Red Solstice 2 Survivors 2.987+DLC **UPDATED to June 2023**

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gideon25
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Re: Red Solstice 2 Survivors 1.3.1-1.3.2 +51 Added Squad XP

Post by gideon25 »

XDAvenger93 wrote:
Fri Jul 16, 2021 4:59 am
complete 3 primary mission in ONE deployment.

that means you need 3 primary missions to spawn during one campaign mission. Since evacuation no longer counts, and since they removed the 3 primary objectives chains from spawning in the campaign, this is impossible to do in the campaign and needs to be done in skirmish mode.
See thats just LAME as its not explained IN GAME that its impossible to do in campaign and appears to look like a bug..

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

jayc72
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Re: Red Solstice 2 Survivors 1.3.1-1.3.2 +51 Added Squad XP +Fixes

Post by jayc72 »

Thanks for the explanation. Now I know why the character is not ranking up.

XDAvenger93
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Re: Red Solstice 2 Survivors 1.3.1-1.3.2 +51 Added Squad XP

Post by XDAvenger93 »

gideon25 wrote:
Fri Jul 16, 2021 6:50 am

See thats just LAME as its not explained IN GAME that its impossible to do in campaign and appears to look like a bug..
yep, it absolutely is. it was explained in some patch notes but that's it. what is explained sort-off is that you need to do all those things in one deployment, but the fact the campaign players are barred from certain progression unless they play skirmish mode is lame as fuck.

jedi69
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Re: Red Solstice 2 Survivors 1.3.1-1.3.2 +51 Added Squad XP +Fixes

Post by jedi69 »

V1.4 is out, anyone tested the table yet? :shock:

VirgilSouth
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Re: Red Solstice 2 Survivors 1.3.1-1.3.2 +51 Added Squad XP +Fixes

Post by VirgilSouth »

jedi69 wrote:
Sat Jul 17, 2021 2:58 pm
V1.4 is out, anyone tested the table yet? :shock:
works fine for me with latest patch

tx_martin_stevens
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Re: Red Solstice 2 Survivors 1.3.1-1.3.2 +51 Added Squad XP +Fixes

Post by tx_martin_stevens »

VirgilSouth wrote:
Sun Jul 18, 2021 3:02 pm
jedi69 wrote:
Sat Jul 17, 2021 2:58 pm
V1.4 is out, anyone tested the table yet? :shock:
works fine for me with latest patch
The patch broke the squad xp.

jedi69
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Re: Red Solstice 2 Survivors 1.3.1-1.3.2 +51 Added Squad XP +Fixes

Post by jedi69 »

tx_martin_stevens wrote:
Sun Jul 18, 2021 7:27 pm
VirgilSouth wrote:
Sun Jul 18, 2021 3:02 pm
jedi69 wrote:
Sat Jul 17, 2021 2:58 pm
V1.4 is out, anyone tested the table yet? :shock:
works fine for me with latest patch
The patch broke the squad xp.
Yep happens to me too...

Besides that, I preferred the ammo option with unlimited ammo and no reload: with the new option and the minigun it's a continuous 'Reloading!' yells...

:shock:

gideon25
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Re: Red Solstice 2 Survivors 1.3.1-1.3.2 +51 Added Squad XP +Fixes

Post by gideon25 »

jedi69 wrote:
Mon Jul 19, 2021 9:23 am
tx_martin_stevens wrote:
Sun Jul 18, 2021 7:27 pm
VirgilSouth wrote:
Sun Jul 18, 2021 3:02 pm

works fine for me with latest patch
The patch broke the squad xp.
Yep happens to me too...

Besides that, I preferred the ammo option with unlimited ammo and no reload: with the new option and the minigun it's a continuous 'Reloading!' yells...

:shock:
EDIT: Get 1.4.2 table added alternate ammo script that has NO RELOADING at ALL so no more "reloading" speech.
Last edited by gideon25 on Wed Jul 21, 2021 7:53 pm, edited 1 time in total.

jedi69
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Re: Red Solstice 2 Survivors 1.3.1-1.3.2 +51 Added Squad XP +Fixes

Post by jedi69 »

Thnx a lot!

