Resident Evil Revelations +13 (Update8)

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STN
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Resident Evil Revelations +13 (Update8)

Post by STN »

Update8 (probably last update..)(at least for quite a while, hopefully):
- added 3 scripts 100% Accuracy, Clear Time Rank S Always, and Camera Distance Mod.
- added some pointers to the Game Stats.

Update7.5:
- added pointer to Weapon Type to Weapon's Properties
Update7.4:
- added some pointers based on rapier's findings: post1, post2
- complete the Custom Part names for Raid mode.
Update7.3:
- added weapon's properties pointers based on rapier's findings
Update7.2:
- added many part names based on RogerRoger's findings
Update7.1:
- added pointer to the Number of Weapons's Custom Part Slots
- group Locksmith, No Damage Bonus, and Genocide Bonus under Raid Specific scripts
- added some more part's name
Update7:
- added Locksmith script
- added Genocide Bonus script
- rename the script "No Damage Record (Raid Mode)" to "No Damage Bonus", and move it out from the Health script.
- added a few (again, very few) Customization Parts' name
Update6.2:
- updated Count Down script, it should works on Raid mode now
- added On-screen Custom Parts' Quantity and Modifier pointers
- slightly change the layout of the Equipped Parts' Modifier pointers.
Update6.1:
- updated the undead script, now enabling Stay in Full Health option shouldn't affect enemy
- added a few (very few) Customization Parts' name
- changed the layout of Custom Part list for Campaign
Update6:
- Custom Parts script now support Raid mode
Update5:
- added a stay in full health option to Undead script
- added No Damage Record in Raid Mode script
- added pointer to BP
- slightly change the layout of Custom Parts script
Update4:
- added Inf. Boat Rocket
- added Inf. Count Down
- added pointer to Count Down
- identify some more Custom Part's name
Update3:
- added Custom Part's Value pointer
Update2:
- added Custom Part's Quantity pointer
Update1:
- added Undead script
- added Health pointer
Update0.2:
- Updated Ammo / Grenade script to cover all 4 slots of grenades.
Update0.1:
- Grenades won't get more then 1 when picking up if Inf. Ammo Pouch is activated. now fixed.

==========================

Options:
Scripts:
- Undead
health still be dropped but you won't be killed by normal attack.
change bFullHealth to 1 to stay in full health (note that damage received would still be recorded in Raid Mode)

- Inf. Ammo Pouch
you don't need any ammo pouch to reload your weapon.

- Inf. Ammo Clip / Grenade
ammo clip stop decreasing at 1 (i.e. no reload).
grenade stop decreasing at 1.

- Inf. Boat Rocket
Rocket quantity won't drop below 2.

- Inf. Herb
you can still heal yourself even if you have no herb at all.

- Inf. Count Down
count down would stop when you have 3 seconds left.
the minimum seconds allowed can be changed via the table.

- 100% Accuracy
gives you Rank S on accuracy.

- Clear Time Rank S Always
set the Clear Time to the Rank S threshold if your play time exceeded it to ensure a Rank S to the Clear Time.
on the mission end it would still show the real finishing time, but you'd still get the Rank S, and it would show the registered (corrected if exceeded threshold) Clear Time on the chapter end stats.
this should let you play the game at your own pace rather than rushing through the game the whole time.

- Camera Distance Mod
press Z to zoom in, C to zoom out, X to reset.
keep holding Z to zoom in would allows you to view the front of the playing character.
activate Override Weapon Zoom if you to keep the camera distance during weapon aiming.
you can press Shift B to enable Override Weapon Zoom and B to disable it in-game.

- Locksmith (for Raid mode)
allows you to open locks with 0 key.

- No Damage Bonus (for Raid mode)
guaranty you obtain the No Damage Bonus.

- Genocide Bonus (for Raid mode)
guaranty you obtain the Genocide Bonus albeit the actual number of enemies routed.

- Custom Parts script
see the Custom Parts' pointer description below for details.

Pointers:
- Health

- Ammo Pouch and Ammo Clip of the weapon wielding

- Grenades

- Count Down

- BP, b]EXP[/b]

- Raid Stage & Stage Difficulty selected
check rapier's post or Table Extras for details

- Raid Model / Costume
check rapier's post or Table Extras for details

- Campaign Models / Costumes
check rapier's post or Table Extras for details

- Weapon's Properties of Highlighted Weapon and first 4 rows of weapons in the Weapon Box including:
Weapon Type (check Table Extras for details)
Level,
Firing Speed, Capacity and Firepower Enhancements,
Special Enhancement (you can make the weapon "unique" by tempering this value, check rapier's post or Table Extras for details),
Number of Custom Part Slots,
Type of Custom Part Slots and Level of Custom Part Slots

- Quantity of Custom Part highlighted
press Ctrl + to set 8, Ctrl - to set 1
works on both Campaign and Raid mode.

- All Custom Parts' Modifiers (Master Value)
***this script doesn't add customization part, but allows you to alter the modifiers of all the customization parts, no matter you've collected them or not.
in Campaign:
after the script is activated, check the Campaign box in the table
access the Weapon Box once to grab the values.
after making changes, access the Weapon Box once more to actually apply the changes.
I don't have all the Custom Parts yet, therefore not all the names are known, feel free to name them yourself.
in Raid:
after the script is activated, check the Raid box in the table
exit to the title screen first, then go into Raid mode and then Weapons menu to grab the values
after making changes, exit to title screen once more, then back to Weapons menu to apply changes
I don't have all the Custom Parts yet, therefore not all the names are known, feel free to name them yourself.

