Gir, you rock!
Off topic joke: Tizzio is here, time to move on to another game and watch the replies here triple.

hey Cielos , I help you zip it clearly the post , can let anyone look it more easy , if u don't mind
UPDATES:
LASTED UPDATE : Update7.4
- updated character model mod. added an option to choose which character's stance to use, the default character or the custom character.
- removed an unnecessary structure.
OLD UPDATEDShowUpdate7.3
- updated character model mod. back to 1 version (.3 now). fixed the missing cut-scene from .2a, fixed the event crash from .2b. should be much more stable to test now.
Update7.2
- added a different version of character model mod. read description!
- added character IDs shared by Deathwing Zero.
Update7.1
- updated character model mod. the custom wasn't loading properly, it's fixed now.
Update7
- added character model mod. read description first!
- updated ignore ammo pouch. W-870 (shotgun) with ammo clip upgrade can reload to full clip now. thanks gir489 and Deathwing Zero for pointing out the problem and giving a solution!
Update6.3
- updated ignore ammo pouch. refined the reload process, S60 won't instant reload to full with only the power upgrade installed. per-bullet-reload weapons would works properly with or without ammo pouch now.
Update6.2
- updated game player time mod. raised the jump back time from 1 second to 4 seconds. freezes AI SHOULD be resolved (or by-pass). report!
Update6.1
- updated ignore ammo pouch. rather than reload 1 ammo at a time, SLS 60 (Claire starting weapon) with Speed Loader upgrade can reload to full clip instantly now.
- updated game player time mod. enemies' attack sequence won't be stopped when the time has reach the "stop at" time now. as a result, the display time in-game may appear 1 second less then what you set via the script.
- updated game player time mod and highlighted item with aobscan.
- updated the weapon's upgrade pointer, divided it into 8 binaries now.
Update6
- added game player time mod. made based on the info CJBok shared.
- added LUA to register 3 custom types for the game player time mod temperately (will be removed on next CE start). you have to allow CE to run the LUA for easy time setting via game player time mod.
- added additional scripts/pointers shared by CJBok and gir489.
- changed the default key combination for theslow motion script.
- removed a useless structure.
Update5
- added damage multiplier.
- updated undead. multi-zombies killed should be avoided now. report~ and read the description first!
Update4
- added slow motion.
- updated max knife duration to inf. sub-weapons. it covers the 2 grenades now. was tracing the codes to make an ignore sub-weapons script to save at least 3 inventory space... but got bored and want to play the game. maybe later....?
Update3.3
- updated ignore ammo pouch. it won't freeze the raindrops and various dead-loop now.
Update3.2
- updated ignore ammo pouch. you can switch ammo without bringing any ammo pouch with you now.
Update3.1
- added max knife duration.
- updated enable. changed the identifier for reload from max ammo check to id check.
- updated undead. allows you to edit the min health now.
Update3
- updated the table for the full game.
- lock game time and no-clip are removed. I don't need them anymore...
- max knife duration is removed for now. will be updated when I get the knife.
Update2
- added slow walk key and noclip
- updated max knife duration. changed knife filter to id check.
Update1
- added universal item. see descriptions!
- added the pointers to highlighted item in your backpack. also see descriptions!
OPTION INFOinfo listShowundead
- by script default, when activated, health still drop when being bitten until it reaches red (danger~), but you won't die.
- you can raise the min health if you want.
- don't set min health lower than 360.
damage multiplier
- by script default, when activated, multiply the damage done to non-player by 2.
- multiplier can be changed after the script is activated.
- most likely the damage taken by allies would be multiplied as well. will update accordingly if there are allies later.
no reload
- you can always fire guns regardless of the current ammo clip you have.
- ammo still drop until it reaches zero when fired.
- REMEMBER to turn off the "Auto-reload" in the "Options>Controls" menu first.
ignore ammo pouch
- you can reload your guns without any ammo pouch in your inventory.
- you can switch ammo without any ammo pouch in your inventory.
- ammo pouches you brought with you will still be decreased until they disappear when you reload the guns.
inf. sub-weapons
- grenades quantity won't drop below 1 when used, either by throwing manually or countering a zombie bite.
