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

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Keesjes
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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Keesjes » Tue Jan 29, 2019 9:13 pm

He guys :)
A question pls i cant get it to work at all i can turn on everything but at the moment i aim, my game shuts down :(
Have anny clue why?
Even at a new playtrue
TY and great work guys

OmegaJP
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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by OmegaJP » Tue Jan 29, 2019 9:17 pm

Deathwing Zero wrote:
Tue Jan 29, 2019 8:54 pm
It may or may not be a flag or something else entirely in a seperate area of memory, but I wish you luck.

EDIT:
Looking at the infinite Samurai Edge that I have unlocked, the ID is different than the other 3 Samurai Edge weapons, so maybe the LE 5 is a different ID all together. It's hard to say as Hunk is the only one that can access the LE 5 without it being infinite.
Interesting...

If I had access to a save-file with the 4th Survivor on it I could probably sort this out faster.
Given a week I could unlock it myself, I rather just dabble with game memory as I find that more fun!

I will start RNGing more IDs in blind hope.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Killergoonie » Tue Jan 29, 2019 9:24 pm

I would also say it seems that "Universal Item" has borked. Well at least for me it did, it worked yesterday but not today. Which is a bit odd since I don't believe the game updated. Either way so far that seems to be the only one that 'I' use that stopped working.

EDIT: Please forget what I said. It just seems it doesn't work for that one box you have to cut open at the beginning of the game.

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Marcus101RR
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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Marcus101RR » Tue Jan 29, 2019 9:27 pm

WARNING & IMPORTANT INFORMATION
RE.NET Reserves the right to terminate your account on speculations of cheating, sending fake data, modified data, abusing saves for a specified session!
Evidence: https://i.imgur.com/TBRxlmq.png

FINAL NOTICE: As such I will not be updating the table's play stats anymore, it is safe to say that any cheat data is detected as of now. Use at your own risk, or turn off RE.NET feature. Your STEAM ID will be banned, this does not mean your Capcom Account. In order for the stats to update you would need to use a new Steam Account and not a New Capcom Account!

ADDITIONAL ADDENDUM: Patch 1.03 rumored to have installed anti-cheat service that prevents the use of Cheat Engine and Trainers!


Pointer Table (NO Scripts)
Credits to those who found the scripts for the HP Value/Heal Buff Timer.

- Inventory First 8 Slots
- Hip Pouch Slots
- Heal Buff Timer (Less Damage)
- Health Pointer & Max
- Statistic Data (Item Box & Recovery Usage, Steps Taken)
(Depreciated)
UPDATE LOGShow
UPDATE 3
- Added Health Pointer, Steps Taken, Recovery Item Usage, Item Box Usage

UPDATE 4 (2/13/19)
- Play Stats (Saves, Counter Attacks, Times Damaged, Steps, etc)(Missing Data)
- Poison Debuff Timer Added
- Rank & Score (Auto Difficulty Changer) - Changes Damage Ratios.
- Added God Mode Status under Player.

UPDATE 5 (2/15/19)
- Updated Pointers for New Ghost Update

UPDATE 6 (2/20/19)
- Updated Pointers for RE2 1.03.
- Anti-Cheat Detection active for RE.NET, TURN OFF FEATURE!
Uses same Base Address. It is possible I found a very LONG pointer for Inventory, but maybe there is a valid short one.
Attachments
re2.CT
FINAL UPDATE
(103.54 KiB) Downloaded 240 times
Last edited by Marcus101RR on Thu Dec 19, 2019 6:53 am, edited 9 times in total.

Sp33dy
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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Sp33dy » Tue Jan 29, 2019 9:39 pm

Issue:

If you use the highlight item and edit in key items they don't show up in the objectives as completed (i.e. I'm trying to skip through everything on Leon A/B Claire A/B, Standard/Hardcore to have a save before every boss etc. for proper speedrun practice) and after a certain amount of objective skips your game will freeze when you open your inventory/get a new objective because they stack and won't disappear.

TL;DR We need a "Refresh/Mark all objectives as complete" or something cheat so they don't fill up and freeze your game.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by gir489 » Tue Jan 29, 2019 9:40 pm

OmegaJP wrote:
Tue Jan 29, 2019 8:05 pm
Does anybody have access to the 4th Survivor mode?
I have been putting guess values into the item highlight all night trying to find the value for the LE 5 without unlimited ammo.
It shows up as just the LE 5 (Infinite Ammo). It's something the script is doing when on 4th Survivor that's telling the game that it shouldn't have infinite ammo.
Sp33dy wrote:
Tue Jan 29, 2019 9:39 pm
TL;DR We need a "Refresh/Mark all objectives as complete" or something cheat so they don't fill up and freeze your game.
We do not. The game just checks if you got the item when you pick it up. Simply putting it in your chest and taking it back out should move the object along.

