Fallout 4 Cheat Table Trainer +22

Fallout 4 Cheat Table Trainer +22 2020-07-24

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Fallout 4 Cheat Table Trainer +22

Fallout 4 is one a kind game that allows role play in the most unorthodox way, and there lies its uniqueness. The game simply revolves around the player visiting different post apocalyptic locations and during this activity he may encounter a bunch of natives or local inhabitants. The player may then choose to interact with them as he or she chooses. The fruit of this interaction will ripe when the player solves the dilemma faced by the local inhabitant, and that’s how he can collect ample experience points or caps.

Further, the game unfolds completely parallel to what the player had chosen his trajectory of the game to be, what actions he decided to take and what not and ultimately this sets out the ending.

The game is balancing between karma and reputation, it’s a unique blend of skills and morals.

But the game is more fun with Fallout 4 cheats, you can make it more exciting by using our Fallout 4 cheats. If suddenly you are stuck and you want to escape, it gets easier with our invisibility cheat , not only this we also have a bunch of other cheats such as super jump, save position, add caps, and other similar cheats. Whenever faced with time issues our Fallout 4 cheat table has got you covered use these two cheats from our Fallout cheat table add 1 hour or sub 1 hour and voila time is now your slave.

Wandering the wasteland aimlessly can be boring, but using our Fallout 4 cheat table, you can use the unlock map cheat and you are good to go with all routes. This Fallout 4 cheat is like a magical spell just use the cheats and unlock your win.


What are you waiting for download this fallout cheat table and increase your chances of winning exponentially.

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Cheat Trainer Features
  • ADD 10000 CAPS
  • Add Caps
  • ENGiNE GOD MODE
  • Enable GodMode
  • Disable GodMode
  • ENGiNE NOCLIP
  • Enable Noclip
  • Disable Noclip
  • SUPER JUMP
  • TELEPORT
  • Jump
  • Jump Height
  • Load Position
  • Save Position
  • Undo Teleport
  • TiME OF DAY
  • Add 1 Hour
  • Sub 1 Hour
  • UNLOCK ALL DOORS
  • UNLiMiTED WEiGHT TO CARRY
  • UNLOCK MAP
  • RAPiD FiRE
  • iNViSiBLE
Cheat Engine Scripts
God Mode:
[ENABLE]

aobscanmodule(_EngineGodMode,Fallout4.exe,0F B6 05 AC 95 E6 05) // should be unique
alloc(newmem,$1000,Fallout4.exe)
alloc(GodModeOn,4)
alloc(GodModeOff,4)
label(code)
label(return)
label(On)
label(Off)

newmem:
cmp byte ptr [GodModeOn],1
je On
cmp byte ptr [GodModeOff],1
je Off
jmp code

On:
mov byte ptr [GodModeOn],0
mov [Fallout4.exe+7041D43],1
jmp code

Off:
mov byte ptr [GodModeOff],0
mov [Fallout4.exe+7041D43],0
jmp code


code:
  movzx eax,byte ptr [Fallout4.exe+7041D43]
  jmp return

_EngineGodMode:
  jmp newmem
  nop
  nop
return:

GodModeOn:
dd 0
GodModeOff:
dd 0

registersymbol(_EngineGodMode)
Registersymbol(GodModeOn)
Registersymbol(GodModeOff)


[DISABLE]

_EngineGodMode:
  db 0F B6 05 AC 95 E6 05

unregistersymbol(_EngineGodMode)
unregistersymbol(GodModeOn)
unregistersymbol(GodModeOff)
dealloc(newmem)
dealloc(GodModeOn)
dealloc(GodModeOff)