Was using 1.4, with 1.4.2 it works...

gideon25
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Re: Red Solstice 2 Survivors 1.3.1-1.3.2 +51 Added Squad XP +Fixes

Post by gideon25 »

jedi69 wrote:
Wed Jul 21, 2021 9:34 am
Thnx a lot!

Was using 1.4, with 1.4.2 it works...
Ok Updated to 1.4.2 and added alternate ammo script to the main table and signed it so get the new one.

Draagul
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Re: Red Solstice 2 Survivors 1.4.2 +52 [Alternate Ammo Script]

Post by Draagul »

Is there any way to alter the kill count as the capture script altered it to the same value as the capture amount

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Re: Red Solstice 2 Survivors 1.4.2 +52 [Alternate Ammo Script]

Post by gideon25 »

Draagul wrote:
Thu Jul 22, 2021 11:56 pm
Is there any way to alter the kill count as the capture script altered it to the same value as the capture amount
Well you could open the script and change the number:
mov [rsi+08], (float)999
the 999 to whatever you want. It should NOT be effecting the kill count though. The thing is you are only supposed to use it at the bestiary screen and then deactivate after you mouse over. Can you post a screen shot of the Stats screen (Profile then Stats)?

Draagul
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Re: Red Solstice 2 Survivors 1.4.2 +52 [Alternate Ammo Script]

Post by Draagul »

[Link]

I have 1 of everything already plus whatever else and recently captured a sandworm then did the script after starting and completing a mission my killcount and sandworm ended up being 999

Thanatos kill is 164k because i encountered the killcount change before and I was able to fix my kill count again with changing the value of mov [rsi+08], (float)999

gideon25
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Re: Red Solstice 2 Survivors 1.4.2 +52 [Alternate Ammo Script]

Post by gideon25 »

Draagul wrote:
Fri Jul 23, 2021 2:30 am
[Link]

I have 1 of everything already plus whatever else and recently captured a sandworm then did the script after starting and completing a mission my killcount and sandworm ended up being 999

Thanatos kill is 164k because i encountered the killcount change before and I was able to fix my kill count again with changing the value of mov [rsi+08], (float)999
Ok, I tested and found some interesting things. The address is shared and shared for lots of things/stats when you mouse over them. Ok, Ill have to dump the UE Engine names to do some comparisons to filter out the captures from the other stats. I should ALSO be able to create pointers to allow to change some of the stats (Like Total Kills and maybe some things that determine leveling up).. So, right now when you mouse over your rank in the loadout screen it affects kills. When you mouse over the various Ranks to see the promotion requirements it also affect kills (setting them to whatever value the script says) but it ALSO can affect several other stats setting those to 999. So VERY problematic. Right now I would say everyone should ONLY activate it to mouse over captures in bestiary and IMMEDIATELY deactivate until I can Fix it. I have a pretty good idea of how to it may take a little time though.

Draagul
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Re: Red Solstice 2 Survivors 1.4.2 +52 [Alternate Ammo Script]

Post by Draagul »

gideon25 wrote:
Fri Jul 23, 2021 3:53 am
Draagul wrote:
Fri Jul 23, 2021 2:30 am
[Link]

I have 1 of everything already plus whatever else and recently captured a sandworm then did the script after starting and completing a mission my killcount and sandworm ended up being 999

Thanatos kill is 164k because i encountered the killcount change before and I was able to fix my kill count again with changing the value of mov [rsi+08], (float)999
Ok, I tested and found some interesting things. The address is shared and shared for lots of things/stats when you mouse over them. Ok, Ill have to dump the UE Engine names to do some comparisons to filter out the captures from the other stats. I should ALSO be able to create pointers to allow to change some of the stats (Like Total Kills and maybe some things that determine leveling up).. So, right now when you mouse over your rank in the loadout screen it affects kills. When you mouse over the various Ranks to see the promotion requirements it also affect kills (setting them to whatever value the script says) but it ALSO can affect several other stats setting those to 999. So VERY problematic. Right now I would say everyone should ONLY activate it to mouse over captures in bestiary and IMMEDIATELY deactivate until I can Fix it. I have a pretty good idea of how to it may take a little time though.
Thanks I managed to fix my kill count by carefully hovering over the specific rank that only required kills,

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