HELLDIVERS 2

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xsnoow
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Re: HELLDIVERS 2

Post by xsnoow »

ZoDDeL wrote:
Sat Mar 16, 2024 3:26 am
alternative and simpler guide with slightly different approach with no address input and easier timing.

this guide doesnt make your CE undetected but let you activate scripts and close CE before gameguard notice what happened
so you can cheat without crash / hack detected!
but you cannot use CE to search for stuff or debug the game!!!


follow the text+ picture guide or just watch one of the videos down below
i show the usage at the beginning of each video.

step 1

open CE table and open memory viewer
[Link]


step 2
open the game (my table should hook the game itself)
[Link]


step 3
wait a bit if everything was right you should see the last 2 entries in my table populate with adresses/values (green boxes)
like in this screenshot:
[Link]


now you can hit the checkbox on "all together" to activate it (or individual options above).
then close CE table quick with a click on the X on top right of the CE main window.

THE TABLE
Image
the table is split into 3 sections.
basic scripts and advanced scripts and all in one scripts.
while basic script just search for array of byte pattern and overwrite it (nop or change bytes to jump etc.)
the advanced script do memory allocations, full code with jumps and compares and change values.
the all in one scripts are like presets for alle the scripts in the table.

each section has an "all together" script that bound all features into one (so you dont have to click multiple scripts)
all basic scripts with one star / asterisk * (blue box in screenshot) are put into the alltogether for this section.
all advanced script with two star / asterisk ** (red box in screenshot) are put into the alltogether for this section.
if you activate any single script that is also part of alltogether you cannot activate alltogether anymore!!!

easiest way to just choose one of the AIO scripts (yellow box in screenshot) activate it and close the table.
but better take i look into the scripts before and maybe change values to your needs.



currently whitelisted (damage / armor damage / pentration increased) weapons:
AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart
P-2 Peacemaker / P-19 Redeemer
LAS-5 Scythe
SG-225 Breaker
P-4 Senator
MG-43 / EXO-45 Gatling
ARC-03
FLAM-40 (only the flame from weapon, not the fire that affects ground)
LAS-98
RS-422 railgun
GL-21
MG-206 HMG
EAT-17
EXO-45 rocket
break action shotgun
APW-1 anti material rifle
AC-8 autocannon
GR-8 recoil-less rifle
FAF-14 Spear (javelin rocket)
EXO-49 emancipator gun
MP-98 Knight
SMG-37 Defender
LAS-7 Dagger
LAS-99 quasar
pelican gun (extraction shuttle)
// R-63CS Diligence Counter SNiper
// LAS-16 Sickle
// JAR-5 Dominator
// SG-225SP Breaker Spray&Pray (16)


default weapons(these weapons keep their default values):
G-6 Frag
G-12 High Explosive / G-16 Impact
G-10 Incendiary
//orbital laser
//500kg bomb
//orbital precision strike
//orbital railcannon strike
//orbital 120MM HE barrage
//orbital 380MM HE barrage identical ID's as precision strike
//eagle 110mm rocket pods
//mortar turret
//eagle airstrike
//eagle clusterbomb
//helldiver pot damage
//impact (fall damage???)

everything else get set down to 0 (enemy attacks, airstrikes, orbital strikes, mines, flame tornados)


showcase instant mission complete + instant extraction timer:




showcase fast rescue mission + instant extraction timer:



older showcase videos



p.s. credits to sunbeam who ignited the idea to check the game.dll
p.p.s basic scripts on my table are manually taken from "version.dll" visual studio builds.
but the script codes (byte arrays etc.) originate from posts here in the forum and on the UC forum.
users like cfemen, gir489 and others.
i cut down all scripts to keep the table small and clean.
that including comments, orignal code, credits, registersymbols
Zoddel, thanks for ur amazing job and i hope you been well, i have an issue, i open CE and memory viewer, but it dosen't recognize automatically the proccess, any idea what is going on ?

