RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)

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mvkyle
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Re: RESIDENT EVIL 2 +19 +1 (table Update14.5) (2019.12.20)

Post by mvkyle »

Can anyone find where to edit the values for the step counter? I have a save at the final encounter for Claire B Hardcore and I'm about to run out of steps to make it below the 14,000 for 'A Small Carbon Footprint'. I didn't notice anything for that in the big table, and the one from Apache81 I couldn't get to work.

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

DJB
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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by DJB »

gir489 wrote:
Fri Feb 01, 2019 11:05 pm
Tyrant goes down in 1 shot and stays down.

Code: Select all

{ Game   : re2.exe
  Version: 1.0
  Date   : 2019-02-01
  Author : gir489

  Tyrant goes down in 1 shot and stays down.
}

[ENABLE]
aobscanmodule(TyrantDownTimer,re2.exe,3C 0F 5A C0 F2 0F 5C F0 66 0F 5A CE) // should be unique
aobscanmodule(TyrantDamageFunction,re2.exe,39 71 58 0F 9F D0) // should be unique
registersymbol(TyrantDownTimer)
registersymbol(TyrantDamageFunction)

TyrantDamageFunction:
mov [rcx+58],esi

TyrantDownTimer+04:
db 90 90 90 90

[DISABLE]
unregistersymbol(TyrantDownTimer)
unregistersymbol(TyrantDamageFunction)

TyrantDamageFunction:
cmp [rcx+58],esi

TyrantDownTimer+04:
db F2 0F 5C F0 //subsd xmm6,xmm0

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+D9772E8

"re2.exe"+D9772CB: 48 8B 48 18              -  mov rcx,[rax+18]
"re2.exe"+D9772CF: 0F 57 D2                 -  xorps xmm2,xmm2
"re2.exe"+D9772D2: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D9772D5: 74 05                    -  je re2.exe+D9772DC
"re2.exe"+D9772D7: 0F 57 C0                 -  xorps xmm0,xmm0
"re2.exe"+D9772DA: EB 04                    -  jmp re2.exe+D9772E0
"re2.exe"+D9772DC: 66 0F 5A C1              -  cvtpd2ps xmm0,xmm1
"re2.exe"+D9772E0: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D9772E3: 75 3C                    -  jne re2.exe+D977321
"re2.exe"+D9772E5: 0F 5A C0                 -  vcvtps2pd xmm0,xmm0
// ---------- INJECTING HERE ----------
"re2.exe"+D9772E8: F2 0F 5C F0              -  subsd xmm6,xmm0
"re2.exe"+D9772EC: 66 0F 5A CE              -  cvtpd2ps xmm1,xmm6
// ---------- DONE INJECTING  ----------
"re2.exe"+D9772F0: F3 0F 11 8F F4 01 00 00  -  movss [rdi+000001F4],xmm1
"re2.exe"+D9772F8: 48 8B 43 50              -  mov rax,[rbx+50]
"re2.exe"+D9772FC: 48 39 48 18              -  cmp [rax+18],rcx
"re2.exe"+D977300: 75 1F                    -  jne re2.exe+D977321
"re2.exe"+D977302: 0F 2F CA                 -  comiss xmm1,xmm2
"re2.exe"+D977305: 77 1A                    -  ja re2.exe+D977321
"re2.exe"+D977307: 48 8B 8F A0 01 00 00     -  mov rcx,[rdi+000001A0]
"re2.exe"+D97730E: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D977311: 75 20                    -  jne re2.exe+D977333
"re2.exe"+D977313: 8D 51 38                 -  lea edx,[rcx+38]
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+C57C984

