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RESIDENT EVIL 2 +19 +1 (table Update14.3)

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Cielos
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Re: RESIDENT EVIL 2 +16 +3 (table Update12)

Post by Cielos » Sun Mar 03, 2019 9:13 am

TheJanitor wrote:
Sat Mar 02, 2019 8:04 pm
Would it be possible to do the opposite of hide object interact hud? I mean instead hide the crosshair and ammo counter but keep the object interactions. Or just hiding the crosshair, if anyone could do that you'd be a life saver.
re-installed the game to try some mods, saw your message, and remember the other 2 hud elements handling was located already and are ready to be manipulated... so:
Update13
- added hud mod.
- updated hide object interact hud's feature, renamed to show nearby interact-able key, which can be found under hud mod.
- added missing credit to Iceking0101. they shared the offsets for "ammo type offset" originally.
- removed 2 outdated scripts by CJBok to avoid confusion. alternate versions of 20 slots can be found in the thread.
re-download, and use the hud mod.
remember to read the descriptions in the first post first!

but the weapons aren't always pointing to the screen centre, especially when you're aiming up / down... unless the dev would address this issue (before that, considering this an issue...), hiding the corssair seems not a good idea... unless you want to take some screen-shots with fly camera, ...and/or integrate it in a fixed camera mod I think?

anyway, have fun~

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Re: RESIDENT EVIL 2 +16 +3 (table Update12)

Post by TheJanitor » Sun Mar 03, 2019 2:46 pm

Cielos wrote:
Sun Mar 03, 2019 9:13 am

re-installed the game to try some mods, saw your message, and remember the other 2 hud elements handling was located already and are ready to be manipulated... so:

re-download, and use the hud mod.
remember to read the descriptions in the first post first!

but the weapons aren't always pointing to the screen centre, especially when you're aiming up / down... unless the dev would address this issue (before that, considering this an issue...), hiding the corssair seems not a good idea... unless you want to take some screen-shots with fly camera, ...and/or integrate it in a fixed camera mod I think?

anyway, have fun~
Wow that's amazing, thank you so much!

I don't mind aiming without a crosshair, I find it more immersive but I can't play without finding vital items so that's why I wanted this :D

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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by knk8200 » Mon Mar 04, 2019 1:14 pm

https://youtu.be/_W6XuqfQCl8

https://youtu.be/5e1DTvI98kQ?t=249

Is it possible to adjustable Matilda 3 round burst fire faster like VP70M in real life with ct ??

VP70M in original resident evil 2 burst fire was quit fast but in remake re2 is too slow i think

Maybe balance?

I hope this part to be fixed or moded someday :D

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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by adamzubir » Wed Mar 06, 2019 7:56 pm

Does anybody know how to mod the infinite anti tank launcher please

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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by adamzubir » Thu Mar 07, 2019 2:06 am

somebody ?

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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by LucyHF » Thu Mar 07, 2019 3:25 pm

Can you please add X axis in camera mod.

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

Post by replitealc » Sat Mar 09, 2019 3:05 am

wurstpistole wrote:
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.
Worked in a area with some box around, right? Like the RPD, or the sewers,etc
But, i wanna to equip some different gun in area were has not box, like the street before came to RPD after the initial cutscene with Leon and Claire inside the car, and the truck crash.... in the way to RPD! lovely...to imaginne: them many zumbies and you detoned him with a minigun?!

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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by Cielos » Sat Mar 09, 2019 10:20 pm

replitealc wrote:
Sat Mar 09, 2019 3:05 am
wurstpistole wrote:
Wed Jan 30, 2019 6:00 pm
HylianZ wrote:
Tue Jan 29, 2019 6:33 pm


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.
Worked in a area with some box around, right? Like the RPD, or the sewers,etc
But, i wanna to equip some different gun in area were has not box, like the street before came to RPD after the initial cutscene with Leon and Claire inside the car, and the truck crash.... in the way to RPD! lovely...to imaginne: them many zumbies and you detoned him with a minigun?!
like this?

jump to 56s if you're impatient..

copy&paste the following ONto your table:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>14721</ID>
      <Description>"cust pick up key"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(itemIDChkOnPickUpCallerAOB,re2.exe,4C ** ** E8 ** ** ** ** 0F B6 C8 48 ** ** ** 48 ** ** ** 75 ** 48 ** ** ** ** ** ** ** 4C ** ** ** ** ** ** ** 49 ** FF FF FF FF FF FF FF 7F)
registersymbol(itemIDChkOnPickUpCallerAOB)

label(pPickUpItem)
registersymbol(pPickUpItem)
label(bCustPickUpKeyID)
registersymbol(bCustPickUpKeyID)
label(bCustPickUpKeyPressed)
registersymbol(bCustPickUpKeyPressed)
label(dCustPickUpItemID)
registersymbol(dCustPickUpItemID)
label(dCustPickUpWeaponID)
registersymbol(dCustPickUpWeaponID)

