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Re: HELLDIVERS 2

Posted: Wed Mar 20, 2024 6:16 pm
by PhaseShiftStalker
I find the table in the attachment works bets. I've..uhh.. liberated it from a different thread. Just make sure not to use "Inf support weapon" as it is very bugged, also "Inf backpack" flat out doesn't work so no need to scratch your head too much wondering whether you've done something wrong.

Most of the problems people have, I can confirm from my own experience, is not related to the table in use but the timing of process suspension.
There is narrow window where this has to be done. Once you see address 180000000 gets loaded, immediately suspending helldivers2.exe wouldn't work because you wouldn't be able to activate the scripts and would get errors such as "game.dll not found". However, if you do everything too slow, Game Guard will detect the hack attempt and close down the game after a few minutes. I find it works best if you suspend roughly around 500ms after 180000000 gets loaded, basically at the same time when the black screen comes up. Now, the process must not be suspended too long, quickly activate the scripts (you can got to CE scripts and press CTRL+A to select all and then press Space to toggle them on); close CE and resume helldivers2.exe
Hope that helps

Re: HELLDIVERS 2

Posted: Wed Mar 20, 2024 7:40 pm
by berzerkk
I'm using saixlast's version but now after finishing the mission, it won't give me anything. No EXP no MEDALS no SAMPLES no UC credit

Re: HELLDIVERS 2

Posted: Wed Mar 20, 2024 8:41 pm
by Natsume
does it still work or did they patch it?

Re: HELLDIVERS 2

Posted: Wed Mar 20, 2024 9:30 pm
by Nev123
berzerkk wrote:
Wed Mar 20, 2024 7:40 pm
I'm using saixlast's version but now after finishing the mission, it won't give me anything. No EXP no MEDALS no SAMPLES no UC credit
I'm having this issue too. I'm using the same table aswell.

I restarted the game without the "+500 Samples on pickup" option. After that I was credited XP, Medals, etc. again.

Don't know if this is really what's causing it but it helped me for now.

Re: HELLDIVERS 2

Posted: Wed Mar 20, 2024 10:22 pm
by Dekutheguy
Im using this table and its still working, mind you I dont use some options like laser canon overheats, railgun charging, inf hp, and sample drops, so i dunno if those are still working.

viewtopic.php?p=341953#p341953

Re: HELLDIVERS 2

Posted: Wed Mar 20, 2024 10:26 pm
by s4boi
For samples i was using this one earlier today:
Spoiler
[ENABLE]

aobscanmodule(samples,game.dll,4C 8B 15 ? ? ? ? 45 8B F0 0F 84 ? ? ? ? 45 8B 8A)
alloc(newmem,$1000)

label(return)
label(resource_ptr)

(DWORD)[samples+03]+samples+07:
resource_ptr:

newmem:
push rax
mov rax,[resource_ptr]
mov [rax+17EC],#49 // Common samples
mov [rax+17F0],#39 // Rare samples
mov [rax+17F4],#5 // Super samples
mov r10,rax
pop rax
jmp return

samples:
jmp newmem
nop 2
return:
registersymbol(samples)

[DISABLE]

samples:
mov r10,[resource_ptr]

unregistersymbol(samples)
dealloc(newmem)
It appears that it worked fine earlier today (about 10h ago), I'm capped on resources and currently in trenches of work in everyday life so I'm unable to test it soon. If anyone is willing to give it a go and share an update that would be excellent.

The scrip, as is, ON FIRST sample pickup, doesn't matter which quality, adds 49 Common, 39 Rare and 5 Super samples (aka it caps out t7 mission samples pickups).

I've added notations to the script so its easy to edit with whatever number tickles your democracy.
I've shamelessly ripped it from one of the public scripts floating around so all credit for the code goes it its author.

Re: HELLDIVERS 2

Posted: Wed Mar 20, 2024 10:43 pm
by phrosst
Nev123 wrote:
Wed Mar 20, 2024 9:30 pm
berzerkk wrote:
Wed Mar 20, 2024 7:40 pm
I'm using saixlast's version but now after finishing the mission, it won't give me anything. No EXP no MEDALS no SAMPLES no UC credit
I'm having this issue too. I'm using the same table aswell.

I restarted the game without the "+500 Samples on pickup" option. After that I was credited XP, Medals, etc. again.

Don't know if this is really what's causing it but it helped me for now.
Just did a bunch of testing, looks like there's a 100 total samples extracted cap now, so +500 script wont work at all. exceeding the cap results in no rewards whatsoever. tested with only the +50 sample option on my table, results below:

50 green solo - success (script loaded correctly and is working to some degree)
50 green coop - success (not a coop related issue)
50 rare coop - success (not a rarity issue)
50 green + 50 rare coop - success (issue not related to mixing/matching sample types, sample types may have individual caps)
100 green coop - success (green cap bumped to 100)
100 rare coop - success (rare cap bumped to 100)
150 green coop - FAIL (cap is either 100 total or 100 of each type)
100 green + 100 rare coop - FAIL (not individual caps, cap is 100 total)

Re: HELLDIVERS 2

Posted: Wed Mar 20, 2024 10:51 pm
by PhaseShiftStalker
It appears the "Show all map icons" script has been broken as well. Opening up the map in the 40 minute missions crashes the game...

Re: HELLDIVERS 2

Posted: Thu Mar 21, 2024 12:36 am
by s4boi
phrosst wrote:
Wed Mar 20, 2024 10:43 pm
Nev123 wrote:
Wed Mar 20, 2024 9:30 pm
berzerkk wrote:
Wed Mar 20, 2024 7:40 pm
I'm using saixlast's version but now after finishing the mission, it won't give me anything. No EXP no MEDALS no SAMPLES no UC credit
I'm having this issue too. I'm using the same table aswell.

