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

Upload your cheat tables here (No requests)
Deathwing Zero
Cheater
Cheater
Posts: 36
Joined: Mon May 22, 2017 2:59 pm
Reputation: 19

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

Post by Deathwing Zero » Wed Jan 30, 2019 10:24 pm

Where in the game did it happen? I tested it when he updated it and it was working fine.

User avatar
Exeter
Table Makers
Table Makers
Posts: 299
Joined: Fri Mar 03, 2017 9:16 am
Reputation: 110

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

Post by Exeter » Wed Jan 30, 2019 10:32 pm

Deathwing Zero wrote:
Wed Jan 30, 2019 10:24 pm
Where in the game did it happen? I tested it when he updated it and it was working fine.
Started noticing it in late Sewers. Could just be that the table messed up for some reason. I had a weird issue with the pouch script (the old one) a few days ago where it wouldn't reload anything at all. This eventually resolved itself on its own.

raidsnake
Noobzor
Noobzor
Posts: 6
Joined: Tue Mar 20, 2018 4:36 pm
Reputation: 0

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

Post by raidsnake » Wed Jan 30, 2019 10:42 pm

Deathwing Zero wrote:
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)

I dont know how to make it work bro...

User avatar
Exeter
Table Makers
Table Makers
Posts: 299
Joined: Fri Mar 03, 2017 9:16 am
Reputation: 110

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

Post by Exeter » Wed Jan 30, 2019 10:48 pm

Some further testing regarding my previous post -

Apparently when I have the actual ammo in my inventory, it reloads instantly just fine, but when there's no ammo pouches (aka the script takes over), it stops reloading instantly full.

Deathwing Zero
Cheater
Cheater
Posts: 36
Joined: Mon May 22, 2017 2:59 pm
Reputation: 19

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

Post by Deathwing Zero » Wed Jan 30, 2019 10:55 pm

Exeter wrote:
Wed Jan 30, 2019 10:48 pm
Some further testing regarding my previous post -

Apparently when I have the actual ammo in my inventory, it reloads instantly just fine, but when there's no ammo pouches (aka the script takes over), it stops reloading instantly full.
It was just working fine for me with no ammo in my inventory. I started a new game, modded the SLS60 so it had the quick reload and reinforced frame, switched to High Powered bullets and killed every zombie on the way to the police station. Reloaded to 5 every time. I even went up to collecting the spade key and it was still working.

It may have something to do with the way the game is handling memory. I've had SunBeam and gir489s accuracy scripts break on me, sometimes right away, in the case of 4th survivor. It would stick at maximum spread permanently.

Just to be clear the options I used were undead (with 1200 min health), ignore ammo pouch, highlight item, until I modified the weapon, then I turned it off and one of the accuracy scripts.

User avatar
ForgotMyLogin
Noobzor
Noobzor
Posts: 13
Joined: Fri Jan 25, 2019 2:25 pm
Reputation: 0

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

Post by ForgotMyLogin » Wed Jan 30, 2019 11:42 pm

Does Undead with 1200 min health keep you at Fine? I swear I always go down to Caution or Danger no matter what settings.

User avatar
Pernicies
Expert Cheater
Expert Cheater
Posts: 52
Joined: Wed Mar 08, 2017 8:58 pm
Reputation: 2

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

Post by Pernicies » Wed Jan 30, 2019 11:52 pm

ForgotMyLogin wrote:
Wed Jan 30, 2019 11:42 pm
Does Undead with 1200 min health keep you at Fine? I swear I always go down to Caution or Danger no matter what settings.
Do not think so awkward. Just type 9999 and you're done

Deathwing Zero
Cheater
Cheater
Posts: 36
Joined: Mon May 22, 2017 2:59 pm
Reputation: 19

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

Post by Deathwing Zero » Wed Jan 30, 2019 11:55 pm

Maximum health is 1200. Setting Undead to 1200 means you are always at full health.

DarkFearless
Cheater
Cheater
Posts: 29
Joined: Sat Jan 26, 2019 5:38 am
Reputation: 0

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

Post by DarkFearless » Wed Jan 30, 2019 11:57 pm

kayawish24 wrote:
Wed Jan 30, 2019 12:51 pm
Leon Noir and sherrif without hat plus Claire model swap :D

Image
Image
Image
Image

Leon as Ben ...

Image
Image

O_O.

How did you do the swaps? =O. Does it also stick after save/load?

