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Resident Evil: Village
Posted: Fri Jun 30, 2023 8:27 am
by Leunsel
Code: Select all
Game: Resident Evil Village
Distribution: Steam
Game Version: Patch 10
CE Version: 7.4
Store Link:
While I understand that you may want to make changes or adjustments to the table for your personal use, I ask that you refrain from posting it online. If you wish to share a modified version, please create it yourself instead of using my work.
Made by
Leunsel
Akira Fudo
Evan (imjustmaxie)
Since the old post has sadly fallen into a state of disrepair and remaining unmaintained ,I felt it was time to change that. I understand how frustrating it can be to rely on outdated tables that no longer work as intended. That's why I've taken it upon myself to deliver a new post for this game... (Moved to a new post so people might find it a little easier than on page 10 of the old, unmaintained post. I try to keep this maintained for as long as possible.)
(Pretty much everything that might cause "damage" to the progress and/or the savegame is
commented! Read careful before using something that you might not understand.)
Just found some leftover bugs from the recent game update! I will try to fix these as fast as possible and update the table.
If you find any bugs / scripts that do not work / encounter crashes, please let me now in great detail!
v.1.2.2 - Release (DirectX 12) - 30.06.2023
- Scripts
- Player
- Game Speed Multiplier
- Freeze Enemies
- One Hit Kill
- Rapidfire
- Far Interaction Range
- Force Interaction
- Infinite Explosives
- Infinite Lockpicks
- Infinite Ammo (Clip)
- Infinite Ammo (Reserve)
- No Recipe Check
- No Damage
- No Clip
- No Hit
- [Left-ALT] Jump
- Force Flashlight
- Teleport Script(s)
- Quick Teleports (For quicker progress if used correctly.)
- Currency Script(s)
- DLCs
- The Mercenaries
- Infinite Timer
- Spawn The Goal
- Set Score Per Kill
- Ethan Winters
- Chris Redfield
- No Target Locator Usage
- No Grenade Usage
- Weapon Damage
- Karl Heisenberg
- No Flash Usage
- Saw Damage
- Scrap Damage
- Hammer Damage
- Alcina Dimitrescu
- No Lipstick Usage
- Claw Damage
- Table Damage
- Shadow Of Rose
- Simple Inventory "Editor"
- Story Challenges "Unlocker" (Just some Lei Challenges...)
- Pointer
- Player
- X/Y/Z Coordinates
- X/Y/Z Scale
- Entity Name
- Min. / Max. Health
- X/Y Camera Shake Frequency
- Some scripts related to these values...
- Enemy
- X/Y/Z Coordinates
- X/Y/Z Scale
- Entity Name(s)
- Min. / Max. Health
- app.PlayerOrder
- app.PlayerStatus
- app.WeaponGunCore
Re: Resident Evil: Village
Posted: Fri Jun 30, 2023 4:14 pm
by aSwedishMagyar
Leunsel wrote: ↑Fri Jun 30, 2023 8:27 am
While I understand that you may want to make changes or adjustments to the table for your personal use, I ask that you refrain from posting it online. If you wish to share a modified version, please create it yourself instead of using my work.
How ironic.
Re: Resident Evil: Village
Posted: Fri Jun 30, 2023 5:32 pm
by gir489
aSwedishMagyar wrote: ↑Fri Jun 30, 2023 4:14 pm
Leunsel wrote: ↑Fri Jun 30, 2023 8:27 am
While I understand that you may want to make changes or adjustments to the table for your personal use, I ask that you refrain from posting it online. If you wish to share a modified version, please create it yourself instead of using my work.
How ironic.
I was gonna say the same thing, you're using other people's work to make this table, yet you don't want to fucking let other people do the same? OK fucking Walt Disney.
Re: Resident Evil: Village
Posted: Fri Jun 30, 2023 6:07 pm
by Leunsel
aSwedishMagyar wrote: ↑Fri Jun 30, 2023 4:14 pm
Leunsel wrote: ↑Fri Jun 30, 2023 8:27 am
While I understand that you may want to make changes or adjustments to the table for your personal use, I ask that you refrain from posting it online. If you wish to share a modified version, please create it yourself instead of using my work.
