HELLDIVERS 2

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sickvoodoo
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Re: HELLDIVERS 2

Post by sickvoodoo »

So, FYi… don’t accidentally shoot the drop ship or you’ll have to crawl into it and wait for the time to run out. :*)

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

IndigoHotel87
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Re: HELLDIVERS 2

Post by IndigoHotel87 »

Does any CT have a stratagem switcher? It seems like that is going to be the best way to access WIP stratagems.

Blasphemous
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Re: HELLDIVERS 2

Post by Blasphemous »

ZoDDeL wrote:
Sat Mar 16, 2024 3:26 am
alternative and simpler guide with slightly different approach with no address input and easier timing.

this guide doesnt make your CE undetected but let you activate scripts and close CE before gameguard notice what happened
so you can cheat without crash / hack detected!
but you cannot use CE to search for stuff or debug the game!!!


follow the text+ picture guide or just watch one of the videos down below
where is just show the usage at the beginning of each video.

step 1

open CE table and open memory viewer
[Link]


step 2
open the game (my table should hook the game itself)
[Link]


step 3
wait a bit until the game launches to the black screen and click 1-2 times on the monitor where the game is loading.
wait a bit. if everything was right you should see the last 2 entries in my table populate with adresses/values (green boxes)
like in this screenshot:
[Link]


now you can hit the checkbox on "all together" to activate it (or individual options above).
then close CE table quick with a click on the X on top right of the CE main window.

we dont really need to freeze the game process for this and we also dont need to manual lookup any adresses in memory BUT for some reasons the module/address entries in the table wont populate if the memory viewer isnt open...
game.dll should be loaded right at the start of the cinematic. if it isnt then close game + table and repeat from step 1.

i also tried to write a fully automated lua code but could not get a consitent game.dll read (tried with loops of getAddress(game.dll) but did not work how i like) so its a bit of a "timing and keep eyes open" thing.

i also added the second "no reload" code to the no reload script and "all together" script that affects some other weapons like the senator handgun or some shotguns etc.


UPDATE
23 march 2024:
method and table still works.

proof >>>


UPDATE
28 march 2024:
method and table still works.

added a new Weapon Damage Script i made by myself
(with some help of outdated addresses and a not working code snipped from here or references from here).

to make sure the damage script works:
you need to open your armory on your ship once and look at the weapon stats you wanna use so they can update the values.
you have todo this everytime you start the game because it wont save the stats.


super damage script is not part of the all together script because 2 reasons:
first> it uses memory allocation that increases detection chance like in inf.health scripts (what i dont use and recommend to not use)
second> instead of a very long aob that might crash CE (caused by game protections) i use a direct opcode address that will change in the next gameupdate and i need to search it again but at east the script works without any flaws and activates instant.


UPDATE
31 march 2024:
method and table still works.

added a new script for all* types of damage.
this modifies weapon damage and a huge amount of damage types like enemy weapons, melee, acid, fire.
you dont need to check your armory for this it just works in battle.


whitelisted weapons get super damage / amor damage / penetration
everything else damage goes down to 0 (this makes an indirect godmode for you)
you also wont get any body part damage from enemy attacks :D

currently whitelisted super weapons.
Image

the only form of damage i found that still can kill you is falldamage (if you get throwing around by enemies , explosions)
or the rescue ship thrusters and your own weapons that are whitelisted including guard dog drone(AR23).

i would suggest to use the energy shield because that prevents most of the kinetic push(stagger) from enemy attacks / explosions and the screen blur. also the shield wont deplete because eneny attacks do 0 damage and you dont need a shield hack (no cooldown / infinite shield).

you can easy add other weapons if you know the weapon ID
and you can exclude already whitelisted weapons by putting // at the beginning of the line like this:

Code: Select all

//cmp [rcx+00],#43 // AR-23P Liberator Penetrator
//je super
found this only because of the ch bypass let me use CE to debug the game.
i think its fair to use their bypass because they steal every script in this forum and try to sell it as trainers....


UPDATE
1 april 2024:
method and table still works.
(no april fools here!)

this time no video.
you have to read :P

added to basic scripts / all together basic script:
no laser weapon overheat
infinite grenades

added to advanced scripts:
killcount 500 for "kill x enemies" missions (one kill to finish the mission)
speedhack x3 + freeze enemies ( they still can attack, dash, jump but not walk anymore)

updated the new weapon DMG script:

added godmode based on the original inf health code
to prevent falldamage or damage from stuff that isnt part of the damage value opcode
you still can get limb damage if you dont use energy shield (even with shield you can get broken legs from high jumps)

added weapons to whitelist>
// MG-43 / EXO-45 Gatling
// ARC-03
// FLAM-40
// LAS-98
// M-105
// RS-422
// LAS-99
// GL-21
// EAT-17
// EXO-45 rocket

added grenades with default stats>
// G-6 Frag
// G-12 High Explosive / G-16 Impact
// G-10 Incendiary
// G-23 Stun
// G-123 Thermite

everything else get set down to 0
this includes orbital strikes, turrets, all enemy attacks


