RESIDENT EVIL 2 +19 +1 (table Update14.1)

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teinousi
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Re: RESIDENT EVIL 2 +12 +3 (table Update8)

Post by teinousi » Thu Feb 07, 2019 3:45 pm

Empress_Ravenna wrote:
Thu Feb 07, 2019 2:05 pm
i save Sherry from the evil Pedo monster Sheriff dude >;D.. i already lost one time now.. poor Sherry.. Femme must win! >;O

If u use highlight item cheat , when sherry get the doll , use the cheat change the doll or cutter to orpxxx key , after u run down to ground floor you will see the door was open , you just go to the door , you will see funny thing . :mrgreen:

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Re: RESIDENT EVIL 2 +12 +3 (table Update8)

Post by bloodaxis » Thu Feb 07, 2019 5:14 pm

Lmao, don't ever change.

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Re: RESIDENT EVIL 2 +12 +3 (table Update8)

Post by retta » Thu Feb 07, 2019 5:42 pm

Please re-enable no-clip I want to go boiler room while playing claire campaign

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Re: RESIDENT EVIL 2 +12 +3 (table Update8)

Post by Deathwing Zero » Thu Feb 07, 2019 7:52 pm

I've updated my compilation table whatever thingy on page 27. Link is viewtopic.php?p=76773#p76773

I added gir489s tyrant script, l0wb1ts size mod script, and evilforests infinite ammo script, as well as updated Cielos' table to update 8.

As for something that was briefly talked about earlier; The ATM-4 Rocket Launcher and the Minigun have no ammo pickups and therefor cannot ever reload.

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Re: RESIDENT EVIL 2 +12 +3 (table Update8)

Post by NewMember » Fri Feb 08, 2019 1:34 am

retta wrote:
Thu Feb 07, 2019 5:42 pm
Please re-enable no-clip I want to go boiler room while playing claire campaign
I want to see this too. RE4 UHD has this cheat, walk thru walls and you can get the hidden items in Separate Ways. Why can't Remake 2 have it as well?

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konizu
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Re: RESIDENT EVIL 2 +12 +3 (table Update8)

Post by konizu » Fri Feb 08, 2019 5:12 am

Any chance on seeing a cheat of being invisible? I'm just nitpicking but I hate the part where I have to replay Claire's story just to play Sherry's Orphanage area with the Police Chief ever again. I don't use Mr.X's Stay down cause I prefer him chasing me all around rather than seeing the Police Chief. I don't want to spend a dime on a trainer from CH just for that option, thanks!

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Re: RESIDENT EVIL 2 +12 +3 (table Update8)

Post by mc2011 » Fri Feb 08, 2019 6:23 am

Is there a way to make a fully upgraded weapon only use 1 slot instead of 2?

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Re: RESIDENT EVIL 2 +12 +3 (table Update8)

Post by konizu » Fri Feb 08, 2019 6:46 am

mc2011 wrote:
Fri Feb 08, 2019 6:23 am
Is there a way to make a fully upgraded weapon only use 1 slot instead of 2?
I think that's the Hide Weapon Upgrade Option which is now available in Update 8, try it if you haven't - sorry if I'm wrong though since I love micromanagement in RE2 cause it was part of the original game.

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Re: RESIDENT EVIL 2 +13 +3 (table Update9.1)

Post by Luke76bg » Fri Feb 08, 2019 4:35 pm

yes an invisible option from monster would be amazing if possible!

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Re: RESIDENT EVIL 2 +13 +3 (table Update9.1)

Post by PrinceRevivalDK » Fri Feb 08, 2019 5:45 pm

may i suggest adding a No recoil and Super Accuracy to the table, ive been mixing both this with Fling's Trainer, It
the No Recoil well obvious and the Super Accuracy makes your crosshair freeze, just like if you aim for a few seconds and the aim gets steady, but this one makes it so that its super steady all the time, making it easier to center your shots all the time good especially for long range shots too when trying to get dem headshots.
he also has the highlight item option, just like the on from RE7 when you get that is it the coin you have in your inventory so that you spot every items in the room even those hidden ? . well, those 3 are super cool to have

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Re: RESIDENT EVIL 2 +13 +3 (table Update9.1)

Post by gir489 » Fri Feb 08, 2019 6:05 pm

PrinceRevivalDK wrote:
Fri Feb 08, 2019 5:45 pm
may i suggest adding a No recoil and Super Accuracy to the table, ive been mixing both this with Fling's Trainer, It
the No Recoil well obvious and the Super Accuracy makes your crosshair freeze, just like if you aim for a few seconds and the aim gets steady, but this one makes it so that its super steady all the time, making it easier to center your shots all the time good especially for long range shots too when trying to get dem headshots.
he also has the highlight item option, just like the on from RE7 when you get that is it the coin you have in your inventory so that you spot every items in the room even those hidden ? . well, those 3 are super cool to have
You can try my table. I just added no recoil to it. I never noticed the game has recoil because I only use the pistols, shotguns and rocket launcher. I never used the SMG before. No Spread is what you want. For some reason Sunbeam thought it was a good idea to lock the crosshairs. Don't know why. The nospread script will make it so that the crosshairs are always centered.
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PrinceRevivalDK
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Re: RESIDENT EVIL 2 +13 +3 (table Update9.1)

Post by PrinceRevivalDK » Fri Feb 08, 2019 8:31 pm

gir489 wrote:
Fri Feb 08, 2019 6:05 pm
You can try my table. I just added no recoil to it. I never noticed the game has recoil because I only use the pistols, shotguns and rocket launcher. I never used the SMG before. No Spread is what you want. For some reason Sunbeam thought it was a good idea to lock the crosshairs. Don't know why. The nospread script will make it so that the crosshairs are always centered.
Nicely done, that is excactly those 2 i wanted, i also saw one with a mix of all peoples works in one but that one had white text so when i wanted to untoogle the no spread and that, the crosshair kinda stuck even if it wasnt enabled.
so thanks for sharing your table, the more in this list the better, theres so many great scripts out there already.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by PrinceRevivalDK » Fri Feb 08, 2019 9:05 pm

gir489 wrote:
Tue Jan 29, 2019 9:40 pm
It shows up as just the LE 5 (Infinite Ammo). It's something the script is doing when on 4th Survivor that's telling the game that it shouldn't have infinite ammo.
If that is the case there should be a way to change weapon scripts a way to have the infinite ammo sign right? like if the weapon has the sign and the game mode script sets it as a normal weapon it should be posible to reverse that option
right now im using the script that doesnt decrease the weapons ammo (the way No reload should have been) my op atleast lol :P..
but it would be awesome to change those numbers into inf sign instead or something, i know its just for the looks but it would be pretty sweet still, dont know :P ?

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Re: RESIDENT EVIL 2 +13 +3 (table Update9.1)

Post by tizzio » Fri Feb 08, 2019 10:03 pm

for some reason this cheat table cause the game to randomly crash , sometomes it crash before a cutscene , someother times it crash randomly while you are roaming around , and when you are using sherry and you must run away from iron , he just don't open the doar and when you load the save the game just crash

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Re: RESIDENT EVIL 2 +13 +3 (table Update9.1)

Post by teinousi » Sat Feb 09, 2019 12:09 am

everyone know me almost post some idiot thing , But just a little favor , didn't important
Is was : anyone can make a rapid rocket launcher ? Like a MIA palnt firing the missile to the ground in the end of the CG movie version of Bio when leon facing the Tyrant ?

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