Phasmophobia

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Soso4ek228
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Re: Phasmophobia

Post by Soso4ek228 »

Guys, are there any scripts for the current version of phasmorphobia? now version like 0.27.2. is it possible to wind up money and experience?

lee_terry_jr
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Re: Phasmophobia

Post by lee_terry_jr »

xp is untouchable as far as I know but there is a table that is able to edit the cost of items to 0 which allowed you to buy 999+ of each item on another site I go to I believe @Coderbox1 is not posting those here tho and so you have to go to unknown cheats (google it if needed but not sure I am allowed to post links to sites that do the same as this does in here lol). The table I use was made for an older version than the beta is running but just tested it myself now and buying items did not lower my cash. I just use the trainer with a script I made in which will just spam the buy button while active, do that to buy a ton of gear (takes a few min and some human interaction so I watch a few shows/movies while it runs), save the game afterward and switch to the other 1 I got here from @zephirot after to play (it is better or at least easier to use for me and since my gear is maxed even if it gets patched so the free mode no longer works I will be good)

zephirot
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Re: Phasmophobia

Post by zephirot »

Small update to fix some scripts (also some offsets)

Enjoy!
Attachments
Phasmophobia_Release_and_Beta_v13.0.CT
(543.02 KiB) Downloaded 54 times

supersel
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Re: Phasmophobia

Post by supersel »

i add 2-3 things like :
- custom shop cost ( for have full item for 0$. for do that, you do change the value to 0 and. )
- All Player Sanity Down/Force Hunt (works better as host)
- all buttons pressable when not host
but i dont know if what i changed works for the new update
Attachments
phasmophobia MAJ.CT
(419.17 KiB) Downloaded 55 times

fallen9999
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Re: Phasmophobia

Post by fallen9999 »

Question about name change

can only change my name to the same amount of letters that my steam name is . 5 letters any way to change it to more


thanks.

FrankySahwit
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Re: Phasmophobia

Post by FrankySahwit »

Players info, being a feature I was most expecting (since the old one would always bug out and show me info for a different player), is ironically the one that doesn't work on current Beta for me. It says "error in line 13... The bytes at "GameAssembly.dll" + 1415CA7 are not what was expected".

zephirot
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Re: Phasmophobia

Post by zephirot »

FrankySahwit wrote:
Mon May 10, 2021 9:57 pm
Players info, being a feature I was most expecting (since the old one would always bug out and show me info for a different player), is ironically the one that doesn't work on current Beta for me. It says "error in line 13... The bytes at "GameAssembly.dll" + 1415CA7 are not what was expected".
Address will change all the time after a game update so it's normal
"GameAssembly.dll" + 1415CA7 is not good anymore and you won't find the bytes F3 0F 58 70 28 at this address.
For v0.28.6.5 it's "GameAssembly.dll" + B0B427

Instead of using the current full injection, you can use this alternate version with a mono address ("GameController.GetAveragePlayerInsanity"+D7)
If the code inside the method "GetAveragePlayerInsanity" do not change, D7 (offset to reach the bytes) should not change either...

Code: Select all

{ Game   : Phasmophobia
  Version:
  Date   : 2021-04-09
  Author : Coderbox1
  Mono   : Assembly-CSharp.dll -> GameController:GetAveragePlayerInsanity()
}

define(address,"GameController.GetAveragePlayerInsanity"+D7)
define(bytes,F3 0F 58 70 28)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"GameController.GetAveragePlayerInsanity"+D7)

label(code)
label(return)
label(sort)
label(put1)
label(put2)
label(put3)
label(put4)
label(P1)
label(P2)
label(P3)
label(P4)
registersymbol(P1)
registersymbol(P2)
registersymbol(P3)
registersymbol(P4)
globalalloc(P1,8)
globalalloc(P2,8)
globalalloc(P3,8)
globalalloc(P4,8)

newmem:
jmp sort

P1:
dq 0

P2:
dq 0

P3:
dq 0

P4:
dq 0

sort:
cmp rsi,0
je put1
cmp rsi,1
je put2
cmp rsi,2
je put3
cmp rsi,3
je put4

put1:
mov [P1],rax
jmp code

put2:
mov [P2],rax
jmp code

put3:
mov [P3],rax
jmp code

put4:
mov [P4],rax
jmp code

code:
  addss xmm6,[rax+28]
  jmp return

address:
  jmp newmem
return:

[DISABLE]

unregistersymbol(P1)
unregistersymbol(P2)
unregistersymbol(P3)
unregistersymbol(P4)

address:
  db bytes
  // addss xmm6,[rax+28]

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll.il2cpp+112EBC7

GameAssembly.dll.il2cpp+112EBA6: 8B D7                 - mov edx,edi
GameAssembly.dll.il2cpp+112EBA8: E8 83 92 C6 FE        - call GameAssembly.il2cpp_custom_attrs_free+2740
GameAssembly.dll.il2cpp+112EBAD: 48 85 C0              - test rax,rax
GameAssembly.dll.il2cpp+112EBB0: 74 70                 - je GameAssembly.dll.il2cpp+112EC22
GameAssembly.dll.il2cpp+112EBB2: 48 8B 40 10           - mov rax,[rax+10]
GameAssembly.dll.il2cpp+112EBB6: 48 85 C0              - test rax,rax
GameAssembly.dll.il2cpp+112EBB9: 74 67                 - je GameAssembly.dll.il2cpp+112EC22
GameAssembly.dll.il2cpp+112EBBB: 48 8B 80 C0 00 00 00  - mov rax,[rax+000000C0]
GameAssembly.dll.il2cpp+112EBC2: 48 85 C0              - test rax,rax
GameAssembly.dll.il2cpp+112EBC5: 74 5B                 - je GameAssembly.dll.il2cpp+112EC22
// ---------- INJECTING HERE ----------
GameAssembly.dll.il2cpp+112EBC7: F3 0F 58 70 28        - addss xmm6,[rax+28]
// ==> "GameAssembly.dll"+139CBC7
// ---------- DONE INJECTING  ----------
GameAssembly.dll.il2cpp+112EBCC: FF C6                 - inc esi
GameAssembly.dll.il2cpp+112EBCE: 48 8B 45 48           - mov rax,[rbp+48]
GameAssembly.dll.il2cpp+112EBD2: FF C7                 - inc edi
GameAssembly.dll.il2cpp+112EBD4: 49 83 C6 08           - add r14,08
GameAssembly.dll.il2cpp+112EBD8: 8B CF                 - mov ecx,edi
GameAssembly.dll.il2cpp+112EBDA: 48 8B D8              - mov rbx,rax
GameAssembly.dll.il2cpp+112EBDD: 48 85 C0              - test rax,rax
GameAssembly.dll.il2cpp+112EBE0: 74 40                 - je GameAssembly.dll.il2cpp+112EC22
GameAssembly.dll.il2cpp+112EBE2: E9 69 FF FF FF        - jmp GameAssembly.dll.il2cpp+112EB50
GameAssembly.dll.il2cpp+112EBE7: 85 F6                 - test esi,esi
}
Otherwise, you could use an AOB script, won't have the problem with the address anymore.
You will search the bytes F3 0F 58 70 28 between the beginning of the method and for example 500 after to be sure to not miss them (offset D7 = 215)
Can't deactivate the script tho...

Code: Select all

{ Game   : Phasmophobia
  Version:
  Date   : 2021-04-09
  Author : Coderbox1
  Mono   : Assembly-CSharp.dll -> GameController:GetAveragePlayerInsanity()
}

[ENABLE]

aobscanregion(PInfo, GameController.GetAveragePlayerInsanity, GameController.GetAveragePlayerInsanity+500, F3 0F 58 70 28) // should be unique
alloc(newmem,$1000,PInfo)

label(code)
label(return)
label(sort)
label(put1)
label(put2)
label(put3)
label(put4)
label(P1)
label(P2)
label(P3)
label(P4)
registersymbol(P1)
registersymbol(P2)
registersymbol(P3)
registersymbol(P4)
globalalloc(P1,8)
globalalloc(P2,8)
globalalloc(P3,8)
globalalloc(P4,8)

newmem:
jmp sort

P1:
dq 0

P2:
dq 0

P3:
dq 0

P4:
dq 0

sort:
cmp rsi,0
je put1
cmp rsi,1
je put2
cmp rsi,2
je put3
cmp rsi,3
je put4

put1:
mov [P1],rax
jmp code

put2:
mov [P2],rax
jmp code

put3:
mov [P3],rax
jmp code

put4:
mov [P4],rax
jmp code

code:
  addss xmm6,[rax+28]
  jmp return

PInfo:
  jmp newmem
return:

[DISABLE]

unregistersymbol(P1)
unregistersymbol(P2)
unregistersymbol(P3)
unregistersymbol(P4)

PInfo:
  db F3 0F 58 70 28

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+B0B427

GameAssembly.dll+B0B406: 8B D7                 - mov edx,edi
GameAssembly.dll+B0B408: E8 23 AA 4F FF        - call GameAssembly.il2cpp_custom_attrs_free+2740
GameAssembly.dll+B0B40D: 48 85 C0              - test rax,rax
GameAssembly.dll+B0B410: 74 70                 - je GameAssembly.dll+B0B482
GameAssembly.dll+B0B412: 48 8B 40 10           - mov rax,[rax+10]
GameAssembly.dll+B0B416: 48 85 C0              - test rax,rax
GameAssembly.dll+B0B419: 74 67                 - je GameAssembly.dll+B0B482
GameAssembly.dll+B0B41B: 48 8B 80 C8 00 00 00  - mov rax,[rax+000000C8]
GameAssembly.dll+B0B422: 48 85 C0              - test rax,rax
GameAssembly.dll+B0B425: 74 5B                 - je GameAssembly.dll+B0B482
// ---------- INJECTING HERE ----------
GameAssembly.dll+B0B427: F3 0F 58 70 28        - addss xmm6,[rax+28]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+B0B42C: FF C6                 - inc esi
GameAssembly.dll+B0B42E: 48 8B 45 48           - mov rax,[rbp+48]
GameAssembly.dll+B0B432: FF C7                 - inc edi
GameAssembly.dll+B0B434: 49 83 C6 08           - add r14,08
GameAssembly.dll+B0B438: 8B CF                 - mov ecx,edi
GameAssembly.dll+B0B43A: 48 8B D8              - mov rbx,rax
GameAssembly.dll+B0B43D: 48 85 C0              - test rax,rax
GameAssembly.dll+B0B440: 74 40                 - je GameAssembly.dll+B0B482
GameAssembly.dll+B0B442: E9 69 FF FF FF        - jmp GameAssembly.dll+B0B3B0
GameAssembly.dll+B0B447: 85 F6                 - test esi,esi
}

supersel
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Re: Phasmophobia

Post by supersel »

zephirot wrote:
Tue May 11, 2021 4:57 pm
FrankySahwit wrote:
Mon May 10, 2021 9:57 pm
Players info, being a feature I was most expecting (since the old one would always bug out and show me info for a different player), is ironically the one that doesn't work on current Beta for me. It says "error in line 13... The bytes at "GameAssembly.dll" + 1415CA7 are not what was expected".
Address will change all the time after a game update so it's normal
"GameAssembly.dll" + 1415CA7 is not good anymore and you won't find the bytes F3 0F 58 70 28 at this address.
For v0.28.6.5 it's "GameAssembly.dll" + B0B427

Instead of using the current full injection, you can use this alternate version with a mono address ("GameController.GetAveragePlayerInsanity"+D7)
If the code inside the method "GetAveragePlayerInsanity" do not change, D7 (offset to reach the bytes) should not change either...

Code: Select all

{ Game   : Phasmophobia
  Version:
  Date   : 2021-04-09
  Author : Coderbox1
  Mono   : Assembly-CSharp.dll -> GameController:GetAveragePlayerInsanity()
}

define(address,"GameController.GetAveragePlayerInsanity"+D7)
define(bytes,F3 0F 58 70 28)