"re2.exe"+C57C961: E8 6A 50 85 F5        -  call re2.exe+1DD19D0
"re2.exe"+C57C966: 30 C0                 -  xor al,al
"re2.exe"+C57C968: 48 8B 5C 24 60        -  mov rbx,[rsp+60]
"re2.exe"+C57C96D: 48 8B 74 24 68        -  mov rsi,[rsp+68]
"re2.exe"+C57C972: 48 83 C4 50           -  add rsp,50
"re2.exe"+C57C976: 5F                    -  pop rdi
"re2.exe"+C57C977: C3                    -  ret
"re2.exe"+C57C978: 48 8B 88 A0 01 00 00  -  mov rcx,[rax+000001A0]
"re2.exe"+C57C97F: 48 85 C9              -  test rcx,rcx
"re2.exe"+C57C982: 74 D3                 -  je re2.exe+C57C957
// ---------- INJECTING HERE ----------
"re2.exe"+C57C984: 39 71 58              -  cmp [rcx+58],esi
"re2.exe"+C57C987: 0F 9F D0              -  setg al
// ---------- DONE INJECTING  ----------
"re2.exe"+C57C98A: 84 C0                 -  test al,al
"re2.exe"+C57C98C: 74 D8                 -  je re2.exe+C57C966
"re2.exe"+C57C98E: 40 38 35 5B 05 B3 FA  -  cmp [re2.exe+70ACEF0],sil
"re2.exe"+C57C995: 74 04                 -  je re2.exe+C57C99B
"re2.exe"+C57C997: B1 01                 -  mov cl,01
"re2.exe"+C57C999: EB 25                 -  jmp re2.exe+C57C9C0
"re2.exe"+C57C99B: 48 8B 87 48 01 00 00  -  mov rax,[rdi+00000148]
"re2.exe"+C57C9A2: 48 85 C0              -  test rax,rax
"re2.exe"+C57C9A5: 75 12                 -  jne re2.exe+C57C9B9
"re2.exe"+C57C9A7: 45 31 C0              -  xor r8d,r8d
}
Untested.
this worked until latest game update (the array of byte named tyrantdamagefunction not found)
could you fix and update the original post (so the link on first page takes us to the fixed code)

thank you

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

Post by DJB »

ok fixed it by removing all damagefunction lines

Code: Select all

{ Game   : re2.exe
  Version: 1.0
  Date   : 2019-02-01
  Author : gir489

  Tyrant goes down in 1 shot and stays down.
}

[ENABLE]
aobscanmodule(TyrantDownTimer,re2.exe,3C 0F 5A C0 F2 0F 5C F0 66 0F 5A CE) // should be unique
registersymbol(TyrantDownTimer)

TyrantDownTimer+04:
db 90 90 90 90

[DISABLE]
unregistersymbol(TyrantDownTimer)

TyrantDownTimer+04:
db F2 0F 5C F0 //subsd xmm6,xmm0

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+D9772E8

"re2.exe"+D9772CB: 48 8B 48 18              -  mov rcx,[rax+18]
"re2.exe"+D9772CF: 0F 57 D2                 -  xorps xmm2,xmm2
"re2.exe"+D9772D2: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D9772D5: 74 05                    -  je re2.exe+D9772DC
"re2.exe"+D9772D7: 0F 57 C0                 -  xorps xmm0,xmm0
"re2.exe"+D9772DA: EB 04                    -  jmp re2.exe+D9772E0
"re2.exe"+D9772DC: 66 0F 5A C1              -  cvtpd2ps xmm0,xmm1
"re2.exe"+D9772E0: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D9772E3: 75 3C                    -  jne re2.exe+D977321
"re2.exe"+D9772E5: 0F 5A C0                 -  vcvtps2pd xmm0,xmm0
// ---------- INJECTING HERE ----------
"re2.exe"+D9772E8: F2 0F 5C F0              -  subsd xmm6,xmm0
"re2.exe"+D9772EC: 66 0F 5A CE              -  cvtpd2ps xmm1,xmm6
// ---------- DONE INJECTING  ----------
"re2.exe"+D9772F0: F3 0F 11 8F F4 01 00 00  -  movss [rdi+000001F4],xmm1
"re2.exe"+D9772F8: 48 8B 43 50              -  mov rax,[rbx+50]
"re2.exe"+D9772FC: 48 39 48 18              -  cmp [rax+18],rcx
"re2.exe"+D977300: 75 1F                    -  jne re2.exe+D977321
"re2.exe"+D977302: 0F 2F CA                 -  comiss xmm1,xmm2
"re2.exe"+D977305: 77 1A                    -  ja re2.exe+D977321
"re2.exe"+D977307: 48 8B 8F A0 01 00 00     -  mov rcx,[rdi+000001A0]
"re2.exe"+D97730E: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D977311: 75 20                    -  jne re2.exe+D977333
"re2.exe"+D977313: 8D 51 38                 -  lea edx,[rcx+38]
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+C57C984

