HELLDIVERS 2

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envoyed
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Re: HELLDIVERS 2

Post by envoyed »

Does the scripts also affects other players as well when I'm a host or when I join a lobby?

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

OHHONEYPIE
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Re: HELLDIVERS 2

Post by OHHONEYPIE »

Does anyone know how to add the stagger effect from the dominator / slugger to other weapons?

Jokersrwild
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Re: HELLDIVERS 2

Post by Jokersrwild »

Thanks so much for your hard work Zodd
Last edited by Jokersrwild on Sat Apr 20, 2024 10:18 pm, edited 1 time in total.

MAKROZ
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Re: HELLDIVERS 2

Post by MAKROZ »

Jokersrwild wrote:
Sat Apr 20, 2024 4:29 am
First just wanted to say thanks so much for your work.... and now if I can create a little more I am getting the same error as several others who have attempted to use the table. When I attempt to use AIO Full-cheat or most other scripts I get the module not found error and when I attempt AIO Semi-Legit I get "the array of byte named speeeeed could not be found" I searched the thread but done see any specific solution that applies to the circumstances im experiencing. When the table attaches to the game I get address values for both game.dll and This is C around the 18000000 range. However the value for the this is C gets a block and character that is constantly changing (not sure if relevant). Any tips would be appreciated. If not I will continue to hunt for a workable table either way thanks for your work.
Try to use different debugger. It helped me with similar problem.

Cogitationis
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Re: HELLDIVERS 2

Post by Cogitationis »

.

Bai_88
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Re: HELLDIVERS 2

Post by Bai_88 »

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
i 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 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.

THE TABLE
Image
the table is split into 3 sections.
basic scripts and advanced scripts and all in one scripts.
while basic script just search for array of byte pattern and overwrite it (nop or change bytes to jump etc.)
the advanced script do memory allocations, full code with jumps and compares and change values.
the all in one scripts are like presets for alle the scripts in the table.

each section has an "all together" script that bound all features into one (so you dont have to click multiple scripts)
all basic scripts with one star / asterisk * (blue box in screenshot) are put into the alltogether for this section.
all advanced script with two star / asterisk ** (red box in screenshot) are put into the alltogether for this section.
if you activate any single script that is also part of alltogether you cannot activate alltogether anymore!!!

easiest way to just choose one of the AIO scripts (yellow box in screenshot) activate it and close the table.
but better take i look into the scripts before and maybe change values to your needs.



currently whitelisted (damage / armor damage / pentration increased) weapons:
AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart
P-2 Peacemaker / P-19 Redeemer
LAS-5 Scythe
SG-225 Breaker
P-4 Senator
MG-43 / EXO-45 Gatling
ARC-03
FLAM-40 (only the flame from weapon, not the fire that affects ground)
LAS-98
RS-422 railgun
GL-21
MG-206 HMG
EAT-17
EXO-45 rocket
break action shotgun
APW-1 anti material rifle
AC-8 autocannon
GR-8 recoil-less rifle
FAF-14 Spear (javelin rocket)
EXO-49 emancipator gun
MP-98 Knight
SMG-37 Defender
LAS-7 Dagger
LAS-99 quasar
pelican gun (extraction shuttle)
// R-63CS Diligence Counter SNiper
// LAS-16 Sickle
// JAR-5 Dominator
// SG-225SP Breaker Spray&Pray (16)


default weapons(these weapons keep their default values):
G-6 Frag
G-12 High Explosive / G-16 Impact
G-10 Incendiary
//orbital laser
//500kg bomb
//orbital precision strike
//orbital railcannon strike
//orbital 120MM HE barrage
//orbital 380MM HE barrage identical ID's as precision strike
//eagle 110mm rocket pods
//mortar turret
//eagle airstrike
//eagle clusterbomb
//helldiver pot damage
//impact (fall damage???)

everything else get set down to 0 (enemy attacks, airstrikes, orbital strikes, mines, flame tornados)


showcase instant mission complete + instant extraction timer:




showcase fast rescue mission + instant extraction timer:



older showcase videos



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 and on the UC 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
apparently the super dmg mod affect the new weapon like eruptor and exploding crossbow making them do less dmg to both the enemy, ally, and me .

the CT does works for me

cshop0720
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Re: HELLDIVERS 2

Post by cshop0720 »

ZoDDeL wrote:
Fri Apr 19, 2024 8:13 pm

UPDATE


added legit scripts
(ammo, stims, grenades)
added no sway to no recoil
the new stuff is now also part of AIO scripts.

cleaned up some code
(useless registersymbols, allocations)

as always you can get the new table + guide in my signature.