[ENABLE]

assert(address,bytes)
alloc(newmem,$1000,"GameController.GetAveragePlayerInsanity"+D7)

label(code)
label(return)
label(sort)
label(put1)
label(put2)
label(put3)
label(put4)
label(P1)
label(P2)
label(P3)
label(P4)
registersymbol(P1)
registersymbol(P2)
registersymbol(P3)
registersymbol(P4)
globalalloc(P1,8)
globalalloc(P2,8)
globalalloc(P3,8)
globalalloc(P4,8)

newmem:
jmp sort

P1:
dq 0

P2:
dq 0

P3:
dq 0

P4:
dq 0

sort:
cmp rsi,0
je put1
cmp rsi,1
je put2
cmp rsi,2
je put3
cmp rsi,3
je put4

put1:
mov [P1],rax
jmp code

put2:
mov [P2],rax
jmp code

put3:
mov [P3],rax
jmp code

put4:
mov [P4],rax
jmp code

code:
  addss xmm6,[rax+28]
  jmp return

address:
  jmp newmem
return:

[DISABLE]

unregistersymbol(P1)
unregistersymbol(P2)
unregistersymbol(P3)
unregistersymbol(P4)

address:
  db bytes
  // addss xmm6,[rax+28]

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll.il2cpp+112EBC7

GameAssembly.dll.il2cpp+112EBA6: 8B D7                 - mov edx,edi
GameAssembly.dll.il2cpp+112EBA8: E8 83 92 C6 FE        - call GameAssembly.il2cpp_custom_attrs_free+2740
GameAssembly.dll.il2cpp+112EBAD: 48 85 C0              - test rax,rax
GameAssembly.dll.il2cpp+112EBB0: 74 70                 - je GameAssembly.dll.il2cpp+112EC22
GameAssembly.dll.il2cpp+112EBB2: 48 8B 40 10           - mov rax,[rax+10]
GameAssembly.dll.il2cpp+112EBB6: 48 85 C0              - test rax,rax
GameAssembly.dll.il2cpp+112EBB9: 74 67                 - je GameAssembly.dll.il2cpp+112EC22
GameAssembly.dll.il2cpp+112EBBB: 48 8B 80 C0 00 00 00  - mov rax,[rax+000000C0]
GameAssembly.dll.il2cpp+112EBC2: 48 85 C0              - test rax,rax
GameAssembly.dll.il2cpp+112EBC5: 74 5B                 - je GameAssembly.dll.il2cpp+112EC22
// ---------- INJECTING HERE ----------
GameAssembly.dll.il2cpp+112EBC7: F3 0F 58 70 28        - addss xmm6,[rax+28]
// ==> "GameAssembly.dll"+139CBC7
// ---------- DONE INJECTING  ----------
GameAssembly.dll.il2cpp+112EBCC: FF C6                 - inc esi
GameAssembly.dll.il2cpp+112EBCE: 48 8B 45 48           - mov rax,[rbp+48]
GameAssembly.dll.il2cpp+112EBD2: FF C7                 - inc edi
GameAssembly.dll.il2cpp+112EBD4: 49 83 C6 08           - add r14,08
GameAssembly.dll.il2cpp+112EBD8: 8B CF                 - mov ecx,edi
GameAssembly.dll.il2cpp+112EBDA: 48 8B D8              - mov rbx,rax
GameAssembly.dll.il2cpp+112EBDD: 48 85 C0              - test rax,rax
GameAssembly.dll.il2cpp+112EBE0: 74 40                 - je GameAssembly.dll.il2cpp+112EC22
GameAssembly.dll.il2cpp+112EBE2: E9 69 FF FF FF        - jmp GameAssembly.dll.il2cpp+112EB50
GameAssembly.dll.il2cpp+112EBE7: 85 F6                 - test esi,esi
}
Otherwise, you could use an AOB script, won't have the problem with the address anymore.
You will search the bytes F3 0F 58 70 28 between the beginning of the method and for example 500 after to be sure to not miss them (offset D7 = 215)
Can't deactivate the script tho...

