RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)

Upload your cheat tables here (No requests)
User avatar
AkimboDK
Expert Cheater
Expert Cheater
Posts: 167
Joined: Tue Jan 23, 2018 7:57 pm
Reputation: 23

Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)

Post by AkimboDK »

Deathwing Zero wrote:
Fri Feb 15, 2019 4:52 pm
It was made by evilforest, but it's not very good. It works, yes, but it causes other problems. Everything you pick up is 1. Knife durability 1, grenade 1, ammo 1, and it can't be increased. Not good for a collect everything run. Especially the 1 durability knife. Is anyone else getting a lot of crashing? I can't even finish the Ghost Survivors stuff because it just crashes.
Well i liked it, i used it for every playthrough ive done so far, i dont like my ammo decreasing since once it hits 0, you hear the clip sound and its annoying, but yeah i know it kinda sets everything else to 1 durabillity and such but yeah combined with infinite ammo pouch its fine, i guess.. meh, atleast until there will be an infinite ammo sign on every weapon just like the Minigun and rocket launcher then it wont be needed anymore, until then id like the option if possible lol..

I crashed once, in campaign, not sure what caused it, but i was able to do all the new DLC runs without problems..

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

Deathwing Zero
Expert Cheater
Expert Cheater
Posts: 54
Joined: Mon May 22, 2017 2:59 pm
Reputation: 39

Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)

Post by Deathwing Zero »

I got rid of re-shade and it's working fine now. I'm also trying out DX12 and it doesn't seem much improved if at all. I guess the update was almost entirely for Ghost Survivors and the 2 free DLCs. Bit of a shame there.

llMrDeathll
Noobzor
Noobzor
Posts: 6
Joined: Sun Jan 27, 2019 12:29 am
Reputation: 0

Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)

Post by llMrDeathll »

Not getting option to switch character models in the newest patch for the table. The box to click isnt there. Am i doing something wrong?

kvg1988
What is cheating?
What is cheating?
Posts: 2
Joined: Fri Feb 15, 2019 7:25 pm
Reputation: 0

Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)

Post by kvg1988 »

Hey, I made a cheat table to disable the adaptive difficulty using values provided to me by a JdDeathBlade, but the Ghost Survivors update broke the addresses. I was wondering if I'd be able to get any help here to get the table operational again. Any help would be greatly appreciated! Thanks!

My guide and table can be found here: [Link]

IcyPurpose99
Expert Cheater
Expert Cheater
Posts: 475
Joined: Fri Mar 03, 2017 6:04 pm
Reputation: 16

Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)

Post by IcyPurpose99 »

kvg1988 wrote:
Fri Feb 15, 2019 7:28 pm
Hey, I made a cheat table to disable the adaptive difficulty using values provided to me by a JdDeathBlade, but the Ghost Survivors update broke the addresses. I was wondering if I'd be able to get any help here to get the table operational again. Any help would be greatly appreciated! Thanks!

My guide and table can be found here: [Link]
I take it you were not the original person who made that table? The score/rank isn't far from any of my pointers, its actually hidden in there. I can easily get it out again.

UPDATE 5 To Pointer Table: viewtopic.php?f=4&t=8539&p=76760#p76760

Most of the pointers should be up to date now.

User avatar
AkimboDK
Expert Cheater
Expert Cheater
Posts: 167
Joined: Tue Jan 23, 2018 7:57 pm
Reputation: 23

Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)

Post by AkimboDK »

Deathwing Zero wrote:
Fri Feb 15, 2019 4:52 pm
It was made by evilforest, but it's not very good. It works, yes, but it causes other problems. Everything you pick up is 1. Knife durability 1, grenade 1, ammo 1, and it can't be increased. Not good for a collect everything run. Especially the 1 durability knife. Is anyone else getting a lot of crashing? I can't even finish the Ghost Survivors stuff because it just crashes.
Hey i was thinking, fearlessrevolution's Trainer has the "No Reload" aswell where the ammo is at 99 and doesnt decrease at all,
it also works fine with the ammo you pick up or grenades or whatever, it doesnt make it stuck at 1,
so did he pull it off to make it work as intended or is this some other "freeze the script" or something?
anyhow it works perfectly, so maybe if that one is good then it should be possible to make one working for CE right?.

kvg1988
What is cheating?
What is cheating?
Posts: 2
Joined: Fri Feb 15, 2019 7:25 pm
Reputation: 0

Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)

Post by kvg1988 »

Marcus101RR wrote:
Fri Feb 15, 2019 9:06 pm
kvg1988 wrote:
Fri Feb 15, 2019 7:28 pm
Hey, I made a cheat table to disable the adaptive difficulty using values provided to me by a JdDeathBlade, but the Ghost Survivors update broke the addresses. I was wondering if I'd be able to get any help here to get the table operational again. Any help would be greatly appreciated! Thanks!

