RESIDENT EVIL 2 +19 +1 (table Update14.6) (2019.12.24)

K

kennean

Cheater
Joined
Sep 30, 2018
Messages
29
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

konizu said:
Thanks - table works but some options don't as far as I've seen inf. sub ammo doesn't work.
It works for me... This script allows the number of them to decrease, but makes sure that you always have at least one of each sub weapon while you're using them... If you got 3 grenades, and you keep tossing them, you'll always have one...
Cielos said:
Update14.3
- updated character model mod. added 2 caller check for the custom loadout, which eliminated the infinite loading screen for leon campaign.
the update is not for the "denuvo free" version. I missed that update.
just spent some time to re-install the game if you got that update by accident.
kennean said:
if you need the opcodes around the injection point for the defected aobscans, let me know and I can post them, so that you can adjust the aobscans easier.
Thanks for your offer! I couldn't update the character model mod and the hud mod.. Could you help me with these two?
homah said:
pk5547 said:
Well, I've checked and updated (only one AOB scan wasn't being found) the table made by Cielos in the OP (last update). Tested and it worked for me... Please try this one (it has the same name as the one in the OP so be careful and make a backup just in case), and tell me if it work for everyone!
The credits for this are obviously to everyone that made them!
Thanks for table. But no reload, ignore ammo pouch, custom pick up item key, universal item key, character model mod scipt
not working.
Same, also the follow cam mod too, hope someone knows how to fix them, thanks in advance if someone does.
pk5547 said:
Well, I've checked and updated (only one AOB scan wasn't being found) the table made by Cielos in the OP (last update). Tested and it worked for me... Please try this one (it has the same name as the one in the OP so be careful and make a backup just in case), and tell me if it work for everyone!
The credits for this are obviously to everyone that made them!
Thanks for table. But no reload, ignore ammo pouch, custom pick up item key, universal item key, character model mod scipt
not working.
Thanks to everyone else who tested it! I've never used these scripts that didn't work, so I didn't tested them (a big mistake on my part)... But all of them works now except those two I asked Cielos for help!
Please see if these work for all of you!

Edit: This one is based on the new RESIDENT EVIL 2 +19 +1 (table Update14.3) posted by Cielos!
 

Attachments

C

castle

Noobzor
Joined
May 3, 2019
Messages
13
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

So do any of these versions work with the new denuvo free version? so they can be used w/ DLC?
 
K

kennean

Cheater
Joined
Sep 30, 2018
Messages
29
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

castle said:
So do any of these versions work with the new denuvo free version? so they can be used w/ DLC?
The one that I posted just above your post is “updated” for you to use with the denuvo free .exe file...

Edit: I’ve just remembered that I also didn’t tested it on the DLC’s!!!!
Can you test it for me, as I can’t right now...
 
N

NachosForTwo

What is cheating?
Joined
May 9, 2019
Messages
1
Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

gir489 said:
Tyrant goes down in 1 shot and stays down.
Code:
{ 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
}
Untested.
Exeter said:
Just confirmed that he stayed down so far and only took 1 bullet to take him down. I'll see how it goes as I progress through the building.

[Edit] Seems to work like a charm. Normally he teleports close to you when you're doing stuff, but this time he does stay down for real. Epic stuff, thanks!

[Edit 2] Only scripted events where he shows up again is what makes him reappear. (example, after getting the Parking Area Card, he shows up in the jail when the zombies break out). But it only takes a moment to bring him down again with the script.

I ended up here in my desperate attempt to eliminate this guy from my game. I'm a total noob at Cheat Engine though and can't figure out how to get this script to work. Would you mind giving me some pointers?
 
M

Mee

Noobzor
Joined
May 10, 2019
Messages
6
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

kennean said:
castle said:
So do any of these versions work with the new denuvo free version? so they can be used w/ DLC?
The one that I posted just above your post is “updated” for you to use with the denuvo free .exe file...

Edit: I’ve just remembered that I also didn’t tested it on the DLC’s!!!!
Can you test it for me, as I can’t right now...
Hey thank you so much for fixing the table. I tried testing all the functions in ghost survivors and it seems that almost everything works.