"re2.exe"+C57C961: E8 6A 50 85 F5        -  call re2.exe+1DD19D0
"re2.exe"+C57C966: 30 C0                 -  xor al,al
"re2.exe"+C57C968: 48 8B 5C 24 60        -  mov rbx,[rsp+60]
"re2.exe"+C57C96D: 48 8B 74 24 68        -  mov rsi,[rsp+68]
"re2.exe"+C57C972: 48 83 C4 50           -  add rsp,50
"re2.exe"+C57C976: 5F                    -  pop rdi
"re2.exe"+C57C977: C3                    -  ret
"re2.exe"+C57C978: 48 8B 88 A0 01 00 00  -  mov rcx,[rax+000001A0]
"re2.exe"+C57C97F: 48 85 C9              -  test rcx,rcx
"re2.exe"+C57C982: 74 D3                 -  je re2.exe+C57C957
// ---------- INJECTING HERE ----------
"re2.exe"+C57C984: 39 71 58              -  cmp [rcx+58],esi
"re2.exe"+C57C987: 0F 9F D0              -  setg al
// ---------- DONE INJECTING  ----------
"re2.exe"+C57C98A: 84 C0                 -  test al,al
"re2.exe"+C57C98C: 74 D8                 -  je re2.exe+C57C966
"re2.exe"+C57C98E: 40 38 35 5B 05 B3 FA  -  cmp [re2.exe+70ACEF0],sil
"re2.exe"+C57C995: 74 04                 -  je re2.exe+C57C99B
"re2.exe"+C57C997: B1 01                 -  mov cl,01
"re2.exe"+C57C999: EB 25                 -  jmp re2.exe+C57C9C0
"re2.exe"+C57C99B: 48 8B 87 48 01 00 00  -  mov rax,[rdi+00000148]
"re2.exe"+C57C9A2: 48 85 C0              -  test rax,rax
"re2.exe"+C57C9A5: 75 12                 -  jne re2.exe+C57C9B9
"re2.exe"+C57C9A7: 45 31 C0              -  xor r8d,r8d
}
note its no longer a 1 shot down but WILL still stay down

kennean
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Re: RESIDENT EVIL 2 +19 +1 (table Update14.4) (2019.12.20)

Post by kennean »

DJB wrote:
Tue Dec 24, 2019 2:05 pm
ok fixed it by removing all damagefunction lines
Spoiler

Code: Select all

{ Game : re2.exe
 Version: 1.0
 Date : 2019-02-01
 Author : gir489

 Tyrant goes down in 1 shot and stays down.
}

[ENABLE]
aobscanmodule(TyrantDownTimer,re2.exe,3C 0F 5A C0 F2 0F 5C F0 66 0F 5A CE) // should be unique
registersymbol(TyrantDownTimer)

TyrantDownTimer+04:
db 90 90 90 90

[DISABLE]
unregistersymbol(TyrantDownTimer)

TyrantDownTimer+04:
db F2 0F 5C F0 //subsd xmm6,xmm0

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+D9772E8

"re2.exe"+D9772CB: 48 8B 48 18 - mov rcx,[rax+18]
"re2.exe"+D9772CF: 0F 57 D2 - xorps xmm2,xmm2
"re2.exe"+D9772D2: 48 85 C9 - test rcx,rcx
"re2.exe"+D9772D5: 74 05 - je re2.exe+D9772DC
"re2.exe"+D9772D7: 0F 57 C0 - xorps xmm0,xmm0
"re2.exe"+D9772DA: EB 04 - jmp re2.exe+D9772E0
"re2.exe"+D9772DC: 66 0F 5A C1 - cvtpd2ps xmm0,xmm1
"re2.exe"+D9772E0: 48 85 C9 - test rcx,rcx
"re2.exe"+D9772E3: 75 3C - jne re2.exe+D977321
"re2.exe"+D9772E5: 0F 5A C0 - vcvtps2pd xmm0,xmm0
// ---------- INJECTING HERE ----------
"re2.exe"+D9772E8: F2 0F 5C F0 - subsd xmm6,xmm0
"re2.exe"+D9772EC: 66 0F 5A CE - cvtpd2ps xmm1,xmm6
// ---------- DONE INJECTING ----------
"re2.exe"+D9772F0: F3 0F 11 8F F4 01 00 00 - movss [rdi+000001F4],xmm1
"re2.exe"+D9772F8: 48 8B 43 50 - mov rax,[rbx+50]
"re2.exe"+D9772FC: 48 39 48 18 - cmp [rax+18],rcx
"re2.exe"+D977300: 75 1F - jne re2.exe+D977321
"re2.exe"+D977302: 0F 2F CA - comiss xmm1,xmm2
"re2.exe"+D977305: 77 1A - ja re2.exe+D977321
"re2.exe"+D977307: 48 8B 8F A0 01 00 00 - mov rcx,[rdi+000001A0]
"re2.exe"+D97730E: 48 85 C9 - test rcx,rcx
"re2.exe"+D977311: 75 20 - jne re2.exe+D977333
"re2.exe"+D977313: 8D 51 38 - lea edx,[rcx+38]
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+C57C984

