Page 9 of 10

Re: Resident Evil: Village

Posted: Tue Nov 01, 2022 12:10 am
by dalexy
Too bad it doesnt work for the new MErcenaries modes :(

Re: Resident Evil: Village

Posted: Tue Nov 01, 2022 4:52 am
by Glowmoss
Here's a table I wasn't going to release but no one seems to have gotten far so I will just release it anyway. IMPORTANT make sure you have the dinput8.dll from [Link] in your games folder before starting the game unless you want your game to crash
This table was made for just doing the new mercenaries stuff and the shadow of rose DLC if stuff works elsewhere That's good but idc if it does as it was just made for the dlc and mercenaries and I will not be updating the table just to get that out of the way as it was just a table I did for myself and decided to release so people had something till someone else puts out a proper table or updates the table here with whatever isn't working. if you want to edit the score for the high score in mercenaries open the script and change 32DCD5 to #whatever number you want or just the number in hex. Some stuff I never really bothered looking into which is why not everything in mercenaries is included like fast cooldowns and charges on everything as it would of been a lot of rooting around lol. I didn't bother with a one hit kill cheat with the set weapon dmg scripts around I was just using that mainly.

This table includes:
the usual auto open and attach to process lua I have in all my tables
  • God Mode (I would recommend this in sections with some dolls that seem to still be able to kill you even with inf hp)
  • Inf HP
  • Inf Mold
  • Inf Ammo
  • Set Weapon DMG
    • DMG
  • Mercenaries
    • Inf Lei
    • Spawn Goal
    • High Score in Mercenaries
    • Inf Timer
    • Inf Chris Bar
    • Set DMG Chris' Gloves
      • DMG
    • Inf Thrill
    • Set Claw Dmg
      • DMG
    • Fast Cooldown alcinas table
    • Set Hammer DMG
      • DMG
    • A lot of Scap
    • Set Saw thrown DMG
      • DMG
    • Set Scrap DMG
      • DMG

Re: Resident Evil: Village

Posted: Tue Nov 01, 2022 8:21 am
by Neodio
CheatyMcCheatFace wrote:
Sun Oct 30, 2022 7:49 am
Did some quick'n'dirty pointer hunting for Shadows of Rose. All of my attempts to inject code result in a crash, but at the very least you can still freeze some values to get basic stuff like infinite health and ammo. This is what I found:

Player health is a Float, with max 1000.
Player mold charges are 4 Bytes, equal to (number of charges)*100
Current weapon ammo is 4 Bytes, but there are two addresses that both need to be changed/frozen, or the gun can lock up.

I've attached some pointers that I found for the above. Keeping them frozen worked fine for a playthrough of my own and they've persisted for several restarts. But I'm inexperienced with pointers and I have no idea if they'll work for others. Maybe someone can find the info useful.
Thanks a lot, it's perfect for Shadows of Rose.
Glowmoss wrote:
Tue Nov 01, 2022 4:52 am
Here's a table I wasn't going to release but no one seems to have gotten far so I will just release it anyway. IMPORTANT make sure you have the dinput8.dll from [Link] in your games folder before starting the game unless you want your game to crash
This table was made for just doing the new mercenaries stuff and the shadow of rose DLC if stuff works elsewhere That's good but idc if it does as it was just made for the dlc and mercenaries and I will not be updating the table just to get that out of the way as it was just a table I did for myself and decided to release so people had something till someone else puts out a proper table or updates the table here with whatever isn't working. if you want to edit the score for the high score in mercenaries open the script and change 32DCD5 to #whatever number you want or just the number in hex. Some stuff I never really bothered looking into which is why not everything in mercenaries is included like fast cooldowns and charges on everything as it would of been a lot of rooting around lol. I didn't bother with a one hit kill cheat with the set weapon dmg scripts around I was just using that mainly.

This table includes:
the usual auto open and attach to process lua I have in all my tables
  • God Mode (I would recommend this in sections with some dolls that seem to still be able to kill you even with inf hp)
  • Inf HP
  • Inf Mold
  • Inf Ammo
  • Set Weapon DMG
    • DMG
  • Mercenaries
    • Inf Lei
    • Spawn Goal
    • High Score in Mercenaries
    • Inf Timer
    • Inf Chris Bar
    • Set DMG Chris' Gloves
      • DMG
    • Inf Thrill
    • Set Claw Dmg
      • DMG
    • Fast Cooldown alcinas table
    • Set Hammer DMG
      • DMG
    • A lot of Scap
    • Set Saw thrown DMG
      • DMG
    • Set Scrap DMG
      • DMG
Now this is also amazing, does everything for Mercenaries, I was basically using cheat engine by scanning the score and editing it, same with ammo, how I guess I can just have fun!

