
      	14427B74E - F3 0F59 C8  - mulss xmm1,xmm0
      	14427B752 - F3 0F5C D9  - subss xmm3,xmm1
      	14427B756 - F3 0F11 1B  - movss [rbx],xmm3
      	14427B75A - 66 89 43 0E  - mov [rbx+0E],ax   <<<---- $INJaddr
      	14427B75E - 0FB7 4B 12  - movzx ecx,word ptr [rbx+12]
      	14427B762 - 66 89 53 12  - mov [rbx+12],dx
      	14427B766 - 66 39 4B 0E  - cmp [rbx+0E],cx
      	14427B76A - 66 0F42 4B 0E  - cmovb cx,[rbx+0E]
      	14427B76F - 66 29 4B 0E  - sub [rbx+0E],cx
      	14427B773 - 0FB7 43 0E  - movzx eax,word ptr [rbx+0E]
      	14427B777 - 66 41 39 C1  - cmp r9w,ax
      	14427B77B - 74 6C - je 14427B7E9
      	------------------ CODE END ------------------

    Updated "I2CETeleporter" (v1.0.10). Logger change.

  • v 3.0.2:
    Fixed output of "I2CETableCEA" assert error message, code output.

    Code: Select all

    I2CETLogger::CETLog - ERROR: runChecks:
    	Error with "AnimalLargeConsciousnessIncHook.CEA", bytes don't match injection point.
    	  At: 000000014427B75A
    	 Got: 9090909090909090
    	Read: 6689430E0FB74B12
    	-------------------- CODE --------------------
    	14427B740 - 66 39 C1  - cmp cx,ax
    	14427B743 - 66 0F42 C1  - cmovb ax,cx
    	14427B747 - 66 44 01 C8  - add ax,r9w
    	14427B74B - 0F5B C0  - cvtdq2ps xmm0,xmm0
    	14427B74E - F3 0F59 C8  - mulss xmm1,xmm0
    	14427B752 - F3 0F5C D9  - subss xmm3,xmm1
    	14427B756 - F3 0F11 1B  - movss [rbx],xmm3
    	14427B75A - 66 89 43 0E  - mov [rbx+0E],ax   <<<---- $INJaddr
    	14427B75E - 0FB7 4B 12  - movzx ecx,word ptr [rbx+12]
    	14427B762 - 66 89 53 12  - mov [rbx+12],dx
    	14427B766 - 66 39 4B 0E  - cmp [rbx+0E],cx
    	14427B76A - 66 0F42 4B 0E  - cmovb cx,[rbx+0E]
    	14427B76F - 66 29 4B 0E  - sub [rbx+0E],cx
    	14427B773 - 0FB7 43 0E  - movzx eax,word ptr [rbx+0E]
    	14427B777 - 66 41 39 C1  - cmp r9w,ax
    	14427B77B - 74 6C - je 14427B7E9
    	------------------ CODE END ------------------
  • v 3.0.3:
    Mostly minor changes, to the logger, teleporter, and table CEA modules. DRYed the modules a little.
    "I2CETableCEA" assert error message code output now marks "$AOBaddr" too.
    Debug section reworked, "Helpers" section added.
    b Helpers:[/b]

    • Print Game Module Info

    • Print Game Module Version

    • Enable Compact Mode

    • Disable Compact Mode

    • Set Logger Level : WARN (Default)

    • Set Logger Level : INFO

    • Set Logger Level : DEBUG

    • Set Logger Level : TRACE

  • v 3.0.4:
    Added Features:

    • I2CETState
      Saves and loads table state (i.e.: what memory records are enabled).
      Uses named states (i.e.: 'default', 'testState', or 'SuperCheated'), if no name is given then 'default' is used.

      • Save Table State : default

      • Load Table State : default

  • v 3.0.5:
    Fixed "I2CETState" to work with "Async"ed memory records and multithreading, it also updates the UI better. It just works way better now.
    "I2CETableCEA" AOB scans and asserts are now ONLY setup as Auto Assembler commands, it also just works better now.
    "I2CETState" now included some states stored as table file, new local files will override these.

