RESIDENT EVIL 2 +19 +1 (table Update14.6) (2019.12.24)

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zachillios
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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by zachillios » Sun Jan 27, 2019 7:59 am

Cyphanix wrote:
Sun Jan 27, 2019 7:54 am
zachillios wrote:
Sun Jan 27, 2019 7:38 am
Cyphanix wrote:
Sun Jan 27, 2019 6:59 am


Hey, I would appreciate if anyone could tell me how to use these ids to get items in the game using the cheat engine. I'm pretty new to all of this.
Right click Item ID/Weapon ID and select Set/Change Dropdown options and paste them in there. Make sure you're putting the weapon IDs into the weapon section, etc.
I'm sorry you lost me. Right click item id/weapon id? where can I find this? Do you mean the table that OP posted? I'm totally new to this.
Yup.

Image

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Ownsin
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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by Ownsin » Sun Jan 27, 2019 8:00 am

zachillios wrote:
Sun Jan 27, 2019 7:59 am
Cyphanix wrote:
Sun Jan 27, 2019 7:54 am
zachillios wrote:
Sun Jan 27, 2019 7:38 am

Right click Item ID/Weapon ID and select Set/Change Dropdown options and paste them in there. Make sure you're putting the weapon IDs into the weapon section, etc.
I'm sorry you lost me. Right click item id/weapon id? where can I find this? Do you mean the table that OP posted? I'm totally new to this.
Yup.

Image
Okay, so I paste it as you said and then how do I get the item or weapon afterward?

CursedToast
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by CursedToast » Sun Jan 27, 2019 8:13 am

Okay, so this is what I could find in terms of the inventory slot pointers.

Changing these will add/change the item in that specific slot. The slots are 1-20 (20 being the max amount of items you can carry)

There's an issue where sometimes, upon loading, one of the slots shows 255 instead of the item itself. I'm not sure if it's because my pointer isn't dead on consistent or what. Would greatly appreciate a second set of eyes on this, as I need to figure this out so I can move on with my project.

Willing to even throw a donation towards someone willing to help me figure this out.

So if you have a minute and can take a look, and can maybe find out what I'm doing wrong/figure out why one of the values shows incorrect data sometimes, would be most appreciated.

From my testing 19/20 of the slots show the item ID in that slot -- 1 seems to always be wrong and show something such as 255.

re2 new inventory.CT
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justiny
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by justiny » Sun Jan 27, 2019 8:35 am

The ignore ammo pouch doesn't work with claire's starting revolver with the quick reload attachment. It causes the gun to insert just 1 ammo per reload.

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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by CJBok » Sun Jan 27, 2019 11:33 am

Here my cheat table with my own additions to the OP cheat table.

- save count 0
- max pouch slots
- Set Game Time (when enabled time will be set to 60 minutes by default)

INFO
The game time / game duration is calculated based upon 3 values. CurrentTime, StartTime and PauseTime
To calculate Game Time in seconds = (CurrentTime - StartTime - PauseTime) / 1.000.000
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re2.CT
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Last edited by CJBok on Sun Jan 27, 2019 1:23 pm, edited 1 time in total.

kayawish24
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by kayawish24 » Sun Jan 27, 2019 12:18 pm

i did every step as u said but still i cannot see grenade launche or rocket laucher in my inventory :) can anyone explain how to add a weapon in invemtory or in item box ?

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Exeter
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Exeter » Sun Jan 27, 2019 12:19 pm

justiny wrote:
Sun Jan 27, 2019 8:35 am
The ignore ammo pouch doesn't work with claire's starting revolver with the quick reload attachment. It causes the gun to insert just 1 ammo per reload.
Can confirm this. It does work, but it just loads up one bullet each time. That's probably because it's based on the gun's initial design where it puts in 1 bullet at a time until fully loaded.

CursedToast wrote:
Sun Jan 27, 2019 8:13 am
Okay, so this is what I could find in terms of the inventory slot pointers.

Changing these will add/change the item in that specific slot. The slots are 1-20 (20 being the max amount of items you can carry)

There's an issue where sometimes, upon loading, one of the slots shows 255 instead of the item itself. I'm not sure if it's because my pointer isn't dead on consistent or what. Would greatly appreciate a second set of eyes on this, as I need to figure this out so I can move on with my project.

Willing to even throw a donation towards someone willing to help me figure this out.

So if you have a minute and can take a look, and can maybe find out what I'm doing wrong/figure out why one of the values shows incorrect data sometimes, would be most appreciated.

From my testing 19/20 of the slots show the item ID in that slot -- 1 seems to always be wrong and show something such as 255.


re2 new inventory.CT
I tried your table..

Image

It's not pointing to my inventory at all it seems. I'm running on the Steam version tho, so not sure if that matters.
Last edited by Exeter on Sun Jan 27, 2019 12:23 pm, edited 1 time in total.