OmegaJP
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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by OmegaJP » Tue Jan 29, 2019 9:47 pm

gir489 wrote:
Tue Jan 29, 2019 9:40 pm
OmegaJP wrote:
Tue Jan 29, 2019 8:05 pm
Does anybody have access to the 4th Survivor mode?
I have been putting guess values into the item highlight all night trying to find the value for the LE 5 without unlimited ammo.
It shows up as just the LE 5 (Infinite Ammo). It's something the script is doing when on 4th Survivor that's telling the game that it shouldn't have infinite ammo.
Appreciate the input!
I will keep dabbling.
Its in here somewhere, if anyone finds something promising feel free to post!

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gir489
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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by gir489 » Tue Jan 29, 2019 9:51 pm

Pointer for number of times chest used: "re2.exe"+07084468+70+18

Script to make it so that it never increments it.

Code: Select all

{ Game   : re2.exe
  Version: 1.0
  Date   : 2019-01-29
  Author : gir489

  Never increment chest stat.
}

[ENABLE]
aobscanmodule(IncrementChestUsageStat,re2.exe,01 68 18 E9 8C 00 00 00) // should be unique
registersymbol(IncrementChestUsageStat)

IncrementChestUsageStat:
db 90 90 90

[DISABLE]

IncrementChestUsageStat:
add [rax+18],ebp

unregistersymbol(IncrementChestUsageStat)

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+CAC939E

"re2.exe"+CAC9372: 74 05                 -  je re2.exe+CAC9379
"re2.exe"+CAC9374: E8 57 F1 2E F5        -  call re2.exe+1DB84D0
"re2.exe"+CAC9379: 48 8B 43 50           -  mov rax,[rbx+50]
"re2.exe"+CAC937D: 48 83 78 18 00        -  cmp qword ptr [rax+18],00
"re2.exe"+CAC9382: 0F 85 52 01 00 00     -  jne re2.exe+CAC94DA
"re2.exe"+CAC9388: 8B 74 24 50           -  mov esi,[rsp+50]
"re2.exe"+CAC938C: E9 A1 00 00 00        -  jmp re2.exe+CAC9432
"re2.exe"+CAC9391: 48 8B 47 70           -  mov rax,[rdi+70]
"re2.exe"+CAC9395: 48 85 C0              -  test rax,rax
"re2.exe"+CAC9398: 0F 84 5A FF FF FF     -  je re2.exe+CAC92F8
// ---------- INJECTING HERE ----------
"re2.exe"+CAC939E: 01 68 18              -  add [rax+18],ebp
"re2.exe"+CAC93A1: E9 8C 00 00 00        -  jmp re2.exe+CAC9432
// ---------- DONE INJECTING  ----------
"re2.exe"+CAC93A6: 48 8B 47 70           -  mov rax,[rdi+70]
"re2.exe"+CAC93AA: 48 85 C0              -  test rax,rax
"re2.exe"+CAC93AD: 0F 84 45 FF FF FF     -  je re2.exe+CAC92F8
"re2.exe"+CAC93B3: 01 68 1C              -  add [rax+1C],ebp
"re2.exe"+CAC93B6: EB 7A                 -  jmp re2.exe+CAC9432
"re2.exe"+CAC93B8: 48 89 FA              -  mov rdx,rdi
"re2.exe"+CAC93BB: 48 89 D9              -  mov rcx,rbx
"re2.exe"+CAC93BE: E8 0D 1D 8D F4        -  call re2.exe+139B0D0
"re2.exe"+CAC93C3: 41 89 C0              -  mov r8d,eax
"re2.exe"+CAC93C6: 48 8B 43 50           -  mov rax,[rbx+50]
}
Untested.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Deathwing Zero » Tue Jan 29, 2019 10:30 pm

gir489 wrote:
Tue Jan 29, 2019 9:51 pm
Pointer for number of times chest used: "re2.exe"+07084468+70+18

Script to make it so that it never increments it.

-snip to save space-

Untested.
Just tested and it works fine. They were found/posted earlier though, by Apache81 here.

EDIT:
I'm posting the table I'm using here, it has everything posted here currently, and I keep it up to date. If somehow I'm missing something, or someone wants their stuff removed, let me know. If someone wants the table removed entirely, that's fine. I'm just posting it for "completeness" even though I removed Cielos' debug section due to an event that happened earlier in this thread. I figured simple instructions were too hard so I just removed things we shouldn't mess with. I also skipped the "free camera" table because it's not posted here and I can't be bothered with that, and I skipped Cielos "force costume" script since he didn't want it in the table anyway. I can always add them later if people want it.