- knife duration would stay max when you counter a zombie bite with the combat knife. just remember to retrieve the knife from the downed zombie afterwards.
universal item
- allows you to interact with world objects with any item from your inventory.
- for example, open spade key doors with your handgun ammo.
- press and hold CapsLock key (or the key you specified) when clicking on the item in the inv AND when clicking on the USE option.
- should not be used on world objects that allows multiple items (e.g., dark room, multi-items puzzle, etc).
slow walk key
- the walk speed is quite good most of the time, but a little bit too fast when you're in a dark room/corridor... so, when activated, hold CapsLock key to walk slower.
slow motion
- by script default, when activated, hold Mouse X1 Button and Mouse Right Button (i.e. hold Mouse X1 Button when aiming) would enter slow-motion by using CE's speedhack.
- you can change the key combinations and the speed after you activated the script.
game player time mod
- when activated, game play time would stop at the time you specified.
- the display time in-game may appear within 4 seconds less then what you set via the script.
- by script default, time would stop at 1:58:43. i.e., when the game time reaches 1:58:43, the time would start cycle between 1:58:39 - 1:58:43.
- for easy time setting, remember you have to allow CE to run the LUA when you open the table.
highlighted item
- this is just good for simple quantity edit.
- you can change item type and quantity of the highlighted item in your backpack.
- if it's a weapon, item id would be 0x00000000. if it's not a weapon, weapon id would be 0xffffffff
- don't freeze the values, unless you know what you are doing..
- if you are new to CE, REMEMBER you don't need to freeze the value (i.e., put a tick in the box in front of the address) if you just want to edit the value.
CHEAT DOWNLOADCHARACTER MODEL MODAllows you to change the characters separately:Show- there maybe more characters we can choose from, you will have to test the ID out though. ID are in Hex.Charater ListShow- you can change the model to 1 of these 11 characters:Code: Select all
Leon Claire Ada Sherry HUNK TofuCode: Select all
Leon Scott Kennedy Claire Redfield Ada Wong Sherry Birkin HUNK Tofu Robert Kendo (Gun Shop Owner) Brian Irons (Chief of Police) Ben Bertolucci (Journalist) Annette Birkin Chris Redfield
- for now, you should only change Leon/HUNK to a male character, Claire/Ada to a female character, Sherry to Emma, or the skeleton may not match, results in a weird body feature.
- the script also allows you to change the costume of these 4 characters:- I didn't test the costume for Sherry, so there's nothing in the dropdown list, you'll have to type in an ID yourself, in hex.Code: Select all
Leon Claire Ada Sherry
- usage: activate the script, choose the character model and/or costume, load a savegame.
- set "use custom character stance?" to "yes" to use the stance of the custom character. e.g., when playing Claire run, and you use the script to change Claire to Ada. if "use custom character stance?" to "yes", you'd hold most of the handguns with 1 hand when standing and moving, as Ada does; if set to "no", you'd hold most of the handguns with both hands when standing and moving, as Claire does.
- note that some character specific weapon would ignore this noolean, e.g., Leon's "M19" and Claire's "Quickdraw Army Revolver".
- also some characters don't have all the gun-firing animation ready, if a character is showing weird animation when aiming/firing, set "use custom character stance?" to "no", then reload the savegame.
- beware the script isn't thoroughly tested. so, report!


What do I have to edit to make him take 1/4 ; 1/8 damage per shoot.gir489 wrote: ↑Fri Feb 01, 2019 11:05 pmTyrant goes down in 1 shot and stays down.