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

xXhoneybunsXx
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Re: HELLDIVERS 2

Post by xXhoneybunsXx »

guys i have no clue where to download the ce files you guys are talking about xd

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adi_a12
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Re: HELLDIVERS 2

Post by adi_a12 »

xsnoow wrote:
Mon Apr 15, 2024 2:25 am
Zoddel, thanks for ur amazing job and i hope you been well, i have an issue, i open CE and memory viewer, but it dosen't recognize automatically the proccess, any idea what is going on ?
just enable LUA SCRIPT, or allow lua script to run
if you find something like this when load the table, allow it to always or only when signed,else ask
Spoiler
Image
or allow it on settings, Cheat engine > edit > settings > General Settings > Table: LUA Scripts
Spoiler
Image

xXhoneybunsXx wrote:
Mon Apr 15, 2024 4:20 am
guys i have no clue where to download the ce files you guys are talking about xd
its in this post viewtopic.php?p=342693#p342693,
scroll to the bottom of the post to find something like this
Spoiler
Image

ayturos
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Re: HELLDIVERS 2

Post by ayturos »

Can someone post a sample script? It is capped to 100 samples for each type (otherwise it won´t count anything for the mission on extraction and naturally afterwards too). Would really appreciate it :D

nokita
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Re: HELLDIVERS 2

Post by nokita »

me too
when I do the mission at the end it gives me 0 samples .. I do not understand why it does not validate . thank you in advance

s4boi
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Re: HELLDIVERS 2

Post by s4boi »

ayturos wrote:
Mon Apr 15, 2024 11:50 am
Can someone post a sample script? It is capped to 100 samples for each type (otherwise it won´t count anything for the mission on extraction and naturally afterwards too). Would really appreciate it :D
Its less than 100 samples TOTAL combined, not 100 samples each.

Here's the script that adds 48 samples per sample type picked up.
That being said if you pick common it will add 48+1 common samples, if you pick up rare it will add 48+1 rare samples and same goes for super samples. Its a bit inconvenient since you need to hunt for specific sample types that you want to get.
Spoiler
[ENABLE]
aobscanmodule(aob_Add5Resources,game.dll,45 01 B4 8A EC 17 00 00)
registersymbol(aob_Add5Resources)
alloc(newmem_Add5Resources,1024)
label(return_Add5Resources)

newmem_Add5Resources:
add [r10+rcx*4+000017EC],#48 // samples per pickup
lea rax,[rdx+00000099]
jmp return_Add5Resources

aob_Add5Resources:
jmp far newmem_Add5Resources
nop
return_Add5Resources:

[DISABLE]
aob_Add5Resources:
db 45 01 B4 8A EC 17 00 00 48 8D 82 99 00 00 00

unregistersymbol(aob_Add5Resources)
dealloc(newmem_Add5Resources)
This script will add 49 common, 39 rare and 7 super samples on FIRST sample picked up, totally ignores the type of samples you picked up.
This is more convenient script since it will max samples per mission on first sample picked up.
It can also be modified to pick up 95 of specific sample types on first sample picked up, by setting other two less needed sample types to 1.
Spoiler
[ENABLE]

aobscanmodule(samples,game.dll,4C 8B 15 ? ? ? ? 45 8B F0 0F 84 ? ? ? ? 45 8B 8A)
alloc(newmem,$1000)

label(return)
label(resource_ptr)

(DWORD)[samples+03]+samples+07:
resource_ptr:

newmem:
push rax
mov rax,[resource_ptr]
mov [rax+17EC],#49 //Common
mov [rax+17F0],#39 //Rare
mov [rax+17F4],#7 //Super
mov r10,rax
pop rax
jmp return

samples:
jmp newmem
nop 2
return:
registersymbol(samples)

[DISABLE]

samples:
mov r10,[resource_ptr]

unregistersymbol(samples)
dealloc(newmem)
Just remember, when messing around with number of samples you need to stay below 100 TOTAL combined.
If you pick up more than 100 samples your mission will be botched, you will get literally 0 rewards and progress.

All credit for the script codes go to their authors, i take no credit at all.

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terax21
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Re: HELLDIVERS 2

Post by terax21 »

a1084894269 wrote:
Mon Apr 08, 2024 9:09 am
I found a terrain editorImage
can you share more info so i can try it out?

Dragosh1205
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Re: HELLDIVERS 2

Post by Dragosh1205 »

I have a question regarding the Super Damage option. How does it work, what do i need to do to get max damage and penetration? I activate it but i cannot kill anything, they get invincibility.

Fahrenheit
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Re: HELLDIVERS 2

Post by Fahrenheit »

Hey folks...

Until very recently, one of the easiest medal farming methods was to run a difficulty 1 mission to open all vaults and caches for medals and supercredits, ALT-F4 the game (not exit normally), launch it again and you could replay the same mission ad nauseam with the exact same vault layout.

Now, I found out that the first time I run a mission I do get all the rewards, but after killing the game and launching the second run the game doesn't give me any more medals and supercredits. I have to either finish the mission (which makes it disappear from the planet) or exit to the ship and launch a new one in order to resume receiving rewards, which is the same - no more farming in circle the same mission...