Code: Select all

{ Game   : Phasmophobia
  Version:
  Date   : 2021-04-09
  Author : Coderbox1
  Mono   : Assembly-CSharp.dll -> GameController:GetAveragePlayerInsanity()
}

[ENABLE]

aobscanregion(PInfo, GameController.GetAveragePlayerInsanity, GameController.GetAveragePlayerInsanity+500, F3 0F 58 70 28) // should be unique
alloc(newmem,$1000,PInfo)

label(code)
label(return)
label(sort)
label(put1)
label(put2)
label(put3)
label(put4)
label(P1)
label(P2)
label(P3)
label(P4)
registersymbol(P1)
registersymbol(P2)
registersymbol(P3)
registersymbol(P4)
globalalloc(P1,8)
globalalloc(P2,8)
globalalloc(P3,8)
globalalloc(P4,8)

newmem:
jmp sort

P1:
dq 0

P2:
dq 0

P3:
dq 0

P4:
dq 0

sort:
cmp rsi,0
je put1
cmp rsi,1
je put2
cmp rsi,2
je put3
cmp rsi,3
je put4

put1:
mov [P1],rax
jmp code

put2:
mov [P2],rax
jmp code

put3:
mov [P3],rax
jmp code

put4:
mov [P4],rax
jmp code

code:
  addss xmm6,[rax+28]
  jmp return

PInfo:
  jmp newmem
return:

[DISABLE]

unregistersymbol(P1)
unregistersymbol(P2)
unregistersymbol(P3)
unregistersymbol(P4)

PInfo:
  db F3 0F 58 70 28

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+B0B427

GameAssembly.dll+B0B406: 8B D7                 - mov edx,edi
GameAssembly.dll+B0B408: E8 23 AA 4F FF        - call GameAssembly.il2cpp_custom_attrs_free+2740
GameAssembly.dll+B0B40D: 48 85 C0              - test rax,rax
GameAssembly.dll+B0B410: 74 70                 - je GameAssembly.dll+B0B482
GameAssembly.dll+B0B412: 48 8B 40 10           - mov rax,[rax+10]
GameAssembly.dll+B0B416: 48 85 C0              - test rax,rax
GameAssembly.dll+B0B419: 74 67                 - je GameAssembly.dll+B0B482
GameAssembly.dll+B0B41B: 48 8B 80 C8 00 00 00  - mov rax,[rax+000000C8]
GameAssembly.dll+B0B422: 48 85 C0              - test rax,rax
GameAssembly.dll+B0B425: 74 5B                 - je GameAssembly.dll+B0B482
// ---------- INJECTING HERE ----------
GameAssembly.dll+B0B427: F3 0F 58 70 28        - addss xmm6,[rax+28]
// ---------- DONE INJECTING  ----------
GameAssembly.dll+B0B42C: FF C6                 - inc esi
GameAssembly.dll+B0B42E: 48 8B 45 48           - mov rax,[rbp+48]
GameAssembly.dll+B0B432: FF C7                 - inc edi
GameAssembly.dll+B0B434: 49 83 C6 08           - add r14,08
GameAssembly.dll+B0B438: 8B CF                 - mov ecx,edi
GameAssembly.dll+B0B43A: 48 8B D8              - mov rbx,rax
GameAssembly.dll+B0B43D: 48 85 C0              - test rax,rax
GameAssembly.dll+B0B440: 74 40                 - je GameAssembly.dll+B0B482
GameAssembly.dll+B0B442: E9 69 FF FF FF        - jmp GameAssembly.dll+B0B3B0
GameAssembly.dll+B0B447: 85 F6                 - test esi,esi
}
what we doing with this code ?

zephirot
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Posts: 72
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Reputation: 50

Re: Phasmophobia

Post by zephirot »

supersel wrote:
Sat May 15, 2021 11:47 am
what we doing with this code ?
It was to update the script "Players info (while in a game - not lobby)"
Edit old one, copy/paste this new one in it

Coderbox1
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Re: Phasmophobia

Post by Coderbox1 »

Looking for ideas for hacks. I need ideas that are not crazy or server side.
Quality of life hacks would be preferred.

also, when I made the player separator hack, I didn't think it was gonna get that much attention lol.
Just need some ideas because I'm bored.

:)

lee_terry_jr
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Posts: 103
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Reputation: 4

Re: Phasmophobia

Post by lee_terry_jr »

The new update just hit the beta today and as a result, the table needs updating. 99% of the codes still work fine (tested all of them except any options that have to do with the fuse box, flickering lights/flashlights, evidence controller, and the setup phase info cheats) but the ghost info needs an update because the new ghosts they released are not in there (shows a number for ghost type). After I saw a number under ghost type I had figured it was 1 of the new ghosts (since that made sense) and after doing some hunting figured out it was a Hantu. So, using that info I was easily able to change it to show the new ghost types by name (didn't take long since I simply edited other people's work) but I did run a few tests to be positive it worked properly before posting how to do it here. I would not feel comfortable posting the table itself as a release without permission from both the people who made it (@zephirot and @Coderbox1) since it was a simple fix I made to their work and I do not feel I deserver credit for it. So, for anyone interested in how I fixed this the instructions are below.