How ironic.
I understand the critique here. Yet, just
Highlight Interactables was based on your broken script.
The Work-In-Progress Table for this is actually replacing your script and will use the actual
RangeDistSq and
FarIconRangeDistSq instead! Thanks for letting me know though, I forgot to mention you in this post.
Re: Resident Evil: Village
Posted: Fri Jun 30, 2023 6:09 pm
by Leunsel
Update 1: 30.06.2023
- Removed "Highlight Interactables" due to it being from aSwedishMagyar
- Added "Far Interaction Range", using app.InteractManager > RangeDistSq and FarIconRangeDistSq instead as a replacement for "Highlight Interactables". (Works and behaves the same.)
- Added a new "Infinite Ammo (Clip)" Script
- Added "app.PlayerOrder Pointers"
- Added "app.PlayerStatus Pointers"
- Added "app.WeaponGunCore Pointers"
Re: Resident Evil: Village
Posted: Sat Jul 08, 2023 11:46 am
by blueroom
No Damage + No Hit also apply to enemy too when enabled, they can't be killed anymore
Re: Resident Evil: Village
Posted: Sun Jul 09, 2023 12:46 pm
by Leunsel
blueroom wrote: ↑Sat Jul 08, 2023 11:46 am
No Damage + No Hit also apply to enemy too when enabled, they can't be killed anymore
EDIT:
Fixed!
Re: Resident Evil: Village
Posted: Sat Jul 29, 2023 5:07 pm
by Leunsel
Update 2: 29.07.2023 — v.2.0
- Updated "Shadow Of Rose" Script Section
- Updated "Player" Script Section
- Moved "No Hit"
- Moved "No Clip"
- Moved "Force Flashlight"
- Added "Enemy" Script Section
- Moved "Freeze Enemies"
- Added "Mass Kill Entities"
- Added "Disable AI Vision Sensor"
- Added "Disable Enemy Door Usage"
- Added "Weapon" Script Section
- Moved "Rapidfire"
- Added "No Recoil"
- Added "Fast Reload"
- Added "No Spread"
- Added "Bigger Clip Size"
- Added "No Ammo Usage (Clip)"
- Added "Set Weapon Power"
- Moved "Infinite Ammo (Reserve)"
- Added "Inventory" Section
- Added "Unhide Inventory Items"
- Added "45 Inventory Pointer"
- Added "Consumables" Script Section
- Moved "Infinite Explosives"
- Moved "Infinite Lockpicks"
- Updated "Miscellaneous" Script Section
- Moved "No Crafting Check"
- Moved "Limited Render Distance"
- Added "Enemy List" To Pointer Section
Some IDs are still not labeled! I'm not sure if I'm going to add them or not.
Preview can be found
[Link].
File can be found in the main post!
Re: Resident Evil: Village
Posted: Tue Aug 15, 2023 8:17 am
by israelssilva1989
Walk Through Walls code?
Re: Resident Evil: Village
Posted: Mon Aug 28, 2023 11:54 pm
by Cyborgue46
I'm testing the frugal father option.
At first it seems to work. Now I need to finish it to see if it worked.
Re: Resident Evil: Village
Posted: Tue Aug 29, 2023 12:02 am
by Cyborgue46
complete the Shopping Addict challenge
Re: Resident Evil: Village
Posted: Wed Aug 30, 2023 3:41 pm
by Leunsel
Cyborgue46 wrote: ↑Tue Aug 29, 2023 12:02 am
complete the Shopping Addict challenge
I still have not been able to find a real "challenge" structure, in case I manage to do so I'll add these as well.
These were just some things for testing purposes, and since I already had these put them in there as untested!
If if unlocked about anything, that is fine as well for now!
Re: Resident Evil: Village
Posted: Mon Sep 04, 2023 11:42 pm
by Cyborgue46
Thanks Leunsel
Re: Resident Evil: Village
Posted: Tue Dec 05, 2023 3:19 pm
by gir489
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.