Untested.Code: Select all
{ Game : re2.exe Version: 1.0 Date : 2019-02-01 Author : gir489 Tyrant goes down in 1 shot and stays down. } [ENABLE] aobscanmodule(TyrantDownTimer,re2.exe,3C 0F 5A C0 F2 0F 5C F0 66 0F 5A CE) // should be unique aobscanmodule(TyrantDamageFunction,re2.exe,39 71 58 0F 9F D0) // should be unique registersymbol(TyrantDownTimer) registersymbol(TyrantDamageFunction) TyrantDamageFunction: mov [rcx+58],esi TyrantDownTimer+04: db 90 90 90 90 [DISABLE] unregistersymbol(TyrantDownTimer) unregistersymbol(TyrantDamageFunction) TyrantDamageFunction: cmp [rcx+58],esi TyrantDownTimer+04: db F2 0F 5C F0 //subsd xmm6,xmm0 { // ORIGINAL CODE - INJECTION POINT: "re2.exe"+D9772E8 "re2.exe"+D9772CB: 48 8B 48 18 - mov rcx,[rax+18] "re2.exe"+D9772CF: 0F 57 D2 - xorps xmm2,xmm2 "re2.exe"+D9772D2: 48 85 C9 - test rcx,rcx "re2.exe"+D9772D5: 74 05 - je re2.exe+D9772DC "re2.exe"+D9772D7: 0F 57 C0 - xorps xmm0,xmm0 "re2.exe"+D9772DA: EB 04 - jmp re2.exe+D9772E0 "re2.exe"+D9772DC: 66 0F 5A C1 - cvtpd2ps xmm0,xmm1 "re2.exe"+D9772E0: 48 85 C9 - test rcx,rcx "re2.exe"+D9772E3: 75 3C - jne re2.exe+D977321 "re2.exe"+D9772E5: 0F 5A C0 - vcvtps2pd xmm0,xmm0 // ---------- INJECTING HERE ---------- "re2.exe"+D9772E8: F2 0F 5C F0 - subsd xmm6,xmm0 "re2.exe"+D9772EC: 66 0F 5A CE - cvtpd2ps xmm1,xmm6 // ---------- DONE INJECTING ---------- "re2.exe"+D9772F0: F3 0F 11 8F F4 01 00 00 - movss [rdi+000001F4],xmm1 "re2.exe"+D9772F8: 48 8B 43 50 - mov rax,[rbx+50] "re2.exe"+D9772FC: 48 39 48 18 - cmp [rax+18],rcx "re2.exe"+D977300: 75 1F - jne re2.exe+D977321 "re2.exe"+D977302: 0F 2F CA - comiss xmm1,xmm2 "re2.exe"+D977305: 77 1A - ja re2.exe+D977321 "re2.exe"+D977307: 48 8B 8F A0 01 00 00 - mov rcx,[rdi+000001A0] "re2.exe"+D97730E: 48 85 C9 - test rcx,rcx "re2.exe"+D977311: 75 20 - jne re2.exe+D977333 "re2.exe"+D977313: 8D 51 38 - lea edx,[rcx+38] } { // ORIGINAL CODE - INJECTION POINT: "re2.exe"+C57C984 "re2.exe"+C57C961: E8 6A 50 85 F5 - call re2.exe+1DD19D0 "re2.exe"+C57C966: 30 C0 - xor al,al "re2.exe"+C57C968: 48 8B 5C 24 60 - mov rbx,[rsp+60] "re2.exe"+C57C96D: 48 8B 74 24 68 - mov rsi,[rsp+68] "re2.exe"+C57C972: 48 83 C4 50 - add rsp,50 "re2.exe"+C57C976: 5F - pop rdi "re2.exe"+C57C977: C3 - ret "re2.exe"+C57C978: 48 8B 88 A0 01 00 00 - mov rcx,[rax+000001A0] "re2.exe"+C57C97F: 48 85 C9 - test rcx,rcx "re2.exe"+C57C982: 74 D3 - je re2.exe+C57C957 // ---------- INJECTING HERE ---------- "re2.exe"+C57C984: 39 71 58 - cmp [rcx+58],esi "re2.exe"+C57C987: 0F 9F D0 - setg al // ---------- DONE INJECTING ---------- "re2.exe"+C57C98A: 84 C0 - test al,al "re2.exe"+C57C98C: 74 D8 - je re2.exe+C57C966 "re2.exe"+C57C98E: 40 38 35 5B 05 B3 FA - cmp [re2.exe+70ACEF0],sil "re2.exe"+C57C995: 74 04 - je re2.exe+C57C99B "re2.exe"+C57C997: B1 01 - mov cl,01 "re2.exe"+C57C999: EB 25 - jmp re2.exe+C57C9C0 "re2.exe"+C57C99B: 48 8B 87 48 01 00 00 - mov rax,[rdi+00000148] "re2.exe"+C57C9A2: 48 85 C0 - test rax,rax "re2.exe"+C57C9A5: 75 12 - jne re2.exe+C57C9B9 "re2.exe"+C57C9A7: 45 31 C0 - xor r8d,r8d }
for now i can't rate so i will thank you in this wayDeathwing Zero wrote: ↑Thu Jan 31, 2019 4:10 pmI'll test progression after I've done up to FF. So far 2B to 3F are all invisible. I'll redownload and test the stuff again.