  • v 3.0.6:
    Changing all memory records to "Async" messed up some stuff, like the teleporter; their fixed with this update.

  • v 3.0.7:
    Added Features:

    • Staff Writer (Saves/Reads all staff members (arrays) to/from file) (Added to "Staff Hook")

  • v 3.0.8:
    "Cassette Tape Unlocker" modified and changed to "Unlocker", now unlocks all developments, emblems, and cassette tapes. Developments will still require staff division level and special staff members to meet requirements.
    Added Features:

    • Unlocker (Unlocks all developments, emblems, and cassette tapes. Developments will still require staff division level and special staff members to meet requirements.)

  • v 3.0.9:
    Fixed table custom types, I failed to add the files for the custom types on the last table.

  • v 4.0.3:
    Fixed some AOBs after game update.

  • v 4.0.4:
    Fixed "PlayerHook" AOB (Game file version 1.0.15.0).

  • v 4.0.5:
    Fixed "PlayerHook" AOB to also work with Japanese language (Game file version 1.0.15.0).

  • v 5.0.1:
    Added Features:

    • Time Scale Hook

    • Stop Recording Mission Penalties

    • Head Shots & Takedowns Multiplier

    • Ammo Cap. Hook

    • Better Suppressors (Cap. Multiplier)

    • Batteries Charge Hook (with instant charge and charge multiplier options)

    • Stun Arm Charge Hook (with instant charge and charge multiplier options)

    • GMP Multiplier

    • Resources Multiplier

    • Armor Skulls No Buffed Health Refill

    • Sahelanthropus Health Dec. Hook (with one hit kill and decrease multiplier options)

    • D-Horse: Infinite Health

    • D-Horse: Infinite Consciousness

    • D-Dog: Infinite Health

    • D-Dog: Infinite Consciousness

    • D-Walker: Health Dec Hook (with infinite and decrease multiplier options)

    • D-Walker: Infinite Ammo

    • D-Walker: No Reload

    • D-Walker: Infinite Suppressors

    • D-Walker: Stun Gun Charge Hook (with instant charge and charge multiplier options)

    • D-Walker: Fire Rate Hook

    • D-Walker: Ballista Instant Draw

    • D-Walker: No Turret Heat

    • Instant Choke-Outs

    • Instant Lockpicking

    • Bust Staff Out Of The Brig

    • Staff Tweaker Hook

      • No Troublemakers

      • No Empty Skills

      • No Suppressed Non-Primary Stats

      • Set Non-Primary Stat Bonus

      • Set Peak Rank

      • All Staff Happy & Healthy

      • Auto Quarantine

      • Setup Specialists (For Unlocking Developments)

    • Staff Cap. Hook

    Changes:

    • Infinite Health -> Health Dec. Hook (with infinite and decrease multiplier options)

    • No Clip -> No Hit Box

    • Invisibility -> Super Camo

    • Infinite Battery -> Batteries Dec. Hook (with infinite and decrease multiplier options)

    • Stop Drug Duration Timer -> Drug/Parasite Duration Hook

    • Zoom Set Hook -> Weapon/Int-Scope Zoom Multiplier (with multipliers for each step in zoom level)

    • No Turret Heat -> No Turret & Anti-Air Gun Heat

    • Stop Mission Timer -> Mission Timer Scale Hook

    • Stop Ops Timer -> Ops Timer Scale Hook

    • Combatant - one Hit/Punch Stuns/Kills -> Combatant Consciousness Dec. Hook (with one hit stun and decrease multiplier options)

    • Combatant - One Hit Kills -> Combatant Health Dec. Hook (with one hit kill and decrease multiplier options)

    • No Combatants Wake Up -> Combatant Consciousness Inc. Hook

    • Skulls - One Hit Kills -> Skulls Health/Consciousness Dec. Hook (with one hit kill/stun and decrease multiplier options)

    • Insta End Alerts -> Alert Timer Scale Hook

    • No Large Animals Wake Up -> Large Animal Consciousness Inc. Hook (with no wake up and increase multiplier options)

    • Large Animal - one Hit Stuns -> Large Animal Consciousness Dec. Hook (with one hit stun and decrease multiplier options)

  • v 5.0.2: Fixed "Infinite Ammo", Added "Infinite Fulton Devices", and added the needed custom type files.

