HELLDIVERS 2

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Chenchen
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Re: HELLDIVERS 2

Post by Chenchen »

So the memory thing doesn't work anymore?

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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Fikusdg
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Re: HELLDIVERS 2

Post by Fikusdg »

page 92 methid was fine till yesterday ... now its insta detected :)
Still good work for peoploe who have time and passion to do it !
good job

plitocz
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Re: HELLDIVERS 2

Post by plitocz »

I just tried multiple times the method and table here - no success :( close as I get was to activate CT but instead of check, there was like pending animation for each cheat and nothing happens...

Also tried activating the CT directly in-game (boots on the ground), same results...still pending / waiting animation andd no results until crash with hack detection pop-up....
ZoDDeL wrote:
Tue Mar 12, 2024 2:43 pm
itskwan66 wrote:
Tue Mar 12, 2024 1:46 pm
ZoDDeL wrote:
Tue Mar 12, 2024 12:56 pm
proper inf health that doesnt make titans invincbile:

Code: Select all

[ENABLE]
aobscanmodule(WHP,game.dll,45 89 38 49 8B 84 DE 28 04 00 00)
alloc(WHPmem,$1000)
label(WHPback)

WHPmem:
  test rbx,rbx
  jz short @f
  mov [r8],r15d
  @@:
  mov rax,[r14+rbx*8+00000428]
  mov ecx,[rax+10]
  jmp WHPback

WHP:
jmp far WHPmem
WHPback:


// set max health
aobscanmodule(SHP,game.dll,41 8B 84 8B 28 4C 00 00 48 8B 5C 24 20 48 8B 74 24 28) // should be unique
alloc(SHPmem,$1000)
label(SHPback)

SHPmem:
  test rdx,rdx
  jnz short @f
  mov [r11+rcx*4+00004C28],#9999
  @@:
  mov eax,[r11+rcx*4+00004C28]
  mov rbx,[rsp+20]
  mov rsi,[rsp+28]
  jmp SHPback

SHP:
  jmp far SHPmem // just to make sure a long jump
  nop 4
SHPback:

[DISABLE]
After testing two games, I can confirm the below Infinite Health is working as intended and not affecting Bile Titans. Thank you once again.
ZoDDeL wrote:
Tue Mar 12, 2024 12:56 pm
proper maphack (show locations):

Code: Select all

[ENABLE]
aobscanmodule(aob_CheckIsBlipSeen,game.dll,41 0F B6 44 97 23)
aobscanmodule(aob_CheckIfAlienHivesAreObstructed,game.dll,41 80 BE 3C BA 07 00 00)
aobscanmodule(aob_CheckIfMinorInterestBlipIsDiscovered,game.dll,0F 85 ?? ?? ?? ?? 48 8B 44 24 ?? 80 78 29 00)
aobscanmodule(aob_GetMinorInterestBlipIcon,game.dll,0F 84 ?? ?? ?? ?? 48 8B 4C 24 ?? F3 41 0F 10 4F)
aobscanmodule(aob_CheckMissionBlip,game.dll,0F 85 59 02 00 00 49 8D)


aob_CheckIsBlipSeen:
  db B8 01 00 00 00 90
//nop

aob_CheckIfAlienHivesAreObstructed:
  db F8 90 90 90 90 90 90 90

aob_CheckIfMinorInterestBlipIsDiscovered:
  db 90 E9

aob_GetMinorInterestBlipIcon:
  db EB 04

aob_CheckMissionBlip:
  db 90 E9

[DISABLE]


However, the above maphack still gives an immediate crash with detection message when used.
I will continue to test and update my CT with your guys' help and will report back any feedback that I have.
elamigopaisa wrote:
Tue Mar 12, 2024 1:38 pm
instant railgun crashes the game
This still works for me however.
emoisback wrote:
Tue Mar 12, 2024 1:26 pm
after update today what feature doesnt work anymore?
1. Infinite backpack resource is currently broken.
2. No aggro causes enemies to not attack, except bile titans and charges. This is also affecting turrets so they are not working as intended.
3. Speedhack affects all enemies.

These are the 3 common issues people are facing today.

