It was made by evilforest, but it's not very good. It works, yes, but it causes other problems. Everything you pick up is 1. Knife durability 1, grenade 1, ammo 1, and it can't be increased. Not good for a collect everything run. Especially the 1 durability knife. Is anyone else getting a lot of crashing? I can't even finish the Ghost Survivors stuff because it just crashes.
Well i liked it, i used it for every playthrough ive done so far, i dont like my ammo decreasing since once it hits 0, you hear the clip sound and its annoying, but yeah i know it kinda sets everything else to 1 durabillity and such but yeah combined with infinite ammo pouch its fine, i guess.. meh, atleast until there will be an infinite ammo sign on every weapon just like the Minigun and rocket launcher then it wont be needed anymore, until then id like the option if possible lol..
I crashed once, in campaign, not sure what caused it, but i was able to do all the new DLC runs without problems..
Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)
Posted: Fri Feb 15, 2019 5:54 pm
by Deathwing Zero
I got rid of re-shade and it's working fine now. I'm also trying out DX12 and it doesn't seem much improved if at all. I guess the update was almost entirely for Ghost Survivors and the 2 free DLCs. Bit of a shame there.
Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)
Posted: Fri Feb 15, 2019 7:13 pm
by llMrDeathll
Not getting option to switch character models in the newest patch for the table. The box to click isnt there. Am i doing something wrong?
Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)
Posted: Fri Feb 15, 2019 7:28 pm
by kvg1988
Hey, I made a cheat table to disable the adaptive difficulty using values provided to me by a JdDeathBlade, but the Ghost Survivors update broke the addresses. I was wondering if I'd be able to get any help here to get the table operational again. Any help would be greatly appreciated! Thanks!
Hey, I made a cheat table to disable the adaptive difficulty using values provided to me by a JdDeathBlade, but the Ghost Survivors update broke the addresses. I was wondering if I'd be able to get any help here to get the table operational again. Any help would be greatly appreciated! Thanks!
My guide and table can be found here: [Link]
I take it you were not the original person who made that table? The score/rank isn't far from any of my pointers, its actually hidden in there. I can easily get it out again.
It was made by evilforest, but it's not very good. It works, yes, but it causes other problems. Everything you pick up is 1. Knife durability 1, grenade 1, ammo 1, and it can't be increased. Not good for a collect everything run. Especially the 1 durability knife. Is anyone else getting a lot of crashing? I can't even finish the Ghost Survivors stuff because it just crashes.
Hey i was thinking, fearlessrevolution's Trainer has the "No Reload" aswell where the ammo is at 99 and doesnt decrease at all,
it also works fine with the ammo you pick up or grenades or whatever, it doesnt make it stuck at 1,
so did he pull it off to make it work as intended or is this some other "freeze the script" or something?
anyhow it works perfectly, so maybe if that one is good then it should be possible to make one working for CE right?.
Hey, I made a cheat table to disable the adaptive difficulty using values provided to me by a JdDeathBlade, but the Ghost Survivors update broke the addresses. I was wondering if I'd be able to get any help here to get the table operational again. Any help would be greatly appreciated! Thanks!
My guide and table can be found here: [Link]
I take it you were not the original person who made that table? The score/rank isn't far from any of my pointers, its actually hidden in there. I can easily get it out again.
Thanks for the quick reply; I made the table based off of addresses JdDeathBlade used trying to document the game's damage values by locking the game. I'm a total novice when it comes to Cheat Engine though, in terms of scanning addresses by myself :S
EDIT: I misunderstood, I thought you had already re-found the values :S Do you think you could take a cursory look for me? Any help would be greatly appreciated.
Oh right, the DLC was released today. Time to play again.
[Edit] Looks like the scriptless versions posted by members like Marcus101RR are broken for now. At least in the Ghost Survivors DLC, haven't tried the normal campaigns yet.
[Edit 2]
Max pouch slots script is broken in Ghost Survivors.
ignore ammo pouch .4 seems to not be working, everything else is fine.
