The Evil Within 2 +14 (table Update9)

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MrDeath
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Re: The Evil Within 2 +14 (table Update9)

Post by MrDeath » Fri Oct 27, 2017 5:58 am

Is it possible to make a code to Respawn enemies? I would love to just "free Roam" and have fun every once in awhile in Union but ive already killed everything.

Please!

MrDeath
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Re: The Evil Within 2 +14 (table Update9)

Post by MrDeath » Fri Oct 27, 2017 6:04 am

Would love a code to re spawn enemies. I have killed all the enemies in Union and would love to have a semi-free roam thing to just have fun in once in a while.

adawongforever
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Re: The Evil Within 2 +14 (table Update9)

Post by adawongforever » Thu Nov 02, 2017 11:21 pm

Is there any chance to add a model swap function? Like the ones in RE games? Would really love to play as Juli over Sebastian in the main story if anyhow possible. :) Thanks!

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HanLiem
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Re: The Evil Within 2 +14 (table Update9)

Post by HanLiem » Sat Nov 04, 2017 11:51 pm

ReSpawned enemies and gel + material farming, I do also thought it'll be very fun!!

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Re: The Evil Within 2 +14 (table Update9)

Post by hyperspeedgx » Tue Nov 07, 2017 4:58 pm

Can you guys please add on the senseless zombies an option to make enemies always see me, to make them not lose me from the FOV even if I run for a long distance, maybe improving the range of enemies eyes and ears. That way the enemies on TEW2 would be at same level of the ones on TEW1.

LucyHF
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Re: The Evil Within 2 +14 (table Update9)

Post by LucyHF » Wed Nov 08, 2017 3:01 pm

adawongforever wrote:
Thu Nov 02, 2017 11:21 pm
Is there any chance to add a model swap function? Like the ones in RE games? Would really love to play as Juli over Sebastian in the main story if anyhow possible. :) Thanks!
Upvoting this request

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Re: The Evil Within 2 +11 (table Update6.1)

Post by actionslacks » Fri Nov 10, 2017 11:31 am

CuteLittleGirl wrote:
Mon Oct 16, 2017 8:39 am
m01s33nk0 wrote:
Sun Oct 15, 2017 7:41 pm
Infinite Locker Keys (needs at least one)Show
Improve it as you want, I'm done this script fast & dirty - but it works!
It's not working for me. It's giving me an error message whenever I'm trying to execute the script.

[string"[ENABLE]
..."]:unexpected symbol near '['


Nevermind, got it working.

Needed to add

autoAssemble([[
CODE HERE
]])
I don't understand what you did to make it work. I'm getting the same error.

Zozinhu
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Re: The Evil Within 2 +11 (table Update6.1)

Post by Zozinhu » Sun Nov 12, 2017 1:59 am

actionslacks wrote:
Fri Nov 10, 2017 11:31 am
CuteLittleGirl wrote:
Mon Oct 16, 2017 8:39 am
m01s33nk0 wrote:
Sun Oct 15, 2017 7:41 pm
Infinite Locker Keys (needs at least one)Show
Improve it as you want, I'm done this script fast & dirty - but it works!
It's not working for me. It's giving me an error message whenever I'm trying to execute the script.

[string"[ENABLE]
..."]:unexpected symbol near '['


Nevermind, got it working.

Needed to add

autoAssemble([[
CODE HERE
]])
I don't understand what you did to make it work. I'm getting the same error.
I'm lost as well. Is it possible to make a table with it?

actionslacks
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Re: The Evil Within 2 +11 (table Update6.1)

Post by actionslacks » Sun Nov 12, 2017 7:49 am

Zozinhu wrote:
Sun Nov 12, 2017 1:59 am
actionslacks wrote:
Fri Nov 10, 2017 11:31 am
CuteLittleGirl wrote:
Mon Oct 16, 2017 8:39 am


It's not working for me. It's giving me an error message whenever I'm trying to execute the script.

[string"[ENABLE]
..."]:unexpected symbol near '['


Nevermind, got it working.

Needed to add

autoAssemble([[
CODE HERE
]])
I don't understand what you did to make it work. I'm getting the same error.
I'm lost as well. Is it possible to make a table with it?
I think it's a matter of finding out where the autoassemble command went and/or knowing which code is being referred to. Unfortunately, I'm at a very basic level of CE. I don't even use tables. I just brute find the amount, which is why I'm having problems.

JSwenson82
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Re: The Evil Within 2 +14 (table Update9)

Post by JSwenson82 » Wed Nov 22, 2017 3:48 am

player pointers for health, max health and stamina are broken

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Re: The Evil Within 2 +14 (table Update9)

Post by Phlau » Sat Dec 02, 2017 10:43 pm

Hey guys, I used the file to be able to have a walk key but the default key is Caps Lock. I would like to change it to CTRL but I'm not sure where to go ? I tried to click on Change script but I don't know what I have to change. Can someone help me please ? thanks guys, can't wait to walk and feel the immersion of the game !

