Just out of curiosity but is there a benefit or reason to use this over the regular one? Seems counter Intuitive when the entire point of the cheat in the first place is to quickly complete the missions to farm medals and stuff.
Medals are awarded for mission completion. On the other hand, objectives award XP and money. XP is totally useless past level 20 as you don't unlock anything with it other than titles, plus it makes you easily flagged as a cheater if you're already lvl 150 while most regular players (even those who were already at lvl 50) are around 60. I wonder why the devs decided to increase the level cap, might be a hidden trick to flag cheaters. As for money, you can't hold more than 50k credits at maximum, which is easily reached.
Hence the "request" to be able to complete missions without getting a) undeserved, and b) suspicious XP, just the precious Medals which you need in industrial amounts to unlock all the stuff. So yes, if someone was able to remove XP from missions while keeping the Completed status, I'd 100% use that table exclusively.
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
the table is split into 2 sections.
basic scripts and advanced 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.
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!!!
usally it should fine to just activate both alltogether scripts and close the table.
if you want to change stuff you can open any script and change values or add/change code.
for example the speed values from speedhack or damage / penetration values of damage hack.
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)
default weapons(these weapons keep their default values):
G-6 Frag
G-12 High Explosive / G-16 Impact
G-10 Incendiary
everything else get set down to 0 (enemy attacks, airstrikes, orbital strikes, mines, flame tornados)
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
Hi,ZoDDeL. Could you make one function of getting all boosters' buffs? thanks a lot
Re: HELLDIVERS 2
Posted: Tue Apr 09, 2024 3:33 pm
by ScherzicScherzo
Use the Sickle Overheat code with the Quasar. Laser Cannon one makes it perma-overheated, Sickle one does not.
Re: HELLDIVERS 2
Posted: Tue Apr 09, 2024 3:47 pm
by AJonesy
Extraction Booster is already available in Zoddel's table. Booster isn't even out yet.
Re: HELLDIVERS 2
Posted: Tue Apr 09, 2024 10:22 pm
by gabor8418
Cheat is now detected, anyone else has this?
Re: HELLDIVERS 2
Posted: Wed Apr 10, 2024 12:37 am
by sickvoodoo
Waiting for one of the creators to comment before I spin up CE and a game again, least for now.
Re: HELLDIVERS 2
Posted: Wed Apr 10, 2024 12:53 am
by Blasphemous
Does anyone know the script for no reload for autocannon, spear and recoilless rifle?
I'm using ZoDDeL's current table and the mission won't end because I can't enter the ship. I activated the table as I have previous versions, load into the mission just fine, get the mission complete message, but when the ship lands it won't trigger the end of the mission. I can physically get into the ship either crouching or crawling prone, but it won't activate the ending cutscene. Is anyone else having this issue?