I'm working on Unlock Everything for the ghost survivors.
EDIT: Here's unlock everything for Ghost Survivors. Same steps as the last unlock everything script. Although this one is way more stable because I actually worked out the compare instruction instead of just writing random crap willy nilly.
1: Enable script before pressing enter at the Resident Evil 2 logo screen, then press enter and it should unlock.
2: Enabling the scripts at the menu then going to Bonus -> Records (The Ghost Survivors), and it should unlock.
3: (Old method). Go in game where you can see the character. Enable script. Press ESC. Click on Records (The Ghost Survivors) and it should unlock.
The table in this post should have this script already added.
Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)
Posted: Sat Feb 16, 2019 1:53 am
by knk8200
Thank you for awesome table Cielos and everyone
and... leaving bug report maybe...??
[Link]
after used piercing ammo under damage mod and close damage mod
this error screen shows up
"Error in native thread called Unnamed::Failure determining what bWeakLimbs means"
and unable to re open damage mod
when i close step by step no error messege shows but still unable to re open damage mod
and open damage mod and do nothing and close damage mod also unable to re open damage mod too
is it normal???
Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)
Posted: Sat Feb 16, 2019 2:18 am
by munduselle
So I made a oopsy and I gunked up my records, is there any way to edit the fastest time thing on the menus? I do NOT condone using cheat engine until after i've done all the things LEGIT and i need to edit it because it's driving me mad
EDIT: was messing around on a previous thing and forget to untick pause timer and now it looks horrible
Hey i was thinking, fearlessrevolution's Trainer has the "No Reload" aswell where the ammo is at 99 and doesnt decrease at all,
it also works fine with the ammo you pick up or grenades or whatever, it doesnt make it stuck at 1,
so did he pull it off to make it work as intended or is this some other "freeze the script" or something?
anyhow it works perfectly, so maybe if that one is good then it should be possible to make one working for CE right?.
I would recommend avoiding using infinite ammos that put the amount to "999" or something, because unless you deactivate the cheat, empty your gun and force the amount to decrease back to the original stack "limit" beforehand (e.g. 60 for handgun bullets), if you try to put your ammos inside an item box, you'll be stuck putting in one max stack at the time until you have emptied your 999.
Re: RESIDENT EVIL 2 +15 +3 (table Update11.4)
Posted: Sat Feb 16, 2019 3:51 am
by teinousi
saw we , Is that no any other way I can change the weapon without putting back to box and take it out again ?
Course i was playing the ghost mode and no box can use in this mode
off topic : theres a troophy need to make a grende whit the material , any idea ?
saw we , Is that no any other way I can change the weapon without putting back to box and take it out again ?
Course i was playing the ghost mode and no box can use in this mode
off topic : theres a troophy need to make a grende whit the material , any idea ?
[...]
i dont like my ammo decreasing since once it hits 0, you hear the clip sound and its annoying
[...]
I've made this option for RE7, but forgot to implement it to this game...
anyway, if it's the empty clip sound / appearance that bothers you, just redownload, I've updated the "no reload" script to include this feature.
if you just don't like it to hit zero.... I just like it to hit zero....
setting it to stop the clips from decreasing when they reach 1 is much easier than allowing you to keep shooting at zero anyway, may add this feature later...
but if you want locking everything at a fix number, no ammo filter and what not, I just don't like it this way... so if you don't mind the "side effects", getting a trainer is most preferable.
[...]
after used piercing ammo under damage mod and close damage mod
this error screen shows up
"Error in native thread called Unnamed::Failure determining what bWeakLimbs means"
and unable to re open damage mod
when i close step by step no error messege shows but still unable to re open damage mod
and open damage mod and do nothing and close damage mod also unable to re open damage mod too
is it normal???
it's normal.
don't de-activate a script when its child script is still activated.
if you did do that, just re-boot the game and close CE and re-open the table and stuff.