EDIT: Also would like to add that I have not tested anything with bots yet, so I can't say for sure if these are working for them as intended.
maphack doesnt crash nor gets detected.
if you got detection you are too slow with hooking / activing the stuff.

here a bunch of screenshots i just made from different planets that show that maphack is fully working and not crashing
[Link]
Spoiler
funny thing is that i dont need an external programm to suspend the game process (CE can do that by itself)
and i also dont need to suspense/freeze the process at all.

i just open my table. open the game. and activate the scripts all together in the second the opening cutscene starts (after black screen)
[Link]
CE is default. no bypass, no kernel. no commandline in steam launch and no custom game exe/old exe
oh and game run on external m.2 nvme (usb3 10gbit) that run ~1000mbyte/s read/write and is formatted exFat.
ce(table) sit open and waiting on monitor #2
p.s.
i add my my CE table (credits to cfemen, gir and many other who actually found these. i just did pull them back from the latest proxy dll builds into an CE table)
i dropped all i think that is garbage or doesnt work.
in other words everything in my table works because i use it all together all the time without any problems ever.

Carbneth
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Re: HELLDIVERS 2

Post by Carbneth »

They are working effort on GG actually, interesting.
Everything gets detected instantly.

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itskwan66
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Re: HELLDIVERS 2

Post by itskwan66 »

ZoDDeL wrote:
Tue Mar 12, 2024 2:43 pm
maphack doesnt crash nor gets detected.
if you got detection you are too slow with hooking / activing the stuff.

here a bunch of screenshots i just made from different planets that show that maphack is fully working and not crashing
[Link]
Spoiler
funny thing is that i dont need an external programm to suspend the game process (CE can do that by itself)
and i also dont need to suspense/freeze the process at all.

i just open my table. open the game. and activate the scripts all together in the second the opening cutscene starts (after black screen)
[Link]
CE is default. no bypass, no kernel. no commandline in steam launch and no custom game exe/old exe
oh and game run on external m.2 nvme (usb3 10gbit) that run ~1000mbyte/s read/write and is formatted exFat.
ce(table) sit open and waiting on monitor #2
p.s.
i add my my CE table (credits to cfemen, gir and many other who actually found these. i just did pull them back from the latest proxy dll builds into an CE table)
i dropped all i think that is garbage or doesnt work.
in other words everything in my table works because i use it all together all the time without any problems ever.
I got my maphack to work now. The issue was I didn't delete the old code after [DISABLE] function, which in hingsight is pretty stupid of me but it's my first time properly editing a CT. Thanks for all your work and effort!

DarkThinkHuman
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Re: HELLDIVERS 2

Post by DarkThinkHuman »

Carbneth wrote:
Tue Mar 12, 2024 4:50 pm
They are working effort on GG actually, interesting.
Everything gets detected instantly.
I'm using cfemens hack since almost 2 weeks - no detection at all, even since todays update.
so the methods that are working clearly are not public.

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Fikusdg
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Re: HELLDIVERS 2

Post by Fikusdg »

@DarkThinkHuman can u tell me now which is which *helper in game xD
or which page it was xD
Love u bro / no homo thou

emoisback
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Re: HELLDIVERS 2

Post by emoisback »

DarkThinkHuman wrote:
Tue Mar 12, 2024 5:33 pm
Carbneth wrote:
Tue Mar 12, 2024 4:50 pm
They are working effort on GG actually, interesting.
Everything gets detected instantly.
I'm using cfemens hack since almost 2 weeks - no detection at all, even since todays update.
so the methods that are working clearly are not public.
its the same method,
but dll is not public,
so its keep it on working ( of course because good AoB used by dll too ) and undetected.

rge_ridix
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Re: HELLDIVERS 2

Post by rge_ridix »

hotkey your features to 1 key
set to enable only
application starts
closes and reopens under new PID (CE will not always attach to this new PID)
wait until these 4 are active using process hacker or similar
helldivers2.exe
crs-handler.exe
GameMon.des
GameMon64.des
as soon as 4th pops attach to new PID (hold f5 in process window till new one appears and click keep list)
hold the hotkey untill enabled
then close CE
no super specific timing needed and not that it makes a difference but the param is still in launcher for me

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

fool proof guide how to activate a CE table in the tiny time window where gameguard is sleeping.
if you are to late you got detected. if you too early you cant activate any script.