- On-screen Custom Parts' Quantities and Modifiers
after the script is activated, access the Weapons menu to grab the values.
values would be updated immediately upon scrolling up or down through the page.
changing the Modifiers will have no actual effect in Raid mode.

- Equipped Parts' Modifiers
after the script is activated, highlight a weapon in the Weapon Box to grab the values.
if you want to, for example, change the first equipped Part slot's first modifier to 80%, check "Slot 1" box, then change "Modifier 1" value to 80 and and its child "/100" value to 0.8
the value would revert back to the part's master value upon next access of Weapon Box.
the changes made works only on Campaign.


==========================

Notes:
- all scripts use AOB scans.
- press F11 to enable all base scripts, F12 to enable all sub scripts.
- this table is intended to be used in offline / single-player mode ONLY.

Image

Made by Cielos

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
Attachments
rerev.CT
(664.64 KiB) Downloaded 5419 times

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Exeter
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Re: Resident Evil Revelations +13 (Update8)

Post by Exeter »

Great stuff. Still works with the latest version found on Steam.

The Weapon/Custom Parts modifiers are a bit confusing, and I have yet to get them to stick in Campaign mode. (It seems to revert to defaults with every new chapter/load game). But the other stuff works flawlessly. Especially the guaranteed S-Rank is super helpful and the fact that you can set deathcount to 0 as well for the 'no deaths' achievement.

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Cielos
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Re: Resident Evil Revelations +13 (Update8)

Post by Cielos »

it's been a long long time since I visit the game, so I don't actually know the issue you mentioned. I may have a look when I re-visit the game again (if ever).....
anyway, good to know the scripts still work to some extent. thanks~

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Exeter
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Re: Resident Evil Revelations +13 (Update8)

Post by Exeter »

Basically here's what happened:

I modified the L.Hawk (or any other weapon) in the Campaign section in Cheat Engine (was doing the normal Campaign), and I gave it 6 slots. This worked great, and I was able to equip all my Customized part and it was fully functional.

Upon reaching the next chapter however, it reset back to how it originally was (2 slots only), and I lost the other customizations. (Cheat Engine still shows the customizations as equipped, but they are not functional). Changing it to 6 slots again made the customizations work again, but it got reset again eventually. Putting the weapon in the Weapon Box resets it as well (if you leave the box).

I tried seeing if saving the game saves the weapon as well, but that unfortunately did not work either.

Not really a major issue, it's just something to be aware of. And I have no idea if the same thing happens in Raid mode, because I'm not at that point yet.

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Cielos
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Re: Resident Evil Revelations +13 (Update8)

Post by Cielos »

I just try to boot up my game which has some character mods installed already, somehow when I start the game from the beginning (the prologue), it's showing a black screen unless I aim the weapon, do you remember this problem and the way to fix it...?

back to the slots problem, do you mean that once you reset the # of slots to 6, the customizations you set previously would works again without the need to "equip" them again, right?

though I don't think I'd ever investigate on this problem, it's good to recognize this "bug", so that others who choose to use the table would be aware of it. (I'm surprised ppl are still playing the game actually...)

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Re: Resident Evil Revelations +13 (Update8)

Post by Librayy »

Thank you this is useful

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Resident Evil Revelations +13 (Update8)

Post by blackroseblade »

Just got this on Summer Sale, gonna use this cheat table. Thanks Cielos.

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Re: Resident Evil Revelations +13 (Update8)

Post by bayusyaifullah26 »

does this work for game cracks, especially SmartSteamLoader (all dlcs)

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Re: Resident Evil Revelations +13 (Update8)

Post by shawn spanser »

where to place cheat file?

eveclear
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Re: Resident Evil Revelations +13 (Update8)

Post by eveclear »

i tryed the camera mode but goes in black screen :/ what i did wrong?

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Re: Resident Evil Revelations +13 (Update8)

Post by rebeccachambers »

there is no burst mod raid mode custom parts, like burst 1, 2,3

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RMLSNK
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Re: Resident Evil Revelations +13 (Update8)

Post by RMLSNK »

Seems like an update shifted all those offsets. I've made my own (for raid mode) if anyone wants it
Attachments
Resident Evil Rev 1.CT
V1.0 - For Use of Raid Mode
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tilo1306
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Re: Resident Evil Revelations +13 (Update8)

Post by tilo1306 »

RMLSNK wrote:
Sat Nov 18, 2023 7:12 pm
Seems like an update shifted all those offsets. I've made my own (for raid mode) if anyone wants it
Does it work on Steam? RAID mode is extremely difficult

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Re: Resident Evil Revelations +13 (Update8)

Post by RMLSNK »

tilo1306 wrote:
Wed Jan 17, 2024 10:56 am
RMLSNK wrote:
Sat Nov 18, 2023 7:12 pm
Seems like an update shifted all those offsets. I've made my own (for raid mode) if anyone wants it
Does it work on Steam? RAID mode is extremely difficult
I made the table using the steam version. Should work, but if it doesn't I can look into it.

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Re: Resident Evil Revelations +13 (Update8)

Post by darui »

Is there a way to fix some interactions not being possible when using campaign model swap?

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