{
// ORIGINAL CODE - INJECTION POINT: "Fallout4.exe"+11D8790

"Fallout4.exe"+11D8786: C3                       -  ret
"Fallout4.exe"+11D8787: CC                       -  int 3
"Fallout4.exe"+11D8788: CC                       -  int 3
"Fallout4.exe"+11D8789: CC                       -  int 3
"Fallout4.exe"+11D878A: CC                       -  int 3
"Fallout4.exe"+11D878B: CC                       -  int 3
"Fallout4.exe"+11D878C: CC                       -  int 3
"Fallout4.exe"+11D878D: CC                       -  int 3
"Fallout4.exe"+11D878E: CC                       -  int 3
"Fallout4.exe"+11D878F: CC                       -  int 3
// ---------- INJECTING HERE ----------
"Fallout4.exe"+11D8790: 0F B6 05 AC 95 E6 05     -  movzx eax,byte ptr [Fallout4.exe+7041D43]
// ---------- DONE INJECTING  ----------
"Fallout4.exe"+11D8797: C3                       -  ret
"Fallout4.exe"+11D8798: CC                       -  int 3
"Fallout4.exe"+11D8799: CC                       -  int 3
"Fallout4.exe"+11D879A: CC                       -  int 3
"Fallout4.exe"+11D879B: CC                       -  int 3
"Fallout4.exe"+11D879C: CC                       -  int 3
"Fallout4.exe"+11D879D: CC                       -  int 3
"Fallout4.exe"+11D879E: CC                       -  int 3
"Fallout4.exe"+11D879F: CC                       -  int 3
"Fallout4.exe"+11D87A0: 88 0D AA 95 E6 05        -  mov [Fallout4.exe+7041D50],cl
}
NoClip:
[ENABLE]

aobscanmodule(_NoClip,Fallout4.exe,80 3D 02 6A AF 05 00) // should be unique
alloc(newmem,$1000,"Fallout4.exe"+11D19B7)
alloc(NoClipOn,4)
alloc(NoClipOff,4)
label(code)
label(return)
label(On)
label(Off)

newmem:
cmp byte ptr [NoClipOn],1
je On
cmp byte ptr [NoClipOff],1
je Off
jmp code

On:
mov byte ptr [NoClipOn],0
mov [Fallout4.exe+6CC83C0],1
jmp code

Off:
mov byte ptr [NoClipOn],0
mov byte ptr [NoClipOff],0
mov byte ptr [Fallout4.exe+6CC83C0],0
jmp code


code:
  cmp byte ptr [Fallout4.exe+6CC83C0],00
  jmp return

_NoClip:
  jmp newmem
  nop
  nop
return:

NoClipOn:
dd 0
NoClipOff:
dd 0

registersymbol(_NoClip)
Registersymbol(NoClipOn)
Registersymbol(NoClipOff)


[DISABLE]
_NoClip:
  db 80 3D 02 6A AF 05 00

unregistersymbol(_NoClip)
unregistersymbol(NoClipOn)
unregistersymbol(NoClipOff)
dealloc(newmem)
dealloc(NoClipOn)
dealloc(NoClipOff)

