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Re: Resident Evil: Village

Posted: Sat May 08, 2021 7:25 pm
by rasvster
Isn't there a way to freeze the fetus in the ventriloquist's house?

Re: Resident Evil: Village

Posted: Sat May 08, 2021 7:52 pm
by aSwedishMagyar
rasvster wrote:
Sat May 08, 2021 7:25 pm
Isn't there a way to freeze the fetus in the ventriloquist's house?
...the WHAT?

Jk, I know what part you're talking about. Might want to throw that under a spoiler though.

Oh and maybe, probably. I just never really try doing those things especially since that part took me 15 minutes complete. Just run in a circle in a large room with a table in the middle and you can get through that part quickly.

The thing is if you start freezing things at random you're going to miss important cues for where to go next, so I'll try an add it but keep that in mind when things stop working later down the line.

Re: Resident Evil: Village

Posted: Sat May 08, 2021 9:38 pm
by Mister Modification
Magical magazine (2x clip)

Code: Select all

[ENABLE]

aobscanmodule(MagicMag,re8.exe,44 8B 79 58 48 8B CF) // should be unique
alloc(newmem,$1000,MagicMag)

label(code)
label(return)

newmem:

code:
  mov r15d,[rcx+58]
  imul r15d,02
  mov rcx,rdi
  jmp return

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

[DISABLE]

MagicMag:
  db 44 8B 79 58 48 8B CF

unregistersymbol(MagicMag)
dealloc(newmem)

Re: Resident Evil: Village

Posted: Sat May 08, 2021 10:15 pm
by rasvster
aSwedishMagyar wrote:
Sat May 08, 2021 7:52 pm
rasvster wrote:
Sat May 08, 2021 7:25 pm
Isn't there a way to freeze the fetus in the ventriloquist's house?
...the WHAT?

Jk, I know what part you're talking about. Might want to throw that under a spoiler though.

Oh and maybe, probably. I just never really try doing those things especially since that part took me 15 minutes complete. Just run in a circle in a large room with a table in the middle and you can get through that part quickly.

The thing is if you start freezing things at random you're going to miss important cues for where to go next, so I'll try an add it but keep that in mind when things stop working later down the line.
I know, but I particularly have a personal problem when I see something related to babies because one thing is to see how it is done and another is me trying to do it, my hands shiver, I do not control my fingers, the thing is that my body does not let me ignore the baby and move forward, I know I can go around it but I can not just, and I'm 33 years old, I will not go to therapy in quarantine because I also want to live, so I ask more to facilitate the work in a part that should be tense, as a favor from someone who wants to keep playing and can not because he can not.

Re: Resident Evil: Village

Posted: Sat May 08, 2021 10:27 pm
by chrisreddot3
aSwedishMagyar wrote:
Sat May 08, 2021 7:52 pm
...
Hi,ty for all your great work,if is possible,make a cheat like have in re 2 and re 3,that you can change the item that you already have to a item that you dont have like" i have a pistol and a want to change to a shotgun"and universal item like re 2 that any item work like a item that you need,like key or something.
this is just ideas, im not demanding anything, only suggesting / asking if possible, of course.
ty again for your service.

Re: Resident Evil: Village

Posted: Sat May 08, 2021 10:35 pm
by Darkedone02
I screwed up and sold the meat and quality meat that I needed for these cooking recipies, could someone able to let say... turn simple hand gun bullets to meat? an item editor like that?

Re: Resident Evil: Village

Posted: Sun May 09, 2021 1:45 am
by justiny
Mister Modification wrote:
Sat May 08, 2021 9:38 pm
Magical magazine (2x clip)

Code: Select all

[ENABLE]

aobscanmodule(MagicMag,re8.exe,44 8B 79 58 48 8B CF) // should be unique
alloc(newmem,$1000,MagicMag)

label(code)
label(return)

newmem:

code:
  mov r15d,[rcx+58]
  imul r15d,02
  mov rcx,rdi
  jmp return

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

[DISABLE]

MagicMag:
  db 44 8B 79 58 48 8B CF

unregistersymbol(MagicMag)
dealloc(newmem)
If used in campaign mode, double clip also cause twice the ammo used. So no point using it.

Re: Resident Evil: Village

Posted: Sun May 09, 2021 3:10 am
by flanker93
Thank you for your great work
If possible, please make a cheat to edit play time

Re: Resident Evil: Village

Posted: Sun May 09, 2021 6:30 am
by Mister Modification
justiny wrote:
Sun May 09, 2021 1:45 am
Mister Modification wrote:
Sat May 08, 2021 9:38 pm
Magical magazine (2x clip)

Code: Select all

[ENABLE]

aobscanmodule(MagicMag,re8.exe,44 8B 79 58 48 8B CF) // should be unique
alloc(newmem,$1000,MagicMag)

label(code)
label(return)

newmem:

code:
  mov r15d,[rcx+58]
  imul r15d,02
  mov rcx,rdi
  jmp return

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

[DISABLE]

MagicMag:
  db 44 8B 79 58 48 8B CF

unregistersymbol(MagicMag)
dealloc(newmem)
If used in campaign mode, double clip also cause twice the ammo used. So no point using it.
Stop trying to speak for everyone. If you don't use it, don't use it and stop posting nonsense.

Re: Resident Evil: Village

Posted: Sun May 09, 2021 6:35 am
by aSwedishMagyar
Mister Modification wrote:
Sun May 09, 2021 6:30 am
Stop trying to speak for everyone. If you don't use it, don't use it and stop posting nonsense.
There is no 'nonsense' about it. It doubles your clip but it also doubles the number of bullets you fire. It has no effect on the number of bullets you can fire.

Re: Resident Evil: Village

Posted: Sun May 09, 2021 8:03 am
by Cielos
added ignore ammo clip to this post.

Re: Resident Evil: Village

Posted: Sun May 09, 2021 8:28 am
by Mister Modification
aSwedishMagyar wrote:
Sun May 09, 2021 6:35 am
Mister Modification wrote:
Sun May 09, 2021 6:30 am
Stop trying to speak for everyone. If you don't use it, don't use it and stop posting nonsense.
There is no 'nonsense' about it. It doubles your clip but it also doubles the number of bullets you fire. It has no effect on the number of bullets you can fire.
Ah, this was meant as bug report ... I fixed it.

Code: Select all



[ENABLE]

aobscanmodule(MagicalMagazine,re8.exe,30 03 C1 48 83 C4 20) // should be unique
alloc(newmem,$1000,MagicalMagazine)

label(code)
label(return)

newmem:

code:
  add eax,ecx
  imul eax,02
  add rsp,20
  jmp return

MagicalMagazine+01:
  jmp newmem
  nop
return:
registersymbol(MagicalMagazine)

[DISABLE]

MagicalMagazine+01:
  db 03 C1 48 83 C4 20

unregistersymbol(MagicalMagazine)
dealloc(newmem)


Re: Resident Evil: Village

Posted: Sun May 09, 2021 8:35 am
by bloodaxis
Anyone looked into gametime yet? Tried to figure it out myself but can't seem to find it by simple memory scans.

Re: Resident Evil: Village

Posted: Sun May 09, 2021 1:30 pm
by Disillusioned
Could use a freeze timer/freeze combo for Mercenaries Mode!

Re: Resident Evil: Village

Posted: Sun May 09, 2021 1:44 pm
by bloodaxis
Disillusioned wrote:
Sun May 09, 2021 1:30 pm
Could use a freeze timer/freeze combo for Mercenaries Mode!
Flings trrainer has a mercenaries timer option, along with max score/score multiplier.