The only function that didn't work for me (in neither main campaign nor dlc) is the 'character model' mod. It doesn't activate, like how the entire table did before you edited it. Hope this can fixed as well especially with new voice option.

Thanks again!

Edit: Sorry just noticed you'd asked about character model and hud mods, so you already knew.
 
C

castle

Noobzor
Joined
May 3, 2019
Messages
13
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

it works ! however this table does not have the item pouch option?

edit - also, it has caused the game to crash 3 times randomly, usually when using the flamethrower or spark shot
 
K

kennean

Cheater
Joined
Sep 30, 2018
Messages
29
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

Mee said:
kennean said:
castle said:
So do any of these versions work with the new denuvo free version? so they can be used w/ DLC?
The one that I posted just above your post is “updated” for you to use with the denuvo free .exe file...

Edit: I’ve just remembered that I also didn’t tested it on the DLC’s!!!!
Can you test it for me, as I can’t right now...
Hey thank you so much for fixing the table. I tried testing all the functions in ghost survivors and it seems that almost everything works.

The only function that didn't work for me (in neither main campaign nor dlc) is the 'character model' mod. It doesn't activate, like how the entire table did before you edited it. Hope this can fixed as well especially with new voice option.

Thanks again!

Edit: Sorry just noticed you'd asked about character model and hud mods, so you already knew.
Thanks for your feedback! Yeah, these two are a little bit tricky. I'm waiting Cielos to provide me the opcodes for these two and see if I can find the new AOB scans...
castle said:
it works ! however this table does not have the item pouch option?

edit - also, it has caused the game to crash 3 times randomly, usually when using the flamethrower or spark shot
I've searched for this item pouch option on old tables and didn't found it... What did it do? About the crashes, never had any of those on the previous tables, what scripts you're using at the same time?
NachosForTwo said:
gir489 said:
Tyrant goes down in 1 shot and stays down.
Code:
{ 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
}
Untested.
Exeter said:
Just confirmed that he stayed down so far and only took 1 bullet to take him down. I'll see how it goes as I progress through the building.

[Edit] Seems to work like a charm. Normally he teleports close to you when you're doing stuff, but this time he does stay down for real. Epic stuff, thanks!

[Edit 2] Only scripted events where he shows up again is what makes him reappear. (example, after getting the Parking Area Card, he shows up in the jail when the zombies break out). But it only takes a moment to bring him down again with the script.

I ended up here in my desperate attempt to eliminate this guy from my game. I'm a total noob at Cheat Engine though and can't figure out how to get this script to work. Would you mind giving me some pointers?
If you're using the denuvo free .exe, this attached table will work, because I had to update one of the AOB scans... If not, then follow these instructions:

When you attach the CE to your game, you press the Memory View button, and then Tools, then Auto Assemble. A new window will appear. You'll have to copy the code in it, then click on File, then Assign to the current cheat table. It'll appear together with the other scripts... Just rename it whatever you like and save the table...

Update: This new table added the script that gir489 made. It makes Tyrant kneel down in 1 shot and stay that way except for some scripted scenes. I've tested it for a few minutes and it worked.
For those who don't know, the tables that I posted are for those who have the denuvo free .exe. Otherwise, use the one that Cielos provides!
 

Attachments

H

homah

What is cheating?
Joined
May 7, 2019
Messages
3
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

kennean said:
Update: This new table added the script that gir489 made. It makes Tyrant kneel down in 1 shot and stay that way except for some scripted scenes. I've tested it for a few minutes and it worked.
For those who don't know, the tables that I posted are for those who have the denuvo free .exe. Otherwise, use the one that Cielos provides!
I salute you. Thanks for all you've done updating this, also to Cielos of course.
 
R

retta

Novice Cheater
Joined
Nov 23, 2018
Messages
15
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

kennean said:
Mee said:
kennean said:
The one that I posted just above your post is “updated” for you to use with the denuvo free .exe file...

Edit: I’ve just remembered that I also didn’t tested it on the DLC’s!!!!
Can you test it for me, as I can’t right now...
Hey thank you so much for fixing the table. I tried testing all the functions in ghost survivors and it seems that almost everything works.

