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- Mar 3, 2026
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Spent the last few hours messing with some outdated tables for The Hunter: Call of the Wild, and I'm hitting a wall with the AOB signature injection. Seems like the recent updates shifted the memory layout or obfuscated the specific module pointers I was relying on.
The Current Script:
I've tried scanning for the signature in the main executable, but it's not hitting. Given how frequently they update the engine, I'm assuming the bytes changed or it's now dynamically loaded in a way that breaks simple AOB scans if you're not patching the correct entry point.
Has anyone been able to find the updated instruction block for the color/texture offsets in the current build? I'm trying to avoid a full manual search of the float values in the debugger if I can just resolve the scan failure.
I know it's a single-player game and less of a priority for most, but I'm trying to keep this clean without running five different outdated trainers. Has anyone successfully rebased this signature or managed to trace the new structure in x64dbg?
The Current Script:
Code:
aobscanmodule(esps_aob,theHunterCotW_F.exe,0F 2F 59 1C 4C 8B C9)
alloc(newmem,$1000,esps_aob)
registersymbol(RCLr GCLr BCLr)
label(code return RCLr GCLr BCLr)
newmem:
cmp [rcx+1C],0
je @f
fld [RCLr]
fstp [rcx+9c]
fld [GCLr]
fstp [rcx+a0]
fld [BCLr]
fstp [rcx+a4]
code:
comiss xmm3,[rcx+1C]
mov r9,rcx
jmp return
RCLr:
dd (Float)0
GCLr:
dd (Float)1
BCLr:
dd (Float)1
esps_aob:
jmp newmem
nop 2
return:
registersymbol(esps_aob)
I've tried scanning for the signature in the main executable, but it's not hitting. Given how frequently they update the engine, I'm assuming the bytes changed or it's now dynamically loaded in a way that breaks simple AOB scans if you're not patching the correct entry point.
Has anyone been able to find the updated instruction block for the color/texture offsets in the current build? I'm trying to avoid a full manual search of the float values in the debugger if I can just resolve the scan failure.
- Verified the module name and offset base in the debugger.
- Checked for pointer chain changes since the last version.
- Attempted to relax the AOB mask with wildcards, but the surrounding code structure feels different.
I know it's a single-player game and less of a priority for most, but I'm trying to keep this clean without running five different outdated trainers. Has anyone successfully rebased this signature or managed to trace the new structure in x64dbg?