Thanks a lot guys! Also, there's already some chinese full trainer out there, downloaded it, but haven't tested.


EDIT: This thingo

[Link]

It can easily be found on Google, I just don't post a direct link because I don't want to be breaking any rules, also, windows defender will flag it immediately, so, if you actually use this trainer, make sure you add it to the exceptions list.

EDIT2: Just found out there's the main trainer by fearlessrevolution fully updated with the -1hour that I much needed :)

Re: Resident Evil: Village

Posted: Fri Nov 04, 2022 6:26 am
by blueroom
Glowmoss wrote:
Tue Nov 01, 2022 4:52 am
finally found one that didn't crash the game

Re: Resident Evil: Village

Posted: Sun Nov 20, 2022 6:55 pm
by salineprune
Glowmoss wrote:
Tue Nov 01, 2022 4:52 am
Here's a table I wasn't going to release but no one seems to have gotten far so I will just release it anyway. IMPORTANT make sure you have the dinput8.dll from [Link] in your games folder before starting the game unless you want your game to crash
This table was made for just doing the new mercenaries stuff and the shadow of rose DLC if stuff works elsewhere That's good but idc if it does as it was just made for the dlc and mercenaries and I will not be updating the table just to get that out of the way as it was just a table I did for myself and decided to release so people had something till someone else puts out a proper table or updates the table here with whatever isn't working. if you want to edit the score for the high score in mercenaries open the script and change 32DCD5 to #whatever number you want or just the number in hex. Some stuff I never really bothered looking into which is why not everything in mercenaries is included like fast cooldowns and charges on everything as it would of been a lot of rooting around lol. I didn't bother with a one hit kill cheat with the set weapon dmg scripts around I was just using that mainly.

This table includes:
the usual auto open and attach to process lua I have in all my tables
  • God Mode (I would recommend this in sections with some dolls that seem to still be able to kill you even with inf hp)
  • Inf HP
  • Inf Mold
  • Inf Ammo
  • Set Weapon DMG
    • DMG
  • Mercenaries
    • Inf Lei
    • Spawn Goal
    • High Score in Mercenaries
    • Inf Timer
    • Inf Chris Bar
    • Set DMG Chris' Gloves
      • DMG
    • Inf Thrill
    • Set Claw Dmg
      • DMG
    • Fast Cooldown alcinas table
    • Set Hammer DMG
      • DMG
    • A lot of Scap
    • Set Saw thrown DMG
      • DMG
    • Set Scrap DMG
      • DMG
Latest patch seems to have broken the table. Nothing working for me.

Re: Resident Evil: Village

Posted: Tue Dec 27, 2022 11:29 am
by tescari
Sadly neither table work for the main campaign.

First page one God mode does nothing
The other one doesn't work within the main game (but probably does in DLC)

Has anyone found a fixed version?

Re: Resident Evil: Village

Posted: Thu Dec 29, 2022 3:30 am
by Dinosnake76
Shadows of Rose update has made Infinite Ammo and Fast Reload stop working (in the main game).

Edit: No Tank Gun Cooldown, Modify Weapon Power, No Recipe Check, Show Items Everywhere, and Force Flashlight On don't work as well.

Re: Resident Evil: Village

Posted: Fri Jan 06, 2023 2:32 pm
by crispymcd
Cielos wrote:
Sat May 08, 2021 6:18 am
ignore ammo pouch
- allows you to reload your guns without any ammo pouch.
- ammo pouch amount still drop until they drop to zero and removed when you reload your guns.
- tested on handgun and shotgun only. should works on all guns in theory.
- press F10 to enable the script.

copy & paste the following ONto your table.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>122</ID>
      <Description>"Ignore Ammo Pouch"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(ammoPouchReadCallerForReloadFlagFetchCAOB,re8.exe,4C ** ** ** 48 ** ** E8 ** ** ** ** 0F B6 C8 48 ** ** ** 48 ** ** ** 00 0F 85 ** ** ** ** 48 ** ** ** ** 85 ** 48)
registersymbol(ammoPouchReadCallerForReloadFlagFetchCAOB)

alloc(newmem,2048,ammoPouchReadCallerForReloadFlagFetchCAOB+c) //"re8.exe"+2D12FB1)
label(returnhere)
label(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB)
registersymbol(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
cmp cl,01  //cl holds fullClip flag if true
je @f
mov al,1   //al hold canReload flag

originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB:
readmem(ammoPouchReadCallerForReloadFlagFetchCAOB+c,7)
//movzx ecx,al
//mov rax,[rbx+50]

exit:
jmp returnhere

///

ammoPouchReadCallerForReloadFlagFetchCAOB+c: //"re8.exe"+2D12FB1:
jmp newmem
nop 2
returnhere:

///**********************************///
aobscanmodule(reloadAmountCalOnReloadCallerAOB,re8.exe,48 ** ** 48 ** ** E8 ** ** ** ** 48 ** ** ** 8B ** 4C ** ** ** 0F 85 ** ** ** ** 48)
registersymbol(reloadAmountCalOnReloadCallerAOB)

alloc(newmem2,2048,reloadAmountCalOnReloadCallerAOB+b) //"re8.exe"+2DF07EA)
label(returnhere2)
label(originalcode2_reloadAmountCalOnReloadCallerAOB)
registersymbol(originalcode2_reloadAmountCalOnReloadCallerAOB)
label(exit2)

newmem2: //this is allocated memory, you have read,write,execute access
//place your code here
cmp eax,esi   //esi holds full clip amount
cmovl eax,esi

originalcode2_reloadAmountCalOnReloadCallerAOB:
readmem(reloadAmountCalOnReloadCallerAOB+b,6)
//mov rcx,[rbx+50]
//mov ebp,eax

exit2:
jmp returnhere2

///

reloadAmountCalOnReloadCallerAOB+b: //"re8.exe"+2DF07EA:
jmp newmem2
nop
returnhere2:

///**********************************///




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
ammoPouchReadCallerForReloadFlagFetchCAOB+c: //"re8.exe"+2D12FB1:
readmem(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB,7)
//db 0F B6 C8 48 8B 43 50
//Alt: movzx ecx,al
//Alt: mov rax,[rbx+50]
unregistersymbol(originalcode_ammoPouchReadCallerForReloadFlagFetchCAOB)

///**********************************///
dealloc(newmem2)
reloadAmountCalOnReloadCallerAOB+b: //"re8.exe"+2DF07EA:
readmem(originalcode2_reloadAmountCalOnReloadCallerAOB,6)
//db 48 8B 4B 50 8B E8
//Alt: mov rcx,[rbx+50]
//Alt: mov ebp,eax
unregistersymbol(originalcode2_reloadAmountCalOnReloadCallerAOB)

///**********************************///
</AssemblerScript>
      <Hotkeys>
        <Hotkey>
          <Action>Activate</Action>
          <Keys>
            <Key>121</Key>
          </Keys>
          <ID>0</ID>
        </Hotkey>
      </Hotkeys>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
ignore ammo clip
- allows you to fire your guns with empty clips.
- ammo clips still drop until they reach zero when you fire your guns.
- tested on handgun, shotgun and rifle only. may not work on other guns.
- press F10 to enable the script.

copy & paste the following ONto your table.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>663</ID>
      <Description>"Ignore Ammo Clip"</Description>
      <LastState Activated="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript Async="1">[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(ammoClipChkZeroForAutoReloadAOB,re8.exe,EB 07 83 ** ** 00 0F 9E C1 48 ** ** ** 48 ** ** ** 00 75 ** 84 ** 74 ** 45)
registersymbol(ammoClipChkZeroForAutoReloadAOB)

ammoClipChkZeroForAutoReloadAOB+6: //"re8.exe"+2D19E2E:
db 90 30 C9

///******************************************///
aobscanmodule(ammoClipChkForFireAnimationAOB,re8.exe,EB 07 44 ** ** ** 0F 9E C1 48 ** ** ** 4C ** ** ** 0F85 ** ** ** ** 84)
registersymbol(ammoClipChkForFireAnimationAOB)

ammoClipChkForFireAnimationAOB+6: //"re8.exe"+2E2C817:
db 90 30 C9

///******************************************///
aobscanmodule(ammoClipChkZeroForIdleEmptyClipAppearanceAOB,re8.exe,EB 07 83 ** ** 00 0F 9E C1 48 ** ** ** 48 ** ** ** 00 75 ** 84 ** 74 ** 40)
registersymbol(ammoClipChkZeroForIdleEmptyClipAppearanceAOB)

ammoClipChkZeroForIdleEmptyClipAppearanceAOB+6: //"re8.exe"+2DF7CB5:
db 90 30 C9

///******************************************///
aobscanmodule(ammoClipChkZero1ForAfterFireEmptyClipAppearanceAOB,re8.exe,EB 07 83 ** ** 01 0F 9E C1 48 ** ** ** 48)
registersymbol(ammoClipChkZero1ForAfterFireEmptyClipAppearanceAOB)

ammoClipChkZero1ForAfterFireEmptyClipAppearanceAOB+6: //"re8.exe"+3193D6D:
db 90 30 C9