My guide and table can be found here: [Link]
I take it you were not the original person who made that table? The score/rank isn't far from any of my pointers, its actually hidden in there. I can easily get it out again.

UPDATE 5 To Pointer Table: viewtopic.php?f=4&t=8539&p=76760#p76760

Most of the pointers should be up to date now.
Thanks for the quick reply; I made the table based off of addresses JdDeathBlade used trying to document the game's damage values by locking the game. I'm a total novice when it comes to Cheat Engine though, in terms of scanning addresses by myself :S

EDIT: I misunderstood, I thought you had already re-found the values :S Do you think you could take a cursory look for me? Any help would be greatly appreciated.

User avatar
gir489
RCE Fanatics
RCE Fanatics
Posts: 662
Joined: Mon May 08, 2017 4:08 am
Reputation: 468

Re: RESIDENT EVIL 2 +15 +3 (table Update11.3)

Post by gir489 »

Exeter wrote:
Fri Feb 15, 2019 11:22 am
Oh right, the DLC was released today. Time to play again.

[Edit] Looks like the scriptless versions posted by members like Marcus101RR are broken for now. At least in the Ghost Survivors DLC, haven't tried the normal campaigns yet.

[Edit 2]
Max pouch slots script is broken in Ghost Survivors.
Mine is still working?

Code: Select all

{ Game   : re2.exe
  Version: 1.0
  Date   : 2019-01-26
  Author : gir489

  Max pouch slots.
}

[ENABLE]

aobscanmodule(INJECT,re2.exe,39 BA 90 00 00 00 7E) // should be unique
alloc(newmem,$1000,"re2.exe"+98676B1)

label(code)
label(return)

newmem:

code:
  mov [rdx+00000090],#20
  cmp [rdx+00000090],edi
  jmp return

INJECT:
  jmp newmem
  nop
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
  db 39 BA 90 00 00 00

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+98676B1

"re2.exe"+9867691: 48 89 D9                             -  mov rcx,rbx
"re2.exe"+9867694: E8 37 A3 56 F8                       -  call re2.exe+1DD19D0
"re2.exe"+9867699: 30 C0                                -  xor al,al
"re2.exe"+986769B: 48 8B 5C 24 30                       -  mov rbx,[rsp+30]
"re2.exe"+98676A0: 48 8B 74 24 38                       -  mov rsi,[rsp+38]
"re2.exe"+98676A5: 48 83 C4 20                          -  add rsp,20
"re2.exe"+98676A9: 5F                                   -  pop rdi
"re2.exe"+98676AA: C3                                   -  ret
"re2.exe"+98676AB: 40 F6 C7 03                          -  test dil,03
"re2.exe"+98676AF: 74 6B                                -  je re2.exe+986771C
// ---------- INJECTING HERE ----------
"re2.exe"+98676B1: 39 BA 90 00 00 00                    -  cmp [rdx+00000090],edi
// ---------- DONE INJECTING  ----------
"re2.exe"+98676B7: 7E 63                                -  jle re2.exe+986771C
"re2.exe"+98676B9: 44 8D 47 FF                          -  lea r8d,[rdi-01]
"re2.exe"+98676BD: 48 89 D9                             -  mov rcx,rbx
"re2.exe"+98676C0: E8 1B 07 95 F7                       -  call re2.exe+11B7DE0
"re2.exe"+98676C5: 48 8B 4B 50                          -  mov rcx,[rbx+50]
"re2.exe"+98676C9: 4C 8B 49 18                          -  mov r9,[rcx+18]
"re2.exe"+98676CD: 4D 85 C9                             -  test r9,r9
"re2.exe"+98676D0: 74 04                                -  je re2.exe+98676D6
"re2.exe"+98676D2: 30 C0                                -  xor al,al
"re2.exe"+98676D4: EB 3A                                -  jmp re2.exe+9867710
ignore ammo pouch .4 seems to not be working, everything else is fine.