I restarted the game without the "+500 Samples on pickup" option. After that I was credited XP, Medals, etc. again.

Don't know if this is really what's causing it but it helped me for now.
Just did a bunch of testing, looks like there's a 100 total samples extracted cap now, so +500 script wont work at all. exceeding the cap results in no rewards whatsoever. tested with only the +50 sample option on my table, results below:

50 green solo - success (script loaded correctly and is working to some degree)
50 green coop - success (not a coop related issue)
50 rare coop - success (not a rarity issue)
50 green + 50 rare coop - success (issue not related to mixing/matching sample types, sample types may have individual caps)
100 green coop - success (green cap bumped to 100)
100 rare coop - success (rare cap bumped to 100)
150 green coop - FAIL (cap is either 100 total or 100 of each type)
100 green + 100 rare coop - FAIL (not individual caps, cap is 100 total)
That actually makes sense.
On T9 missions Sample Pickup cap is below 100, its 82 to be precise, so having that cap makes somewhat sense: 40 Common, 36 Rare, 6 Super

Edit:
After few tests i can confirm this, if you, in any way, go above 100 Samples per mission you won't get any rewards, mission is not even marked as completed nor you get any steam achievements...
.. Simply put, with current scripts, if you go over 100 samples per mission the game literally wastes the time of your life.

Re: HELLDIVERS 2

Posted: Thu Mar 21, 2024 12:54 am
by ironman69
almago wrote:
Wed Mar 20, 2024 3:36 pm
Im using this right now, no DLL just inject

Also wondering if there is a update on this Table I'm using in my Attachment, i cant seem to remember where i got it from or who created it
---------------------------------
How to use
1. Open CT
2. Memory View > Search for 0x180000000 and Click Ok
3. Hit Inject (Purple Text)
4. Open Helldiver 2
5. Activate cheat when you see Black Screen
6. Close CE asap
may i ask if this is still working after the lastest patch. thanks

Re: HELLDIVERS 2

Posted: Thu Mar 21, 2024 4:08 am
by 2610mason
new patch Tesla will crashed any fixed yet?

Re: HELLDIVERS 2

Posted: Thu Mar 21, 2024 4:09 am
by bluechipps
Needs confirmation: It appears that INF Mission Time will crash once you have been in a mission for that period of time. Took me crashing a few times on a 12 minute mission to notice the similar duration between crashes. Wrote it down the 4th time and it crashed at almost exactly 12 minutes.

Re: HELLDIVERS 2

Posted: Thu Mar 21, 2024 5:11 am
by arborium
Does anyone have a Super Damage script ? The one i was using is crashing the game after the patch, this one:
[ENABLE]

aobscanmodule(ohk,game.dll,89 87 44 64 00 00)
registersymbol(ohk)
alloc(newmem,$1000,ohk)

alloc(number,4)

label(code)
label(enemy)
label(return)
label(Pcheck)

number:
dd 0

newmem:
cmp [rdi+B38],A
jne enemy

Pcheck:
movss [number],xmm0
cmp [number],42fa0000
ja enemy
jmp code

enemy:
mov [rdi+00006444],0
jmp return

code:
mov [rdi+00006444],eax
jmp return

ohk:
jmp newmem
nop
return:


[DISABLE]

ohk:
db 89 87 44 64 00 00

unregistersymbol(ohk)
dealloc(newmem)

Re: HELLDIVERS 2

Posted: Thu Mar 21, 2024 5:19 am
by Gundam001
Person300 wrote:
Wed Mar 20, 2024 6:01 pm
You can try this one. I have not tested out everything on it yet since the new patch, but I have tested some of it, and it seems to be working fine.

I added in two presets, one for if you want to use it in public lobbies and a solo preset focused on grinding super credits. :D

I did not make any of the scripts in this CT I just wanted to say that.
How to get this table work? :?:

Re: HELLDIVERS 2

Posted: Thu Mar 21, 2024 7:52 am
by cungkringg
arborium wrote:
Thu Mar 21, 2024 5:11 am
Does anyone have a Super Damage script ? The one i was using is crashing the game after the patch, this one:
[ENABLE]

aobscanmodule(ohk,game.dll,89 87 44 64 00 00)
registersymbol(ohk)
alloc(newmem,$1000,ohk)

alloc(number,4)

label(code)
label(enemy)
label(return)
label(Pcheck)

number:
dd 0

newmem:
cmp [rdi+B38],A
jne enemy

Pcheck:
movss [number],xmm0
cmp [number],42fa0000
ja enemy
jmp code

enemy:
mov [rdi+00006444],0
jmp return

code:
mov [rdi+00006444],eax
jmp return

ohk:
jmp newmem
nop
return:


[DISABLE]

ohk:
db 89 87 44 64 00 00

unregistersymbol(ohk)
dealloc(newmem)
Been using this one, but have not tested it yet after the update.
Spoiler

Code: Select all

[ENABLE]

aobscanmodule(ohk,game.dll,89 87 44 64 00 00)
registersymbol(ohk)
alloc(newmem,$1000,ohk)

alloc(number,4)

label(code)
label(enemy)
label(return)
label(Pcheck)

number:
  dd 0

newmem:
  cmp  [rdi+B38],A
  jne enemy

Pcheck:
  movss [number],xmm0
  cmp [number],42fa0000
  ja enemy
  jmp code

enemy:
  mov  [rdi+00006444],0
  jmp return

code:
  mov [rdi+00006444],eax
  jmp return

ohk:
  jmp newmem
  nop
return:


[DISABLE]

ohk:
  db 89 87 44 64 00 00

unregistersymbol(ohk)
dealloc(newmem)
It's the same code NVM lol.