The only function that didn't work for me (in neither main campaign nor dlc) is the 'character model' mod. It doesn't activate, like how the entire table did before you edited it. Hope this can fixed as well especially with new voice option.

Thanks again!

Edit: Sorry just noticed you'd asked about character model and hud mods, so you already knew.
Thanks for your feedback! Yeah, these two are a little bit tricky. I'm waiting Cielos to provide me the opcodes for these two and see if I can find the new AOB scans...
castle said:
it works ! however this table does not have the item pouch option?

edit - also, it has caused the game to crash 3 times randomly, usually when using the flamethrower or spark shot
I've searched for this item pouch option on old tables and didn't found it... What did it do? About the crashes, never had any of those on the previous tables, what scripts you're using at the same time?
NachosForTwo said:
gir489 said:
Tyrant goes down in 1 shot and stays down.
Code:
{ 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
}
Untested.
Exeter said:
Just confirmed that he stayed down so far and only took 1 bullet to take him down. I'll see how it goes as I progress through the building.

[Edit] Seems to work like a charm. Normally he teleports close to you when you're doing stuff, but this time he does stay down for real. Epic stuff, thanks!

[Edit 2] Only scripted events where he shows up again is what makes him reappear. (example, after getting the Parking Area Card, he shows up in the jail when the zombies break out). But it only takes a moment to bring him down again with the script.

I ended up here in my desperate attempt to eliminate this guy from my game. I'm a total noob at Cheat Engine though and can't figure out how to get this script to work. Would you mind giving me some pointers?
If you're using the denuvo free .exe, this attached table will work, because I had to update one of the AOB scans... If not, then follow these instructions:

When you attach the CE to your game, you press the Memory View button, and then Tools, then Auto Assemble. A new window will appear. You'll have to copy the code in it, then click on File, then Assign to the current cheat table. It'll appear together with the other scripts... Just rename it whatever you like and save the table...

Update: This new table added the script that gir489 made. It makes Tyrant kneel down in 1 shot and stay that way except for some scripted scenes. I've tested it for a few minutes and it worked.
For those who don't know, the tables that I posted are for those who have the denuvo free .exe. Otherwise, use the one that Cielos provides!
Can you add this script too?

{ 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]}
 
K

kennean

Cheater
Joined
Sep 30, 2018
Messages
29
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

retta said:
kennean said:
Mee said:
Hey thank you so much for fixing the table. I tried testing all the functions in ghost survivors and it seems that almost everything works.

The only function that didn't work for me (in neither main campaign nor dlc) is the 'character model' mod. It doesn't activate, like how the entire table did before you edited it. Hope this can fixed as well especially with new voice option.

Thanks again!

Edit: Sorry just noticed you'd asked about character model and hud mods, so you already knew.
Thanks for your feedback! Yeah, these two are a little bit tricky. I'm waiting Cielos to provide me the opcodes for these two and see if I can find the new AOB scans...
castle said:
it works ! however this table does not have the item pouch option?

edit - also, it has caused the game to crash 3 times randomly, usually when using the flamethrower or spark shot
I've searched for this item pouch option on old tables and didn't found it... What did it do? About the crashes, never had any of those on the previous tables, what scripts you're using at the same time?
NachosForTwo said:
I ended up here in my desperate attempt to eliminate this guy from my game. I'm a total noob at Cheat Engine though and can't figure out how to get this script to work. Would you mind giving me some pointers?
If you're using the denuvo free .exe, this attached table will work, because I had to update one of the AOB scans... If not, then follow these instructions:

When you attach the CE to your game, you press the Memory View button, and then Tools, then Auto Assemble. A new window will appear. You'll have to copy the code in it, then click on File, then Assign to the current cheat table. It'll appear together with the other scripts... Just rename it whatever you like and save the table...

Update: This new table added the script that gir489 made. It makes Tyrant kneel down in 1 shot and stay that way except for some scripted scenes. I've tested it for a few minutes and it worked.
For those who don't know, the tables that I posted are for those who have the denuvo free .exe. Otherwise, use the one that Cielos provides!
Can you add this script too?