"re2.exe"+C57C961: E8 6A 50 85 F5 - call re2.exe+1DD19D0
"re2.exe"+C57C966: 30 C0 - xor al,al
"re2.exe"+C57C968: 48 8B 5C 24 60 - mov rbx,[rsp+60]
"re2.exe"+C57C96D: 48 8B 74 24 68 - mov rsi,[rsp+68]
"re2.exe"+C57C972: 48 83 C4 50 - add rsp,50
"re2.exe"+C57C976: 5F - pop rdi
"re2.exe"+C57C977: C3 - ret
"re2.exe"+C57C978: 48 8B 88 A0 01 00 00 - mov rcx,[rax+000001A0]
"re2.exe"+C57C97F: 48 85 C9 - test rcx,rcx
"re2.exe"+C57C982: 74 D3 - je re2.exe+C57C957
// ---------- INJECTING HERE ----------
"re2.exe"+C57C984: 39 71 58 - cmp [rcx+58],esi
"re2.exe"+C57C987: 0F 9F D0 - setg al
// ---------- DONE INJECTING ----------
"re2.exe"+C57C98A: 84 C0 - test al,al
"re2.exe"+C57C98C: 74 D8 - je re2.exe+C57C966
"re2.exe"+C57C98E: 40 38 35 5B 05 B3 FA - cmp [re2.exe+70ACEF0],sil
"re2.exe"+C57C995: 74 04 - je re2.exe+C57C99B
"re2.exe"+C57C997: B1 01 - mov cl,01
"re2.exe"+C57C999: EB 25 - jmp re2.exe+C57C9C0
"re2.exe"+C57C99B: 48 8B 87 48 01 00 00 - mov rax,[rdi+00000148]
"re2.exe"+C57C9A2: 48 85 C0 - test rax,rax
"re2.exe"+C57C9A5: 75 12 - jne re2.exe+C57C9B9
"re2.exe"+C57C9A7: 45 31 C0 - xor r8d,r8d
}
note its no longer a 1 shot down but WILL still stay down
The table that I've posted on the last page already had the updated script... Just change the damage line to this:
aobscanmodule(TyrantDamageFunction,re2.exe,39 71 58 0F 9F C0)
It'll work as intended...
jonday wrote:
Sat Dec 21, 2019 4:14 am
Spoiler
kennean wrote:
Thu Dec 19, 2019 11:14 am
Hi, last time that Capcom/Steam released a denuvoless .exe, I've updated the table made by Cielos to work, although I couldn't make the character change script to work perfectly...
Cielos wrote:
Fri Dec 20, 2019 9:31 am
Update14.4

- also the voice script is hidden for the time-being, as I never made an aobscan for it, I'll have to trace it again. and according to the feedback posted, it seems it's only working fine for me anyway, so....
For the denuvoless cheat table provided by kennean on page 60, the voice script actually worked before the lastest patch, well at least it worked for Claire swap. I didn't test the voice script with your Cielos table though. I had been using the denuvoless exe all the time.

Using the voice script with Claire voice, reaching certain areas will always crash the game. What I did is first use mod to change Leon in Leon's campaign to Claire. Then AFTER loading the game save, tick/check the voice script to change voice to Claire voice. If you tick it or it is already ticked before loading the save, the game will crash. Playing the whole Leon's campaign with Claire swap mod + claire voice will always crash when you approach certain areas. All you need to do is to remember the "crash points" and turn off/untick the voice script before approaching them, for example:

Crash when approaching Elliot and Elliot starts asking for help early on.
Crash when prison alarm sound after getting the key card.
Crash when seeing the cable car for the first time and approaching the ladder.
Crash when entering the parking lot for the first time, before entering the dog pit area.
Crash when first entering the prison and start walking towards the corridor where both sides have zombie locked up.
Crash after killing crocodile when Ada about to reappear.
Always crash at petrol station early on.
Always crash at the area where you get the first circuit or where Irons office located.

