Resident Evil 3 +14 (table Update5)

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Kurei
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Re: Resident Evil 3 +14 (table Update3.3)

Post by Kurei »

mateusre6g wrote:
Thu Apr 09, 2020 3:55 pm
my xbox one controller connects and works normally, for the PS4 controller I use DS4 windows, this program works without a problem download the Ds4 windows to see if it resolves
if installing another 3rd party application is required just to make the Controller trigger to work with the auto-dodge on a DS4 controller, i think i'll just pass. But thanks for the additional info though. I thought you had your controller just plug-and-play.
bloodaxis wrote:
Thu Apr 09, 2020 4:47 pm
Steam should do the xinput wrapping as well as long as you set up the controller in big picture mode. So there's that to try as well as ds4windows.
Yeah. I had the Playstation controller support setting already enabled in the General controller settings in Big picture mode, otherwise the game will not recognize any input if that is left unchecked.

I'll just use the Chance trigger element instead so that it will auto-dodge.

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Re: Resident Evil 3 +14 (table Update3.3)

Post by bloodaxis »

Kurei wrote:
Fri Apr 10, 2020 9:57 am
I'll just use the Chance trigger element instead so that it will auto-dodge.
Ah yeah, that's your issue, steam only wraps the inputs for the games it's running, not globally, meaning the table is waiting for xinput inputs and getting dinput inputs (directinput is what dualshocks use, xbox controllers use xinput). DS4Windows does it globally though so every single program you run thinks you're using an xbox controller and not just steam games.

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Re: Resident Evil 3 +14 (table Update3.3)

Post by Kurei »

bloodaxis wrote:
Fri Apr 10, 2020 2:14 pm
Kurei wrote:
Fri Apr 10, 2020 9:57 am
I'll just use the Chance trigger element instead so that it will auto-dodge.
Ah yeah, that's your issue, steam only wraps the inputs for the games it's running, not globally, meaning the table is waiting for xinput inputs and getting dinput inputs (directinput is what dualshocks use, xbox controllers use xinput). DS4Windows does it globally though so every single program you run thinks you're using an xbox controller and not just steam games.
Ahh. i see. Awesome info! Thanks for sharing. Really appreciate it.

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Re: Resident Evil 3 +14 (table Update3.3)

Post by Mrs-R0SALY »

thank you

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Apache81
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Re: Resident Evil 3 +14 (table Update3.3)

Post by Apache81 »

Ehi guys, about the stuttering: I was using an XBOX ONE pad connected via bluethoot and I had frequest issues. I bought then a wireless adaptor and since I stated using it, it looks like the game is running much better :)

I just wanted to share my experience to see if it's useful to some one else.

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Re: Resident Evil 3 +14 (table Update3.3)

Post by gir489 »


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Re: Resident Evil 3 +14 (table Update3.3)

Post by ValidGamer »

I found out version 3.0 works somewhat still and if you have the problem with not able to interact with objects, restarting the game works. Otherwise for infinite ammo I scan the ammo count of the weapon, shoot a bullet and then scan again until I find the adress. Then I can set the ammo count to whatever I want and by clicking the box locking it to that number. If you die though it resets and it crashes the game if you have it enabled while it changes from Jill to Carlos and vice versa.

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Re: Resident Evil 3 +14 (table Update3.3)

Post by Exeter »

Still using Update 2. Works flawless. :P

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Re: Resident Evil 3: Raccoon City Demo +5

Post by AkimboDK »

teinousi wrote:
Thu Apr 09, 2020 10:55 pm
PrinceRevivalDK wrote:
Mon Apr 06, 2020 10:32 am
Cielos wrote:
Thu Mar 19, 2020 10:35 pm
- added the rest of the item ids and ammo ids for the highlighted item script, which is contributed by teinousi.
Hey i saw you updated this a few hours ago, just wanted to point out i posted hours ago with the complete list before oyu updated it,
the other guy you updated item list from only had alike 5 new items added, i spend the entire night by going through the game picking up everything.