  • v 5.0.3: Fixed "Infinite Ammo", Added "Phantom Cigar Dec. Hook".

  • v 5.0.4: Updated for game file version "1.0.15.2".

  • v 6.0.1: Updated Lua modules and table to work with them.

  • v 6.0.2: Added missing type files.

  • v 6.0.3: Updated Lua modules.

Current Table:
mgsvtpp.[v6.0.5].CT

Errors and Bugs:

Errors and Bugs, follow these steps
  1. Steam: Verify Integrity of Game Files

  2. Open CE and open the settings window (Edit -> Settings).
    Then check that you are allowing Lua scripts to run, you can select any one of the three shown here.
    Image

  3. Click Ok and then close CE.

  4. Start the game.

  5. Open the CE table file by double clicking it.
    Give the table a second to load, run the Lua scripts, and attach to the game.

  6. Print the game module information.
    Image

  7. Set the Logger level to "Debug".
    Image

  8. Activate the "Main Hooks".
    Image
    Activate any of the scripts/hooks that you wish to use.
    You can also load the table state "test".

  9. If error is during deactivation of scripts, then deactivate all scripts.
    You can load the table state "none".

  10. Copy all the output text of the CE's "Lua Engine" window.
    Image

  11. Post the output text here in side code blocks. i.e. [c]

    [/c]
    Image

If you find anything you want to know more about how it works (the Lua stuff, or any of the AA scripts), just let me know.

For editing/updating

Just extract the CEA table files in to a folder named "ceaFiles" for running local files instead of the table files.
See this Lua extension with helper tools for extracting the table files into folders used by my Lua modules:
Add Table Helpers to Tools Menu.

Older Table Versions:

Attachments
mgsvtpp.[v6.0.5].CT
(2.12 MiB) Downloaded 15172 times

ExSOLDIER
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Re: [STEAM] Metal Gear Solid 5 Phantom Pain - table v: 6.0.5 CT{TheyCallMeTim13}

Post by ExSOLDIER »

Still getting errors when disabling with CE 7.5.


iSupakilla
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Re: [STEAM] Metal Gear Solid 5 Phantom Pain - table v: 6.0.5 CT{TheyCallMeTim13}

Post by iSupakilla »

I'm getting the same issue as the guy above. Cant disable on 7.5 but i've saved the state at which im fine with then loading and also edited a few scripts to the defaults i'd like for them to be loaded at on top of being loaded in the first place.

My biggest issue is, there are a few scripts that simply just dont work. I'd saved the GmpIncHook.CEA file for example. most of it was gibberish but I get a little assembly and have general coding knowledge. I could also likely find out how to update the CEA file embedded in the table, but how would i find the new address to swap out for this?

Things are assigned to and called from Symbols and a value like this would seem to stay static so i don't know what to do to find the new value to replace it with. any help?


natasha7899
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Re: [STEAM] Metal Gear Solid 5 Phantom Pain - table v: 6.0.5 CT{TheyCallMeTim13}

Post by natasha7899 »

iSupakilla wrote: Fri Sep 29, 2023 4:37 am

I'm getting the same issue as the guy above. Cant disable on 7.5 but i've saved the state at which im fine with then loading and also edited a few scripts to the defaults i'd like for them to be loaded at on top of being loaded in the first place.

My biggest issue is, there are a few scripts that simply just dont work. I'd saved the GmpIncHook.CEA file for example. most of it was gibberish but I get a little assembly and have general coding knowledge. I could also likely find out how to update the CEA file embedded in the table, but how would i find the new address to swap out for this?

Things are assigned to and called from Symbols and a value like this would seem to stay static so i don't know what to do to find the new value to replace it with. any help?

