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

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

Post by Cielos » Wed Jan 30, 2019 8:04 am

Ownsin wrote:
Tue Jan 29, 2019 7:46 pm
[...]
I have also just tried the cielos one and I'm still encountering the very same issue.
Update6.2
- updated game player time mod. raised the jump back time from 1 second to 4 seconds. freezes AI SHOULD be resolved (or by-pass). report!
Update6.1
I've tested it on Shelly boss just now. it seems working fine. it broke the ceiling, broke the metal gate, it chased me without delay to the platform, it'd resume attacking without delay after recovering from the broken eye and/or the "button attack"...
if it's not in your case, please specified which enemy it affected.
anyway, re-download~

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

Post by kayawish24 » Wed Jan 30, 2019 12:51 pm

Leon Noir and sherrif without hat plus Claire model swap :D

Image
Image
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Image

Leon as Ben ...

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

Post by Deathwing Zero » Wed Jan 30, 2019 3:26 pm

Updated compilation table here. Contains Cielos update 6.2 and Marcus101RR update 3.
Cielos wrote:
Wed Jan 30, 2019 8:04 am
I've tested it on Shelly boss just now. it seems working fine. it broke the ceiling, broke the metal gate, it chased me without delay to the platform, it'd resume attacking without delay after recovering from the broken eye and/or the "button attack"...
if it's not in your case, please specified which enemy it affected.
anyway, re-download~
That's quite the size jump from 6.1 to 6.2. Almost 700kb more. Must be one hell of a work around. All the same nice work. I'll test it out and edit this post with results.

EDIT:
Not really gotten too far, but so far zombies still attack and move around, and Mr. X still chases you and gets up after being shot in the face a couple times. Seems to be working fine. I set time to 0.
Last edited by Deathwing Zero on Wed Jan 30, 2019 3:49 pm, edited 1 time in total.

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

Post by gir489 » Wed Jan 30, 2019 3:35 pm

Deathwing Zero wrote:
Wed Jan 30, 2019 3:26 pm
Updated compilation table here. Contains Cielos update 6.2 and Marcus101RR update 3.
Cielos wrote:
Wed Jan 30, 2019 8:04 am
I've tested it on Shelly boss just now. it seems working fine. it broke the ceiling, broke the metal gate, it chased me without delay to the platform, it'd resume attacking without delay after recovering from the broken eye and/or the "button attack"...
if it's not in your case, please specified which enemy it affected.
anyway, re-download~
That's quite the size jump from 6.1 to 6.2. Almost 700kb more. Must be one hell of a work around. All the same nice work. I'll test it out and edit this post with results.
There was some extra unnecessary junk in the trunk. I've removed it. Here's the table with the reduced the file size.
Attachments
re2.CT
(353.73 KiB) Downloaded 195 times

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

Post by Deathwing Zero » Wed Jan 30, 2019 4:15 pm

gir489 wrote:
Wed Jan 30, 2019 3:35 pm
There was some extra unnecessary junk in the trunk. I've removed it. Here's the table with the reduced the file size.
I tried that out as well, and all the options I tried still worked, so it must have really been unnnecessary. Deprecated script data? Thanks.

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

Post by gir489 » Wed Jan 30, 2019 4:44 pm

Deathwing Zero wrote:
Wed Jan 30, 2019 4:15 pm
gir489 wrote:
Wed Jan 30, 2019 3:35 pm
There was some extra unnecessary junk in the trunk. I've removed it. Here's the table with the reduced the file size.
I tried that out as well, and all the options I tried still worked, so it must have really been unnnecessary. Deprecated script data? Thanks.
They looked like ASM notes or something. IDK.

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

Post by wurstpistole » Wed Jan 30, 2019 6:00 pm

HylianZ wrote:
Tue Jan 29, 2019 6:33 pm
wurstpistole wrote:
Tue Jan 29, 2019 5:27 pm
Anyone knows what I might be doing wrong with adding items into my inventory? I chose a wooden board, set the item type to is weapon, and then when I set the Infinte SMG or Minigun for example, it appears in the inventory along with the correct description, I can equip it - but Leon only holds something "invisible", stretches his arm out, and there's no shooting. What might I be doing wrong?
Drop it in a storage box and pull it back out. Then it should work properly.
This worked, at least for the inf. SMG. Minigun as well as the non-silenced MP disappeared after restarting and reloading the game.

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

Post by raidsnake » Wed Jan 30, 2019 7:06 pm

Guys There is a solution for forcing a outfit ? Iwanna play leon with his first outfit, the casual one.

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

Post by NChabb » Wed Jan 30, 2019 7:52 pm

raidsnake wrote:
Wed Jan 30, 2019 7:06 pm
Guys There is a solution for forcing a outfit ? Iwanna play leon with his first outfit, the casual one.
Beating any character's 2nd scenario will unlock all its narrative outfit variants encountered in the story. As such, with Leon you unlock:
  • Casual
  • Police RPD outfit
  • Police RPD outfit bandaged
With Claire:
  • Jacket
  • Tank top
When a costume is selected for a character in the menu, it doesn't get replaced at all unless you are in 'alternative mode' (with which the classic outfits are subject to the same narrative updates).

If you complete a Hardcore run on a character, you unlock his/her narrative variants for the classic version of the costumes (Leon RPD, Leon bandaged, Claire classic no jacket, etc.)