{ 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]}
Here you go... I've tested it, and for me, it unlocked 3 accessories that I didn't had and I know for sure that I didn't met those requirements, but it didn't unlock one that requires you to end the No Time To Mourn scenario on both routes (I still don't know where is the other rendezvous point)... Can't tell you if in fact it unlocks everything, as I already all the scenarios...

Also updated the disable code on 1 or 2 scripts, in which you could enable and disable the script, but couldn't enable it again... Everything is fine now, and again, this table is only for those who have the denuvo free .exe!
 

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C

castle

Noobzor
Joined
May 3, 2019
Messages
13
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

kennean said:
castle said:
it works ! however this table does not have the item pouch option?
I've searched for this item pouch option on old tables and didn't found it... What did it do?
Post by gir489 » Tue Feb 26, 2019 6:31 pm
Fixed the max pouch slots script breaking from the update on the 20th.

^^^ this, it was max pouch slots from the start of the game, no need to pick up any side packs
 
K

kennean

Cheater
Joined
Sep 30, 2018
Messages
29
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

castle said:
kennean said:
castle said:
it works ! however this table does not have the item pouch option?
I've searched for this item pouch option on old tables and didn't found it... What did it do?
Post by gir489 » Tue Feb 26, 2019 6:31 pm
Fixed the max pouch slots script breaking from the update on the 20th.

^^^ this, it was max pouch slots from the start of the game, no need to pick up any side packs

Ah, okay... It was an option that wasn't on the OP tables... I've tested it, and the AOB scan is the same... You can download that table and copy that script into the one that I posted.
 
C

castle

Noobzor
Joined
May 3, 2019
Messages
13
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

no idea how to do that :(
 
K

kennean

Cheater
Joined
Sep 30, 2018
Messages
29
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

castle said:
no idea how to do that :(
There's two ways that I know, but I prefer to do this way:
Open two windows of the Cheat Engine. No need to run the game... In one you open the table that has the code you want and on the other you open my table. On both you click on the enable script with the right mouse button, then group config then on "Hide children when deactivated". With this you'll see all the scripts on both tables...

Now, click on the script you want to copy with the right mouse button again, the click "Copy", or just select it then press ctrl+c, then go to the table you'll use and press ctrl+v... Like copying anything on Excel etc... Now you enable the group config "Hide children when deactivated" (I think it looks better), then save the table and it's done.

Or you open just one window of the Cheat Engine, open my table, then open the table with the scripts that you want... When asked to merge, click yes. You'll have both tables, then proceed to show all scripts like I told you earlier, then just click and drag the scripts you want to use from one "enable" to the other... Then just delete the ones that you don't want, enable the group config again then save.

You can use the "Max Pouch", "No spread" and the "No recoil" scripts from gir489 table without changes as they work as they should.
 
P

pk5547

Noobzor
Joined
Mar 4, 2017
Messages
7
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

Is there any chance of getting updated character model mod script for denuvoless exe?
Really want that feature....
 
K

kennean

Cheater
Joined
Sep 30, 2018
Messages
29
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

pk5547 said:
Is there any chance of getting updated character model mod script for denuvoless exe?
Really want that feature....
Well, I've managed to update the hud mod, but no luck on the character model yet...

@Cielos
Can you post the opcodes for the character model script, please? It's the only one that I couldn't update...
 
M

Mee

Noobzor
Joined
May 10, 2019
Messages
6
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

kennean said:
You can use the "Max Pouch", "No spread" and the "No recoil" scripts from gir489 table without changes as they work as they should.
Really? I tried "No Spread" script on D-less but it didn't work for me.
 
C

castle

Noobzor
Joined
May 3, 2019
Messages
13
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

followed your steps, but it does not function. still no item pouch option
 
Cielos

Cielos

RCE Fanatics
Talents
Joined
Mar 3, 2017
Messages
829
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

kennean said:
pk5547 said:
Is there any chance of getting updated character model mod script for denuvoless exe?
Really want that feature....
Well, I've managed to update the hud mod, but no luck on the character model yet...

