Re: HELLDIVERS 2
Posted: Sat Apr 13, 2024 1:41 pm
is there a way to separate the "main" and "side" missions in the "instant complete all missions (main + side)" script?
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
Most of the CT works only for you, however mission specific stuff like infinite mission timer, fast extraction etc works for whole squad if you are the host.
All credit for the code's below goes to their Authors, I take no credit for any of the codeexcilomat wrote: ↑Sat Apr 13, 2024 8:33 amJust an Idea
i had a Table with Unlimited Grenades and Syringes but it was a "legit" scrpipt meaning those items would still consume but stay at 1 so it wouldnt be that obvious that you are running with full equipment for 30 min straigt, but i deleted the table for unknown reasons...
maybe you could change the current code unlimited script to make it more "believeable"
i like the new ammo and shieldpack script!
{
Made by : Super-Earth Department of Quantum Engineering
Note : Destroy all enemies of Super-Earth!!!1
}
[ENABLE]
aobscanmodule(syringes_legit,game.dll,48 03 C9 45 8B BC CA C8 75 00 00)
registersymbol(syringes_legit)
alloc(newmem,1024)
label(return)
newmem:
add rcx,rcx
mov r15d,[r10+rcx*8+000075C8]
cmp dword ptr [r10+rcx*8+000075C8],01
je short @f
dec r15d
@@:
cmp eax,edx
jmp return
syringes_legit:
jmp far newmem
return:
[DISABLE]
{
Made by : Super-Earth Department of Quantum Engineering
Note : Destroy all enemies of Super-Earth!!!1
}
[ENABLE]
aobscanmodule(ammo_legit,game.dll,41 83 2C C2 01 4D 8D 04 C2 49 8B 84 CA)
registersymbol(ammo_legit)
alloc(newmem,1024)
label(return)
newmem:
cmp dword ptr [r10+rax*8],#2
jle short @f
sub dword ptr [r10+rax*8],01
@@:
lea r8,[r10+rax*8]
mov rax,[r10+rcx*8+00002028]
jmp return
ammo_legit:
jmp far newmem
nop 3
return:
[DISABLE]
{
Made by : Super-Earth Department of Quantum Engineering
Note : Destroy all enemies of Super-Earth!!!1
}
[ENABLE]
aobscanmodule(grenades_legit,game.dll,4D 03 C6 41 FF 08)
registersymbol(grenades_legit)
alloc(newmem,1024)
label(return)
newmem:
add r8,r14
cmp dword ptr [r8],01
je short @f
dec [r8]
@@:
mov rax,[rbp+r13*8+00002030]
jmp return
grenades_legit:
jmp far newmem
return:
[DISABLE]
// Game Executable : helldivers2.exe
// Author : gir489
// Executable Version: 1.8.17123.0
// MD5 Signature : 319505530078A72820710D8A1FC6C069
// EXE Compile Date : March 06, 2024 01:32 PM
// Script Date : March 09, 2024 10:56 PM
[ENABLE]
// No Recoil
aobscanmodule(no_Rec,game.dll,44 8B 7C 24 ?? 41 3B 46 08)
no_Rec+9:
db EB
// No Sway
aobscanmodule(aob_NoSway,game.dll,F3 0F 51 C2 EB 08 0F 28 C2 E8 ? ? ? ? 80 7C 24)
registersymbol(aob_NoSway)
aob_NoSway:
nop 4
[DISABLE]
aob_NoSway:
db F3 0F 51 C2
unregistersymbol(aob_NoSway)
Hello!ZoDDeL wrote: ↑Sat Mar 16, 2024 3:26 amalternative 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!
