Space Marine 2 patched exe

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Rasc
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Re: Space Marine 2 patched exe

Post by Rasc »

To double confirm, I tested this by going prestige up once, deleted the modified files, verified the game just to make sure I got new .exe files, and then completed a unmodified game. The 7.1 bypass works with the 7.2 update.

MagnusTheRed
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Re: Space Marine 2 patched exe

Post by MagnusTheRed »

doobiedoo wrote:
Thu Apr 24, 2025 11:08 pm
v7.1 bypass is up. tested w solo Private Operations PvE session.

uploaded to two locations since some reported issues w Limewire
[Link]
[Link]
pwd is:
frf

CREDIT TO KLERIK
Firstly, thank you to both of you for this! This one works even with the current version after a hotfix patch. However, I don't know if either of you were aware but mods have changed with Patch 7.0 entirely. Mods are now made through "modpacks" which are .paks placed in Space Marine 2\client_pc\root\mods. I noticed that this bypass will indeed work for the old method of editing the .paks directly, but if you place any mods in the mods folder it does not bypass EAC. Could or would either of you update this? Some of my mods need server_pc edits and those changes are also not bypassed as it will instant crash if I make any minute change in the server_pc side of things (this is how Saber intended it after Patch 7.0). Any changes to the paks without this bypass will result in an instant crash, this bypass only accounts for client_pc checks from my testing. So if it could be updated to account for the mods folder path, it would be better as that is the method for mods going forward

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doobiedoo
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Re: Space Marine 2 patched exe

Post by doobiedoo »

MagnusTheRed wrote:
Tue May 06, 2025 8:08 am
Firstly, thank you to both of you for this! This one works even with the current version after a hotfix patch. However, I don't know if either of you were aware but mods have changed with Patch 7.0 entirely. Mods are now made through "modpacks" which are .paks placed in Space Marine 2\client_pc\root\mods. I noticed that this bypass will indeed work for the old method of editing the .paks directly, but if you place any mods in the mods folder it does not bypass EAC. Could or would either of you update this? Some of my mods need server_pc edits and those changes are also not bypassed as it will instant crash if I make any minute change in the server_pc side of things (this is how Saber intended it after Patch 7.0). Any changes to the paks without this bypass will result in an instant crash, this bypass only accounts for client_pc checks from my testing. So if it could be updated to account for the mods folder path, it would be better as that is the method for mods going forward
i'll take a look at this w the next iteration. no promises but i'll see what i can find. it may be that there are server-sided checks that prevent matchmaking since otherwise there'd be crashes... not sure.

AZERTYUIOPQSDFG
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Re: Space Marine 2 patched exe

Post by AZERTYUIOPQSDFG »

Can someone help me understand why my game crash everytime I try to launch it with the bypass ?

I followed the bypass instructions without the BAT switcher but everytime I launch the game, it crashes.

I don't know if it's linked but the icon of the "start protected game" file doesn't change to the ultramarine symbol even after renaming it (?)

I only followed the guide in the readme file, nothing else

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jaysonachacosoyt
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Re: Space Marine 2 patched exe

Post by jaysonachacosoyt »

Good day gents, just wanted to ask and confirm if the currenty 7.1 bypass works for anyone? when i try to run the game i always get the crash dump pop up. anyone gets this problem too?

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doobiedoo
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Re: Space Marine 2 patched exe

Post by doobiedoo »

others had reported that the v7.1 bypass was working w v7.2 so i didn't bother to write one up. Patch 8 comes out next week, i'll try to get a bypass out for that when it drops.

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Re: Space Marine 2 patched exe

Post by Kverulantus »

doobiedoo wrote:
Fri May 30, 2025 9:09 pm
others had reported that the v7.1 bypass was working w v7.2 so i didn't bother to write one up. Patch 8 comes out next week, i'll try to get a bypass out for that when it drops.
The test realm, yes. Retail is live on the 28th or something :)

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doobiedoo
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Re: Space Marine 2 patched exe

Post by doobiedoo »

oh shit really? ok then, if there's consistent v7.2 failures then i'll do one up

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Re: Space Marine 2 patched exe

Post by doobiedoo »

new v7.2 bypass. loaded onto BattleBarge successfully without detection, no further testing. if it's like previous bypasses, it'll let you run solo Private sessions with modified PAKs; no other game modes will function and it'll be detected.

if you experience issues, please let me know.