Thank you,
for sharing such good information, for lots of love, and amazing things that you have contributed.gb whatsapp


rickyn227
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Re: [STEAM] Metal Gear Solid 5 Phantom Pain - table v: 6.0.5 CT{TheyCallMeTim13}

Post by rickyn227 »

iSupakilla wrote: Fri Sep 29, 2023 4:37 am

I'm getting the same issue as the guy above. Cant disable on 7.5 but i've saved the state at which im fine with then loading and also edited a few scripts to the defaults i'd like for them to be loaded at on top of being loaded in the first place.

My biggest issue is, there are a few scripts that simply just dont work. I'd saved the GmpIncHook.CEA file for example. most of it was gibberish but I get a little assembly and have general coding knowledge. I could also likely find out how to update the CEA file embedded in the table, but how would i find the new address to swap out for this?

Things are assigned to and called from Symbols and a value like this would seem to stay static so i don't know what to do to find the new value to replace it with. any help?

I'm a rank amateur so I might be out of my depth here, but I'll try to explain my understanding of it and hopefully it'll be beneficial in some way. Game updates can shift addresses around, so the part of the memory a script originally pointed to would now be different. Finding the necessary stuff to update a table depends on how the table is made.

First off, from what I understand, a label allows a word to be used as a symbol. Symbols are then used to refer to something, like an address, more easily, when you subsequently call on it, without having to wholly replicate it in it's entirety each time it's referenced. It makes it a lot easier when it comes to reading and writing the code, and helps ensure you can keep track of what's being referenced where, so you don't accidentally screw the code up by getting confused between addresses.

In a lot of cases with tables, people find the player base address, which is the address that specifically identifies the player, which they then use as a pseudo landmark to identify the player specific addresses in their subsequent scripts. Since all the other addresses that get used, like health for instance, are usually consistent in how far away they are from the player base address in every instance of the game, even if the addresses change after restarting, It saves you having to pointerscan multiple times for each individual address you need, it also makes it easier to update a lot of the time, since all that really matters is the player base address, and in the case of minor updates, the distance between it and the other addresses will usually stay the same. Say the player base address is ????????, the health address would always be +45 of it, then mana might be +49, so all you end up needing is the player base. Since you can just find the pointer of [playerbaseaddress] then add [whatever the distance is to the address you need] to point to the address you need, since it's always consistent.

Updating a table comes down to figuring out where the problem lies. It could be the player base address, in which case you might just need to find the new location of that and change it. That's usually the case if most of, if not all, the scripts are broken, since most likely rely on the playerbaseaddress pointer being correct to be able to find the relevant addresses.

If the player base address is fine, it might instead be that the distance between it and the subsequent addresses has changed. For example, instead of being [playerbaseaddress]+45 for health, its now +96. Then you have to figure out the new distance and change it to that. If you're lucky, it'll be the same for the rest, if not, you need to figure out the new difference for each one individually.

Essentially, it usually boils down to troubleshooting the issue(s) until you find which specific address/addresses are wrong, then finding and replacing those addresses with the right ones. The code itself works fine, it's just that the location it points to is wrong, so the failsafe stops it from being implemented in the improper place.

I'd imagine that to fix the GMPInc, you'd have to find the new location of whatever it referenced previously. I'd imagine it pointed to the location of the function responsible for adding GMP, which the code then multiplies by whatever value you choose (I'm assuming it's a multiplier going by tim's usual tables). You could probably find it by locating the GMP address, attaching a debugger to the process, then gaining GMP and figuring out which of the functions writing to the GMP address is the one responsible for adding GMP. Then just browse the memory region and replace the old address with the new one.

Haven't really gone down the route of editing .CEA's, but I assume you can just save it to the disk, edit it in notepad or an alternative, then go back to the table, delete the original .CEA and then add the modified .CEA. Just make sure it retains the original name, since that's the name it'll be referenced by in the scripts. I'm also unsure how, or if, different versions of cheat engine handle code, so it's possible a table made on an older version might need to be rewritten, at least in part, to work correctly on a newer version, but I can't recall ever having run into that issue personally, so it's just conjecture.

I'm assuming Tim's scripts are similar to the rest of the one's I've seen thus far, so I might be way off base, and I'm not sure my use of terminology is perfect, but I hope it's somewhat relevant and/or helpful.