Shiea
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Shiea » Sun Jan 27, 2019 12:26 pm

CJBok wrote:
Sun Jan 27, 2019 11:33 am
Here my cheat table with my own additions to the OP cheat table.

- save count 0
- max pouch slots
- Reset Game Time

INFO
The game time / game duration is calculated based upon 3 values. CurrentTime, StartTime and PauseTime
To calculate Game Time in seconds = (CurrentTime - StartTime - PauseTime) / 1.000.000
Any way to reset the timer to something like 2 hours? Tried messing with the values to no avail.

kayawish24
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Re: RESIDENT EVIL 2 +6 (table Update3.1)

Post by kayawish24 » Sun Jan 27, 2019 12:30 pm

Meloo wrote:
Fri Jan 25, 2019 10:08 am
Meloo wrote:
Fri Jan 25, 2019 9:51 am
Is there a way to switch weapon via cheat engine, when trying manually it says "get item name" ingame, I am trying to get myself a permanent Gatling Gun
Never mind, I just found out how, sorry for being stupid, I just need to type in the item ID and to avoid no weapon animation put it in the box once and then take it out again
can u also help me with adding weapons in item box please ? i wana have grenade launcher in item box.

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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by CJBok » Sun Jan 27, 2019 12:39 pm

Shiea wrote:
Sun Jan 27, 2019 12:26 pm
Any way to reset the timer to something like 2 hours? Tried messing with the values to no avail.
Change the following values:
Current Time = 7.200.000.000
Start Time = 0
Pause Time = 0

CursedToast
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by CursedToast » Sun Jan 27, 2019 12:40 pm

Exeter wrote:
Sun Jan 27, 2019 12:19 pm

I tried your table..

It's not pointing to my inventory at all it seems. I'm running on the Steam version tho, so not sure if that matters.
Ignore the slot names, they can be "wrong" if you ever swapped items in your inventory -- it looks like it's pointing to item ID's based on your screenshot. Those are in decimal, so convert to hex and matchup to the ITEM ID list someone else posted. Try changing some of the values to 1's and seeing if you get First Aid Sprays.

For example, it looks like you have the large gear and one of the electronic parts in your inventory, at the time you took that screenshot.
Last edited by CursedToast on Sun Jan 27, 2019 1:05 pm, edited 3 times in total.

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toro00
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by toro00 » Sun Jan 27, 2019 12:41 pm

hello please see if the boy who hoisted the trainer FLING can add 3 more things that are the only ones missing from the trainer please are these.
- open trunks 0
- steps given in the game are 14000 put it to 0
- and I've played to be able to modify the one you want for example I have played 7 hours and I want to put it to 3 hours played. apart that the time is already set because I have a game in the final of 7 hours and I would like to put less hours at 3.
aver if I could update the trainer please and thank you very much.

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Apache81
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Apache81 » Sun Jan 27, 2019 1:13 pm

toro00 wrote:
Sun Jan 27, 2019 12:41 pm
hello please see if the boy who hoisted the trainer FLING can add 3 more things that are the only ones missing from the trainer please are these.
- open trunks 0
- steps given in the game are 14000 put it to 0
- and I've played to be able to modify the one you want for example I have played 7 hours and I want to put it to 3 hours played. apart that the time is already set because I have a game in the final of 7 hours and I would like to put less hours at 3.
aver if I could update the trainer please and thank you very much.

viewtopic.php?p=76067#p76067

:-P

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Exeter
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Exeter » Sun Jan 27, 2019 1:23 pm

CursedToast wrote:
Sun Jan 27, 2019 12:40 pm
Exeter wrote:
Sun Jan 27, 2019 12:19 pm

I tried your table..

It's not pointing to my inventory at all it seems. I'm running on the Steam version tho, so not sure if that matters.
Ignore the slot names, they can be "wrong" if you ever swapped items in your inventory -- it looks like it's pointing to item ID's based on your screenshot. Those are in decimal, so convert to hex and matchup to the ITEM ID list someone else posted. Try changing some of the values to 1's and seeing if you get First Aid Sprays.

For example, it looks like you have the large gear and one of the electronic parts in your inventory, at the time you took that screenshot.
Ah right, it's set to decimal, derp.

And yup you're correct, I was in the clock tower at the time.

[Edit] Actually set it to AoB type afterwards as well, so I can see whether it's a weapon or regular item. Set the length to 17 and you can see the amount of x item too in the last byte.

Image

(Wooden Board x10)
Last edited by Exeter on Sun Jan 27, 2019 1:31 pm, edited 4 times in total.

CJBok
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by CJBok » Sun Jan 27, 2019 1:25 pm

I've made a small change to my Game Time table you are now able to set the Game Time easily in minutes.

Table here: viewtopic.php?p=76389#p76389

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