Get it working with the new ghost types by following these instructions.

There are 2 ways to do it but I am gonna walk ya through the easier way since it requires less work and explanation and the 1st thing I suggest doing is to make a backup of the table somewhere else (just in case). So, to continue you will need to have the game running in the background and you may also need to be doing a mission (just make a private server and go on a solo mission on your preferred map). Once that is done activate the cheats for the beta version, enable the Other Scripts section, enable ghost info, right-click on type, and then select the set/change dropdown selection options from the popup menu. If done correctly it should open a new window showing a list that looks something like this

Code: Select all

1|0:Null
2|1:Spirit
3|2:Wraith
4|3:Phantom
Now, the 1st thing you will need to do is make it so you can modify this section by removing the mark from the Disallow manual user input option at the bottom of the new window. Once that is disabled scroll all the way down to the bottom of the list, click on the Oni section at the bottom, make sure you are at the end of the section, and press Enter. If done correctly it will make a new line under the Oni section with a number in the left column without changing the Oni section (otherwise undo your change and try again making sure to get the cursor after the i in Oni before pressing Enter). Once you have done that you can copy/paste the new ghosts in using the code below to make it faster/easier but make sure it puts each new ghost on its own separate line (if they are both on the same line you can just put the cursor behind 14 and press enter and that should drop it to the next row for you).

Code: Select all

13:Yokai
14:Hantu
If you did it correctly the bottom of the list should look something like what is shown below this (if not you messed up somehow)

Code: Select all

12|11:Yurei
13|12:Oni
14|13:Yokai
15|14:Hantu
Once you get it looking correctly make sure to put a mark back in the Disallow manual user input option at the bottom. Now you can press the ok button to close that window (do not press the close/cancel buttons or it might not save the changes). If you did everything correctly next time you get 1 of the new ghosts it will tell you what type it is instead of giving a number but I suggest testing it out to be sure you got them in the correct order (simply make a solo game, see if it is 1 of the new ghosts, if not leave and retry repeating that till you get 1 of the new ones. Once you have the new ghost just go hunt it and make sure all the evidence you find lines up with that ghost to be sure you did not put them in the wrong order (Note, I suggest you do this all on a map you know already and not the new map to make things easier but that is not required). If it is all working properly you will want to save the changes to the table by going to the File menu at the top left of cheat engine and selecting save or save as (you could also just press ctrl+s to save or ctrl+alt+s to save as). You can overwrite the old one or you can save it as a different name but before doing that you might wanna make a backup of the old 1 (if you did not do that already).

zephirot
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Re: Phasmophobia

Post by zephirot »

Hello everyone

@lee_terry_jr, thanks! and I don't see any problem, if you want to do it you can ;)

I activated all the scripts and updated the ones with a problem, but globally they were ok.
You can find the new table below :)
Attachments
Phasmophobia_Release_and_Beta_v14.1.CT
(544.89 KiB) Downloaded 37 times

lee_terry_jr
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Re: Phasmophobia

Post by lee_terry_jr »

Damn, looks like they patched the game again in beta and this time it almost seems like they were trying to break this because most of the cheats are broken (they all say error in some line or that they fail to determine what something means). The speed hack still works, the show ghost seems to work, the teleport codes work, the camera hack partially works (inf photos but can not disable cooldown timer), every other cheat seems to be broken. The good news is that the table @coderbox1 seems to have working cheats for ghost info, sanity modifier, and mission info. Although neither the ghost info or the player info has as many options as yours did it does work (his ghost info is not updated to show the names of newer ghosts and player info is just sanity which may not work in a group). I will be testing a few of his options and merging both tables to make 1 that I can use but I will not release it here because it would be stealing the work @coderbox1 put into making it. I do suggest seeing if they will let you take the ones they made tho since it would save you most of the trouble. That being said some of the hacks in that 1 do not work (did not test the store hacker bc it is not needed but that speed hack did not work for me) and so you should test it yourself before moving it into yours.