UPDATE
2 april 2024:
method and table still works.



added script to rescue citzens count.
just rescue one and the count sets to 80 / mission gets finished

fixed speedhack for rescue citizens
now they moving x2 speed for SUPER EARTH! (they glitch if they run faster than x2...)

changed speedhack should now support every armor!!!



p.s. credits to sunbeam who ignited the idea to check the game.dll
p.p.s basic scripts on my table are manually taken from "version.dll" visual studio builds.
but the script codes (byte arrays etc.) originate from posts here in the forum.
users like cfemen, gir489 and others.
i cut down all scripts to keep the table small and clean.
that including comments, orignal code, credits, registersymbols
Hi! Could you add codes for no heat build-up on heat weapons and support weapons like Quasar Cannon and Sickle?

ultra nuke
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Re: HELLDIVERS 2

Post by ultra nuke »

When will the new RPG launcher appear in the CT list? It's frustrating that nothing else works right now.

dogcatfung
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Re: HELLDIVERS 2

Post by dogcatfung »

itskwan66 wrote:
Tue Apr 02, 2024 9:52 pm
ZoDDeL wrote:
Tue Apr 02, 2024 3:04 pm
UPDATE
another table fix...
fixed a bunch of weapon ID's but not all.
open super damage script and check yourself what weapons are whitelisted for now.
also excluded anything that i didnt update to prevent glitches or give enemy attacks super damage.

for those who are interested what happened.
the game devs updated several weapons and this increased the ID values by 1, 2, 3 or 4 (4byte decimal)
there is no real pattern so i have to check every weapon and this takes time because i have to dive on a planet for every weapon (except stratems).
so currently i only updated the weapons i like / i think are the most usefull with damage hack (high firerate, splash/explosive damage).

as always table linked in signature
Just wanna say solid work you've done.
Weapon IDs were increased by 2, have fixed them and tested some but not all.
Credits go to HDPhoenix for the list he compiled on UC.

Code: Select all

[ENABLE]
aobscanmodule(superDMG,game.dll,66 0F 6E 59 04 66 0F 6E 49 08 0F 5B C9 0F 5B DB) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:
  // whitelisted weapons that get super damage
  cmp [rcx+00],#48//#46 // AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart
  je super
  cmp [rcx+00],#45 // AR-23P Liberator Penetrator
  je super
  cmp [rcx+00],#47 // AR-23C Liberator Concussive
  je super
  cmp [rcx+00],#24//#22 // P-2 Peacemaker / P-19 Redeemer
  je super
  cmp [rcx+00],#288 // LAS-5 Scythe
  je super
  cmp [rcx+00],#19 // LAS-16 Sickle
  je super
  cmp [rcx+00],#20 // PLAS-1 Scorcher
  je super
  cmp [rcx+00],#25 // MP-98 Knight
  je super
  cmp [rcx+00],#33 // SMG-37 Defender
  je super
  cmp [rcx+00],#84 // SG-8 Punisher (9)
  je super
  cmp [rcx+00],#95 // SG-8S Slugger (1)
  je super
  cmp [rcx+00],#20 // SG-8P Punisher Plasma (1)
  je super
  cmp [rcx+00],#113 // ARC-12 Blitzer (5)
  je super
  cmp [rcx+00],#98 //#96 // SG-225 Breaker (11)
  je super
  cmp [rcx+00],#97 // SG-225SP Breaker Spray&Pray (16)
  je super
  cmp [rcx+00],#99 // SG-225BB Breaker Bugbiter (7)
  je super
  cmp [rcx+00],#100 // SG-225NS Breaker Nailspitter (11)
  je super
  cmp [rcx+00],#101 // SG-255IE Breaker Incendiary (12)
  je super
  cmp [rcx+00],#289 // LAS-7 Dagger
  je super
  cmp [rcx+00],#41 //#39 // P-4 Senator
  je super
  cmp [rcx+00],#62 //#60 // MG-43 / EXO-45 Gatling
  je super
  cmp [rcx+00],#111 //#109 // ARC-03
  je super
  cmp [rcx+00],#9 //#8 // FLAM-40 part 1
  je super
  cmp [rcx+00],#303 // FLAM-40 part 2
  je super
  cmp [rcx+00],#296 //#292 // LAS-98
  je super
  cmp [rcx+00],#21 //#19 // RS-422 railgun
  je super
  cmp [rcx+00],#220 // LAS-99 quasar
  je super
  cmp [rcx+00],#10 //#9 // GL-21 part 1
  je super
  cmp [rcx+00],#215 //#212 // GL-21 part 2
  je super
  cmp [rcx+00],#117 //#115 // MG-206 HMG
  je super
  cmp [rcx+00],#131 //#129 // EAT-17 part 1
  je super
  cmp [rcx+00],#184 //#182 // EAT-17 part 2
  je super
  cmp [rcx+00],#221 //#217 // EAT-17 part 3
  je super
  cmp [rcx+00],#143 //#141 // EXO-45 rocket part 1
  je super
  cmp [rcx+00],#229 //#225 // EXO-45 rocket part 2
  je super
  cmp [rcx+00],#89 // break action shotgun
  je super
  cmp [rcx+00],#118 // anti material rifle
  je super
  cmp [rcx+00],#317 // anti material rifle
  je super
  // experimental
  //cmp [rcx+00],#126 // pelican weapon one
  //je super
  //cmp [rcx+00],#214 // pelican weapon two
  //je super