alloc(newmem,2048,itemIDChkOnPickUpCallerAOB+8) //"re2.exe"+DC5B66C)
label(returnhere)
label(originalcode_itemIDChkOnPickUpCallerAOB)
registersymbol(originalcode_itemIDChkOnPickUpCallerAOB)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov rcx,bCustPickUpKeyPressed
cmp byte ptr [rcx],1
jne @f
mov rcx,dCustPickUpItemID
cmp dword ptr [rcx],fffffffe
je @f
cmp dword ptr [rcx+4],fffffffe
je @f
mov ecx,[rcx]
mov [r8+10],ecx
mov rcx,dCustPickUpWeaponID
mov ecx,[rcx]
mov [r8+14],ecx

originalcode_itemIDChkOnPickUpCallerAOB:
readmem(itemIDChkOnPickUpCallerAOB+8,7)
//movzx ecx,al
//mov rax,[rbx+50]

exit:
jmp returnhere

///
pPickUpItem:
dq 0
bCustPickUpKeyID:
dd 04
bCustPickUpKeyPressed:
dd 0
dCustPickUpItemID:
dd fffffffe
dCustPickUpWeaponID:
dd fffffffe
///

itemIDChkOnPickUpCallerAOB+8: //"re2.exe"+DC5B66C:
jmp newmem
nop
nop
returnhere:

///*****************************************///
//modified from TheyCallMeTim13's lua keylistener script
//http://fearlessrevolution.com/viewtopic.php?f=4&amp;t=6041&amp;start=60#p62657
{$lua}
local function custpickupkeyLuaThread(threadCPUK)
	local addrCPUK = getAddressSafe('bCustPickUpKeyPressed')
	while CustPickUpKeyThreadLoop do
        sleep(100)
		if addrCPUK then
            if ( isKeyPressed( readInteger('bCustPickUpKeyID') ) ) then
			    writeBytes(addrCPUK, 1)
            else
                writeBytes(addrCPUK, 0)
            end
		else
			addrCPUK = getAddressSafe('bCustPickUpKeyPressed')
		end
	end
	threadCPUK.terminate()
--    while CustPickUpKeyThreadLoop do
--          if ( isKeyPressed(VK_CAPITAL) ) then
--              writeBytes("bCustPickUpKeyPressed" ,1)
--          else
--              writeBytes("bCustPickUpKeyPressed" ,0)
--          end
--    end
--    threadCPUK.terminate()
end
----------------------------------
if syntaxcheck then return end
CustPickUpKeyThreadLoop = true
createThread(custpickupkeyLuaThread)
{$asm}

///*****************************************///


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
{$lua}
if syntaxcheck then return end
CustPickUpKeyThreadLoop = false
{$asm}

///*****************************************///
dealloc(newmem)
itemIDChkOnPickUpCallerAOB+8: //"re2.exe"+DC5B66C:
readmem(originalcode_itemIDChkOnPickUpCallerAOB,7)
//db 0F B6 C8 48 8B 43 50
//Alt: movzx ecx,al
//Alt: mov rax,[rbx+50]
unregistersymbol(originalcode_itemIDChkOnPickUpCallerAOB)

