activator, as far as i know, is just how many skills are available, now. changing it from 8 to 1, while the demon has more than one should freeze it, i'd think.
replacing 'a' skill has worked well for me, even monster skills. just, if you've got like 2 skills, like early on, and you put a new skill in a blank spot, you're to use that activator to 3, to represent its current skill loadout.
If you have 8 skills, shouldn't need to mess with the activator, as its already at 8. if changing a currently existing skill, also shouldn't need to be messed with as number of skills aren't changing. only when using codes to add a skill in an empty slot should you need to change the activator to get the game to recognize that theres one more skill than their was, and for of course the skill slot mod to change it to a skill.
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What are the values for the multiplier codes of SMTIII: Nocturne?
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The game also really hates if less than 8 skills are replaced, changing the value of the activator from 8 to 1 still caused freezing. Still it makes Dante now incredibly useful as I replaced Whirlwind for Pierce.Originally posted by leeman27534 View Posttheres an issue if adding a new skill, if they don't already have a skill there, also need to alter the number of skills that demon has. like, if adding three skills to MC and those skill slots are unused atm, his total number of skills in game shouldn't change, cause its still listed as before you altered the skills.
replacing a skill shouldn't be a problem, though, unless you used the wrong demon's slot to alter their skill.
The Key items is a bit of a coin flip, sadly hacking in the Lord's Blade or all the 25 magatamas won't trigger the flags necessary for accessing the optional dungeon :/Last edited by Duncan Idaho; 01-11-2017, 03:34:50 PM.
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theres an issue if adding a new skill, if they don't already have a skill there, also need to alter the number of skills that demon has. like, if adding three skills to MC and those skill slots are unused atm, his total number of skills in game shouldn't change, cause its still listed as before you altered the skills.
replacing a skill shouldn't be a problem, though, unless you used the wrong demon's slot to alter their skill.
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So, I am back and with new Issues, I think CB is not loading correctly the codes or something changed in SMTIII: Nocturne.
The unencrypted codes, specifically, those that mod moves, are not working at all. I am trying to Give Dante Pierce and ditto for Metatron, by replacing their 2nd and 4th skills for pierce, while I leave the rest at 0 since I don't want to replace those.
Nothing happens, I know the code worked at one point, because I revamped Mab's moveset like this.
I had to burn a new copy because my old one somehow became damaged, I checked and this is what I have:
However no code works. Well, no unencrypted code works. Which is fairly odd as they were working until yesterday.74 0A E5 63 A9 A1 A9 F0 49 A6 24 39 33 C0 75 9A CD DF B4 C9
SLUS_209.11 00457610 01C482CC 51C4AE80 01C482CC 51C4AE80
Could it be an issue because I went down all the way to the 5th Kalpa and then came back?
Neither are the encrypted codes, odd.
Codes are not working on any save, WTF.
Ok, so it could be CB, time to remake the file and see if thats the issue.
Testing first different codes/game to see if thats where the issue lies. Seems to be only with SMTIII, SO3:TTOT codes work.
Uggh, I am a moron, I have currently the beta or possibly 1.0 version of the game given the different keys.Last edited by Duncan Idaho; 01-10-2017, 04:49:19 PM.
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Ok, that doesn't explains why the digits below 400 are not working.Originally posted by Skiller View Postso little bit how this code works
V0 , = Value going to be Added to your Exp
A0 , = Value Going to be multiplied
so say you get a Value of 1000 for Exp (03E8) so if u use 400 (x65536) it practicly just shifts the value from right 16bit to left 16bits So before u would see 000003E8 after the x u see 03E80000.
so if this value is over 5 digits
Say if you have a value of 00020000 that your going to gain for exp before it Multiplies after u will have 00000000 since its not this is why u get the errors . as long as your Value of exp gained is under XXXX most of the time be ok this is why people dont tend to go over SLL R, R , 10
Well, somehow I fixed it, I ended creating a 2ndary entry called SMTIII: Noct and c&p'ing all the codes off CMP there.Last edited by Duncan Idaho; 01-08-2017, 06:49:37 PM.
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so little bit how this code works
V0 , = Value going to be Added to your Exp
A0 , = Value Going to be multiplied
so say you get a Value of 1000 for Exp (03E8) so if u use 400 (x65536) it practicly just shifts the value from right 16bit to left 16bits So before u would see 000003E8 after the x u see 03E80000.
so if this value is over 5 digits
Say if you have a value of 00020000 that your going to gain for exp before it Multiplies after u will have 00000000 since its not this is why u get the errors . as long as your Value of exp gained is under XXXX most of the time be ok this is why people dont tend to go over SLL R, R , 10
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Ok, this is odd, from @lee4's list
The 3C0,380, 340 and 300 values are not working, however 400, 440, 4c0 do work. Ditto for 3D0, 3F0 doesn't works either. So I have to assume all 3xx range of values is not working, for reasons. I am going to test the 2xx range, starting from 2c0.2c0: x2048
300: x4096
340: x8192
380: x16384
3c0: x32768
400: x65536
440: x131072
480: x262144
4C0: x524288
This is important because 400 causes a glitch, not sure why, but the skills to be learned display vanishes and the monsters don't get any status points from leveling up.