Astral-P
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Re: [STEAM] Metal Gear Solid 5 Phantom Pain - table v: 6.0.5 CT{TheyCallMeTim13}

Post by Astral-P »

Is there a Stealth Mode option? I suck at stealth games so it'd be nice if I could just walk right past the enemies.


almostdarkslide
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Re: [STEAM] Metal Gear Solid 5 Phantom Pain - table v: 6.0.5 CT{TheyCallMeTim13}

Post by almostdarkslide »

I need some help, my game now thinks it's under quarantine effect.


crashin73331
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Re: [STEAM] Metal Gear Solid 5 Phantom Pain - table v: 6.0.5 CT{TheyCallMeTim13}

Post by crashin73331 »

Credits: full credits to Tim

this had about everything i needed ... the "mark all enemies" variables i used on gz worked on this but there's way too many enemies to get every address. the "mark all" doesn't work very good

i added teleport locations for all the main missions and their "optional objectives" to Tim's table
i didn't do side ops
there are also locations for delivery points, communication relays, generators, satellite dishes, anti air radars, (not all) outposts, and 4 of the portraits

also: don't use the "Main Unlocker (All blue prints & cassette tapes)" script if you want to get all steam achievements, i couldn't unlock Reminiscence or Collector even though i have all blueprints/key items and all 11 memento photos.

Attachments
mgsvtpp.[v6.0.5_Tim]_+mysavelocations.CT
(2.44 MiB) Downloaded 232 times

jokerdak
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Re: [STEAM] Metal Gear Solid 5 Phantom Pain - table v: 6.0.5 CT{TheyCallMeTim13}

Post by jokerdak »

Hi, super camo seems not working for me. I use CE 7.6


crashin73331
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Re: [STEAM] Metal Gear Solid 5 Phantom Pain - table v: 6.0.5 CT{TheyCallMeTim13}

Post by crashin73331 »

jokerdak wrote: Sun Sep 14, 2025 6:42 am

Hi, super camo seems not working for me. I use CE 7.6

its working for me, it does recommend to use ce 7.2 though which i used. i didn't do any of the scripts from this, I just added more teleports to Tim's old table as i played through the game.

the game does occasionally crash after you complete the mission and a cutscene starts (more so during beginning missions for some reason.) i would recommend disabling cheats when you get out of the hotzone by helicopter or out of the mission area if it keeps happening

*skulls neutralize activated but didn't work, but i didn't get around to updating it. everything else that i used seemed to work.
*on the target practice 151-157 side ops, if you search +1 (byte) each time you hit a target you can change the right value to 1 below you need in case you can't seem to find a target (then after changing hit 1 more target)

i went ahead and updated my teleports to Tim's script (no other changes)

All mission teleports
all side ops teleports
all blueprints teleports
all cassette tape teleports
(maybe) all animal teleports, these are all the teleports i used to get all animals, your luck may vary
all delivery points teleports
all emblem teleports (the ones you get by picking up)
"all" portrait teleports (there's probably other locations for duplicates but you get all of them)
Communications Relays, Generators, Satellite Dishes, and Anti Air radar locations

no changes other than teleports.


only tested it on mission 28

One Hit Kill Skulls (Damage, Not ZZZ)

Code: Select all

{ Game   : mgsvtpp.exe
  Version: v1.15.3
  Date   : 2025-09-21
  Author : crashin
}

[ENABLE]

aobscanmodule(SkullsAOB,mgsvtpp.exe,66 89 42 0C 44 89 CA) // should be unique
alloc(newmem,$1000,SkullsAOB)

label(code)
label(return)

newmem:
mov ax,(int)0

code:
  mov [rdx+0C],ax
  mov edx,r9d
  jmp return

SkullsAOB:
  jmp newmem
  nop 2
return:
registersymbol(SkullsAOB)

[DISABLE]

SkullsAOB:
  db 66 89 42 0C 44 89 CA

unregistersymbol(*)
dealloc(*)
Attachments
mgsvtpp.[v6.0.5_Tim]_+mysavelocations_v2.CT
(2.88 MiB) Downloaded 250 times

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