  // these weapons stay default
  cmp [rcx+00],#194 // G-6 Frag
  je code
  cmp [rcx+00],208 //#205 // G-12 High Explosive /  G-16 Impact
  je code
  cmp [rcx+00],#198 //#195 // G-10 Incendiary
  je code
  cmp [rcx+00],#165 // G-23 Stun
  je code
  cmp [rcx+00],#198 // G-123 Thermite
  je code


  // not whitelisted attacks / enemy attacks
  cmp [rcx+04],#0
  je code
  mov [rcx+04],#0
  mov [rcx+08],#0
  mov [rcx+0C],#0
  mov [rcx+10],#0
  mov [rcx+14],#0
  jmp code


super:
  cmp [rcx+04],#7777
  je code
  mov [rcx+04],#7777 // weapon damage
  mov [rcx+08],#7777 // armor damage
  mov [rcx+0C],#7777 // penetration 1
  mov [rcx+10],#7777 // penetration 2
  mov [rcx+14],#7777 // penetration 3
  jmp code


code:
  movd xmm3,[rcx+04]
  movd xmm1,[rcx+08]
  cvtdq2ps xmm1,xmm1
  cvtdq2ps xmm3,xmm3
  jmp return

superDMG:
  jmp far newmem
  nop 2
return:

[DISABLE]
quasar id is 222 tested

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

UPDATE 04.april.2024
table and method still works
(check my signature for guide and table)

showcase fast rescue mission + instant extraction timer:


fixed Las-5 weapon ID
added set health part for godmode
added instant extraction timer (check the video) // waiting 3 minutes for extraction was a pain on helldive...
cleaned up some code in script and sorted table
added all together script for advanced scripts

also cleaned/cut down my forumpost to make it better to read

XxDarkus101Xx
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Re: HELLDIVERS 2

Post by XxDarkus101Xx »

Can someone point me to the latest cheat table? and can someone implement an instant charge up cheat for weapons to instantly fire?

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Banri
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Re: HELLDIVERS 2

Post by Banri »

My favorite table by far atm is my custom one, I erged several tables together for a friend and I. Image.

Wraboozers
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Re: HELLDIVERS 2

Post by Wraboozers »

ZoDDeL wrote:
Thu Apr 04, 2024 6:04 pm
UPDATE 04.april.2024
table and method still works
(check my signature for guide and table)

showcase fast rescue mission + instant extraction timer:


fixed Las-5 weapon ID
added set health part for godmode
added instant extraction timer (check the video) // waiting 3 minutes for extraction was a pain on helldive...
cleaned up some code in script and sorted table
added all together script for advanced scripts

also cleaned/cut down my forumpost to make it better to read
Thank you so much for all your hard work. I'd like to help you find strategem and weapon IDs, but I don't know how to do this... If someone would be willing to provide an explanation on how I could accomplish this, I'd love to help out and contribute.

XxDarkus101Xx
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Re: HELLDIVERS 2

Post by XxDarkus101Xx »

Banri wrote:
Fri Apr 05, 2024 2:05 am
My favorite table by far atm is my custom one, I erged several tables together for a friend and I. Image.
That's cool, its just missing some stuff that other trainers have. Just wish yours would have them

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Banri
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Re: HELLDIVERS 2

Post by Banri »

XxDarkus101Xx wrote:
Fri Apr 05, 2024 2:40 am
Banri wrote:
Fri Apr 05, 2024 2:05 am
My favorite table by far atm is my custom one, I erged several tables together for a friend and I. Image.
That's cool, its just missing some stuff that other trainers have. Just wish yours would have them
Which ones? I can add them.

XxDarkus101Xx
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Re: HELLDIVERS 2

Post by XxDarkus101Xx »

Banri wrote:
Fri Apr 05, 2024 2:41 am
XxDarkus101Xx wrote:
Fri Apr 05, 2024 2:40 am
Banri wrote:
Fri Apr 05, 2024 2:05 am
My favorite table by far atm is my custom one, I erged several tables together for a friend and I. Image.
That's cool, its just missing some stuff that other trainers have. Just wish yours would have them
Which ones? I can add them.
well It doesn't have no sway, no bullet spread, instant charge and no heat buildup for all laser weapons. That's all just those 4 options Nothing else I'm very sorry if i'm asking for too much from you

a1084894269
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Re: HELLDIVERS 2

Post by a1084894269 »

Image stratagem swapping



My English is not good

rewde
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Re: HELLDIVERS 2

Post by rewde »

Anyone else having an issue with enemies being unkillable when using godmode/super weapon damage?

EagleBird
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Re: HELLDIVERS 2

Post by EagleBird »

Which table is really good and is up to date? Thank you :)

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