here:
Complete Item List

Code: Select all

00000000:-is weapon
00000001:First Aid Spray
00000002:Green Herb
00000003:Red Herb
00000005:Mixed Herb (G+G)
00000006:Mixed Herb (G+R)
00000009:Mixed Herb (G+G+G)
00000016:Green Herb
00000017:Red Herb
00000018:Blue Herb
0000001F:Handgun Ammo
00000020:Shotgun Shells
00000021:Assault Rifle  Ammo
00000022:MAG Ammo
00000024:MineGrenadeAmmo
00000025:NormalGrenadeAmmo
00000026:AcidGrenadeAmmo
00000027:FlameGrenadeAmmo
0000004C:Moderator (G19 Suppressor)
0000004D:Dot Sight (Handgun)
0000004E:Extended Magazine (Handgun
0000005B:Semi-Auto Barrel (Shotgun)
0000005D:Shell Holder (Shotgun)
0000005C:Tactical Stock (Shotgun)
00000060:Scope (Assault Rifle)
00000061:Assault Rifle Dual Mag
00000062:Tactical Grib (Assault Rifle)
00000065:Extended Barrel (MAG)
0000013A:Supply Case (Acid Rounds)
0000013B:Supply Case (Flame Rounds)
0000013C:Supply Case (Extended Barrel MAG)
00000137:Supply Case (Extended Magazine G19)
00000138:Supply Case (Moderator G19)
00000139:Supply Case (Shotgun Shells)
0000003F:Explosive A
00000040:Explosive B
0000003D:Gunpowder
0000003E:High-Grade Gunpowder
00000097:Lock Pick
00000098:Bolt Cutter
0000012E:Assault Coin
0000012D:Defence Coin
0000012F:Recovery Coin
00000130:Crafting Comapanion
00000131:S.T.A.R.S Combat Manual
000000A1:Battery
000000A2:Safety Deposit Key
000000A4:Brad's ID Card
000000A5:Electronic Gadget
000000A6:Detonator(R.P.D)
000000BA:Battery Pack
000000B5:Fire Hose
000000BB:Green Jewel
000000BC:Blue Jewel
000000BD:Red Jewel
000000B6:Alley Key
000000B9:Case (Lockpick)
000000C0:Fancy Box 1 (Green Jewel)
000000C1:Fancy Box 2 (Blue Jewel)
000000C2:Fancy Box 3 (Red Jewel)
000000D4:Tape Player (Tape Inserted)
000000D5:AudioCassette Tape
000000D6:Tape Player (Empty)
000000D7:Vaccine Sample (For Jill)
000000D3:Hospital ID Card
000000DA:Locker Room Key (Hospital Key)
000000E0:Fuse 1
000000DF:Fuse 2
000000DE:Fuse 3
000000EA:Antigen Sample
000000EB:Adjuvant Sample
000000EC:Vaccine Base
000000E9:Vaccine (LAB)
000000E8:Override Key (Lab)
Thx for carry on the list when I was got the 6's C virus in hospital , But before that im already got a issue that im not update those key item to open door , the game looks like something programed to link the key item to some scene →(when u take the real key or open some door or event ) if you not active those thing and just use the "cheated" key to open something , your chara will be freeze and cannot move......
Yeah it kinda does in some areas, i never had problems in the lab though, i wouldnt give Jill the vaccine cus tht freezes the game, instead give the tape recorder, go get the vaccine then bring it, seems to work alot better, but you know, a full list makes it perfection, and i like perfection so xD

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Re: Resident Evil 3 +14 (table Update3.3)

Post by eliteplague »

Anyone successfully find rapid fire? I tried searching memory region of ammo to find it, but no luck.

Then I tried finding it with increased and decreased values as I shot gun and stopped shooting



also why is it when I freeze/use infinite ammo, the gun stops doing damage. is this an integrity check? game senses on reload?