Therefore, to unlock all costumes, you have to complete 2nd run Leon, 2nd run Claire, Hardcore Claire, Hardcore Leon.

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

Post by Exeter » Wed Jan 30, 2019 7:59 pm

tl;dr Play the game. :P

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

Post by raidsnake » Wed Jan 30, 2019 8:00 pm

NChabb wrote:
Wed Jan 30, 2019 7:52 pm
raidsnake wrote:
Wed Jan 30, 2019 7:06 pm
Guys There is a solution for forcing a outfit ? Iwanna play leon with his first outfit, the casual one.
Beating any character's 2nd scenario will unlock all its narrative outfit variants encountered in the story. As such, with Leon you unlock:
  • Casual
  • Police RPD outfit
  • Police RPD outfit bandaged
With Claire:
  • Jacket
  • Tank top
When a costume is selected for a character in the menu, it doesn't get replaced at all unless you are in 'alternative mode' (with which the classic outfits are subject to the same narrative updates).

If you complete a Hardcore run on a character, you unlock his/her narrative variants for the classic version of the costumes (Leon RPD, Leon bandaged, Claire classic no jacket, etc.)

Therefore, to unlock all costumes, you have to complete 2nd run Leon, 2nd run Claire, Hardcore Claire, Hardcore Leon.
NChabb wrote:
Wed Jan 30, 2019 7:52 pm
raidsnake wrote:
Wed Jan 30, 2019 7:06 pm
Guys There is a solution for forcing a outfit ? Iwanna play leon with his first outfit, the casual one.
Beating any character's 2nd scenario will unlock all its narrative outfit variants encountered in the story. As such, with Leon you unlock:
  • Casual
  • Police RPD outfit
  • Police RPD outfit bandaged
With Claire:
  • Jacket
  • Tank top
When a costume is selected for a character in the menu, it doesn't get replaced at all unless you are in 'alternative mode' (with which the classic outfits are subject to the same narrative updates).

If you complete a Hardcore run on a character, you unlock his/her narrative variants for the classic version of the costumes (Leon RPD, Leon bandaged, Claire classic no jacket, etc.)

Therefore, to unlock all costumes, you have to complete 2nd run Leon, 2nd run Claire, Hardcore Claire, Hardcore Leon.

I know that....but i wanna play casual leon in my first run. :)

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

Post by NChabb » Wed Jan 30, 2019 8:03 pm

raidsnake wrote:
Wed Jan 30, 2019 8:00 pm
I know that....but i wanna play casual leon in my first run. :)
So you either wait for someone to do a proper cheat table that unlock records (some modders gave some vague instructions in the first pages), or you head over residentevilmodding.boards.net to find out how to swap models.

Either way you will wait longer and it'll be more of a hassle than to simply play the game.

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

Post by raidsnake » Wed Jan 30, 2019 8:13 pm

NChabb wrote:
Wed Jan 30, 2019 8:03 pm
raidsnake wrote:
Wed Jan 30, 2019 8:00 pm
I know that....but i wanna play casual leon in my first run. :)
So you either wait for someone to do a proper cheat table that unlock records (some modders gave some vague instructions in the first pages), or you head over residentevilmodding.boards.net to find out how to swap models.

Either way you will wait longer and it'll be more of a hassle than to simply play the game.
I think Celios made a script that allows that ... but I do not know how to make it work.

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

Post by Deathwing Zero » Wed Jan 30, 2019 8:28 pm

He did. It's here. However, he posted a table that's in plain text. This is the script itself if you want to add it to your own table. It's a pointless script since you can change costumes at any time you want. Be sure to read his post for instructions on how to use it properly.

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
label(dForceCostume)
registersymbol(dForceCostume)
label(pPlayerInfo)
registersymbol(pPlayerInfo)
label(pCustomeInfo)
registersymbol(pCustomeInfo)

alloc(newmem,2048,"re2.exe"+E46D663) 
label(returnhere)
label(originalcode)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov rax,pCustomeInfo
mov [rax],rdi
mov rax,[rsp+90]
push rax
mov rax,pPlayerInfo
pop [rax]
mov rax,dForceCostume
mov eax,[rax]
test eax,eax
cmovge ebp,eax

originalcode:
mov [rdi+54],ebp
mov rax,[rbx+50]

exit:
jmp returnhere

///
dForceCostume:
dd ffffffff
pPlayerInfo:
dq 0
pCustomeInfo:
dq 0
///

"re2.exe"+E46D663:
jmp newmem
nop
nop
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
"re2.exe"+E46D663:
db 89 6F 54 48 8B 43 50
//Alt: mov [rdi+54],ebp
//Alt: mov rax,[rbx+50]

unregistersymbol(dForceCostume)
unregistersymbol(pPlayerInfo)
unregistersymbol(pCustomeInfo)

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

Post by Exeter » Wed Jan 30, 2019 9:43 pm

@Cielos I was doing another Claire run and I noticed the ignore ammo pouch script still doesn't seem to work for instantly reloading her gun. It's only 1 bullet at a time still. I tried restarting the game and CE just to make sure nothing odd was going on, but it's 1 bullet per reload. I actually don't recall if it was always the case, or if it just randomly breaks down for no apparent reason. Not a major issue, just thought I'd report it here anyway.

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