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Cielos
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Re: The Evil Within 2 +14 (table Update9)

Post by Cielos » Tue Dec 05, 2017 8:07 am

JSwenson82 wrote:
Wed Nov 22, 2017 3:48 am
player pointers for health, max health and stamina are broken
yea I forgot to use the "custom" offset for the pointers..
now, assuming both the undead script and inf. stamina script still works properly on your game,
for the health offset, after enable is activated, "[originalcode_enable+4]" holds the offset to the "health".
for the stamina offset, after inf. stamina is activated, "[originalcode_undead+5]" holds the offset to the "stamina".

///**********************************************///
Phlau wrote:
Sat Dec 02, 2017 10:43 pm
Hey guys, I used the file to be able to have a walk key but the default key is Caps Lock. I would like to change it to CTRL but I'm not sure where to go ? I tried to click on Change script but I don't know what I have to change. Can someone help me please ? thanks guys, can't wait to walk and feel the immersion of the game !
- goto line 17 in the walk key.2 script, it should look like this:

Code: Select all

mov rcx,14 //CAPS LOCK key
14 is the hex for the CAPS LOCK key.
- if you want to change to an alphabet letter, e.g., press and hold "X" to walk, change the line to something like this:

Code: Select all

mov rcx,'X"
- if you want to change to an non-alphabet key, refer to this page for the hex code: https://msdn.microsoft.com/en-us/librar ... s.85).aspx
for example, if you want to change to "Alt" key, refer to the page for the hex, which is 0x12. then we change the line to something like this:

Code: Select all

mov rcx,12 //Alt key
or just this without the comment:

Code: Select all

mov rcx,12
- click OK on the bottom, RE-activate the script to test.
- remember to save the table afterwards if nothing went wrong.

Phlau
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Re: The Evil Within 2 +14 (table Update9)

Post by Phlau » Tue Dec 05, 2017 2:06 pm

Thanks a lot, it works perfectly now !

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Re: The Evil Within 2 +14 (table Update9)

Post by hyperspeedgx » Thu Dec 07, 2017 1:49 am

So @Cielos is there no way to add on the senseless zombies an option to make enemies always see me, to make them not lose me from the FOV even if I run for a long distance?

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Re: The Evil Within 2 +14 (table Update9)

Post by Cielos » Thu Dec 07, 2017 10:00 am

hyperspeedgx wrote:
Thu Dec 07, 2017 1:49 am
So @Cielos is there no way to add on the senseless zombies an option to make enemies always see me, to make them not lose me from the FOV even if I run for a long distance?
missed your message.

I have modified "senseless zombies" script, that allows you to set the "sense level" to "hell", which would stop the zombies' sense level from decreasing once they went up.
I have uninstalled the game for now, so I have no way to test it for the time being, so I'll just post the modified script below, you just need to copy and paste the below text ONTO the table:
activate "enable", activate "stealth mod .3", highlight "senseless lady ghost", press Ctrl-V.
this will paste the "senseless zombies .3" script right below the "senseless lady ghost" script.
when "senseless zombies .3" is activated, choose "always" for "method", then choose "hell" for "sense level".
now after an zombie spotted you, even when you ran out of its sight, it should still tries to track you down no matter where you're, until you kill it that is.

again, it's not tested yet. good luck~

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>402</ID>
      <Description>"senseless zombies .3"</Description>
      <LastState/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
define(zbalwaysoverridedefault,0) //0 - in snaek only, 1 - always
define(zombiesenseleveldefault,1) //0 - senseless, 1 - blind (can still hear)
define(maxenemyawarenessdefault,(float)0.8)

aobscanmodule(enemyAwarenessWritesAOB,TEW2.exe,0F 57 C0 F3 0F 11 ** ** ** ** ** 0F 2F  ** ** ** ** ** 76)
registersymbol(enemyAwarenessWritesAOB)

label(bZBAlwaysOverride)
registersymbol(bZBAlwaysOverride)
label(bZombieSenseLevel)
registersymbol(bZombieSenseLevel)
label(dMaxEnemyAwareness)
registersymbol(dMaxEnemyAwareness)
label(pEnemyAwareness)
registersymbol(pEnemyAwareness)

alloc(newmem2,2048,enemyAwarenessWritesAOB+3) //"TEW2.exe"+8B54F2)
label(returnhere2)
label(originalcode2_senselesszombies)
registersymbol(originalcode2_senselesszombies)
label(exit2)

newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
push rax

mov rax,bZBAlwaysOverride
cmp byte ptr [rax],1
je @f

mov rax,pPlayerInfo2
test rax,rax
jz end2
mov rax,[rax]
db 80 B8
readmem(originalcode_stealthmod+2,4)
db 01
//cmp byte ptr [rax+58c],1
jne end2