<snip>
I noticed that sometimes when my teammate dies, the game crashes . I always play with only new reload and reveal map, nothing else. I've played around 6 hours so far without the cheat, did not experience any crash, some session with cheats also has no crash, but some of them does have quite a few crashes. I know these are very difficult to troubleshoot, but just want to let everyone knowZoDDeL wrote: ↑Sat Mar 16, 2024 3:26 amalternative 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
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:
p.s. credits to sunbeam who ignited the idea to check the game.dllolder showcase videos
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
Code: Select all
aobscanmodule(noReloadV3a,game.dll,48 8D 04 FF 8B 84 C3 C0 45 00 00 03 C6 41 3B C0) // should be unique
alloc(nrV3_newmem,$1000)
label(nrV3_code)
label(nrV3_return)
nrV3_newmem:
lea rax,[rdi+rdi*8]
cmp [rbx+rax*8+000045C0],#2
jge nrV3_code
mov [rbx+rax*8+000045C0],#2
jmp nrV3_code
nrV3_code:
mov eax,[rbx+rax*8+000045C0]
add eax,esi
cmp eax,r8d
jmp nrV3_return
noReloadV3a:
jmp far nrV3_newmem
nop 2
nrV3_return:
Appreciate you helping share this, though I'm not sure why this would be causing you to crash, since I added it to my own table, I have been using it daily and the only crashing ive encountered is caused by the game itself rather than the script being used.BlaireLeingod wrote: ↑Sat Apr 13, 2024 2:43 amWas pointed out by Ignis "courtesy of Destinate who posted on UC that nobody had seen"XxDarkus101Xx wrote: ↑Sat Apr 13, 2024 12:00 amFor the quasar cannon, you could just find a way to change the charge time to something like 0.001 so you can fire it instantly. Wish we could add a cheat like that
although currently crashing, so if anyone could fix and share would be highly appreciatedCode: Select all
{ Game : helldivers2.exe Version: Date : 2024-03-28 Author : Destinate Instant Charge Quasar } [ENABLE] aobscanmodule(QuasarInstantCharge,game.dll,F3 43 0F 10 8C 2E ? ? ? ? F3 41 0F 10 57) // should be unique alloc(newmem,$1000) label(code) label(return) newmem: code: mov [r14+r13+00003834], (float)99.9999 movss xmm1,[r14+r13+00003834] movss xmm2,[r15+38] jmp return QuasarInstantCharge: jmp far newmem nop 2 return: registersymbol(QuasarInstantCharge) [DISABLE] QuasarInstantCharge: db F3 43 0F 10 8C 2E 34 38 00 00 F3 41 0F 10 57 38 unregistersymbol(QuasarInstantCharge) dealloc(newmem) { // ORIGINAL CODE - INJECTION POINT: game.dll. ?N?+397204 game.dll. ?N?+3971D1: 48 8B 0D 18 6D 34 01 - mov rcx,[game.dll+16DEEF0] game.dll. ?N?+3971D8: 41 B8 53 E6 5E 50 - mov r8d,505EE653 game.dll. ?N?+3971DE: E8 AD 6C 34 00 - call game.dll+6DEE90 game.dll. ?N?+3971E3: 8B 94 24 F8 00 00 00 - mov edx,[rsp+000000F8] game.dll. ?N?+3971EA: 45 33 C0 - xor r8d,r8d game.dll. ?N?+3971ED: 4C 8B 6C 24 60 - mov r13,[rsp+60] game.dll. ?N?+3971F2: 49 8B CE - mov rcx,r14 game.dll. ?N?+3971F5: 48 8B 7C 24 58 - mov rdi,[rsp+58] game.dll. ?N?+3971FA: E8 E1 F3 FF FF - call game.dll+3965E0 game.dll. ?N?+3971FF: E9 CD 03 00 00 - jmp game.dll. ?N?+3975D1 // ---------- INJECTING HERE ---------- game.dll. ?N?+397204: F3 43 0F 10 8C 2E 34 38 00 00 - movss xmm1,[r14+r13+00003834] // ---------- DONE INJECTING ---------- game.dll. ?N?+39720E: F3 41 0F 10 57 38 - movss xmm2,[r15+38] game.dll. ?N?+397214: 0F 2F D1 - comiss xmm2,xmm1 game.dll. ?N?+397217: 76 5B - jna game.dll. ?N?+397274 game.dll. ?N?+397219: 0F 28 C6 - movaps xmm0,xmm6 game.dll. ?N?+39721C: F3 41 0F 59 47 3C - mulss xmm0,[r15+3C] game.dll. ?N?+397222: F3 0F 58 C1 - addss xmm0,xmm1 game.dll. ?N?+397226: 0F 2F C2 - comiss xmm0,xmm2 game.dll. ?N?+397229: 72 49 - jb game.dll. ?N?+397274 game.dll. ?N?+39722B: 41 8B 57 58 - mov edx,[r15+58] game.dll. ?N?+39722F: 85 D2 - test edx,edx }