unregistersymbol(pPickUpItem)
unregistersymbol(bCustPickUpKeyID)
unregistersymbol(bCustPickUpKeyPressed)
unregistersymbol(dCustPickUpItemID)
unregistersymbol(dCustPickUpWeaponID)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>14724</ID>
          <Description>"set ids, then hold key and pick up"</Description>
          <LastState Value="" RealAddress="00000000"/>
          <Color>808080</Color>
          <GroupHeader>1</GroupHeader>
        </CheatEntry>
        <CheatEntry>
          <ID>14727</ID>
          <Description>"remember to set the proper ammo type afterwards"</Description>
          <LastState Value="" RealAddress="00000000"/>
          <Color>808080</Color>
          <GroupHeader>1</GroupHeader>
        </CheatEntry>
        <CheatEntry>
          <ID>14725</ID>
          <Description>"key"</Description>
          <Options moHideChildren="1"/>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">10:SHIFT key
11:CTRL key
12:ALT key
14:CAPS LOCK key
20:Spacebar
04:Middle Mouse Button
05:X1 Mouse Button
06:X2 Moust Button
</DropDownList>
          <LastState Value="04" RealAddress="156AC0069"/>
          <ShowAsHex>1</ShowAsHex>
          <Color>008000</Color>
          <VariableType>Byte</VariableType>
          <Address>bCustPickUpKeyID</Address>
          <CheatEntries>
            <CheatEntry>
              <ID>14726</ID>
              <Description>""</Description>
              <LastState Value="0" RealAddress="156AC006D"/>
              <Color>008000</Color>
              <VariableType>Byte</VariableType>
              <Address>+4</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>14722</ID>
          <Description>"item id"</Description>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">fffffffe:set an id first
00000000:is weapon
00000001:First Aid Spray
00000002:Green Herb
00000003:Red Herb
00000004:Blue Herb
00000005:Mixed Herb (G+G)
00000006:Mixed Herb (G+R)
00000007:Mixed Herb (G+B)
00000008:Mixed Herb (G+G+B)
00000009:Mixed Herb (G+G+G)
0000000A:Mixed Herb (G+R+B)
0000000B:Mixed Herb (R+B)
0000000C:Green Herb
0000000D:Red Herb
0000000E:Blue Herb
0000000F:Handgun Ammo
00000010:Shotgun Shells
00000011:Submachine Gun Ammo
00000012:MAG Ammo
00000016:Acid Rounds
00000017:Flame Rounds
00000018:Needle Cartridges
00000019:Fuel
0000001A:Large-caliber Handgun Ammo
0000001B:High-Powered Rounds (SLS 60)
0000001F:Detonator
00000020:Ink Ribbon
00000021:Wooden Board
00000022:Electronic Gadget
00000023:Battery (9-volt)
00000024:Gunpowder
00000025:Gunpowder (Large)
00000026:High-Grade Gunpowder (Yellow)
00000027:High-Grade Gunpowder (White)
00000030:High-Capacity Mag. (Matilda)
00000031:Muzzle Brake (Matilda)
00000032:Gun Stock(Matilda)
00000033:Speed Loader (SLS 60)
00000034:Laser Sight (JMB Hp3)
00000035:Reinforced Frame (SLS 60)
00000036:High-Capacity Mag. (JMB Hp3)
00000037:Shotgun Stock (W-870)
00000038:Long Barrel (W-870)
0000003A:High-Capacity Mag. (MQ 11)
0000003C:Suppressor (MQ 11)
0000003D:Red Dot Sight (Lightning Hawk)
0000003E:Long Barrel (Lightning Hawk)
00000040:Shoulder Stock (GM 79)
00000041:Regulator (Flamethrower)
00000042:High Voltage Condenser (Spark Shot)
00000048:Film "Hiding Place"
00000049:Film "Rising Rookie"
0000004A:Film "Commemorative"
0000004B:Film "3F Locker"
0000004C:Film "Lion Statue"
0000004D:Storage Room Key
0000004F:Mechanic Jack Handle
00000050:Square Crank
00000051:Unicorn Medallion
00000052:Spade Key
00000053:Parking Garage Key Card
00000054:Weapons Locker Key Card
00000056:Valve Handle
00000057:S.T.A.R.S. Badge
00000058:Scepter
0000005A:Red Jewel
0000005B:Bejeweled Box
0000005D:Bishop Plug
0000005E:Rook Plug
0000005F:King Plug
00000062:Picture Block
00000066:USB Dongle Key
00000070:Spare Key (key pad)
00000072:Red Book (Art Object)
00000073:Statue's Left Arm
00000074:Left Arm with Book
00000076:Lion Medallion
00000077:Diamond Key
00000078:Car Key
0000007C:Maiden Medallion
0000007E:Power Panel Part
0000007F:Power Panel Part
00000080:Lovers Relief
00000081:Small Gear
00000082:Large Gear
00000083:Courtyard Key
00000084:Knight Plug
00000085:Pawn Plug
00000086:Queen Plug
00000087:Boxed Electronic Part
00000088:Boxed Electronic Part
0000009F:Orphanage Key
000000A0:Club Key
000000A9:Heart Key
000000AA:U.S.S. Digital Video Cassette
000000B0:T-Bar Valve Handle
000000B3:Dispersal Cartridge (Empty)
000000B4:Dispersal Cartridge (Solution)
000000B5:Dispersal Cartridge (Herbicide)
000000B7:Joint Plug
000000BA:Upgrade Chip (Admin)
000000BB:ID Wristband (Admin)
000000BC:Electronic Chip
000000BD:Signal Modulator
000000BE:Trophy
000000BF:Trophy
000000C2:Sewers Key
000000C3:ID Wristband (Visitor)
000000C4:ID Wristband (General Staff)
000000C5:ID Wristband (Senior Staff)
000000C6:Upgrade Chip (General Staff)
000000C7:Upgrade Chip (Senior Staff)
000000C8:ID Wristband (Visitor)
000000C9:ID Wristband (General Staff)
000000CA:ID Wristband (Senior Staff)
000000CB:Lab Digital Video Cassette
000000E6:Briefcase
000000F0:Fuse (Main Hall)
000000F1:Fuse (Break Room Hallway)
000000F3:Scissors
000000F4:Bolt Cutter
000000F5:Stuffed Doll
00000106:Hip Pouch
0000011e:Old Key (Ghost Survivour)
00000123:Portable Safe
00000125:Tin Storage Box
00000126:Wooden Box
00000127:Wooden Box
00000128:Tin Storage Box