Re: Resident Evil: Village
Posted: Fri Dec 08, 2023 3:01 pm
by gir489
Melee weapons (like Heisenberg's hammer and Lady Dimitrescu's claws) do 4500 damage
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 07, 2023 09:05 PM
[ENABLE]
aobscanmodule(aob_CalcMeleeDamage,re8.exe,F3 0F 10 86 B4 01 00 00 48)
registersymbol(aob_CalcMeleeDamage)
alloc(newmem_CalcMeleeDamage,1024,re8.exe)
label(return_CalcMeleeDamage)
newmem_CalcMeleeDamage:
mov [rsi+000001B4], (float)4500
movss xmm0,[rsi+000001B4]
jmp return_CalcMeleeDamage
aob_CalcMeleeDamage:
jmp newmem_CalcMeleeDamage
nop 3
return_CalcMeleeDamage:
[DISABLE]
aob_CalcMeleeDamage:
db F3 0F 10 86 B4 01 00 00
unregistersymbol(aob_CalcMeleeDamage)
dealloc(newmem_CalcMeleeDamage)
{
// ORIGINAL CODE - INJECTION POINT: re8.exe+2E479C8
re8.exe+2E47984: 45 33 C0 - xor r8d,r8d
re8.exe+2E47987: 41 8D 50 38 - lea edx,[r8+38]
re8.exe+2E4798B: E8 00 07 32 01 - call re8.exe+4168090
re8.exe+2E47990: 0F 57 C0 - xorps xmm0,xmm0
re8.exe+2E47993: 48 8B 5C 24 30 - mov rbx,[rsp+30]
re8.exe+2E47998: 48 8B 74 24 38 - mov rsi,[rsp+38]
re8.exe+2E4799D: 48 83 C4 20 - add rsp,20
re8.exe+2E479A1: 5F - pop rdi
re8.exe+2E479A2: C3 - ret
re8.exe+2E479A3: 48 8B 02 - mov rax,[rdx]
re8.exe+2E479A6: 48 8B 48 D0 - mov rcx,[rax-30]
re8.exe+2E479AA: 48 8B 81 F8 00 00 00 - mov rax,[rcx+000000F8]
re8.exe+2E479B1: 48 8B CB - mov rcx,rbx
re8.exe+2E479B4: FF D0 - call rax
re8.exe+2E479B6: 0F B6 C8 - movzx ecx,al
re8.exe+2E479B9: 48 8B 43 50 - mov rax,[rbx+50]
re8.exe+2E479BD: 48 83 78 18 00 - cmp qword ptr [rax+18],00
re8.exe+2E479C2: 75 CC - jne re8.exe+2E47990
re8.exe+2E479C4: 85 C9 - test ecx,ecx
re8.exe+2E479C6: 75 18 - jne re8.exe+2E479E0
// ---------- INJECTING HERE ----------
re8.exe+2E479C8: F3 0F 10 86 B4 01 00 00 - movss xmm0,[rsi+000001B4]
// ---------- DONE INJECTING ----------
re8.exe+2E479D0: 48 8B 5C 24 30 - mov rbx,[rsp+30]
re8.exe+2E479D5: 48 8B 74 24 38 - mov rsi,[rsp+38]
re8.exe+2E479DA: 48 83 C4 20 - add rsp,20
re8.exe+2E479DE: 5F - pop rdi
re8.exe+2E479DF: C3 - ret
re8.exe+2E479E0: 48 85 FF - test rdi,rdi
re8.exe+2E479E3: 75 22 - jne re8.exe+2E47A07
re8.exe+2E479E5: 45 33 C0 - xor r8d,r8d
re8.exe+2E479E8: 48 8B CB - mov rcx,rbx
re8.exe+2E479EB: 41 8D 50 38 - lea edx,[r8+38]
re8.exe+2E479EF: E8 9C 06 32 01 - call re8.exe+4168090
re8.exe+2E479F4: 0F 57 C0 - xorps xmm0,xmm0
re8.exe+2E479F7: 48 8B 5C 24 30 - mov rbx,[rsp+30]
re8.exe+2E479FC: 48 8B 74 24 38 - mov rsi,[rsp+38]
re8.exe+2E47A01: 48 83 C4 20 - add rsp,20
re8.exe+2E47A05: 5F - pop rdi
re8.exe+2E47A06: C3 - ret
re8.exe+2E47A07: 48 8B 87 90 00 00 00 - mov rax,[rdi+00000090]
re8.exe+2E47A0E: 48 85 C0 - test rax,rax
re8.exe+2E47A11: 74 D2 - je re8.exe+2E479E5
}
Heisenberg's saw instantly charges.