@Cielos
Can you post the opcodes for the character model script, please? It's the only one that I couldn't update...
sorry for a very very late reply....

as there are tons of injection points for the character model script, which aobscan(s) of the script is/are defected?
also, if memory serves (nor reading the script now), at least 1 of the aobscan is using lua script to fetch the 2nd or 3rd result. meaning the result may not be accurate. you may need to retrace the correct injection point from scratch again.

let me know if you're still on it. tell me which aobscan(s) needed to be updated, and we can start there. I make a short holiday for myself next week, I should have time to re-install the game to fetch the opcodes for you.
if it proves to be more complicated than expected (e.g. need to re-trace the game code to re-locate the injection point), we can move to PM or discord.

/////
castle said:
followed your steps, but it does not function. still no item pouch option
there's an blank entry at the bottom after you activated the enable script, after loading a savegame, activate this blank entry and you should find a pointer to the inv slots. if it's showing the correct slots # you have, you can just change the value to 20 and save the game.
a reminder: you should NOT freeze any pointers there. just change the value without freezing it.
reminder 2: changing the health value in ghost mission may soft-block the game -- you can't access the item menu or pause menu -- if memory serves. so if you want to change the value other than the inv slots, use with caution.
 
gir489

gir489

RCE Fanatics
Talents
Joined
May 8, 2017
Messages
380
Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

Easier unlock everything:
Code:
{ Game   : re2.exe
  Version: 1.0
  Date   : 2019-05-19
  Author : gir489

  Unlock Everything
}

[ENABLE]
aobscanmodule(UnlockEverything,re2.exe,74 1C 41 89 F8 48 89 EA) // should be unique
aobscanmodule(GhostSurvivor,re2.exe, 40 0F 95 D7 40 84 FF 0F 95 D0 48 8B 6C 24 30) // should be unique
registersymbol(UnlockEverything)
registersymbol(GhostSurvivor)

UnlockEverything:
db 90 90

GhostSurvivor:
sete dil

[DISABLE]
unregistersymbol(UnlockEverything)
unregistersymbol(GhostSurvivor)

UnlockEverything:
db 74 1C

GhostSurvivor:
db 40 0F 95 D7

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+CAC692B

"re2.exe"+CAC6908: 75 3F              -  jne re2.exe+CAC6949
"re2.exe"+CAC690A: 41 89 F8           -  mov r8d,edi
"re2.exe"+CAC690D: 48 89 EA           -  mov rdx,rbp
"re2.exe"+CAC6910: 48 89 D9           -  mov rcx,rbx
"re2.exe"+CAC6913: E8 78 65 8D F4     -  call re2.exe+139CE90
"re2.exe"+CAC6918: 0F B6 C8           -  movzx ecx,al
"re2.exe"+CAC691B: 48 8B 43 50        -  mov rax,[rbx+50]
"re2.exe"+CAC691F: 4C 39 78 18        -  cmp [rax+18],r15
"re2.exe"+CAC6923: 0F 85 63 02 00 00  -  jne re2.exe+CAC6B8C
"re2.exe"+CAC6929: 85 C9              -  test ecx,ecx
// ---------- INJECTING HERE ----------
"re2.exe"+CAC692B: 74 1C              -  je re2.exe+CAC6949
"re2.exe"+CAC692D: 41 89 F8           -  mov r8d,edi
// ---------- DONE INJECTING  ----------
"re2.exe"+CAC6930: 48 89 EA           -  mov rdx,rbp
"re2.exe"+CAC6933: 48 89 D9           -  mov rcx,rbx
"re2.exe"+CAC6936: E8 E5 01 8E F4     -  call re2.exe+13A6B20
"re2.exe"+CAC693B: 48 8B 43 50        -  mov rax,[rbx+50]
"re2.exe"+CAC693F: 4C 39 78 18        -  cmp [rax+18],r15
"re2.exe"+CAC6943: 0F 85 43 02 00 00  -  jne re2.exe+CAC6B8C
"re2.exe"+CAC6949: FF C7              -  inc edi
"re2.exe"+CAC694B: 48 FF C6           -  inc rsi
"re2.exe"+CAC694E: 4C 39 E6           -  cmp rsi,r12
"re2.exe"+CAC6951: 7C 8D              -  jl re2.exe+CAC68E0
}

{
// 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]
}
 

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