Table has full credits and links to each post in it.

Contents:
Cielos Table update 11.1
Apache81 table v1.2
SunBeam "Super Accuracy" script
gir489 "No Spread" script, Number of times chest opened pointer and script, Tyrant Goes Down in 1 Shot & Stays Down, No Recoil script
Marcus101RR scriptless Inventory, Health, Statistics and buff pointers. (Update 3)
jim2point0 camera and fov options
l0wb1t size mods
evilforest Infinite Ammo script

EDIT number something or other:
I decided to remove the older versions as there's really no reason to keep them, and it saves space.

EDIT a more different number:
Updated to Cielos 7.5 and for now I'm going to keep Apache81's options at 1.2 due to something causing a conflict. If it gets figured out I'll update it.
Attachments
re2.CT
Update to Cielos 11.1 and added gir489s No Recoil
(292.13 KiB) Downloaded 305 times
Last edited by Deathwing Zero on Tue Feb 12, 2019 2:51 pm, edited 10 times in total.

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Marcus101RR
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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Marcus101RR » Wed Jan 30, 2019 12:55 am

UPDATE 3 Released for Scriptless Table: viewtopic.php?p=76760#p76760

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by lKyriousl » Wed Jan 30, 2019 2:01 am

Edit - Nevermind found the attachment.
Seems like you're missing the JMP Hp3 Laser Version from Claire B. I was wondering if you could add it to the weapon list.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Ownsin » Wed Jan 30, 2019 2:45 am

Guys, I spawned a chemical flamethrower and later in the game I found more fuel for it but it won't reload with it. Any idea why?

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Marcus101RR
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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Marcus101RR » Wed Jan 30, 2019 3:06 am

Ownsin wrote:
Wed Jan 30, 2019 2:45 am
Guys, I spawned a chemical flamethrower and later in the game I found more fuel for it but it won't reload with it. Any idea why?
by Spawned you mean adding it to your inventory using the highlighted item? I added only recovery items to my inventory, but both Item Id/Weapon ID must be NULL for this to work. I wouldn't add an item unless amount is 1, and both IDs are null.

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HylianZ
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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by HylianZ » Wed Jan 30, 2019 4:25 am

Marcus101RR wrote:
Wed Jan 30, 2019 3:06 am
Ownsin wrote:
Wed Jan 30, 2019 2:45 am
Guys, I spawned a chemical flamethrower and later in the game I found more fuel for it but it won't reload with it. Any idea why?
by Spawned you mean adding it to your inventory using the highlighted item? I added only recovery items to my inventory, but both Item Id/Weapon ID must be NULL for this to work. I wouldn't add an item unless amount is 1, and both IDs are null.
He got this resolved BTW, he had to set the "Ammo Type" in the table to match the weapon spawned via the Highlighted item script. In this case, it was "fuel"

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Malakh » Wed Jan 30, 2019 7:51 am

gir489 wrote:
Tue Jan 29, 2019 9:40 pm
Sp33dy wrote:
Tue Jan 29, 2019 9:39 pm
TL;DR We need a "Refresh/Mark all objectives as complete" or something cheat so they don't fill up and freeze your game.
We do not. The game just checks if you got the item when you pick it up. Simply putting it in your chest and taking it back out should move the object along.
You're probably right that we don't need it but I tested something out really quick.
Started a fresh game on Leon A went through the police station till the Marvin encounter then item swapped the three medallions and put them in the chest even though you can get the first one immediately.
Took out the lion medallion then placed it in the statue as the first medallion to trigger the collect other medallion objectives then grabbed the other two out of the chest to finish the objectives and get the next "activate statue" objective.
Completing the objectives like this was working fine till escape the garage area, from here, after you trigger the first Ada encounter touching the garage door security you get the objective "find/get garage security key".
So I played normally till I got to the next chest to swap out for the key to test if it just clears that objective without issues which it did but after the scene in the garage before you open the door Ada never loaded in. Then proceeded to put the key in the door for the garage it just goes to an endless load screen and the only way to get it out the screen is to force close the game.
So I'm not sure if certain events or doors need to be walked through to prevent this but will test more when I have time, but I figure I'll let people know here about this.

I was using Cielos' Update6.1 table with the "undead", "no reload", and "highlighted item" scripts during all of this, sorry for the big paragraph. Thank you Cielos, CJBok, Apache81, gir489, and SunBeam for you're work hopefully you're enjoying the game, probably missed some one but thank you.

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