List so far for people who might be interested in what I've found.I'm going to be re-testing all of these with the updated model swap to make sure nothing changes. A note about "2A". I wanted to call it "Token Black Character" but I'm not interested in offending people, so I'll say this, It's a fat black man in a cap. I'm afraid I don't know of any other way to describe it. Screenshot button should be fixed (hopefully) so I link some pictures as I re-test.Code: Select all
0D - Marvin Branagh 10 - William Birkin (Texture bug) 14 - Katherine Warren 1B - RPD Pilot from crashed helicopter 1D - Truck Driver 1E - Woman that Truck Driver hits 1F - Cop in Gas Station 20 - First zombie in gas station with missing face texture 21 - Emma Kendo (With weird skeleton. Because of Leon base?) 22 - RPD Elliot with Entrails buttflap 24 - Gas Station clerk 25 - Officer in west hallway with cheek torn open. Broken textures 27 - Male Generic Zombie A 28 - G-infected Zombie torched by Annette 29 - Some guy in a lab coat 2A - Unknown character
EDIT:
So far no changes. Link to imgur album: https://imgur.com/a/S69glCo
Edit 2:
No changes. 2B - 4F all invisible. Starting 50-5F block. Removed "invisible" from my above listing. Was unnecessary wasted space.
thanks , the realism about how weapons react is killing the shoting games , so this script is really precious :OSunBeam wrote: ↑Mon Jan 28, 2019 12:05 pmMeanwhile, Super Accuracy:
I'll look for a way to try and enable it in Normal and Hardcore modesCode: Select all
/* Game : Resident Evil 2 Version : Steam Date : 2019-01-28 Author : SunBeam The script will just make sure any weapon's reticle instantly locks on target (following the "market trend" - - > Super Accuracy) */ [ENABLE] aobscanmodule( SuperAccuracy, re2.exe, F30F1040??0F5AC0EB??0F57C0660F5AC0F30F1187 ) registersymbol( SuperAccuracy ) label( SuperAccuracy_o ) registersymbol( SuperAccuracy_o ) alloc( Hook, 0x1000, re2.exe ) // ^ this allocation is supposed to occur close to the game process; if the game // crashes when you enable the script, it's possible CE allocated the cave far // off in memory; meaning the distance between the hook and the cave exceeds the // calculated length of a 5-bytes JMP (CE will compile a 14-bytes JMP); now you // know... label( pReticleParam ) registersymbol( pReticleParam ) Hook: mov [pReticleParam],rax // this is called "app.ropeway.ReticleParam" movss xmm0,[rax+14] // fetch the maximum reticle value for current weapon movss [rax+10],xmm0 // update the current reticle value with the maximum one SuperAccuracy_o: readmem( SuperAccuracy, 5 ) // read here the original code jmp SuperAccuracy+5 // JMP back pReticleParam: dq 0 SuperAccuracy: jmp Hook [DISABLE] SuperAccuracy: readmem( SuperAccuracy_o, 5 ) unregistersymbol( pReticleParam ) dealloc( Hook ) unregistersymbol( SuperAccuracy_o ) unregistersymbol( SuperAccuracy ) { // ORIGINAL CODE - INJECTION POINT: "re2.exe"+BFD8E39 "re2.exe"+BFD8E10: E8 9B AF FC F4 - call re2.exe+FA3DB0 "re2.exe"+BFD8E15: E9 DA FE FF FF - jmp re2.exe+BFD8CF4 "re2.exe"+BFD8E1A: 48 89 FA - mov rdx,rdi "re2.exe"+BFD8E1D: 48 89 D9 - mov rcx,rbx "re2.exe"+BFD8E20: E8 CB 39 0C F5 - call re2.exe+109C7F0 "re2.exe"+BFD8E25: 48 8B 4B 50 - mov rcx,[rbx+50] "re2.exe"+BFD8E29: 48 83 79 18 00 - cmp qword ptr [rcx+18],00 "re2.exe"+BFD8E2E: 0F 85 D1 FE FF FF - jne re2.exe+BFD8D05 "re2.exe"+BFD8E34: 48 85 C0 - test rax,rax "re2.exe"+BFD8E37: 74 0A - je re2.exe+BFD8E43 // ---------- INJECTING HERE ---------- "re2.exe"+BFD8E39: F3 0F 10 40 10 - movss xmm0,[rax+10] // ---------- DONE INJECTING ---------- "re2.exe"+BFD8E3E: 0F 5A C0 - vcvtps2pd xmm0,xmm0 "re2.exe"+BFD8E41: EB 03 - jmp re2.exe+BFD8E46 "re2.exe"+BFD8E43: 0F 57 C0 - xorps xmm0,xmm0 "re2.exe"+BFD8E46: 66 0F 5A C0 - cvtpd2ps xmm0,xmm0 "re2.exe"+BFD8E4A: F3 0F 11 87 20 01 00 00 - movss [rdi+00000120],xmm0 "re2.exe"+BFD8E52: 48 8B 43 50 - mov rax,[rbx+50] "re2.exe"+BFD8E56: 48 83 78 18 00 - cmp qword ptr [rax+18],00 "re2.exe"+BFD8E5B: 0F 85 A4 FE FF FF - jne re2.exe+BFD8D05 "re2.exe"+BFD8E61: C6 87 24 01 00 00 00 - mov byte ptr [rdi+00000124],00 "re2.exe"+BFD8E68: E9 98 FE FF FF - jmp re2.exe+BFD8D05 }![]()
thanksMarcus101RR wrote: ↑Tue Jan 29, 2019 9:27 pmPointer Table (NO Scripts)
Credits to those who found the scripts for the HP Value/Heal Buff Timer.
- Inventory First 8 Slots
- Hip Pouch Slots
- Heal Buff Timer (Less Damage)
- Health Pointer & Max
- Statistic Data (Item Box & Recovery Usage, Steps Taken)
Uses same Base Address. It is possible I found a very LONG pointer for Inventory, but maybe there is a valid short one.UPDATE LOGShowUPDATE 3
- Added Health Pointer, Steps Taken, Recovery Item Usage, Item Box Usage
My guess is that if you remove anything with the symbol TyrantDamageFunction in it, it should take out the damage portion of the script. No idea why you would want that though.Mister Modification wrote: ↑Sat Feb 02, 2019 9:18 amWhat do I have to edit to make him take 1/4 ; 1/8 damage per shoot.gir489 wrote: ↑Fri Feb 01, 2019 11:05 pmTyrant goes down in 1 shot and stays down.
Untested.Code: Select all
{ Game : re2.exe Version: 1.0 Date : 2019-02-01 Author : gir489 Tyrant goes down in 1 shot and stays down. } [ENABLE] aobscanmodule(TyrantDownTimer,re2.exe,3C 0F 5A C0 F2 0F 5C F0 66 0F 5A CE) // should be unique aobscanmodule(TyrantDamageFunction,re2.exe,39 71 58 0F 9F D0) // should be unique registersymbol(TyrantDownTimer) registersymbol(TyrantDamageFunction) TyrantDamageFunction: mov [rcx+58],esi TyrantDownTimer+04: db 90 90 90 90 [DISABLE] unregistersymbol(TyrantDownTimer) unregistersymbol(TyrantDamageFunction) TyrantDamageFunction: cmp [rcx+58],esi