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Cielos
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Re: Resident Evil 3 +14 (table Update4)

Post by Cielos »

Update4
- updated no reload to no reload + inf. grenades.
- updated piercing ammo mod, gun shot landed on enemies would have the critical hit effect now, e.g., the visual effect when the shot hit an enemy, if it's a humanoid zombie, the limb being hit would be destroyed (same as the previous versions), most non-humanoid enemies would be stunned or knocked back, etc. also it allows you to choose to let the knife to cut limbs easily or not.
finally found a way to stop the stuttering... by disabling hyper-thread in the BIOS... just for playing this game........
so, I got to finally enjoy the game without trying my luck to reboot the game around 10 times every time in order to start a stable game session...
and instead of finishing the game, I started cheating again..

as stated in the update notes, I didn't add any new feature to the table, instead I just refined 2 of the existing scripts.
now the piercing ammo mod is finally working as I wanted. instead of just exploding the limbs, now it comes with the actual effect of a critical shot, which took me half a day to trace the code, then half an hour to gather the necessary offsets and build the script. it's quite satisfying..
I was thinking to implement another trigger for the script, that applies an increasing chance for the hand gun to land a critical hit as the aiming spread narrowing down. but it seems there are too many triggers already... and I really want to just finish the game by tomorrow....
anyway, hopefully I can port it back to RE2remake easily when I replay that game again, now that Jill model is ported to RE2make..

NOTE that I haven't test this version thoroughly, as usual~
so, good luck, and have fun! if you're still playing the game by now...

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Re: Resident Evil 3 +14 (table Update4)

Post by tumzone »

Cielos wrote:
Sat Apr 18, 2020 3:26 pm
Update4
- updated no reload to no reload + inf. grenades.
- updated piercing ammo mod, gun shot landed on enemies would have the critical hit effect now, e.g., the visual effect when the shot hit an enemy, if it's a humanoid zombie, the limb being hit would be destroyed (same as the previous versions), most non-humanoid enemies would be stunned or knocked back, etc. also it allows you to choose to let the knife to cut limbs easily or not.
finally found a way to stop the stuttering... by disabling hyper-thread in the BIOS... just for playing this game........
so, I got to finally enjoy the game without trying my luck to reboot the game around 10 times every time in order to start a stable game session...
and instead of finishing the game, I started cheating again..

as stated in the update notes, I didn't add any new feature to the table, instead I just refined 2 of the existing scripts.
now the piercing ammo mod is finally working as I wanted. instead of just exploding the limbs, now it comes with the actual effect of a critical shot, which took me half a day to trace the code, then half an hour to gather the necessary offsets and build the script. it's quite satisfying..
I was thinking to implement another trigger for the script, that applies an increasing chance for the hand gun to land a critical hit as the aiming spread narrowing down. but it seems there are too many triggers already... and I really want to just finish the game by tomorrow....
anyway, hopefully I can port it back to RE2remake easily when I replay that game again, now that Jill model is ported to RE2make..

NOTE that I haven't test this version thoroughly, as usual~
so, good luck, and have fun! if you're still playing the game by now...
I see the "wet?" code table, I wonder if you able to get it to work?

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l0wb1t
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Re: Resident Evil 3 +14 (table Update5)

Post by l0wb1t »

I'm back with a new PC :p
Just got the game right now, and noticed the Integrity Checks that stops me from interacting with Objects
Can someone confirm this works?

Integrity Check bypass:

Code: Select all

[ENABLE]
aobscanmodule(_KillIntegrityCHeck,re3.exe,48 8B 41 50 48 83 78 18 00 75 3D 8B) // should be unique
registersymbol(_KillIntegrityCHeck)

_KillIntegrityCHeck:
  db C3 90 90 90

[DISABLE]

_KillIntegrityCHeck:
  db 48 8B 41 50

unregistersymbol(_KillIntegrityCHeck)

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eternien
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Re: Resident Evil 3 +14 (table Update5)

Post by eternien »

Don't work, it say "failed to locate integrity check"

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Re: Resident Evil 3 +14 (table Update5)

Post by shinelucid »

is there a nemesis oneshot never wakeup script like mr x

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