[Link]

as always, credit to Klerik

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Deepthroat
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Re: Space Marine 2 patched exe

Post by Deepthroat »

doobiedoo wrote:
Thu Jun 05, 2025 11:04 am
new v7.2 bypass. loaded onto BattleBarge successfully without detection, no further testing. if it's like previous bypasses, it'll let you run solo Private sessions with modified PAKs; no other game modes will function and it'll be detected.

if you experience issues, please let me know.

[Link]

as always, credit to Klerik
Doesn't work when using new official mods method,
And old method still crashes our game on start-up when modifying server_pc paks.

Pretty much what Magnus said,
Some of my mods need server_pc edits and those changes are also not bypassed as it will instant crash if I make any minute change in the server_pc side of things (this is how Saber intended it after Patch 7.0). Any changes to the paks without this bypass will result in an instant crash, this bypass only accounts for client_pc checks from my testing. So if it could be updated to account for the mods folder path, it would be better as that is the method for mods going forward
Keeping in mind local folder in Space Marine 2\client_pc\root\local is also used for loose files mods.

I know is not much help to just say it doesn't work, and I apologize if I sound rude in anyway, just trying to get feedback out there.

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doobiedoo
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Re: Space Marine 2 patched exe

Post by doobiedoo »

as-is, i think you'd need to edit the core PAKs directly rather than use the official Mods method. i'll take a look and see if i can extend its functionality

try here, might work, might not.
[Link]

with the bypass, someone else could write up a hack (rather than modding the assembly the way i'm doing) that would presumably do everything y'all want and more, but that's for someone else other than me.
Last edited by doobiedoo on Thu Jun 05, 2025 6:34 pm, edited 1 time in total.

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Deepthroat
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Re: Space Marine 2 patched exe

Post by Deepthroat »

Editing the PAK files causes the game to crash because the bypass only works with client_pc PAKs, not server_pc PAKs.

Server_pc PAKs take priority over client_pc PAKs, even in private sessions. For example, if I modify the difficulty files in client_pc PAKs, the game will ignore those changes and overwrite them with the server_pc PAKs difficulty files.

It would be really helpful if the bypass could at least support server_pc PAKs.

Ideally, the best solution would be to allow official mods while maintaining online progression, but I understand if that is not an option right now.

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doobiedoo
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Re: Space Marine 2 patched exe

Post by doobiedoo »

Deepthroat wrote:
Thu Jun 05, 2025 6:27 pm
Editing the PAK files causes the game to crash because the bypass only works with client_pc PAKs, not server_pc PAKs.

Server_pc PAKs take priority over client_pc PAKs, even in private sessions. For example, if I modify the difficulty files in client_pc PAKs, the game will ignore those changes and overwrite them with the server_pc PAKs difficulty files.

It would be really helpful if the bypass could at least support server_pc PAKs.

Ideally, the best solution would be to allow official mods while maintaining online progression, but I understand if that is not an option right now.
this is unfortunately beyond me. an in-game hack could do this, but you'd want a whole inject internal solution (or Cheat Engine magic).

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Deepthroat
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Re: Space Marine 2 patched exe

Post by Deepthroat »

I tested the latest bypass, but unfortunately, the game still crashes as soon as we press "Continue" after modifying PAKs inside the server_pc folder.

Regardless, I truly appreciate your efforts. I understand that this is no easy task.

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doobiedoo
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Re: Space Marine 2 patched exe

Post by doobiedoo »

new iteration. MIGHT have auto-server-kicking disabled so at least you can have custom PAKs with a team. test with caution, mucking w server interactions can go bad and wipe progress.
[Link]

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