The crashes are similar to those you encounter when using fluffy manager trainer to swap character. The crashes will always be there but can be avoided. Note that I only used mod to swap Leon to Claire in Leon's Campaign, not using Cheat table character swap. Claire mod doesn't have voice so voice script is needed.

You can turn the voice script back on after the crash points. For example after killing crocodile and ada appears, turn it back on is fine. After cutscene of Elliot death, turn it back on is okay. After reporter's death + ada cutscene, turn it back on. After prison alarm sound off, immediately turn it back is fine. After entering the dog pit area, turn it back on and it won't crash again until you enter the prison for the first time. So on and on.

Other than above, the voice script for Claire worked fine. It worked fine too in extra modes using Claire swap with cheat table + mod to fix the body shape and animations. You can hear Claire swearing in extra modes. Note that in extra modes I swapped Claire with cheat table. Mod used is just to fix body shape and animations. If you use mod to swap character in extra modes, it won't work well as some character like Hunk doesn't have hair. Your mod swap won't have hair. It is best to use cheat table swap.

All things mentioned above are from using denuvoless cheat table by kennean. Would you guys (kennean or Cielos) make the voice script work again for the lastest patch? The game feel a bit bland without the voice swearing of Claire. Thank you.

Well, Cielos already updated his table, so have fun!
mvkyle wrote:
Mon Dec 23, 2019 9:25 am
Can anyone find where to edit the values for the step counter? I have a save at the final encounter for Claire B Hardcore and I'm about to run out of steps to make it below the 14,000 for 'A Small Carbon Footprint'. I didn't notice anything for that in the big table, and the one from Apache81 I couldn't get to work.
Well, the AOB didn't change, so I don't know why his script don't work... I've made some changes, and can enable it, but it leads to a CTD... Maybe someone more talented could help... For now, you can search and edit your steps like any other value...

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

Post by John_Dong »

Is there any way to add a way to disable the "used infinite weapon" flag? I really want S+ and I got S because I tried out the infinite samurai edge.

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

Post by DJB »

John_Dong wrote:
Wed Dec 25, 2019 2:59 am
Is there any way to add a way to disable the "used infinite weapon" flag? I really want S+ and I got S because I tried out the infinite samurai edge.
idk if its possible
u can do the entire game using the unlimited ammo table flag (and it wont count as "infin weapon used") just dont take the reward infin weapons from the box and ur fine
kennean wrote:
Tue Dec 24, 2019 7:05 pm

The table that I've posted on the last page already had the updated script... Just change the damage line to this:
aobscanmodule(TyrantDamageFunction,re2.exe,39 71 58 0F 9F C0)
It'll work as intended...
i only use the tables listed/linked on first page post
the update i made to the table still worth having if u wanna work for the first takedown (someone did ask a while ago) and wont break next time the damage function is changed by devs

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

Post by shinelucid »

is it possible to make a zombie spawn script in cheat engine?

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

Post by CeLioCiBR »

Can anyone confirm if the character model mod is working on the Last Codex Release ?
It keeps crashing here :/ maybe i'm doing wrong..
Resident.Evil.2.Update.v20191218.incl.DLC-CODEX
The other options are working as it should.

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

Post by castle »

is there any setting to modify crit chance for headshots WITHOUT piercing damage, so as not to always cut the zombies in half with a single shot

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

Post by AkimboDK »

castle wrote:
Sun Jan 05, 2020 5:49 am
is there any setting to modify crit chance for headshots WITHOUT piercing damage, so as not to always cut the zombies in half with a single shot
You have to assign a keybutton for that, so when you hold down that button and shoot it will crit, but works normally on regular shots..
its in the same section where you activate the script.

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

Post by castle »

wrong, it still pierces if you miss the headshot and creates torso crawlers.
I'm specifically asking about a tweak that only modifies crit chance for the head explosion, body shots do standard damage but will not cleave

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

Post by jdavonte916 »

the cheat table doesn't work right now because of the update

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

Post by castle »

it works on my version, never updated fitgirl's

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

Post by La_Patron »

Hi, I am pretty new to cheat engine
I wanted to ask if someone can explain how to do this (400% face animations):
I would love to play the game like that

Thank You <3

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

Post by gir489 »

I fixed everything that was broken in my side for 1.3, and merged it.

EDIT: I actually tested the Unlock Everything signature and I fixed it not working 02/12/2020.
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