///******************************************///
aobscanmodule(ammoClipChkZero2ForAfterFireEmptyClipAppearanceAOB,re8.exe,EB 07 83 ** ** 01 0F 9E C1 48 ** ** ** 4C)
registersymbol(ammoClipChkZero2ForAfterFireEmptyClipAppearanceAOB)

ammoClipChkZero2ForAfterFireEmptyClipAppearanceAOB+6: //"re8.exe"+2CE56EB:
db 90 30 C9

///******************************************///
aobscanmodule(ammoClipChkZeroForBulletProjectileTriggerAOB,re8.exe,EB 07 83 ** ** 00 0F 9E C1 48 ** ** ** 48 ** ** ** 00 75 ** 84 ** 75)
registersymbol(ammoClipChkZeroForBulletProjectileTriggerAOB)

ammoClipChkZeroForBulletProjectileTriggerAOB+6: //"re8.exe"+2D06713:
db 90 30 C9

///******************************************///
aobscanmodule(virAmmoClipSubOnFireAOB,re8.exe,C3 44 ** ** ** 48 ** ** ** 48 ** ** ** 00 75 ** 45)
registersymbol(virAmmoClipSubOnFireAOB)

alloc(newmem12,2048,virAmmoClipSubOnFireAOB+5) //"re8.exe"+245F909)
label(returnhere12)
label(originalcode12_virAmmoClipSubOnFireAOB)
registersymbol(originalcode12_virAmmoClipSubOnFireAOB)
label(exit12)

newmem12: //this is allocated memory, you have read,write,execute access
//place your code here
jns @f
xor eax,eax
db 89 46
readmem(virAmmoClipSubOnFireAOB+4,1)
//mov [rsi+4c],eax

originalcode12_virAmmoClipSubOnFireAOB:
readmem(virAmmoClipSubOnFireAOB+5,9)
//mov rax,[rbx+50]
//cmp qword ptr [rax+18],00

exit12:
jmp returnhere12

///

virAmmoClipSubOnFireAOB+5: //"re8.exe"+245F909:
jmp newmem12
nop 4
returnhere12:

///******************************************///
aobscanmodule(ammoClipSubOnFireAOB,re8.exe,74 0F 44 ** ** ** 48 ** ** ** 48 ** ** ** 00)
registersymbol(ammoClipSubOnFireAOB)

alloc(newmem13,2048,ammoClipSubOnFireAOB+6) //"re8.exe"+245F93C)
label(returnhere13)
label(originalcode13_ammoClipSubOnFireAOB)
registersymbol(originalcode13_ammoClipSubOnFireAOB)
label(exit13)

newmem13: //this is allocated memory, you have read,write,execute access
//place your code here
jns @f
xor r14d,r14d
readmem(ammoClipSubOnFireAOB+2,1)
db 89
readmem(ammoClipSubOnFireAOB+4,2)
//mov [rax+58],r14d

originalcode13_ammoClipSubOnFireAOB:
readmem(ammoClipSubOnFireAOB+6,9)
//mov rax,[rbx+50]
//cmp qword ptr [rax+18],00

exit13:
jmp returnhere13

///

ammoClipSubOnFireAOB+6: //"re8.exe"+245F93C:
jmp newmem13
nop 4
returnhere13:

///******************************************///
aobscanmodule(virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB,re8.exe,48 ** ** ** 00 0F 85 ** ** ** ** 83 ** ** 00 0F 8F ** ** ** ** 45)
registersymbol(virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB)

alloc(originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB,16,virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB+f)
registersymbol(originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB)

originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB:
readmem(virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB+f,2)

///

virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB+f: //"re8.exe"+245F979:
db 90 E9

///******************************************///




[DISABLE]
//code from here till the end of the code will be used to disable the cheat
ammoClipChkZeroForAutoReloadAOB+6: //"re8.exe"+2D19E2E:
db 0F 9E C1
//Alt: setle cl