I am using as a base this code 2026A89C 00041xxx
@lee4 I have the retail version of SMT:III
F7 FB AC 5F 61 36 68 91 22 C9 49 34 C4 4E 6A E2 32 7B 20 12
SLUS_209.11 00457410 01C4916B E142DC00 01C4916B E142DC00Last edited by Duncan Idaho; 01-08-2017, 05:45:43 PM.
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Yes I am sure it's the USA version, got the magatama codes working after encrypting them, in fact the game is Shin Megami Tensei III Nocturne. The website I got the .iso from does not deals with Beta's. I'll re dl the game and check anyway. But the default codes of CB work.Originally posted by lee4 View Postplease read this thread
https://forum.gamehacking.org/node/119839
all codes post on cmp are already decryption.
all you listed is present and accounted for.Legitimate Full version:
* A new opening movie.
* The addition of the Labyrinth of Amala and, hence, the addition of the Fiends.
* A new "true demon" ending.
* A bonus for keeping your first demon party member (Pixie).
* Dante: you fight him, and you can have him in your party if certain conditions are met.
* The option of allowing several previously infusible bosses to join your party.
* The option to fight and later enlist the help of Beelzebub and Metatron.
* Pierce was added as a new skill.
* General game balance adjustments (lowered ambush attacks, lower instant death rates, etc.)
* Selectable difficulty level from the on-set (Normal or Hard)
* Elimination of the Debug Mode.Last edited by Duncan Idaho; 01-07-2017, 03:10:30 PM.
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please read this thread
https://forum.gamehacking.org/node/119839
all codes post on cmp are already decryption.
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So I found a ton of codes here http://www.codemasters-project.net/m...i-Nocturne.txt I am testing this one:
Magatama(25 in total) all in possession
0124A1FB 00000001
2124A1FC 05040302
2124A200 09080706
2124A204 0D0C0B0A
2124A208 11100F0E
2124A20C 15141312
2124A210 19181716
0124A27B 00000019
But it leads to my game crashing. I am going to test if using lee4's encryption OFF code will work (I decrypted all my codes via omni convert)
Nope. It didn't work.
Ok, situation is worse than I thought. It outright refuses to boot with decrypted codes, for some reason the Master code wasn't decrypted.
Running test #1 using an entire codeset with the codes decrypted. aaaaaaaand CB doesn't seems to like it Black scren after booting up.
Fuck.
Wait, the stuff is loading slowly, I am assuming it hates having a 389KB file. Or is loading from my stick.I literally have no idea why CB is so fucking laggy now.
Test #1 Magatana and it being uncencrypted-> Game crashes on startup.
Test #2 EXP multiplier code that was encrypted by default, now unencrypted by omni convert-> Game crashes on startup.
Both give me a Black Screen.
And now the game outright refuses to boot, even while using encrypted codes. Time to revert to a previous iteration of the cheat file. FML.
Reverting to an even older version, because this is outright bizarre.
Ok, old version works now, codes are still encrypted.Last edited by Duncan Idaho; 01-07-2017, 02:50:39 PM.
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Also, since you learn a single skill a fight, and the max level is 255, afaik, you shouldn't go ahead and use a code to skyrocket you to max level.
Though, then again, you could just hack in your skills and possibly master magatamas through codes... So maybe nevermind? After first run, i gave MC high king and the pixie demon eye? so know skill modding can be done. And aside from your title, mastering magatamas has no real purpose iirc. Mess with your skills, a bit, test some out, some are ridiculously awesome (like freikugel, of course) cause they also scale to level. Dante's stinger? i think also does this.
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So, I have a request. Can anyone make a code that gives me all Magatamas in their slots? http://www.gamefaqs.com/ps2/582958-s...nocturne/saves has all sort of saves Several are 100% with all magatama. I am also uploading one of my saves. This one is at level 1 and iirc I hadn't tested much stuff on it and also has a single magatama.
The way the game handles magatamas is that they are an entirely different set of items not on the inventory, thus using the standard CB method that pops up will not give you the functional magatamas, only one that says you cheater followed by a hex adress.Last edited by Duncan Idaho; 01-06-2017, 09:20:10 PM.
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208F81A3 227258D4 This code makes Hito Shura (main character) by always at lvl 99 (I decrypted it) but I have a question, which digit do I mod to make it instead of 99, lvl 1?
Nvm.Last edited by Duncan Idaho; 01-06-2017, 04:59:29 PM.
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I have ued raw codes before, such as with KH2 and other titles that are not present by default in the db.Originally posted by dlevere View PostThis is why.
SCPH 90001 - I think that you need a 70001 to 75001 model.Last edited by Duncan Idaho; 01-06-2017, 08:37:04 AM.
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