Am I missing something, or have the devs sneakily managed to kill this easy farm so the only option we're left with from now on is Zodd's Instant Mission Complete...?!

AJonesy
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Re: HELLDIVERS 2

Post by AJonesy »

Fixed my own request, can delete this.
Last edited by AJonesy on Mon Apr 15, 2024 8:52 pm, edited 2 times in total.

fenor
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Re: HELLDIVERS 2

Post by fenor »

Fahrenheit wrote:
Mon Apr 15, 2024 7:46 pm
Hey folks...

Until very recently, one of the easiest medal farming methods was to run a difficulty 1 mission to open all vaults and caches for medals and supercredits, ALT-F4 the game (not exit normally), launch it again and you could replay the same mission ad nauseam with the exact same vault layout.

Now, I found out that the first time I run a mission I do get all the rewards, but after killing the game and launching the second run the game doesn't give me any more medals and supercredits. I have to either finish the mission (which makes it disappear from the planet) or exit to the ship and launch a new one in order to resume receiving rewards, which is the same - no more farming in circle the same mission...

Am I missing something, or have the devs sneakily managed to kill this easy farm so the only option we're left with from now on is Zodd's Instant Mission Complete...?!
3 days ago devs are nerfed SC farm, now it's only 1 times per planet/mission

Wuckles
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Re: HELLDIVERS 2

Post by Wuckles »

Apologies if it's been asked before, (it is a rather large thread and the search function isn't perfect) but would it be possible for someone to please try to add an accuracy/sway script to the table?

For example:
Large weapons have that sluggish low tarkov ergonomics where when you turn the camera it takes a while for the gun to also turn. Would a script that would make those weapons turn sharp like smaller arms be possible?

Or alternatively, a script that increases accuracy so that shots are more perfectly at the centre of the screen, which i suppose would be a weapon sway reduction, like the difference between standing and going prone.

The no recoil script is already f*cking awesome, but i just thought an accuracy/sway addition would be even cooler. Thanks

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

s4boi wrote:
Mon Apr 15, 2024 6:33 pm
ayturos wrote:
Mon Apr 15, 2024 11:50 am
Can someone post a sample script? It is capped to 100 samples for each type (otherwise it won´t count anything for the mission on extraction and naturally afterwards too). Would really appreciate it :D
Its less than 100 samples TOTAL combined, not 100 samples each.

Here's the script that adds 48 samples per sample type picked up.
That being said if you pick common it will add 48+1 common samples, if you pick up rare it will add 48+1 rare samples and same goes for super samples. Its a bit inconvenient since you need to hunt for specific sample types that you want to get.

-snip-
here i have clean script for samples i just wrote.

Code: Select all

{ Game   : helldivers2.exe
  Version: 
  Date   : 2024-04-15
  Author : ZoDDeL

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(samples,game.dll,45 01 B4 8A EC 17 00 00 48 8D 82 99 00 00 00) // should be unique
alloc(samples_newmem,$1000)

label(samples_code)
label(samples_return)

samples_newmem:
  cmp rcx,0
  je samples_common
  cmp rcx,1
  je samples_rare
  cmp rcx,2
  je samples_super
  jmp samples_code

// keep common + rare + super below 100!!!

samples_common: // when you pickup common
  mov [r10+rcx*4+000017EC],#49 // common sample
  mov [r10+rcx*4+000017EC+4],#30 // rare sample
  mov [r10+rcx*4+000017EC+8],#20 // super sample
  lea rax,[rdx+00000099]
  jmp samples_return

samples_rare: // when you pickup rare
  mov [r10+rcx*4+000017EC-4],#49 // common sample
  mov [r10+rcx*4+000017EC],#30 // rare sample
  mov [r10+rcx*4+000017EC+4],#20 // super sample
  lea rax,[rdx+00000099]
  jmp samples_return

samples_super: // when you pickup super
  mov [r10+rcx*4+000017EC-8],#49 // common sample
  mov [r10+rcx*4+000017EC-4],#30 // rare sample
  mov [r10+rcx*4+000017EC],#20 // super sample
  lea rax,[rdx+00000099]
  jmp samples_return


samples_code:
  add [r10+rcx*4+000017EC],r14d
  lea rax,[rdx+00000099]
  jmp samples_return

samples:
  jmp far samples_newmem
  nop
samples_return:


[DISABLE]
once you pickup any sample you get a number of all 3 sample types.
the amount is predefined to 49 common, 30 rare and 20 super. (you can change if you like but stay below 100 total)
also its "mov" and not "add" so you cannot overpick to go above 100 total (49 + 30 + 20 = 99 :D )
but to be sure i would not use it while playing with other people because i did not test the behaviour there.
you can still lose the samples if you die. just pick em up if that happens.

btw. you can use it even on difficulty 1 mission where only common samples exists and farm all types anyway with one pickup.