///******************************************///
ammoClipChkForFireAnimationAOB+6: //"re8.exe"+2E2C817:
db 0F 9E C1
//Alt: setle cl

///******************************************///
ammoClipChkZeroForIdleEmptyClipAppearanceAOB+6: //"re8.exe"+2DF7CB5:
db 0F 9E C1
//Alt: setle cl

///******************************************///
ammoClipChkZero1ForAfterFireEmptyClipAppearanceAOB+6: //"re8.exe"+3193D6D:
db 0F 9E C1
//Alt: setle cl

///******************************************///
ammoClipChkZero2ForAfterFireEmptyClipAppearanceAOB+6: //"re8.exe"+2CE56EB:
db 0F 9E C1
//Alt: setle cl

///******************************************///
ammoClipChkZeroForBulletProjectileTriggerAOB+6: //"re8.exe"+2D06713:
db 0F 9E C1
//Alt: setle cl

///******************************************///
dealloc(newmem12)
virAmmoClipSubOnFireAOB+5: //"re8.exe"+245F909:
readmem(originalcode12_virAmmoClipSubOnFireAOB,9)
//db 48 8B 43 50 48 83 78 18 00
//Alt: mov rax,[rbx+50]
//Alt: cmp qword ptr [rax+18],00
unregistersymbol(virAmmoClipSubOnFireAOB)

unregistersymbol(originalcode12_virAmmoClipSubOnFireAOB)

///******************************************///
dealloc(newmem13)
ammoClipSubOnFireAOB+6: //"re8.exe"+245F93C:
readmem(originalcode13_ammoClipSubOnFireAOB,9)
//db 48 8B 43 50 48 83 78 18 00
//Alt: mov rax,[rbx+50]
//Alt: cmp qword ptr [rax+18],00
unregistersymbol(ammoClipSubOnFireAOB)

unregistersymbol(originalcode13_ammoClipSubOnFireAOB)

///******************************************///
virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB+f: //"re8.exe"+245F979:
readmem(originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB,2)
//db 0F 8F
//Alt: jg
dealloc(originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB)
unregistersymbol(originalcode14_virAmmoClipChkZeroAfterFireForBulletProjectileTerminationAOB)

///******************************************///
</AssemblerScript>
      <Hotkeys>
        <Hotkey>
          <Action>Activate</Action>
          <Keys>
            <Key>121</Key>
          </Keys>
          <ID>0</ID>
        </Hotkey>
      </Hotkeys>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
hey man, so sorry for quoting you but I have tried searching for the exact same opcode in the latest patch for ignore ammo pouch to make it work, I found it and replaced it with the new AOB for the same opcode but it did nothing (i'm a complete newbie with cheat engine lol)

can you update it if you don't mind? would appreciate it since ignore ammo pouch is basically the only thing i'm looking for (i don't mind paying for it)


Nevermind, I was able to update the script myself

Re: Resident Evil: Village

Posted: Wed Feb 22, 2023 7:21 pm
by The Big Eye
Can someone update the table? Most of it stopped working.

Re: Resident Evil: Village

Posted: Thu Mar 09, 2023 3:17 pm
by Brack
Hi guys! Can you update the boards to the latest version of the game? Thank you ^^

Re: Resident Evil: Village

Posted: Mon Mar 20, 2023 2:40 pm
by epichotsauce
I just got this game during the steam sales, anyone have the time and knowledge to update this table? Thank you.

Re: Resident Evil: Village

Posted: Sat Mar 25, 2023 11:34 pm
by BrungusBingo
I'm not too sure what is happening because every time I use "max lei" my game crashes soon after, if there is a fix to that I would like to know

Re: Resident Evil: Village

Posted: Mon Apr 10, 2023 1:55 pm
by bpx
Is there a way to freeze the combo timer so it never stops? The only way to complete maps at SSS rank is by never breaking combo

Re: Resident Evil: Village

Posted: Sun Apr 30, 2023 5:55 pm
by andkem
Any working table for the last vertion?

Re: Resident Evil: Village

Posted: Sat May 06, 2023 4:02 pm
by Siggymas
epichotsauce wrote:
Mon Mar 20, 2023 2:40 pm
I just got this game during the steam sales, anyone have the time and knowledge to update this table? Thank you.
lmao same bro, i straight away buy the game as soon as the steam give me notification got sale. XD XD