Squalor wrote:
Fri Apr 19, 2024 1:22 am
Hey Zod, can you make an infinite ammo magazines, but have 1 magazine remaining? Not a no reload but infinite reloads. This code here has magazine that doesn't go down but I'm looking for something where it can go down to 1.
done.
you can edit an aio script and delete no reload v3a if you dont like it.

cshop0720 wrote:
Fri Apr 19, 2024 12:33 pm

Hey I saw you guide so I have a question. Is there any reason to set the sample values below 100?
if you go combined (common + rare + super) above 100 the game checks that and sets down to 0 in endcart / scoreboard.

igromanru wrote:
Fri Apr 19, 2024 12:40 pm
Haven't touched Helldivers 2 yet, but is GameGuardian really so bad that it do no integrity check?
yep.
we can change opcodes / function and even do jumps into mem allocations but registersymbols getting detected.
you can execute scripts (with correct timing ) and close CE without any detection before gameguard fully loads.
if you want to debug / disassemble or just keep CE open without a detection crash a bypass is required.

Grav3staR wrote:
Fri Apr 19, 2024 1:34 pm
Wanted to ask, I noticed if I use the CT and exit the game, closing CE with it, but later re-opening the table and game the cheats don't work then or rather won't activate as it seems it's still attached to the previous session when the game was open. I have to restart the PC to fix the issue. Is there a way I can re-use the cheat table without having to restart the PC? I feel like I am missing something simple here xD
PrJoey wrote:
Fri Apr 19, 2024 3:51 pm
DeepInvader wrote:
Fri Apr 19, 2024 1:41 pm
Restarting PC fixed it, as it often does lol.

I still think its important to communicate things like that. Even though it turns out to be users fault 99%. Someone else might have the same issue as me and will find the sollution right here.
Actually this is from GameGuard not properly de-initializing. I've had this happen before while tinkering with it, if something of theirs doesn't get fully unloaded it'll kick you every time you open the client until PC restart no matter what you do. IIRC it has to do with their bad kernel memory management.
never had a problem with gameguard staying up after i close the game. i never need to restart for anything to work.
i mean i even sometimes crash the game by making small mistakes while writing a code (jump return instead of jump code)
but yeah a mixed bag of user error + user system (evironment with buggy or intrusive software / drivers etc.) + buggy game + buggy gameguard.
not much we can do about. but if a restart helps you guys its at least a chance to get it working.

benny89 wrote:
Fri Apr 19, 2024 4:42 pm
Hey Zod - is it possible to decrease the "effect" of "Less Aggro" option? Currently it works fine but many times it makes enemies like totally ignoring you. For example Heavy Devastators (the ones with shields) just walk to you but they don't even shoot at all. Or enemies just stand in distance looking at you and not doing anything.

Is this option pretty much this or nothing or can it be somehow tweaked?
in short. no.
there are 4 opcodes that even wont affect all enemies (bile titans, chargers etc.)
these opcode are jump if condition is met. we dont really know these conditions but i think it could be something like
enemies being blinded by smoke bombs that also doesnt affect bile titans, tank, star wars walker etc.

so i would not invest time into that topic. you dont have to use the less aggro script. its not part of any AIO / all together scripts for a good reason.
instead of the less aggro script i prefer the slowdown effect from speedhack in the aio scripts with value of 0.8(semi-legit) or 0.5(semi-cheat)



p.s.
did you noticed that pretty much no hack menu on UC works anymore and they wont update them anymore?
i mean i expect this outcome. putting files into game folder that inject code and stay there is pretty bold if not stupid.
anyway, better not fall too much into "schadenfreude" (google the meaning yourself) because someday the CE method will also go down. for now at least grind your medals and SC before the fun is over :D
Is there any way to edit career? Total eliminate count etc

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Fikusdg
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Re: HELLDIVERS 2

Post by Fikusdg »

Hello,
I am using the thing from Sir ZoDDeL regarding damage modifiers.
How can I add more of guns to the list:


[ENABLE]


aobscanmodule(damageMulti,game.dll,66 0F 6E 59 04 66 0F 6E 49 08 0F 5B C9 0F 5B DB) // should be unique
alloc(dmg_newmem,$2000)

label(dmg_code)
label(dmg_return)

dmg_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 dmg_Super
cmp [rcx+00],#24 //#22 // P-2 Peacemaker / P-19 Redeemer
je dmg_Super
cmp [rcx+00],#25 //#23 // MP-98 Knight
je dmg_Super
cmp [rcx+00],#33 //#31 // SMG-37 Defender
je dmg_Super
cmp [rcx+00],#292 //#288 // LAS-5 Scythe
je dmg_Super
cmp [rcx+00],#291 //#287 // LAS-7 Dagger
je dmg_Super
cmp [rcx+00],#98 //#96 // SG-225 Breaker (11)
je dmg_Super
cmp [rcx+00],#41 //#39 // P-4 Senator
je dmg_Super
cmp [rcx+00],#62 //#60 // MG-43 / EXO-45 Gatling / Gatling Turret
je dmg_Super
cmp [rcx+00],#111 //#109 // ARC-03
je dmg_Super
cmp [rcx+00],#9 //#8 // FLAM-40 part 1
je dmg_Super
//cmp [rcx+00],#303 // FLAM-40 part 2 // ground fire shares ID with flame tornados
//je dmg_Super
cmp [rcx+00],#296 //#292 // LAS-98
je dmg_Super
cmp [rcx+00],#222 //#218 // LAS-99 quasar part 1
je dmg_Super
cmp [rcx+00],#223 // LAS-99 quasar part 2
je dmg_Super
cmp [rcx+00],#21 //#19 // RS-422 railgun
je dmg_Super
cmp [rcx+00],#10 //#9 // GL-21 part 1 / mortar shell (turret)
je dmg_Super
cmp [rcx+00],#215 //#212 // GL-21 part 2
je dmg_Super
cmp [rcx+00],#117 //#115 // MG-206 HMG
je dmg_Super
cmp [rcx+00],#131 //#129 // EAT-17 part 1
je dmg_Super
cmp [rcx+00],#184 //#182 // EAT-17 part 2
je dmg_Super
cmp [rcx+00],#221 //#217 // EAT-17 part 3
je dmg_Super
cmp [rcx+00],#143 //#141 // EXO-45 rocket part 1
je dmg_Super
cmp [rcx+00],#229 //#225 // EXO-45 rocket part 2
je dmg_Super
cmp [rcx+00],#89 // break action shotgun
je dmg_Super
cmp [rcx+00],#118 // anti material rifle
je dmg_Super
cmp [rcx+00],#123 // autocannon part 1
je dmg_Super
cmp [rcx+00],#211 // autocannon part 2
je dmg_Super
cmp [rcx+00],#132 // recoil-less rifle part 1
je dmg_Super
cmp [rcx+00],#220 // recoil-less rifle part 2
je dmg_Super
cmp [rcx+00],#145 // javelin rocket part 1
je dmg_Super
cmp [rcx+00],#231 // javelin rocket part 2
je dmg_Super
cmp [rcx+00],#125 // emancipator exo gun part 1
je dmg_Super
cmp [rcx+00],#212 // emancipator exo gun part 2
je dmg_Super
cmp [rcx+00],#126 // pelican weapon part 1
je dmg_Super
cmp [rcx+00],#214 // pelican weapon part 2
je dmg_Super
cmp [rcx+00],#70 // R-63CS Diligence Counter SNiper
je dmg_Super
cmp [rcx+00],#19 //#17 // LAS-16 Sickle
je dmg_Super
cmp [rcx+00],#80 // JAR-5 Dominator
je dmg_Super
cmp [rcx+00],#97 //#95 // SG-225SP Breaker Spray&Pray (16)
je dmg_Super