{
// ORIGINAL CODE - INJECTION POINT: "Fallout4.exe"+11D19B7

"Fallout4.exe"+11D1988: 75 0C                    -  jne Fallout4.exe+11D1996
"Fallout4.exe"+11D198A: 49 8B 8F 00 01 00 00     -  mov rcx,[r15+00000100]
"Fallout4.exe"+11D1991: E8 98 FD E9 FE           -  call Fallout4.exe+7172E
"Fallout4.exe"+11D1996: 49 8B 8F A8 02 00 00     -  mov rcx,[r15+000002A8]
"Fallout4.exe"+11D199D: 49 8B D7                 -  mov rdx,r15
"Fallout4.exe"+11D19A0: E8 11 4D E5 FE           -  call Fallout4.exe+266B6
"Fallout4.exe"+11D19A5: 41 F6 87 7D 0D 00 00 04  -  test byte ptr [r15+00000D7D],04
"Fallout4.exe"+11D19AD: 74 08                    -  je Fallout4.exe+11D19B7
"Fallout4.exe"+11D19AF: 49 8B CF                 -  mov rcx,r15
"Fallout4.exe"+11D19B2: E8 F1 F8 EC FE           -  call Fallout4.exe+A12A8
// ---------- INJECTING HERE ----------
"Fallout4.exe"+11D19B7: 80 3D 02 6A AF 05 00     -  cmp byte ptr [Fallout4.exe+6CC83C0],00
// ---------- DONE INJECTING  ----------
"Fallout4.exe"+11D19BE: 75 18                    -  jne Fallout4.exe+11D19D8
"Fallout4.exe"+11D19C0: 80 3D 41 8E 2F 03 00     -  cmp byte ptr [Fallout4.exe+44CA808],00
"Fallout4.exe"+11D19C7: 75 0F                    -  jne Fallout4.exe+11D19D8
"Fallout4.exe"+11D19C9: 33 D2                    -  xor edx,edx
"Fallout4.exe"+11D19CB: 49 8B CF                 -  mov rcx,r15
"Fallout4.exe"+11D19CE: E8 89 E7 EA FE           -  call Fallout4.exe+8015C
"Fallout4.exe"+11D19D3: E9 81 00 00 00           -  jmp Fallout4.exe+11D1A59
"Fallout4.exe"+11D19D8: 49 8B CF                 -  mov rcx,r15
"Fallout4.exe"+11D19DB: E8 82 15 E4 FE           -  call Fallout4.exe+12F62
"Fallout4.exe"+11D19E0: 84 C0                    -  test al,al
}
Teleporter:
[ENABLE]
aobscanmodule(_TeleportCode,Fallout4.exe,0F 28 00 48 8B CF)
alloc(teleportmem,$1000,Fallout4.exe)
alloc(Jump,4)
alloc(Value,8)
registersymbol(z_coord)
registersymbol(x_coord)
registersymbol(y_coord)
registersymbol(z_coord_undo)
registersymbol(x_coord_undo)
registersymbol(y_coord_undo)
registersymbol(s_enable)
registersymbol(l_enable)
registersymbol(u_enable)
Registersymbol(_TeleportCode)
registersymbol(Jump)
registersymbol(Value)

alloc(s_enable,4)
alloc(l_enable,4)
alloc(u_enable,4)
alloc(z_coord,4)
alloc(x_coord,4)
alloc(y_coord,4)
alloc(z_coord_undo,4)
alloc(x_coord_undo,4)
alloc(y_coord_undo,4)

label(returnteleport)
label(originalcodeteleport)
label(exitteleport)
label(save_coord)
label(load_coord)
label(undo_coord)
label(SuperJump)


teleportmem:
cmp [s_enable],1
je save_coord
cmp [l_enable],1
je load_coord
cmp [u_enable],1
je undo_coord
cmp [Jump],1
je SuperJump
jmp originalcodeteleport

save_coord:
mov [s_enable],0
movss xmm12,[rax] // Save Value of X-Coordinate into xmm12
movss [x_coord],xmm12// Load Value of xmm12 into x_coord
movss xmm12,[rax+4] // Save Value of Z-Coordinate into xmm12
movss [z_coord],xmm12// Load Value of xmm12 into z_coord
movss xmm12,[rax+8] // Save Value of Y-Coordinate into xmm12
movss [y_coord],xmm12// Load Value of xmm12 into y_coord
jmp originalcodeteleport

load_coord:
mov [l_enable],0
cmp [z_coord],0
je originalcodeteleport
// Save current Player position again for UNDO TELEPORT
movss xmm11,[rax]// Save Value of X-Coordinate into xmm12
movss [x_coord_undo],xmm11// Load Value of xmm12 into x_coord_undo
movss xmm11,[rax+4] // Save Value of Z-Coordinate into xmm12
movss [z_coord_undo],xmm11// Load Value of xmm12 into z_coord_undo
movss xmm11,[rax+8] // Save Value of Y-Coordinate into xmm12
movss [y_coord_undo],xmm11// Load Value of xmm12 into y_coord_undo

// Load last saved Player Position
movss xmm12,[x_coord]
movss [rax],xmm12
movss xmm12,[z_coord]
movss [rax+4],xmm12
movss xmm12,[y_coord]
movss [rax+8],xmm12
jmp originalcodeteleport


undo_coord:
mov [l_enable],0
mov [s_enable],0
mov [u_enable],0
cmp [z_coord_undo],0
je originalcodeteleport

// Do undo teleportation here
movss xmm11,[x_coord_undo]
movss [rax],xmm11
movss xmm11,[z_coord_undo]
movss [rax+4],xmm11
movss xmm11,[y_coord_undo]
movss [rax+8],xmm11
jmp originalcodeteleport

