Resident Evil: Village

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Leunsel
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Re: Resident Evil: Village

Post by Leunsel »

gir489 wrote:
Tue Dec 05, 2023 3:19 pm
Max upgrade everything.

Code: Select all

// Game Executable   : re8.exe
// Author            : gir489
// Executable Version: 1.1.0.5
// MD5 Signature     : E38A115CC32A353E052174D17A722FE3
// EXE Compile Date  : May 17, 2023 11:13 AM
// Script Date       : December 05, 2023 10:20 AM
[ENABLE]
aobscanmodule(aob_ReadUpgradeLevel,re8.exe,48 8B 50 18 48 85 D2 0F 85 A3 07)
registersymbol(aob_ReadUpgradeLevel)
alloc(newmem_ReadUpgradeLevel,1024,re8.exe)
label(return_ReadUpgradeLevel)

newmem_ReadUpgradeLevel:
  mov [r14+10],#5
  mov rdx,[rax+18]
  test rdx,rdx
  jmp return_ReadUpgradeLevel

aob_ReadUpgradeLevel:
  jmp newmem_ReadUpgradeLevel
  nop 2
return_ReadUpgradeLevel:

[DISABLE]
aob_ReadUpgradeLevel:
  db 48 8B 50 18 48 85 D2

unregistersymbol(aob_ReadUpgradeLevel)
dealloc(newmem_ReadUpgradeLevel)

{
// ORIGINAL CODE - INJECTION POINT: re8.exe+1A71641

re8.exe+1A715F9: 72 11                 - jb re8.exe+1A7160C
re8.exe+1A715FB: 45 33 C0              - xor r8d,r8d
re8.exe+1A715FE: 48 8B CB              - mov rcx,rbx
re8.exe+1A71601: 41 8D 50 37           - lea edx,[r8+37]
re8.exe+1A71605: E8 86 6A 6F 02        - call re8.exe+4168090
re8.exe+1A7160A: EB 2E                 - jmp re8.exe+1A7163A
re8.exe+1A7160C: 4E 8B 74 E1 20        - mov r14,[rcx+r12*8+20]
re8.exe+1A71611: EB 2A                 - jmp re8.exe+1A7163D
re8.exe+1A71613: 48 8B 15 16 2A 94 0A  - mov rdx,[re8.exe+C3B4030]
re8.exe+1A7161A: 45 33 C0              - xor r8d,r8d
re8.exe+1A7161D: 48 8B CB              - mov rcx,rbx
re8.exe+1A71620: E8 8B 49 6F 02        - call re8.exe+4165FB0
re8.exe+1A71625: 48 8B 4B 50           - mov rcx,[rbx+50]
re8.exe+1A71629: 48 39 79 18           - cmp [rcx+18],rdi
re8.exe+1A7162D: 75 0B                 - jne re8.exe+1A7163A
re8.exe+1A7162F: 48 8B D0              - mov rdx,rax
re8.exe+1A71632: 48 8B CB              - mov rcx,rbx
re8.exe+1A71635: E8 46 6A 6F 02        - call re8.exe+4168080
re8.exe+1A7163A: 4C 8B F7              - mov r14,rdi
re8.exe+1A7163D: 48 8B 43 50           - mov rax,[rbx+50]
// ---------- INJECTING HERE ----------
re8.exe+1A71641: 48 8B 50 18           - mov rdx,[rax+18]
// ---------- DONE INJECTING  ----------
re8.exe+1A71645: 48 85 D2              - test rdx,rdx
re8.exe+1A71648: 0F 85 A3 07 00 00     - jne re8.exe+1A71DF1
re8.exe+1A7164E: 4D 85 F6              - test r14,r14
re8.exe+1A71651: 0F 84 8B 07 00 00     - je re8.exe+1A71DE2
re8.exe+1A71657: 41 39 7E 10           - cmp [r14+10],edi
re8.exe+1A7165B: 0F 84 2C 04 00 00     - je re8.exe+1A71A8D
re8.exe+1A71661: 49 8B 45 28           - mov rax,[r13+28]
re8.exe+1A71665: 48 85 C0              - test rax,rax
re8.exe+1A71668: 0F 84 74 07 00 00     - je re8.exe+1A71DE2
re8.exe+1A7166E: 48 8B 40 28           - mov rax,[rax+28]
re8.exe+1A71672: 48 85 C0              - test rax,rax
re8.exe+1A71675: 0F 84 67 07 00 00     - je re8.exe+1A71DE2
re8.exe+1A7167B: 48 8B 40 20           - mov rax,[rax+20]
re8.exe+1A7167F: 48 85 C0              - test rax,rax
re8.exe+1A71682: 0F 84 5A 07 00 00     - je re8.exe+1A71DE2
re8.exe+1A71688: 3B 68 18              - cmp ebp,[rax+18]
re8.exe+1A7168B: 7D 36                 - jnl re8.exe+1A716C3
re8.exe+1A7168D: 48 8B 48 10           - mov rcx,[rax+10]
re8.exe+1A71691: 48 85 C9              - test rcx,rcx
re8.exe+1A71694: 75 10                 - jne re8.exe+1A716A6
}
How it works is you activate the script, go into the Upgrades menu, back out of it, save and reload, and all your weapons in your inventory (and dukes?) should be max upgraded.