// fix me
//cmp [rcx+00],#43 // AR-23P Liberator Penetrator
//je dmg_Super
//cmp [rcx+00],#45 // AR-23C Liberator Concussive
//je dmg_Super
//cmp [rcx+00],#18 // PLAS-1 Scorcher
//je dmg_Super
//cmp [rcx+00],#82 // SG-8 Punisher (9)
//je dmg_Super
//cmp [rcx+00],#93 // SG-8S Slugger (1)
//je dmg_Super
//cmp [rcx+00],#18 // SG-8P Punisher Plasma (1)
//je dmg_Super
//cmp [rcx+00],#111 // ARC-12 Blitzer (5)
//je dmg_Super
//cmp [rcx+00],#97 // SG-225BB Breaker Bugbiter (7)
//je dmg_Super
//cmp [rcx+00],#98 // SG-225NS Breaker Nailspitter (11)
//je dmg_Super
//cmp [rcx+00],#99 // SG-255IE Breaker Incendiary (12)
//je dmg_Super




// these weapons stay default
cmp [rcx+00],#196 //#194 // G-6 Frag part 1
je dmg_code
cmp [rcx+00],#107 // G-6 Frag part 2
je dmg_code
cmp [rcx+00],#208 //#205 // G-12 High Explosive / G-16 Impact
je dmg_code
cmp [rcx+00],#198 //#195 // G-10 Incendiary
je dmg_code
//cmp [rcx+00],#163 // G-23 Stun
//je dmg_code
//cmp [rcx+00],#196 // G-123 Thermite
//je dmg_code

//orbital laser
cmp [rcx+00],#299
je dmg_code
//303 fire ground dmg

//500kg bomb
cmp [rcx+00],#150
je dmg_code
cmp [rcx+00],#268
je dmg_code

//orbital precision strike
cmp [rcx+00],#156
je dmg_code
cmp [rcx+00],#262
je dmg_code

//orbital railcannon strike
cmp [rcx+00],#157
je dmg_code
cmp [rcx+00],#261
je dmg_code

//orbital 120MM HE barrage
cmp [rcx+00],#155
je dmg_code
cmp [rcx+00],#263
je dmg_code

//orbital 380MM HE barrage identical ID's as precision strike
//cmp [rcx+00],#156
//je dmg_code
//cmp [rcx+00],#262
//je dmg_code

//eagle 110mm rocket pods
cmp [rcx+00],#148
je dmg_code
cmp [rcx+00],#236
je dmg_code

//mortar turret
// 10 identical to GL21 bullet
cmp [rcx+00],#218
je dmg_code

//eagle airstrike
cmp [rcx+00],#138
je dmg_code
cmp [rcx+00],#249
je dmg_code

//eagle clusterbomb
cmp [rcx+00],#224
je dmg_code
// 10 shell

//helldiver pot damage
cmp [rcx+00],#253
je dmg_code

//impact fall damage???
cmp [rcx+00],#282
je dmg_code


jmp dmg_Enemy


dmg_Super:
mov [rcx+0C],#10 // penetration 1
mov [rcx+10],#10 // penetration 2
mov [rcx+14],#10 // penetration 3
mov [rcx+18],#10 // penetration 4
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
mulss xmm3, dword ptr [dmg_multiplier]
mulss xmm1, dword ptr [admg_multiplier]
jmp dmg_return

dmg_Enemy:
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
mulss xmm3, dword ptr [enemydmg_multiplier]
mulss xmm1, dword ptr [enemydmg_multiplier]
jmp dmg_return

dmg_code:
movd xmm3,[rcx+04]
movd xmm1,[rcx+08]
cvtdq2ps xmm1,xmm1
cvtdq2ps xmm3,xmm3
jmp dmg_return


dmg_multiplier:
dd (float)1

admg_multiplier:
dd (float)1

enemydmg_multiplier:
dd (float)0.2


damageMulti:
jmp far dmg_newmem
nop 2
dmg_return:



[DISABLE]

damageMulti:
db 66 0F 6E 59 04 66 0F 6E 49 08 0F 5B C9 0F 5B DB

dealloc(dmg_newmem)

Question
what thas line FIX ME meant ? can i put wepaons from FIX me to the line upper so guns will work
or no ?