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Re: Phasmophobia

Post by zephirot »

lee_terry_jr wrote:
Mon Jun 14, 2021 9:29 pm
Damn, looks like they patched the game again in beta and this time it almost seems like they were trying to break this because most of the cheats are broken (they all say error in some line or that they fail to determine what something means). The speed hack still works, the show ghost seems to work, the teleport codes work, the camera hack partially works (inf photos but can not disable cooldown timer), every other cheat seems to be broken. The good news is that the table @coderbox1 seems to have working cheats for ghost info, sanity modifier, and mission info. Although neither the ghost info or the player info has as many options as yours did it does work (his ghost info is not updated to show the names of newer ghosts and player info is just sanity which may not work in a group). I will be testing a few of his options and merging both tables to make 1 that I can use but I will not release it here because it would be stealing the work @coderbox1 put into making it. I do suggest seeing if they will let you take the ones they made tho since it would save you most of the trouble. That being said some of the hacks in that 1 do not work (did not test the store hacker bc it is not needed but that speed hack did not work for me) and so you should test it yourself before moving it into yours.
Oh Really? That's weird..
I just started the game (beta version 0.29.3) to double check but I was able to activate the scripts in version 0.29.2.1 (Beta)


-- Scrips to activate before joining
Missions info
Evidence Controller
Pro Fuse box always on


-- Other Scrips
Player Sanity always 100%
Walk/Run speed
Players info (while in a game - not lobby)
Immortal
Player Info (old version, random - use only if alone)
Ghost Info
Show Ghost
Setup Phase Info (Truck)
Paparazzi Mode, Inf photo
Paparazzi Mode, No timer
Player Teleport (2 slots)
No Teleport to truck if moving outside map
FuseBox/Light Info (use a switch to update)
Better Torch
Improved Glowstick (activate before using glowstick!)
No flickering lights during hunting phase (lights)
No flickering lights during hunting phase (flashlights)


Can you give me an exemple of error?

Edit:
New version 0.29.4


-- Scrips to activate before joining
Missions info
Evidence Controller

Pro Fuse box always on

-- Other Scrips
Player Sanity always 100%
Walk/Run speed
Players info (while in a game - not lobby)
Immortal
Player Info (old version, random - use only if alone)
Ghost Info
Show Ghost
Setup Phase Info (Truck)
Paparazzi Mode, Inf photo
Paparazzi Mode, No timer
Player Teleport (2 slots)
No Teleport to truck if moving outside map
FuseBox/Light Info (use a switch to update)
Better Torch
Improved Glowstick (activate before using glowstick!)
No flickering lights during hunting phase (lights)
No flickering lights during hunting phase (flashlights)


Fix for the Fuse box:
replace
aobscanregion(PROFUSEBOX, FuseBox.Start, FuseBox.Start+200, 83 78 1C 02 75 17) // v 0.29.3
by
aobscanregion(PROFUSEBOX, FuseBox.Start, FuseBox.Start+200, 83 78 20 02 75 17) //v 0.29.4

and

cmp dword ptr [rax+1C],03 // v 0.29.3
by
cmp dword ptr [rax+20],03 //v 0.29.4

The rest is working fine for me.

@lee_terry_jr, it seems the scripts that are working for you are those without using mono features, maybe a problem with the activation, it can happen

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Re: Phasmophobia

Post by lee_terry_jr »

Yea, they seem to be working now. A bit odd since I reset the game and closed the cheat engine window after the 1st time to be sure that was not an issue and was still having issues after the restart but cheat engine must not have closed all the way or something. Sorry about the mix up but at least I was right on 1 of the cheats being broken tho so it was not a complete waste of your time and if the store hacker is working in the one released by @coderbox1 it would still be a useful thing to add/merge into yours. Regardless, I have trouble playing the game without this because I have a contrast sensitivity issue with my eyes and the flashlight + glowstick cheats make playing less stressful on my eyes (I can hardly see anything using the default fingerprint items they have in game not to mention how much faster/easier it is to find the ghost lol) so thanks for putting in the work :)

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