Image

Unimarobj
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Re: HELLDIVERS 2

Post by Unimarobj »

ZoDDeL wrote:
Mon Apr 15, 2024 10:02 pm
here i have clean script for samples i just wrote.

once you pickup any sample you get a number of all 3 sample types.
the amount is predefined to 49 common, 30 rare and 20 super. (you can change if you like but stay below 100 total)
also its "mov" and not "add" so you cannot overpick to go above 100 total (49 + 30 + 20 = 99 :D )
but to be sure i would not use it while playing with other people because i did not test the behaviour there.
you can still lose the samples if you die. just pick em up if that happens.

btw. you can use it even on difficulty 1 mission where only common samples exists and farm all types anyway with one pickup.

Image
Is this one of the options in the original table for "open/close CE" you shared awhile back? Haven't tried any of this yet, but just saw the new (insane) values the devs have set the new upgrades to so reading up to try it all out. Thanks a ton for the work <3

Hippie
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Re: HELLDIVERS 2

Post by Hippie »

ZoDDeL wrote:
Mon Apr 15, 2024 10:02 pm
s4boi wrote:
Mon Apr 15, 2024 6:33 pm
ayturos wrote:
Mon Apr 15, 2024 11:50 am
Can someone post a sample script? It is capped to 100 samples for each type (otherwise it won´t count anything for the mission on extraction and naturally afterwards too). Would really appreciate it :D
Its less than 100 samples TOTAL combined, not 100 samples each.

Here's the script that adds 48 samples per sample type picked up.
That being said if you pick common it will add 48+1 common samples, if you pick up rare it will add 48+1 rare samples and same goes for super samples. Its a bit inconvenient since you need to hunt for specific sample types that you want to get.

-snip-
here i have clean script for samples i just wrote.

Code: Select all

{ Game   : helldivers2.exe
  Version: 
  Date   : 2024-04-15
  Author : ZoDDeL

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(samples,game.dll,45 01 B4 8A EC 17 00 00 48 8D 82 99 00 00 00) // should be unique
alloc(samples_newmem,$1000)

label(samples_code)
label(samples_return)

samples_newmem:
  cmp rcx,0
  je samples_common
  cmp rcx,1
  je samples_rare
  cmp rcx,2
  je samples_super
  jmp samples_code

// keep common + rare + super below 100!!!

samples_common: // when you pickup common
  mov [r10+rcx*4+000017EC],#49 // common sample
  mov [r10+rcx*4+000017EC+4],#30 // rare sample
  mov [r10+rcx*4+000017EC+8],#20 // super sample
  lea rax,[rdx+00000099]
  jmp samples_return

samples_rare: // when you pickup rare
  mov [r10+rcx*4+000017EC-4],#49 // common sample
  mov [r10+rcx*4+000017EC],#30 // rare sample
  mov [r10+rcx*4+000017EC+4],#20 // super sample
  lea rax,[rdx+00000099]
  jmp samples_return

samples_super: // when you pickup super
  mov [r10+rcx*4+000017EC-8],#49 // common sample
  mov [r10+rcx*4+000017EC-4],#30 // rare sample
  mov [r10+rcx*4+000017EC],#20 // super sample
  lea rax,[rdx+00000099]
  jmp samples_return


samples_code:
  add [r10+rcx*4+000017EC],r14d
  lea rax,[rdx+00000099]
  jmp samples_return

samples:
  jmp far samples_newmem
  nop
samples_return:


[DISABLE]
once you pickup any sample you get a number of all 3 sample types.
the amount is predefined to 49 common, 30 rare and 20 super. (you can change if you like but stay below 100 total)
also its "mov" and not "add" so you cannot overpick to go above 100 total (49 + 30 + 20 = 99 :D )
but to be sure i would not use it while playing with other people because i did not test the behaviour there.
you can still lose the samples if you die. just pick em up if that happens.

btw. you can use it even on difficulty 1 mission where only common samples exists and farm all types anyway with one pickup.

Image
This is so helpful, im new to this so any tutorial on how i could implement this?

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