SuperJump:
mov byte ptr [Jump],0
fld [rax+8]
fld [Value]
faddp
fstp [rax+8]


originalcodeteleport:
  movaps xmm0,[rax]
  mov rcx,rdi

exitteleport:
jmp returnteleport


_TeleportCode:
jmp teleportmem
nop

returnteleport:



x_coord:
dd 0
z_coord:
dd 0
y_coord:
dd 0
s_enable:
dd 0
l_enable:
dd 0
x_coord_undo:
dd 0
z_coord_undo:
dd 0
y_coord_undo:
dd 0
u_enable:
dd 0
Jump:
dd 0
Value:
dd (float)7


[DISABLE]
Unregistersymbol(z_coord)
Unregistersymbol(x_coord)
Unregistersymbol(y_coord)
Unregistersymbol(z_coord_undo)
Unregistersymbol(x_coord_undo)
Unregistersymbol(y_coord_undo)
Unregistersymbol(s_enable)
Unregistersymbol(l_enable)
Unregistersymbol(u_enable)
Unregistersymbol(_TeleportCode)
unregistersymbol(Jump)
unregistersymbol(Value)

dealloc(z_coord)
dealloc(x_coord)
dealloc(y_coord)
dealloc(z_coord_undo)
dealloc(x_coord_undo)
dealloc(y_coord_undo)
dealloc(s_enable)
dealloc(l_enable)
dealloc(u_enable)
dealloc(teleportmem)
dealloc(newmem)
dealloc(Jump)
dealloc(Value)


_TeleportCode:
  db 0F 28 00 48 8B CF

{
// ORIGINAL CODE - INJECTION POINT: "Fallout4.exe"+1EE0DB5

"Fallout4.exe"+1EE0D8F: 66 0F 72 D1 01           -  psrld xmm1,01
"Fallout4.exe"+1EE0D94: 0F C2 C8 02              -  cmpps xmm1,xmm0,02
"Fallout4.exe"+1EE0D98: 0F 50 C1                 -  movmskps ecx,xmm0
"Fallout4.exe"+1EE0D9B: 83 E0 07                 -  and eax,07
"Fallout4.exe"+1EE0D9E: 3C 07                    -  cmp al,07
"Fallout4.exe"+1EE0DA0: 0F 84 20 02 00 00        -  je Fallout4.exe+1EE0FC6
"Fallout4.exe"+1EE0DA6: 48 8D 4D 60              -  lea rcx,[rbp+60]
"Fallout4.exe"+1EE0DAA: E8 C1 0A 00 00           -  call Fallout4.exe+1EE1870
"Fallout4.exe"+1EE0DAF: 49 8B 7E 38              -  mov rdi,[r14+38]
"Fallout4.exe"+1EE0DB3: 33 C9                    -  xor ecx,ecx
// ---------- INJECTING HERE ----------
"Fallout4.exe"+1EE0DB5: 41 0F 28 6E 70           -  movaps xmm5,[r14+70]
// ---------- DONE INJECTING  ----------
"Fallout4.exe"+1EE0DBA: 0F 28 15 AF 30 A5 01     -  movaps xmm2,[Fallout4.exe+3933E70]
"Fallout4.exe"+1EE0DC1: 0F 28 CE                 -  movaps xmm1,xmm6
"Fallout4.exe"+1EE0DC4: B8 FF FF 00 00           -  mov eax,0000FFFF
"Fallout4.exe"+1EE0DC9: 89 4D 8C                 -  mov [rbp-74],ecx
"Fallout4.exe"+1EE0DCC: 48 89 4D 90              -  mov [rbp-70],rcx
"Fallout4.exe"+1EE0DD0: 0F 58 CD                 -  addps xmm1,xmm5
"Fallout4.exe"+1EE0DD3: 0F 5C CD                 -  subps xmm1,xmm5
"Fallout4.exe"+1EE0DD6: 0F 29 6D B0              -  movaps [rbp-50],xmm5
"Fallout4.exe"+1EE0DDA: 0F 28 C1                 -  movaps xmm0,xmm1
"Fallout4.exe"+1EE0DDD: 66 89 45 88              -  mov [rbp-78],ax
}
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l0wb1t
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