Deathwing Zero
Cheater
Cheater
Posts: 36
Joined: Mon May 22, 2017 2:59 pm
Reputation: 19

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

Post by Deathwing Zero » Thu Jan 31, 2019 12:14 am

DarkFearless wrote:
Wed Jan 30, 2019 11:57 pm

O_O.

How did you do the swaps? =O. Does it also stick after save/load?
http://residentevilmodding.boards.net/b ... dification

User avatar
HylianZ
Fearless Donors
Fearless Donors
Posts: 200
Joined: Thu Mar 23, 2017 5:37 pm
Reputation: 27

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

Post by HylianZ » Thu Jan 31, 2019 3:16 am

wurstpistole wrote:
Wed Jan 30, 2019 6:00 pm
Minigun as well as the non-silenced MP disappeared after restarting and reloading the game.
This is because they aren't "unlocked" yet. You can unlock it manually, by changing the correct addresses manually in the section of memory for the records, and they'll just appear in your box. It's a few pages back if you want to look into it. It's been discussed enough that you should be able to figure it out.

optimumbox
What is cheating?
What is cheating?
Posts: 1
Joined: Thu Jan 31, 2019 4:30 am
Reputation: 0

Re: RESIDENT EVIL 2 +8 (table Update5)

Post by optimumbox » Thu Jan 31, 2019 4:32 am

Hornet wrote:
Sun Jan 27, 2019 4:20 am
HylianZ wrote:
Sun Jan 27, 2019 1:57 am
DarkFearless wrote:
Sun Jan 27, 2019 1:43 am
The weapons unlocks and stays after save/load consistently? =O. Can I commission you to help meeeee. LOL. :lol:
Start game and don't load in. Stay in the main menu.

Do an AOB scan for F0 83 CF 44 01 00 00 00 01 00 00 00 5B.

Once the addresses show select the last one and view in memory viewer.

You should see a bunch of 0's after it. 4 byte sections. Change values to look like https://gyazo.com/d2dbda30b212976b166b5d52478e0ef0

That should unlock all infinite weapons once you enter the Records menu from Bonuses in the main menu.

I am absolute shit at making tables and stuff. I can't even figure out how to make the AoB thing work properly in a script, otherwise I'd make one downloadable. Maybe someone who's more talented can do it.
This works perfectly for me, but a quick note: After unlocking everything, I loaded a save, and tried saving my game on the typewriter. The game crashed right after saving, and none of the records were kept. I found that loading a save, and then immediately quitting to the menu saves the records permanently, and upon restarting the game, It doesn't crash when you save.

So, if you unlock things this way, be sure to load into a game, and then quit out to the menu so the game auto saves the records.
I was able to unlock everything, but the game would crash after I'd quit to main menu from a loaded save as you had previously instructed. Anyone else have any luck?

Found the solution. In my particular case I had to edit one less row of than I had suspected. If anyone else is crashing from this, leave one row out of your edit at a time until it fixes it.
Last edited by optimumbox on Thu Jan 31, 2019 5:26 am, edited 1 time in total.

User avatar
louchi
Noobzor
Noobzor
Posts: 7
Joined: Sun Feb 04, 2018 5:53 am
Reputation: 0

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

Post by louchi » Thu Jan 31, 2019 5:18 am

guys, what will happen if I use the table mid run in steam version? is it gonna cancel/disable anything like achievement or costume unlock or else? Is there any downside like VAC banned or all my achievement is gone? I'm kinda afraid but I want to unlock all the record hehe

nb:
is there any ada's nude mod? :) ty

chroma12349
Cheater
Cheater
Posts: 38
Joined: Mon Jul 16, 2018 2:26 am
Reputation: 7

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

Post by chroma12349 » Thu Jan 31, 2019 6:28 am

Malakh wrote:
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.
Cause you gotta trigger the cutscene where Leon grabs Ben's recording; that's the progress flag for Leon's path similar to Claire needing to trigger Irons' call in his private collections room to trigger Sherry segment.

In short, both needs to clear the panel puzzle and trigger the corresponding event flag before the game will allow you to progress; otherwise it gets confused and softlocks you.

Afterwards, Leon segment seems to have no other flags to worry about. Claire's you need to lower the bridge from control room to the cable car in the sewers before beating G2 cause you can't interact with anything while carrying Sherry.

User avatar
teinousi
Expert Cheater
Expert Cheater
Posts: 242
Joined: Wed Mar 29, 2017 10:19 am
Reputation: 23

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

Post by teinousi » Thu Jan 31, 2019 7:03 am

hope that the mod some one make the 6's leon ('ω')

Post Reply