TyrantDownTimer+04: db F2 0F 5C F0 //subsd xmm6,xmm0 { // ORIGINAL CODE - INJECTION POINT: "re2.exe"+D9772E8 "re2.exe"+D9772CB: 48 8B 48 18 - mov rcx,[rax+18] "re2.exe"+D9772CF: 0F 57 D2 - xorps xmm2,xmm2 "re2.exe"+D9772D2: 48 85 C9 - test rcx,rcx "re2.exe"+D9772D5: 74 05 - je re2.exe+D9772DC "re2.exe"+D9772D7: 0F 57 C0 - xorps xmm0,xmm0 "re2.exe"+D9772DA: EB 04 - jmp re2.exe+D9772E0 "re2.exe"+D9772DC: 66 0F 5A C1 - cvtpd2ps xmm0,xmm1 "re2.exe"+D9772E0: 48 85 C9 - test rcx,rcx "re2.exe"+D9772E3: 75 3C - jne re2.exe+D977321 "re2.exe"+D9772E5: 0F 5A C0 - vcvtps2pd xmm0,xmm0 // ---------- INJECTING HERE ---------- "re2.exe"+D9772E8: F2 0F 5C F0 - subsd xmm6,xmm0 "re2.exe"+D9772EC: 66 0F 5A CE - cvtpd2ps xmm1,xmm6 // ---------- DONE INJECTING ---------- "re2.exe"+D9772F0: F3 0F 11 8F F4 01 00 00 - movss [rdi+000001F4],xmm1 "re2.exe"+D9772F8: 48 8B 43 50 - mov rax,[rbx+50] "re2.exe"+D9772FC: 48 39 48 18 - cmp [rax+18],rcx "re2.exe"+D977300: 75 1F - jne re2.exe+D977321 "re2.exe"+D977302: 0F 2F CA - comiss xmm1,xmm2 "re2.exe"+D977305: 77 1A - ja re2.exe+D977321 "re2.exe"+D977307: 48 8B 8F A0 01 00 00 - mov rcx,[rdi+000001A0] "re2.exe"+D97730E: 48 85 C9 - test rcx,rcx "re2.exe"+D977311: 75 20 - jne re2.exe+D977333 "re2.exe"+D977313: 8D 51 38 - lea edx,[rcx+38] } { // ORIGINAL CODE - INJECTION POINT: "re2.exe"+C57C984 "re2.exe"+C57C961: E8 6A 50 85 F5 - call re2.exe+1DD19D0 "re2.exe"+C57C966: 30 C0 - xor al,al "re2.exe"+C57C968: 48 8B 5C 24 60 - mov rbx,[rsp+60] "re2.exe"+C57C96D: 48 8B 74 24 68 - mov rsi,[rsp+68] "re2.exe"+C57C972: 48 83 C4 50 - add rsp,50 "re2.exe"+C57C976: 5F - pop rdi "re2.exe"+C57C977: C3 - ret "re2.exe"+C57C978: 48 8B 88 A0 01 00 00 - mov rcx,[rax+000001A0] "re2.exe"+C57C97F: 48 85 C9 - test rcx,rcx "re2.exe"+C57C982: 74 D3 - je re2.exe+C57C957 // ---------- INJECTING HERE ---------- "re2.exe"+C57C984: 39 71 58 - cmp [rcx+58],esi "re2.exe"+C57C987: 0F 9F D0 - setg al // ---------- DONE INJECTING ---------- "re2.exe"+C57C98A: 84 C0 - test al,al "re2.exe"+C57C98C: 74 D8 - je re2.exe+C57C966 "re2.exe"+C57C98E: 40 38 35 5B 05 B3 FA - cmp [re2.exe+70ACEF0],sil "re2.exe"+C57C995: 74 04 - je re2.exe+C57C99B "re2.exe"+C57C997: B1 01 - mov cl,01 "re2.exe"+C57C999: EB 25 - jmp re2.exe+C57C9C0 "re2.exe"+C57C99B: 48 8B 87 48 01 00 00 - mov rax,[rdi+00000148] "re2.exe"+C57C9A2: 48 85 C0 - test rax,rax "re2.exe"+C57C9A5: 75 12 - jne re2.exe+C57C9B9 "re2.exe"+C57C9A7: 45 31 C0 - xor r8d,r8d }
That stays down part is cool but I want achieve his downfall.


Just play the game?Mister Modification wrote: ↑Sat Feb 02, 2019 9:18 amWhat do I have to edit to make him take 1/4 ; 1/8 damage per shoot.
That stays down part is cool but I want achieve his downfall.
Users browsing this forum: Aelhis, AkiraTepes, dabui, Elterin, Google [Bot], MingShaoMonk, Xyarican, Ziebelkuchen, ZoDDeL