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 07, 2023 09:01 PM
[ENABLE]
aobscanmodule(aob_HeisenbergSawTime,re8.exe,75 CD 48 8B 5C 24 30 66)
registersymbol(aob_HeisenbergSawTime)
aob_HeisenbergSawTime+7:
xorps xmm0, xmm0
nop
[DISABLE]
aob_HeisenbergSawTime+7:
db 66 0F 5A C1
unregistersymbol(aob_HeisenbergSawTime)
{
// ORIGINAL CODE - INJECTION POINT: re8.exe+3A498E
re8.exe+3A494B: 8D 50 38 - lea edx,[rax+38]
re8.exe+3A494E: 48 8B CB - mov rcx,rbx
re8.exe+3A4951: E8 3A 37 DC 03 - call re8.exe+4168090
re8.exe+3A4956: 0F 57 C0 - xorps xmm0,xmm0
re8.exe+3A4959: 48 8B 5C 24 30 - mov rbx,[rsp+30]
re8.exe+3A495E: 48 83 C4 20 - add rsp,20
re8.exe+3A4962: 5F - pop rdi
re8.exe+3A4963: C3 - ret
re8.exe+3A4964: 39 78 18 - cmp [rax+18],edi
re8.exe+3A4967: 7E ED - jle re8.exe+3A4956
re8.exe+3A4969: 44 8B C7 - mov r8d,edi
re8.exe+3A496C: 48 8B D0 - mov rdx,rax
re8.exe+3A496F: 48 8B CB - mov rcx,rbx
re8.exe+3A4972: E8 49 C8 72 00 - call re8.exe+AD11C0
re8.exe+3A4977: 48 8B 43 50 - mov rax,[rbx+50]
re8.exe+3A497B: 0F 57 C9 - xorps xmm1,xmm1
re8.exe+3A497E: F3 0F 5A C8 - cvtss2sd xmm1,xmm0
re8.exe+3A4982: 48 83 78 18 00 - cmp qword ptr [rax+18],00
re8.exe+3A4987: 75 CD - jne re8.exe+3A4956
re8.exe+3A4989: 48 8B 5C 24 30 - mov rbx,[rsp+30]
// ---------- INJECTING HERE ----------
re8.exe+3A498E: 66 0F 5A C1 - cvtpd2ps xmm0,xmm1
// ---------- DONE INJECTING ----------
re8.exe+3A4992: 48 83 C4 20 - add rsp,20
re8.exe+3A4996: 5F - pop rdi
re8.exe+3A4997: C3 - ret
re8.exe+3A4998: CC - int 3
re8.exe+3A4999: CC - int 3
re8.exe+3A499A: CC - int 3
re8.exe+3A499B: CC - int 3
re8.exe+3A499C: CC - int 3
re8.exe+3A499D: CC - int 3
re8.exe+3A499E: CC - int 3
re8.exe+3A499F: CC - int 3
re8.exe+3A49A0: 48 89 5C 24 08 - mov [rsp+08],rbx
re8.exe+3A49A5: 57 - push rdi
re8.exe+3A49A6: 48 83 EC 20 - sub rsp,20
re8.exe+3A49AA: 48 8B FA - mov rdi,rdx
re8.exe+3A49AD: 48 8B D9 - mov rbx,rcx
re8.exe+3A49B0: E8 8B FB CC FF - call re8.AK::WriteBytesCount::Bytes+A180
re8.exe+3A49B5: 48 8B 43 50 - mov rax,[rbx+50]
re8.exe+3A49B9: 48 83 78 18 00 - cmp qword ptr [rax+18],00
re8.exe+3A49BE: 75 0B - jne re8.exe+3A49CB
}