# SolvedBeginner need help with making One-Hit kill/Infinite Health hack on Fallout 4 using CE

#### thenoobhxor

Game Name
Fallout 4
Anticheat
N/A
How long you been coding/hacking?
3-6 months
Coding Language
Cheat engine scripts

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#### Icew0lf

##### Software Ninjaneer
Dank Tier VIP
Fleep Tier Donator
Health is based on 2 values in F4 (floats). One starts at 0 and goes negative when its entity is being hit. The other one starts at entities maximum health, lets assume 500. After 1 hit:

With These 2 you can calculate max health.
The addy which starts at zero is the real one and which determines if the entity is Alive or dead.

U can create instant or one hit kills if you just write a high negative value to it. Or you calculate entities health with the 2nd addy and Set it to 1 hp. (since you dont know without the 2nd addy at which neg. Value the entity will die)

Nonetheless you need the entitylist in order to do this.

Informations this and the healthstruct related for F4 you can find here from what i reversed (bottom of 1st post)

Best regards,
Icew0lf

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obdr

#### thenoobhxor

Health is based on 2 values in F4 (floats). One starts at 0 and goes negative when its entity is being hit. The other one starts at entities maximum health, lets assume 500. After 1 hit:

With These 2 you can calculate max health.
The addy which starts at zero is the real one and which determines if the entity is Alive or dead.

U can create instant or one hit kills if you just write a high negative value to it. Or you calculate entities health with the 2nd addy and Set it to 1 hp. (since you dont know without the 2nd addy at which neg. Value the entity will die)

Nonetheless you need the entitylist in order to do this.

Informations this and the healthstruct related for F4 you can find here from what i reversed (bottom of 1st post)

Best regards,
Icew0lf
quick question...um so I have found the address for health thanks to your guidance... and it is associated with player address and enemy address all in the same one. so I made it one hit kill using CE script. I just need to separate the player from the enemy now by going into dissecting structure or scanning for commonalities which I've been struggling with for hours...so right now one hit kill is on and yes I hit enemy once he dies, but if the enemy hits me, I die in 1 hit too. so i'm trying to separate player dmg from enemy dmg, but I just can't find the right offset! once I find the right offset I will use "cmp" command in CE script to give myself infinite health and "jne" if enemy is taking dmg instead of player where he should be getting one hit killed.

um do you have any advice on how I can find the right offset because I have been trying for hours

This is the working opcode I found in dissembler which works: "Fallout4.exe+DFAA0D - 89 04 91 - mov [rcx+rdx*4],eax"
question: is my base address rcx? or is it rcx+rdx combined? and what does *4 mean....usually I see + with another number not *
basically i'm just asking what is my base address in this opcode do you think?

Code:
``````[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,"Fallout4.exe"+DFAA0D)
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
cmp [rbx+18],1084313569 // this is supposed to give infinite health, but it's not working
jne originalcode
nop
nop
nop
jmp exit

originalcode:
mov [rcx+rdx*4],-20 // this gives one hit kill
mov rcx,[rbp+00000300]

exit:
jmp returnhere

"Fallout4.exe"+DFAA0D:
jmp newmem
nop 5
returnhere:

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
"Fallout4.exe"+DFAA0D:
mov [rcx+rdx*4],eax
mov rcx,[rbp+00000300]
//Alt: db 89 04 91 48 8B 8D 00 03 00 00``````

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#### Icew0lf

##### Software Ninjaneer
Dank Tier VIP
Fleep Tier Donator
@thenoobhxor what you found is a subclass deep in the entities/players pointerstructure.
Rcx is the base of this class, rdx the # of the entity in the array which is used to iterate over the list.

Ill posted the pointer to the playerstructure in my fallout thread, which is static.
Im Kind of sure if i remember right most subclasses are also static, Not 100% sure about that. But if so u can use rcx to validate the Player.

If not...u got the static Player pointer and my structs and offsets. Access from there the minushealth pointer and read the base with ur script dynamically. Then you can validate the base in ur script even if its Not static. Just dont reduce health if rcx is the Player healthclass adress.

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#### thenoobhxor

thanks for all your help. but yeah I tried by trial and error different offsets while I was dissecting data structure/finding commonalities (to separate player health from enemy) and my game kept crashing for all the different offsets I kept trying. i finally found it after trial and error for hours, i was so happy that i got it working, but then when i reloaded the game, it was gone lol it changed. think i'm gonna give up cuz i haven't really learned how to make it so when i reload the game it stays there anyway. so i gotta hit the tuts again and watch more videos before i come back to this. and the offsets they change every time you load the game so i'm getting confused

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Icew0lf and Rake
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