ZoDDeL wrote: ↑Sat Mar 16, 2024 3:26 amalternative 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
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:
p.s. credits to sunbeam who ignited the idea to check the game.dllolder showcase videos
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
thank you.ZoDDeL wrote: ↑Sat Apr 13, 2024 8:17 pm
but here is an alternate entrypoint for no-reload read:Code: Select all
aobscanmodule(noReloadV3a,game.dll,48 8D 04 FF 8B 84 C3 C0 45 00 00 03 C6 41 3B C0) // should be unique alloc(nrV3_newmem,$1000) label(nrV3_code) label(nrV3_return) nrV3_newmem: lea rax,[rdi+rdi*8] cmp [rbx+rax*8+000045C0],#2 jge nrV3_code mov [rbx+rax*8+000045C0],#2 jmp nrV3_code nrV3_code: mov eax,[rbx+rax*8+000045C0] add eax,esi cmp eax,r8d jmp nrV3_return noReloadV3a: jmp far nrV3_newmem nop 2 nrV3_return:
I found a code to support weapons with unlimited ammo packs,but I don't know who wrote it.This will compensate for the failure of the support weapon,except for support weapons without backpacks.ZoDDeL wrote: ↑Sat Apr 13, 2024 8:17 pmwasted my afternoon to find a value / register to filter player / enemy in no-reload but could not find one.
also no luck with strategem timer so far.
but here is an alternate entrypoint for no-reload read:this doesnt affect all weapons.Code: Select all
aobscanmodule(noReloadV3a,game.dll,48 8D 04 FF 8B 84 C3 C0 45 00 00 03 C6 41 3B C0) // should be unique alloc(nrV3_newmem,$1000) label(nrV3_code) label(nrV3_return) nrV3_newmem: lea rax,[rdi+rdi*8] cmp [rbx+rax*8+000045C0],#2 jge nrV3_code mov [rbx+rax*8+000045C0],#2 jmp nrV3_code nrV3_code: mov eax,[rbx+rax*8+000045C0] add eax,esi cmp eax,r8d jmp nrV3_return noReloadV3a: jmp far nrV3_newmem nop 2 nrV3_return:
for example doesnt work for eat-17, recoil-less rifle, autocannon etc.
most projectile weapons should be fine (ar23, redeemer, grenade launcher)
the benefit is, this one will only affect the player and nobody else!!!
i might add this to the table at some point, for now you have to add it by yourself / replace the other no-reload in aio scripts.
anyway. i think we pretty much reached a dead end. no more new findings on UC / reversing for a while.
i lose interest in this game and we have the best cheats (in some way) already.
i may update the scripts for a bit if possible (as long anti-cheat / anti-debug bypass methods work) but thats it.
Code: Select all
aobscanmodule(aob_Autocannon,game.dll,2B C6 4D 8D 85 48 04 00 00)
registersymbol(aob_Autocannon)
aob_Autocannon:
nop 2
[DISABLE]
aob_Autocannon:
db 2B C6
unregistersymbol(aob_Autocannon)
As said on a comment on UC, we were able to gain medals really quick with instant complete missions etc..ZoDDeL wrote: ↑Sat Mar 16, 2024 3:26 amalternative 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
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:
p.s. credits to sunbeam who ignited the idea to check the game.dllolder showcase videos
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
I also discovered there was a hard cap at 250 medals during the same process. I don't think they'll ever increase it so if your interest for this game is tied to this hypethetic move you're as good as gone ^^Uncle Dolan wrote: ↑Sun Apr 14, 2024 11:58 amToday I wanted to start prepare myself and get tons of medals for all warbonds....
Bad news since the last update, all income by medals are gone into the abyss and you are only able, get 250 max which is worse cuz thats also the cap.
Since I'm not able anymore going over the cap, I kinda lose the motivation to go any further and "help" other people to clear orders.
As long thats the state of our game, I guess I'll wait till we'll be able again to go over the cap.