Best Regards

lovaper98435
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Re: HELLDIVERS 2

Post by lovaper98435 »

Spoiler
ImageImage

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

envoyed wrote:
Sat Apr 20, 2024 2:37 am
Does the scripts also affects other players as well when I'm a host or when I join a lobby?
it affects only you because the stuff is clientside.
the only slightly difference may be the instant mission complete + instant shuttle (if you the host of the lobby)

Jokersrwild wrote:
Sat Apr 20, 2024 4:29 am
First just wanted to say thanks so much for your work.... and now if I can create a little more I am getting the same error as several others who have attempted to use the table. When I attempt to use AIO Full-cheat or most other scripts I get the module not found error and when I attempt AIO Semi-Legit I get "the array of byte named speeeeed could not be found" I searched the thread but done see any specific solution that applies to the circumstances im experiencing. When the table attaches to the game I get address values for both game.dll and This is C around the 18000000 range. However the value for the this is C gets a block and character that is constantly changing (not sure if relevant). Any tips would be appreciated. If not I will continue to hunt for a workable table either way thanks for your work.
you just did not read the guide how to use a table / script in HD2.
read the guide...

Bai_88 wrote:
Sat Apr 20, 2024 9:28 am
apparently the super dmg mod affect the new weapon like eruptor and exploding crossbow making them do less dmg to both the enemy, ally, and me .
the CT does works for me
go back to the post and look what weapons are whitelisted...
if a weapon is not whitelisted it get reduced / zero damage like all the enemy attacks. thats intended.


Fikusdg wrote:
Sat Apr 20, 2024 12:16 pm
Hello,
I am using the thing from Sir ZoDDeL regarding damage modifiers.
How can I add more of guns to the list:


Question
what thas line FIX ME meant ? can i put wepaons from FIX me to the line upper so guns will work
or no ?

Best Regards
first you need to know the weapon ID (if you ask how to add them you dont know how to get the ID anyway...)
then you add a line with the compare to that ID and a line for the jump to super
cmp [rcx+00],#1234 // the weapon
je dmg_Super // the jump to super damage modifier block (penetration + damage multiplier)

or a line to jump to code if the weapon should stay default
je dmg_code // jump to code to not change anything on the weapon

FlameLord7
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Re: HELLDIVERS 2

Post by FlameLord7 »

Fikusdg wrote:
Sat Apr 20, 2024 12:16 pm
Hello,
I am using the thing from Sir ZoDDeL regarding damage modifiers.
How can I add more of guns to the list:

That's is what i'm trying to figure out, i like to exclude eruptor and bow form dmg reduction, but i don't know how to debug game fo find weapons id, if anyone know how to will be nice if you share weapons id or how to debug the game (i use a ch bypass for it)

cheatycheater
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Re: HELLDIVERS 2

Post by cheatycheater »

lovaper98435 wrote:
Sat Apr 20, 2024 2:37 pm
Spoiler
ImageImage
Seems like the XP didn't work based on the bottom left, at least. But why even try with the squad impact? If you actually broke the liberation campaigns, that would obviously become priority one for Arrowhead to stop. Use a little common sense before doing something that could ruin things for everyone here and in-game.

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

cheatycheater wrote:
Sat Apr 20, 2024 5:32 pm
lovaper98435 wrote:
Sat Apr 20, 2024 2:37 pm
Spoiler
ImageImage
Seems like the XP didn't work based on the bottom left, at least. But why even try with the squad impact? If you actually broke the liberation campaigns, that would obviously become priority one for Arrowhead to stop. Use a little common sense before doing something that could ruin things for everyone here and in-game.
this crap is just visual values but doesnt do anything real.
just think of it. had not people like me and other skilled guys done this weeks/month ago if it works?

Hyuichiro
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Re: HELLDIVERS 2

Post by Hyuichiro »

does anyone get automatically kicked out of mission after few moment when using CT? not kicked by host, just sent back to bridge/ship without any notification

Fahrenheit
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Re: HELLDIVERS 2

Post by Fahrenheit »

Hyuichiro wrote:
Sat Apr 20, 2024 7:59 pm
does anyone get automatically kicked out of mission after few moment when using CT? not kicked by host, just sent back to bridge/ship without any notification
No, because you use it wrong. You get kicked because you don't close CE as soon as the game launched, so you get flagged by the antipiracy software.

Open CE, open the CT, click on MEMORY VIEW to open a side panel (otherwise the CT won't hook to the game), launch the game; as soon as your screen turns black, click on the CT items you want to apply and as soon as the opening cinematic starts playing close the CE completely & profit. This allows you to apply cheats before the cheat protection fully loads. If you close the CE too late, you will be kicked and you'll have to restart all over again.

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