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Re: RESIDENT EVIL 2 +9 +3 (table Update6.2)

Posted: Wed Jan 30, 2019 7:06 pm
by raidsnake
Guys There is a solution for forcing a outfit ? Iwanna play leon with his first outfit, the casual one.

Re: RESIDENT EVIL 2 +9 +3 (table Update6.2)

Posted: Wed Jan 30, 2019 7:52 pm
by NChabb
raidsnake wrote:
Wed Jan 30, 2019 7:06 pm
Guys There is a solution for forcing a outfit ? Iwanna play leon with his first outfit, the casual one.
Beating any character's 2nd scenario will unlock all its narrative outfit variants encountered in the story. As such, with Leon you unlock:
  • Casual
  • Police RPD outfit
  • Police RPD outfit bandaged
With Claire:
  • Jacket
  • Tank top
When a costume is selected for a character in the menu, it doesn't get replaced at all unless you are in 'alternative mode' (with which the classic outfits are subject to the same narrative updates).

If you complete a Hardcore run on a character, you unlock his/her narrative variants for the classic version of the costumes (Leon RPD, Leon bandaged, Claire classic no jacket, etc.)

Therefore, to unlock all costumes, you have to complete 2nd run Leon, 2nd run Claire, Hardcore Claire, Hardcore Leon.

Re: RESIDENT EVIL 2 +9 +3 (table Update6.2)

Posted: Wed Jan 30, 2019 7:59 pm
by Exeter
tl;dr Play the game. :P

Re: RESIDENT EVIL 2 +9 +3 (table Update6.2)

Posted: Wed Jan 30, 2019 8:00 pm
by raidsnake
NChabb wrote:
Wed Jan 30, 2019 7:52 pm
raidsnake wrote:
Wed Jan 30, 2019 7:06 pm
Guys There is a solution for forcing a outfit ? Iwanna play leon with his first outfit, the casual one.
Beating any character's 2nd scenario will unlock all its narrative outfit variants encountered in the story. As such, with Leon you unlock:
  • Casual
  • Police RPD outfit
  • Police RPD outfit bandaged
With Claire:
  • Jacket
  • Tank top
When a costume is selected for a character in the menu, it doesn't get replaced at all unless you are in 'alternative mode' (with which the classic outfits are subject to the same narrative updates).

If you complete a Hardcore run on a character, you unlock his/her narrative variants for the classic version of the costumes (Leon RPD, Leon bandaged, Claire classic no jacket, etc.)

Therefore, to unlock all costumes, you have to complete 2nd run Leon, 2nd run Claire, Hardcore Claire, Hardcore Leon.
NChabb wrote:
Wed Jan 30, 2019 7:52 pm
raidsnake wrote:
Wed Jan 30, 2019 7:06 pm
Guys There is a solution for forcing a outfit ? Iwanna play leon with his first outfit, the casual one.
Beating any character's 2nd scenario will unlock all its narrative outfit variants encountered in the story. As such, with Leon you unlock:
  • Casual
  • Police RPD outfit
  • Police RPD outfit bandaged
With Claire:
  • Jacket
  • Tank top
When a costume is selected for a character in the menu, it doesn't get replaced at all unless you are in 'alternative mode' (with which the classic outfits are subject to the same narrative updates).

If you complete a Hardcore run on a character, you unlock his/her narrative variants for the classic version of the costumes (Leon RPD, Leon bandaged, Claire classic no jacket, etc.)

Therefore, to unlock all costumes, you have to complete 2nd run Leon, 2nd run Claire, Hardcore Claire, Hardcore Leon.

I know that....but i wanna play casual leon in my first run. :)

Re: RESIDENT EVIL 2 +9 +3 (table Update6.2)

Posted: Wed Jan 30, 2019 8:03 pm
by NChabb
raidsnake wrote:
Wed Jan 30, 2019 8:00 pm
I know that....but i wanna play casual leon in my first run. :)
So you either wait for someone to do a proper cheat table that unlock records (some modders gave some vague instructions in the first pages), or you head over residentevilmodding.boards.net to find out how to swap models.

Either way you will wait longer and it'll be more of a hassle than to simply play the game.

Re: RESIDENT EVIL 2 +9 +3 (table Update6.2)

Posted: Wed Jan 30, 2019 8:13 pm
by raidsnake
NChabb wrote:
Wed Jan 30, 2019 8:03 pm
raidsnake wrote:
Wed Jan 30, 2019 8:00 pm
I know that....but i wanna play casual leon in my first run. :)
So you either wait for someone to do a proper cheat table that unlock records (some modders gave some vague instructions in the first pages), or you head over residentevilmodding.boards.net to find out how to swap models.

Either way you will wait longer and it'll be more of a hassle than to simply play the game.
I think Celios made a script that allows that ... but I do not know how to make it work.

Re: RESIDENT EVIL 2 +9 +3 (table Update6.2)

Posted: Wed Jan 30, 2019 8:28 pm
by Deathwing Zero
He did. It's here. However, he posted a table that's in plain text. This is the script itself if you want to add it to your own table. It's a pointless script since you can change costumes at any time you want. Be sure to read his post for instructions on how to use it properly.

