Search found 54 matches
- Thu Jun 16, 2022 10:19 am
- Forum: Tables
- Topic: RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)
- Replies: 1011
- Views: 1492221
Re: RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)
You mean reloading from an already set savegame, or trying to reload with the cheats turned on? Reloading your gun. Since you're the only one who wants it and I don't even know who you are and/or care and I already put 100 hours into the game I'm not going to update the table, you'll either have to...
- Sun May 09, 2021 10:26 am
- Forum: Tables
- Topic: Metro Exodus [STEAM/EPIC]
- Replies: 221
- Views: 228110
Re: Metro Exodus [STEAM/EPIC]
I can't attach a debugger in CE to the game exe when running. (VEH). So I think it'll be a bit hard to port tables over to this new exe. Or some setting might make it difficult, not sure. X64dbg attaches fine...
- Fri May 07, 2021 7:49 am
- Forum: Single Player Cheat Requests
- Topic: [Request]Resident Evil Village
- Replies: 15
- Views: 11217
Re: [Request]Resident Evil Village
Had one crash 4-5 minutes after injecting / altering code in the exe, but no anti-cheat code found like in RE3.
- Sun May 02, 2021 9:41 am
- Forum: Single Player Cheat Requests
- Topic: [Request] Resident Evil Village Gameplay Demo
- Replies: 63
- Views: 25190
Re: [Request] Resident Evil Village Gameplay Demo
re8demo.exe+33E8C6F - 90 - nop re8demo.exe+33E8C70 - E8 6BCC0B00 - call re8demo.AK::WriteBytesMem::Bytes+14F0 << call query performance counter. result in rax re8demo.exe+33E8C75 - F3 44 0F10 83 60030000 - movss xmm8,[rbx+00000360] re8demo.exe+33E8C7E - 0F57 C0 - xorps xmm0,xmm0 re8demo.exe+33E8C81...
- Sun May 02, 2021 9:11 am
- Forum: Single Player Cheat Requests
- Topic: [Request] Resident Evil Village Gameplay Demo
- Replies: 63
- Views: 25190
Re: [Request] Resident Evil Village Gameplay Demo
Time dilation is read here: re8demo.exe+33E8E34 - F3 0F59 83 48030000 - mulss xmm0,[rbx+00000348] << Read time dilation. So setting that value to 0.1 makes the game run very slow. However the timer runs normally. But, it could lead to where the timer source is, as the time dilation is usually used i...
- Sun May 02, 2021 7:50 am
- Forum: Single Player Cheat Requests
- Topic: [Request] Resident Evil Village Gameplay Demo
- Replies: 63
- Views: 25190
Re: [Request] Resident Evil Village Gameplay Demo
They either use a server side timer (which would be pretty tedious for them to use, as it might fail and people get upset to not be able to p lay at all) or they use something that uses a format that's not obvious, like a timer that runs up, not down, or uses ticks for time or similar. Code paths ut...
- Sat Apr 24, 2021 7:14 pm
- Forum: Tables
- Topic: NieR Replicant ver.1.22474487139 (Steam)
- Replies: 88
- Views: 70440
Re: NieR Replicant ver.1.22474487139 (Steam)
To list all the functions in the game: function ListFunctions(startAddress, length) local offset=0 while offset < length do local nameAddress = readQword(startAddress + offset) if nameAddress > 0x140000000 and nameAddress < 0x160000000 then local functionName = readString(nameAddress) local realFunc...
- Tue Dec 22, 2020 10:20 am
- Forum: Tables
- Topic: Cyberpunk 2077 misc scripts (Update.1)
- Replies: 13
- Views: 31171
Re: Cyberpunk 2077 misc scripts (Update.1)
Someone posted this as their own on Nexus: https://www.fearlessrevolution.com/cyberpunk2077/mods/378
- Mon Nov 02, 2020 1:35 pm
- Forum: Tables
- Topic: Watch Dogs: Legion [Engine:Disrupt 2]
- Replies: 62
- Views: 61929
Re: Watch Dogs: Legion [Engine:Disrupt 2]
Thanks The lua init code is quite verbose in the game, at least to me, and it wasn't clear to me where the addresses are, so it's not a simple Bind() call sadly. But I'll see what I can dig up, thanks
- Mon Nov 02, 2020 10:20 am
- Forum: Tables
- Topic: Watch Dogs: Legion [Engine:Disrupt 2]
- Replies: 62
- Views: 61929
Re: Watch Dogs: Legion [Engine:Disrupt 2]
@Expired6978 Is there any way to get the address in memory of the function that's called by a lua function? My stuff works at the C++/asm level and I can't find a way to get the lua stuff in memory, e.g. the CEnvironmentManager_getinstance singleton function's location would be nice... so if I have ...
- Fri Aug 21, 2020 9:34 am
- Forum: Tables
- Topic: Horizon Zero Dawn [Engine:Decima]
- Replies: 618
- Views: 423625
- Tue Nov 19, 2019 8:44 am
- Forum: Single Player Cheat Requests
- Topic: PAID REQUESTS - CAMERA HACKS (ONGOING COMMISSION)
- Replies: 9
- Views: 7678
Re: PAID REQUESTS - CAMERA HACKS (ONGOING COMMISSION)
I've created a lot of camera mods ( 30 or so now), even wrote a whole system for it. These things aren't easy, it can take several days at minimum to create one. (that's 8+ hours a day), especially if the engine is custom. Not sure if you're willing to pay me by the hour the fee a regular software d...
- Mon Nov 18, 2019 8:35 am
- Forum: General Discussions
- Topic: Star Wars Jedi: Fallen Order
- Replies: 117
- Views: 34787
Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..
Still no answers for FOV ? FOV, no black bars in cutscenes and a proper smooth controllable camera are coming later today. You can already control fov using the universal unreal console unlocker made by me and Sunbeam (see guide/dl: https://framedsc.github.io/GeneralGuides/universal_ue4_consoleunlo...
- Fri Nov 15, 2019 12:57 pm
- Forum: Tables
- Topic: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..
- Replies: 127
- Views: 230061
Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..
The UE4 .h handler generates code to handle the functions in the cheatmanager.h file from a table. This table with function names is present in the game's memory, however the code parsing the input is so convoluted at times that I got lost along the way to see if it indeed uses that table or that it...
- Fri Nov 15, 2019 9:59 am
- Forum: Tables
- Topic: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..
- Replies: 127
- Views: 230061
Re: Star Wars Jedi: Fallen Order [Engine:Unreal 4.21] - Console enabler, Dumper and more..
What's strange is that when you enable the console, 'toggledebugcamera' is switched off: "Command not recognized", but the flags are set to 0x20600, same as e.g. 'fov' which is accepted fine. It's not even read for 'toggledebugcamera'. Enablecheats 1 doesn't help, the code which checks if cheats are...