I'm working on Unlock Everything for the ghost survivors.

EDIT: Here's unlock everything for Ghost Survivors. Same steps as the last unlock everything script. Although this one is way more stable because I actually worked out the compare instruction instead of just writing random crap willy nilly.

Code: Select all

{ Game   : re2.exe
  Version: 1.1
  Date   : 2019-02-15
  Author : gir489

  Unlock Everything for Ghost Survivors.
}

[ENABLE]
aobscanmodule(UnlockEverything,re2.exe, 40 0F 95 D7 40 84 FF 0F 95 D0 48 8B 6C 24 30) // should be unique
registersymbol(UnlockEverything)

UnlockEverything:
sete dil

[DISABLE]
unregistersymbol(UnlockEverything)

UnlockEverything:
db 40 0F 95 D7

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+BE066AA

"re2.exe"+BE06689: EB 04                 -  jmp re2.exe+BE0668F
"re2.exe"+BE0668B: 44 8B 40 18           -  mov r8d,[rax+18]
"re2.exe"+BE0668F: 48 89 F2              -  mov rdx,rsi
"re2.exe"+BE06692: 48 89 D9              -  mov rcx,rbx
"re2.exe"+BE06695: E8 86 9E 02 F5        -  call re2.exe+E30520
"re2.exe"+BE0669A: 0F B6 C8              -  movzx ecx,al
"re2.exe"+BE0669D: 48 8B 43 50           -  mov rax,[rbx+50]
"re2.exe"+BE066A1: 48 83 78 18 00        -  cmp qword ptr [rax+18],00
"re2.exe"+BE066A6: 75 B1                 -  jne re2.exe+BE06659
"re2.exe"+BE066A8: 85 C9                 -  test ecx,ecx
// ---------- INJECTING HERE ----------
"re2.exe"+BE066AA: 40 0F 95 D7           -  setne dil
"re2.exe"+BE066AE: 40 84 FF              -  test dil,dil
// ---------- DONE INJECTING  ----------
"re2.exe"+BE066B1: 0F 95 D0              -  setne al
"re2.exe"+BE066B4: 48 8B 6C 24 30        -  mov rbp,[rsp+30]
"re2.exe"+BE066B9: 48 8B 5C 24 38        -  mov rbx,[rsp+38]
"re2.exe"+BE066BE: 48 8B 74 24 40        -  mov rsi,[rsp+40]
"re2.exe"+BE066C3: 48 8B 7C 24 48        -  mov rdi,[rsp+48]
"re2.exe"+BE066C8: 48 83 C4 20           -  add rsp,20
"re2.exe"+BE066CC: 41 5E                 -  pop r14
"re2.exe"+BE066CE: C3                    -  ret
"re2.exe"+BE066CF: CC                    -  int 3
"re2.exe"+BE066D0: 4C 8D 1C 24           -  lea r11,[rsp]
}
Can be unlocked either one of 3 ways:

1: Enable script before pressing enter at the Resident Evil 2 logo screen, then press enter and it should unlock.
2: Enabling the scripts at the menu then going to Bonus -> Records (The Ghost Survivors), and it should unlock.
3: (Old method). Go in game where you can see the character. Enable script. Press ESC. Click on Records (The Ghost Survivors) and it should unlock.

The table in this post should have this script already added.
Attachments
re2.CT
(81.51 KiB) Downloaded 74 times

knk8200
What is cheating?
What is cheating?
Posts: 2
Joined: Sat Feb 02, 2019 6:33 pm
Reputation: 1

Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)

Post by knk8200 »

Thank you for awesome table Cielos and everyone :D

and... leaving bug report maybe...??