@@:
mov rax,bZombieSenseLevel
cmp byte ptr [rax],0
jne @f
db 48 8D 81
readmem(enemyAwarenessWritesAOB+7,4)
//lea rax,[rcx+15c0]
mov dword ptr [rax+8],0
xorps xmm1,xmm1
jmp end2

@@:
cmp byte ptr [rax],1
jne @f
mov rax,dMaxEnemyAwareness
comiss xmm1,[rax]
jbe end2
movss xmm1,[rax]
jmp end2

@@:
cmp byte ptr [rax],2
jne @f
db 0F 2F
readmem(enemyAwarenessWritesAOB+6,5)
//comiss xmm1,[rcx+15c0]
jae end2
readmem(enemyAwarenessWritesAOB+3,2)
db 11
readmem(enemyAwarenessWritesAOB+6,5)
//movss xmm1,[rcx+15c0]
jmp end2

@@:

end2:
pop rax

originalcode2_senselesszombies:
readmem(enemyAwarenessWritesAOB+3,8)
//movss [rcx+000015C0],xmm1

exit2:
jmp returnhere2

///
bZBAlwaysOverride:
dd zbalwaysoverridedefault
bZombieSenseLevel:
dd zombiesenseleveldefault
dMaxEnemyAwareness:
dd maxenemyawarenessdefault
pEnemyAwareness:
dq 0
///

enemyAwarenessWritesAOB+3: //"TEW2.exe"+8B54F2:
jmp newmem2
nop
nop
nop
returnhere2:

///****************************************///
aobscanmodule(enemyAwarenessReadsOnSight1AOB,TEW2.exe,0F 2F C7 F3 0F 10 ** ** ** ** ** 76 ** 0F 2F ** ** ** ** ** 76)
registersymbol(enemyAwarenessReadsOnSight1AOB)

alloc(newmem11,2048,enemyAwarenessReadsOnSight1AOB+d) //"TEW2.exe"+8B5C58)
label(returnhere11)
label(originalcode11_senselesszombies)
registersymbol(originalcode11_senselesszombies)
label(exit11)

newmem11: //this is allocated memory, you have read,write,execute access
//place your code here
push rax

mov rax,bZBAlwaysOverride
cmp byte ptr [rax],1
je @f

mov rax,pPlayerInfo2
test rax,rax
jz end2
mov rax,[rax]
db 80 B8
readmem(originalcode_stealthmod+2,4)
db 01
//cmp byte ptr [rax+58c],1
jne end11

@@:
db C7 81
readmem(enemyAwarenessReadsOnSight1AOB+10,4)
db 00 00 00 00
//mov dword ptr [rcx+15c0],0

end11:
pop rax

originalcode11_senselesszombies:
readmem(enemyAwarenessReadsOnSight1AOB+d,7)
//comiss xmm6,[rcx+000015C0]

exit11:
jmp returnhere11

///

enemyAwarenessReadsOnSight1AOB+d: //"TEW2.exe"+8B5C58:
jmp newmem11
nop
nop
returnhere11:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem2)
enemyAwarenessWritesAOB+3: //"TEW2.exe"+8B54F2:
readmem(originalcode2_senselesszombies,8)
//db F3 0F 11 89 C0 15 00 00
//Alt: movss [rcx+000015C0],xmm1

unregistersymbol(originalcode2_senselesszombies)
unregistersymbol(bZBAlwaysOverride)
unregistersymbol(bZombieSenseLevel)
unregistersymbol(dMaxEnemyAwareness)
unregistersymbol(pEnemyAwareness)