EDIT: If you encounter a weapon that doesn't max at 5, you can replace mov [r14+10],#5 with inc [r14+10] and then just enter and exit the Gunsmithy until it's maxed.
Ok, now this one is something I did not think about! Great addition!

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

User avatar
Leunsel
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Re: Resident Evil: Village

Post by Leunsel »

Hey everyone,

Good things first:
Just wanted to provide a quick update on where things stand with my Resident Evil 8 endeavors. The game is still very much on my radar, and I've been diving deep into refining the teleportation aspect. Excitingly, I've discovered a workaround for the game's "Clipping" challenges, which opens up new possibilities.

I've been hard at work reworking the overall table layout, enhancing scripts, and making various improvements. There's a lot more to explore and optimize, even though the current table already boasts a substantial set of features. I'm gearing up for a complete overhaul of the table, but the catch is that it's quite a task, especially when juggling with Resident Evil 7 and its two DirectX versions (11 and 12). The DirectX11 part is already sorted out, and I'm currently deep into the works for DirectX12.

Bad thing:
After dedicating a significant amount of time to the comprehensive rework of the tables for both Resident Evil 8 and Resident Evil 7 (DirectX 11 and 12), and gaining a deeper understanding of the intricacies of the game behavior, I've made the decision to offer the updated tables exclusively to my supporters.
The public tables will stay public, they will still work as normal. They are just not as good as the private release. Sorry.

DavidCreegan
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Re: Resident Evil: Village

Post by DavidCreegan »

Can you please give the option to unlock all challenges or one at a time? Also same with RE4R, that'd be nice

User avatar
Leunsel
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Reputation: 82

Re: Resident Evil: Village

Post by Leunsel »

gir489 wrote:
Tue Dec 05, 2023 3:19 pm
Max upgrade everything.
...
How it works is you activate the script, go into the Upgrades menu, back out of it, save and reload, and all your weapons in your inventory (and dukes?) should be max upgraded.

EDIT: If you encounter a weapon that doesn't max at 5, you can replace mov [r14+10],#5 with inc [r14+10] and then just enter and exit the Gunsmithy until it's maxed.
Your script uses the ItemCore.InstanceWork.makeCustomParameter() Function, which also contains ItemCore.InstanceWork.CustomParameter. Last contains:

Code: Select all

0x10 : Power
0x14 : OptionPower
0x18 : BurstSpeed
0x1C : OptionBurstSpeed
0x20 : ChargeSpeed
0x24 : OptionChargeSpeed
0x28 : CountOfMaxStackSize
0x2C : OptionOfCountOfMaxStackSize
---> 0x30 : CustomizedLevel
As this structure is also used by the Duke it might actually access everything that is somewhat weapon related and therfore also the items Duke can offer. One can simply skip all that by changing the ShopAssortment Hash to something rather specific... That way the Duke will offer literally any weapon there is as well as their custom parts as well as their upgrades. I mean, your way is still better! Good job there.

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