[Link]

after used piercing ammo under damage mod and close damage mod

this error screen shows up

"Error in native thread called Unnamed::Failure determining what bWeakLimbs means"

and unable to re open damage mod

when i close step by step no error messege shows but still unable to re open damage mod

and open damage mod and do nothing and close damage mod also unable to re open damage mod too

is it normal???

munduselle
What is cheating?
What is cheating?
Posts: 2
Joined: Sat Feb 16, 2019 2:16 am
Reputation: 0

Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)

Post by munduselle »

So I made a oopsy and I gunked up my records, is there any way to edit the fastest time thing on the menus? I do NOT condone using cheat engine until after i've done all the things LEGIT and i need to edit it because it's driving me mad

EDIT: was messing around on a previous thing and forget to untick pause timer and now it looks horrible

*its for ghost survivors

User avatar
NChabb
Expert Cheater
Expert Cheater
Posts: 96
Joined: Fri Mar 09, 2018 5:00 pm
Reputation: 10

Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)

Post by NChabb »

PrinceRevivalDK wrote:
Fri Feb 15, 2019 9:07 pm
Hey i was thinking, fearlessrevolution's Trainer has the "No Reload" aswell where the ammo is at 99 and doesnt decrease at all,
it also works fine with the ammo you pick up or grenades or whatever, it doesnt make it stuck at 1,
so did he pull it off to make it work as intended or is this some other "freeze the script" or something?
anyhow it works perfectly, so maybe if that one is good then it should be possible to make one working for CE right?.
I would recommend avoiding using infinite ammos that put the amount to "999" or something, because unless you deactivate the cheat, empty your gun and force the amount to decrease back to the original stack "limit" beforehand (e.g. 60 for handgun bullets), if you try to put your ammos inside an item box, you'll be stuck putting in one max stack at the time until you have emptied your 999.

User avatar
teinousi
Expert Cheater
Expert Cheater
Posts: 281
Joined: Wed Mar 29, 2017 10:19 am
Reputation: 31

Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)

Post by teinousi »

saw we , Is that no any other way I can change the weapon without putting back to box and take it out again ?
Course i was playing the ghost mode and no box can use in this mode

off topic : theres a troophy need to make a grende whit the material , any idea ?

chroma12349
Cheater
Cheater
Posts: 40
Joined: Mon Jul 16, 2018 2:26 am
Reputation: 7

Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)

Post by chroma12349 »

teinousi wrote:
Sat Feb 16, 2019 3:51 am
saw we , Is that no any other way I can change the weapon without putting back to box and take it out again ?
Course i was playing the ghost mode and no box can use in this mode

off topic : theres a troophy need to make a grende whit the material , any idea ?
White and Yellow high grade gunpowder mix

User avatar
teinousi
Expert Cheater
Expert Cheater
Posts: 281
Joined: Wed Mar 29, 2017 10:19 am
Reputation: 31

Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)

Post by teinousi »

chroma12349 wrote:
Sat Feb 16, 2019 4:11 am


White and Yellow high grade gunpowder mix
THx ,

and I got the way to now to change the weapon without box now


User avatar
Cielos
RCE Fanatics
RCE Fanatics
Posts: 833
Joined: Fri Mar 03, 2017 4:35 am
Reputation: 1796

Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)

Post by Cielos »

PrinceRevivalDK wrote:
Fri Feb 15, 2019 5:38 pm
[...]
i dont like my ammo decreasing since once it hits 0, you hear the clip sound and its annoying
[...]
I've made this option for RE7, but forgot to implement it to this game...
anyway, if it's the empty clip sound / appearance that bothers you, just redownload, I've updated the "no reload" script to include this feature.
if you just don't like it to hit zero.... I just like it to hit zero....
setting it to stop the clips from decreasing when they reach 1 is much easier than allowing you to keep shooting at zero anyway, may add this feature later...
but if you want locking everything at a fix number, no ammo filter and what not, I just don't like it this way... so if you don't mind the "side effects", getting a trainer is most preferable.

///
gir489 wrote:
Fri Feb 15, 2019 9:51 pm
[...]
ignore ammo pouch .4 seems to not be working, everything else is fine.
[...]
it's been updated on table Update11.3.

///
knk8200 wrote:
Sat Feb 16, 2019 1:53 am
[...]
after used piercing ammo under damage mod and close damage mod

this error screen shows up

"Error in native thread called Unnamed::Failure determining what bWeakLimbs means"

and unable to re open damage mod

when i close step by step no error messege shows but still unable to re open damage mod

and open damage mod and do nothing and close damage mod also unable to re open damage mod too

is it normal???
it's normal.
don't de-activate a script when its child script is still activated.
if you did do that, just re-boot the game and close CE and re-open the table and stuff.

Post Reply

Who is online

Users browsing this forum: Google Adsense [Bot], KiwiSpyGirl, Mannohnenick, pokgai, Tom andy, ZoDDeL, ZySoua