step 1
start the CE table. (strongly suggest using one with auto attach lua like mine)
if you can, let rest the CE table window on another monitor and your game should be in
borderless window/windowed(if its not, you should change that before using CE.
Image

step 2
click edit > settings and set your own pause processs hotkey.
Image

step 3
open memory viewer.
(you should see by default the memory range starting at 00400000)
Image


step 4
rightclick down on any ?? in the memory block segment and select
"goto memory address"
Image


step 5
update
insert address
helldivers2.exe+140000000

insert the number 180000000
(18 and seven 0)

and dont click on ok yet!!!
Image

step 6
start the game just normal via steam and keep an eye on the memory viewer.
as soon the memory fills up and got a GREEN highlight you click on ok to jump to the address
Image

step 7
while sitting in the memory range wait a bit until the memory fills with a RED highlight.
then you just need to push your hotkey from step 2 to freeze the game process
Image


step 8
the opening cinematic scene should start (even with frozen process thats normal)
activate your scripts quick then hit the pause processs hotkey again to unpause/unfreeze the game
and then close the CE table via a click on th X (top right corner)

if you dont unfreeze it before the cinematic is done game crash.
if you unfreeze but let your CE table open too long you get hack detected and game closes.

bonus
you can use scripts without freezing to process but the timing is inconsistent an maybe 1-2 seconds
and should be too tight for the most that why the process freeze is better.

another tip for you is to clean out the CE tables you use.
delete everything inside a asm script below the [Disable] line.
we cannot disable anything anyway to its useless.
also you should delete every line with registersymbol.

adding autoattach to a table that doesnt use it already:
table > show lua table script > paste code > File > Save then save the whole table

Code: Select all

if not syntaxcheck then

  getAutoAttachList().add("helldivers2.exe")

end

p.s.
added you my CE table again with a script that just combines all scripts together to save some clicky time.

p.p.s
PLEASE DONT QUOTE THIS BEHEMOTH OF A GUIDE!!!
the thread is junky and spammed and bad to read enough already
Attachments
helldivers2_ZoDDeL.CT
added second no reload
(6.03 KiB) Downloaded 645 times
Last edited by ZoDDeL on Sat Mar 16, 2024 2:52 am, edited 5 times in total.

DarkThinkHuman
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Re: HELLDIVERS 2

Post by DarkThinkHuman »

emoisback wrote:
Tue Mar 12, 2024 5:49 pm

its the same method,
but dll is not public,
so its keep it on working ( of course because good AoB used by dll too ) and undetected.
I'm not sure if you are right - otherwise I'm myself not a coder or gamehacker, but If I look at this I'm thinking that he is using more than just the DLL method:
viewtopic.php?f=4&t=27812&p=340864#p340864
Fikusdg wrote:
Tue Mar 12, 2024 5:45 pm
@DarkThinkHuman can u tell me now which is which *helper in game xD
look at the link I've posted above.

Tenser
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Re: HELLDIVERS 2

Post by Tenser »

Updated again with the recent fixes, thanks to all who helped.
Added the cheats that were absent from the last CT so people can decide for themselves which ones to use:

Image
Attachments
Helldivers2.CT
(35.58 KiB) Downloaded 2672 times

emoisback
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Re: HELLDIVERS 2

Post by emoisback »

he debug the game by patching gameguard to not run completely,

but hes only one who have it, he use edited exe.

but dll it self, its using proxy method,
im following him,
i read he want to make hack with proxy,
then i try to learn it and this share what i learn..

tbh, i have my own DLL that work, its because it use different code and its not public..
only need to change AoB because AoB is break sometimes..

====================================================================================================
By the way

password : emoisback
version.rar
(6.53 KiB) Downloaded 2011 times
put it on helldivers 2 folder...
open CE
auto attach to helldivers2.exe
load CheatTable (CT) you used.
open memory view
go to 180000000 ( but dont click ok )
Start Game
when it attached and memory browse change to 140000000, click Ok to go to 180000000
then wait until memory green
if its already green, you can active your script, as long as CE is not detected
after you active your script close your CE..
PROFIT!!
Last edited by emoisback on Tue Mar 12, 2024 8:20 pm, edited 1 time in total.

BoBFalcon07
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Re: HELLDIVERS 2

Post by BoBFalcon07 »

Still trying everyone CT tables, still trying to use CE to see/ stop when 180000000 changes, but it will not move for 3-4 min.
Thank you sir, got a version that works and omfg after 4 days of trying it was nice to use it for a game.
Last edited by BoBFalcon07 on Tue Mar 12, 2024 8:18 pm, edited 1 time in total.

axlust
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Re: HELLDIVERS 2

Post by axlust »

If you have a few brain cells left, using this source could be ya'll learning point on how to CE D:

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