///****************************************///
dealloc(newmem11)
enemyAwarenessReadsOnSight1AOB+d: //"TEW2.exe"+8B5C58:
readmem(originalcode11_senselesszombies,7)
//db 0F 2F B1 C0 15 00 00
//Alt: comiss xmm6,[rcx+000015C0]
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>403</ID>
          <Description>"method"</Description>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:in sneak only
1:always
</DropDownList>
          <Color>008000</Color>
          <VariableType>Byte</VariableType>
          <Address>bZBAlwaysOverride</Address>
          <Hotkeys>
            <Hotkey>
              <Action>Set Value</Action>
              <Keys>
                <Key>106</Key>
                <Key>111</Key>
              </Keys>
              <Value>0</Value>
              <ID>0</ID>
              <ActivateSound TTS="">sneak stealth</ActivateSound>
            </Hotkey>
            <Hotkey>
              <Action>Set Value</Action>
              <Keys>
                <Key>106</Key>
                <Key>109</Key>
              </Keys>
              <Value>1</Value>
              <ID>1</ID>
              <ActivateSound TTS="">always stealth</ActivateSound>
            </Hotkey>
          </Hotkeys>
          <CheatEntries>
            <CheatEntry>
              <ID>473</ID>
              <Description>"numpad*/ : in sneak only"</Description>
              <LastState Value="" RealAddress="00000000"/>
              <Color>808080</Color>
              <GroupHeader>1</GroupHeader>
            </CheatEntry>
            <CheatEntry>
              <ID>474</ID>
              <Description>"numpad*- : always"</Description>
              <LastState Value="" RealAddress="00000000"/>
              <Color>808080</Color>
              <GroupHeader>1</GroupHeader>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>405</ID>
          <Description>"sense level"</Description>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">0:senseless
1:blind
2:hell
</DropDownList>
          <Color>008000</Color>
          <VariableType>Byte</VariableType>
          <Address>bZombieSenseLevel</Address>
          <Hotkeys>
            <Hotkey>
              <Action>Set Value</Action>
              <Keys>
                <Key>105</Key>
                <Key>104</Key>
              </Keys>
              <Value>1</Value>
              <ID>0</ID>
              <ActivateSound TTS="">blind zombies</ActivateSound>
            </Hotkey>
            <Hotkey>
              <Action>Set Value</Action>
              <Keys>
                <Key>105</Key>
                <Key>107</Key>
              </Keys>
              <Value>0</Value>
              <ID>1</ID>
              <ActivateSound TTS="">senseless zombies</ActivateSound>
            </Hotkey>
          </Hotkeys>
          <CheatEntries>
            <CheatEntry>
              <ID>475</ID>
              <Description>"numpad98 : blind zombies"</Description>
              <LastState Value="" RealAddress="00000000"/>
              <Color>808080</Color>
              <GroupHeader>1</GroupHeader>
            </CheatEntry>
            <CheatEntry>
              <ID>476</ID>
              <Description>"numpad9+ : senseless zombies"</Description>
              <LastState Value="" RealAddress="00000000"/>
              <Color>808080</Color>
              <GroupHeader>1</GroupHeader>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>404</ID>
          <Description>""</Description>
          <Options moHideChildren="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>407</ID>
              <Description>""</Description>
              <LastState/>
              <Color>808080</Color>
              <VariableType>Auto Assembler Script</VariableType>
              <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(enemyAwarenessReads11AOB,TEW2.exe,84 C0 75 ** F3 0F 10 ** **** ** ** 0F 2F ** ** ** ** ** 73 ** 48)
registersymbol(enemyAwarenessReads11AOB)

alloc(newmem6,2048,enemyAwarenessReads11AOB+4) //"TEW2.exe"+A22021)
label(returnhere6)
label(originalcode6_senselesszombies)
registersymbol(originalcode6_senselesszombies)
label(exit6)

newmem6: //this is allocated memory, you have read,write,execute access
//place your code here
push rax

mov rax,bZBAlwaysOverride
cmp byte ptr [rax],1
je @f

mov rax,pPlayerInfo2
mov rax,[rax]
db 80 B8
readmem(originalcode_stealthmod+2,4)
db 01
//cmp byte ptr [rax+58c],1
jne end6

@@:
mov rax,bZombieSenseLevel
cmp byte ptr [rax],0
jne @f
db 48 8D 83
readmem(enemyAwarenessReads11AOB+8,4)
lea rax,[rbx+15c0]
mov dword ptr [rax+8],0
xorps xmm0,xmm0
jmp end6

@@:
mov rax,dMaxEnemyAwareness
comiss xmm0,[rax]
jbe @f
movss xmm0,[rax]
jmp @f

end6:
pop rax

originalcode6_senselesszombies:
readmem(enemyAwarenessReads11AOB+4,8)
//movss xmm0,[rbx+000015C0]

exit6:
jmp returnhere6

///

enemyAwarenessReads11AOB+4: //"TEW2.exe"+A22021:
jmp newmem6
nop
nop
nop
returnhere6:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem6)
enemyAwarenessReads11AOB+4: //"TEW2.exe"+A22021:
readmem(originalcode6_senselesszombies,8)
//db F3 0F 10 83 C0 15 00 00
//Alt: movss xmm0,[rbx+000015C0]

unregistersymbol(originalcode6_senselesszombies)
</AssemblerScript>
            </CheatEntry>
            <CheatEntry>
              <ID>406</ID>
              <Description>"blind level value"</Description>
              <Color>008000</Color>
              <VariableType>Float</VariableType>
              <Address>dMaxEnemyAwareness</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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