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
label(dForceCostume)
registersymbol(dForceCostume)
label(pPlayerInfo)
registersymbol(pPlayerInfo)
label(pCustomeInfo)
registersymbol(pCustomeInfo)

alloc(newmem,2048,"re2.exe"+E46D663) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov rax,pCustomeInfo
mov [rax],rdi
mov rax,[rsp+90]
push rax
mov rax,pPlayerInfo
pop [rax]
mov rax,dForceCostume
mov eax,[rax]
test eax,eax
cmovge ebp,eax

originalcode:
mov [rdi+54],ebp
mov rax,[rbx+50]

exit:
jmp returnhere

///
dForceCostume:
dd ffffffff
pPlayerInfo:
dq 0
pCustomeInfo:
dq 0
///

"re2.exe"+E46D663:
jmp newmem
nop
nop
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
"re2.exe"+E46D663:
db 89 6F 54 48 8B 43 50
//Alt: mov [rdi+54],ebp
//Alt: mov rax,[rbx+50]

unregistersymbol(dForceCostume)
unregistersymbol(pPlayerInfo)
unregistersymbol(pCustomeInfo)

Re: RESIDENT EVIL 2 +9 +3 (table Update6.2)

Posted: Wed Jan 30, 2019 9:43 pm
by Exeter
@Cielos I was doing another Claire run and I noticed the ignore ammo pouch script still doesn't seem to work for instantly reloading her gun. It's only 1 bullet at a time still. I tried restarting the game and CE just to make sure nothing odd was going on, but it's 1 bullet per reload. I actually don't recall if it was always the case, or if it just randomly breaks down for no apparent reason. Not a major issue, just thought I'd report it here anyway.

Re: RESIDENT EVIL 2 +9 +3 (table Update6.2)

Posted: Wed Jan 30, 2019 10:24 pm
by Deathwing Zero
Where in the game did it happen? I tested it when he updated it and it was working fine.

Re: RESIDENT EVIL 2 +9 +3 (table Update6.2)

Posted: Wed Jan 30, 2019 10:32 pm
by Exeter
Deathwing Zero wrote:
Wed Jan 30, 2019 10:24 pm
Where in the game did it happen? I tested it when he updated it and it was working fine.
Started noticing it in late Sewers. Could just be that the table messed up for some reason. I had a weird issue with the pouch script (the old one) a few days ago where it wouldn't reload anything at all. This eventually resolved itself on its own.

Re: RESIDENT EVIL 2 +9 +3 (table Update6.2)

Posted: Wed Jan 30, 2019 10:42 pm
by raidsnake
Deathwing Zero wrote:
Wed Jan 30, 2019 8:28 pm
He did. It's here. However, he posted a table that's in plain text. This is the script itself if you want to add it to your own table. It's a pointless script since you can change costumes at any time you want. Be sure to read his post for instructions on how to use it properly.

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
label(dForceCostume)
registersymbol(dForceCostume)
label(pPlayerInfo)
registersymbol(pPlayerInfo)
label(pCustomeInfo)
registersymbol(pCustomeInfo)

alloc(newmem,2048,"re2.exe"+E46D663) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov rax,pCustomeInfo
mov [rax],rdi
mov rax,[rsp+90]
push rax
mov rax,pPlayerInfo
pop [rax]
mov rax,dForceCostume
mov eax,[rax]
test eax,eax
cmovge ebp,eax

originalcode:
mov [rdi+54],ebp
mov rax,[rbx+50]

exit:
jmp returnhere

///
dForceCostume:
dd ffffffff
pPlayerInfo:
dq 0
pCustomeInfo:
dq 0
///

"re2.exe"+E46D663:
jmp newmem
nop
nop
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
"re2.exe"+E46D663:
db 89 6F 54 48 8B 43 50
//Alt: mov [rdi+54],ebp
//Alt: mov rax,[rbx+50]

unregistersymbol(dForceCostume)
unregistersymbol(pPlayerInfo)
unregistersymbol(pCustomeInfo)

I dont know how to make it work bro...

Re: RESIDENT EVIL 2 +9 +3 (table Update6.2)

Posted: Wed Jan 30, 2019 10:48 pm
by Exeter
Some further testing regarding my previous post -

Apparently when I have the actual ammo in my inventory, it reloads instantly just fine, but when there's no ammo pouches (aka the script takes over), it stops reloading instantly full.

Re: RESIDENT EVIL 2 +9 +3 (table Update6.2)

Posted: Wed Jan 30, 2019 10:55 pm
by Deathwing Zero
Exeter wrote:
Wed Jan 30, 2019 10:48 pm
Some further testing regarding my previous post -

Apparently when I have the actual ammo in my inventory, it reloads instantly just fine, but when there's no ammo pouches (aka the script takes over), it stops reloading instantly full.
It was just working fine for me with no ammo in my inventory. I started a new game, modded the SLS60 so it had the quick reload and reinforced frame, switched to High Powered bullets and killed every zombie on the way to the police station. Reloaded to 5 every time. I even went up to collecting the spade key and it was still working.

It may have something to do with the way the game is handling memory. I've had SunBeam and gir489s accuracy scripts break on me, sometimes right away, in the case of 4th survivor. It would stick at maximum spread permanently.

Just to be clear the options I used were undead (with 1200 min health), ignore ammo pouch, highlight item, until I modified the weapon, then I turned it off and one of the accuracy scripts.

Re: RESIDENT EVIL 2 +9 +3 (table Update6.2)

Posted: Wed Jan 30, 2019 11:42 pm
by ForgotMyLogin
Does Undead with 1200 min health keep you at Fine? I swear I always go down to Caution or Danger no matter what settings.

Re: RESIDENT EVIL 2 +9 +3 (table Update6.2)

Posted: Wed Jan 30, 2019 11:52 pm
by Pernicies
ForgotMyLogin wrote:
Wed Jan 30, 2019 11:42 pm
Does Undead with 1200 min health keep you at Fine? I swear I always go down to Caution or Danger no matter what settings.
Do not think so awkward. Just type 9999 and you're done