</DropDownList>
          <LastState Value="00000000" RealAddress="156AC0071"/>
          <ShowAsHex>1</ShowAsHex>
          <Color>008000</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>dCustPickUpItemID</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>14723</ID>
          <Description>"weapon id"</Description>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">fffffffe:set an id first
FFFFFFFF:not weapon
00000001:Handgun - Matilda
00000002:Handgun - M19
00000003:Handgun - JMB Hp3
00000004:Handgun - Quickdraw Army Revolver
00000007:Handgun - MUP
00000008:Handgun - Broom Hc
00000009:Handgun - SLS 60
0000000B:Shotgun - W-870
00000015:Sub Gun - MQ 11
00000017:Sub Gun - LE 5 (Infinite)
0000001F:MAG - Lightning Hawk
00000029:EMF Visualizer
0000002A:Grenade Launcher - GM 79
0000002B:Chemical Flamethrower
0000002C:Stun Gun - Spark Shot
0000002D:ATM-4
0000002E:Combat Knife
0000002F:Combat knife (Infinite)
00000031:Anti-tank Rocket
00000032:Minigun
00000041:Hand Grenade
00000042:Flash Grenade
00000052:Handgun - Samurai Edge (Infinite)
00000053:Handgun - Samurai Edge (Chris Model)
00000054:Handgun - Samurai Edge (Jill Model)
00000055:Handgun - Samurai Edge (Albert Model)
000000DE:ATM-4 (Infinite)
000000F2:Anti-tank Rocket (Infinite)
000000FC:Minigun (Infinite)

</DropDownList>
          <LastState Value="00000032" RealAddress="156AC0075"/>
          <ShowAsHex>1</ShowAsHex>
          <Color>008000</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>dCustPickUpWeaponID</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
- start a new game.
- activate the script.
- set the "item id" to "is weapon".
- set the "weapon id" to "Minigun".
- pick up the storage room key while holding Mouse Middle Button.
- use the "highlighted item" script to raise the ammo, or just use "no reload" script.
- use "universal item key" to escape the store.

2 better ways:
1. follows SunBeam suggestions to reveal all the item structures.
2. make a script to access the item box anytime. made one for RE7 (and 1 of the revelation games I think..?) yet to summon the courage or patience to trace it on this game...

for the scenario you described, the above script should do the trick.

have fun~

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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by Dels » Sun Mar 10, 2019 11:03 am

Very nice thank you.

Having trouble with the model swap though - is this simply broke currently? Works with one of the other trainers around but they aren't quite so customisable.

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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by PrinceRevivalDK » Sat Mar 16, 2019 12:17 pm

and so it only lasted a few months, is this develpo already dead?
i would really like to see that no clip back in game tho, and a complete infinite ammo on all weapons, just like the Minigun and Rocket Launcher, and also a open item box anywhere i know its much asking and i should probably do it myself because i cant really ask for something thats coming out of the devs free time here but still, it would still be pretty amazzing if someone would invest some time in these 3 things.

So if you want to expand it just alittle bit more feel free to
1. Infinite Ammo (with the Inf Ammo sign on all weapons like Minigun and Rocket launcher has)
2. No Clip (Walk through walls)
3. Open Item Box anywhere.

i really hope someone will look into this :-)

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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by Exeter » Sat Mar 16, 2019 1:11 pm

PrinceRevivalDK wrote:
Sat Mar 16, 2019 12:17 pm
and so it only lasted a few months, is this develpo already dead?
i would really like to see that no clip back in game tho, and a complete infinite ammo on all weapons, just like the Minigun and Rocket Launcher, and also a open item box anywhere i know its much asking and i should probably do it myself because i cant really ask for something thats coming out of the devs free time here but still, it would still be pretty amazzing if someone would invest some time in these 3 things.

So if you want to expand it just alittle bit more feel free to
1. Infinite Ammo (with the Inf Ammo sign on all weapons like Minigun and Rocket launcher has)
2. No Clip (Walk through walls)
3. Open Item Box anywhere.

i really hope someone will look into this :-)
1 is already posted in the OP's post. And yes, most people have moved on from the game, there's not much else to do when you already have 100% completion.

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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by PrinceRevivalDK » Sat Mar 16, 2019 1:41 pm

Exeter wrote:
Sat Mar 16, 2019 1:11 pm
PrinceRevivalDK wrote:
Sat Mar 16, 2019 12:17 pm
and so it only lasted a few months, is this develpo already dead?
i would really like to see that no clip back in game tho, and a complete infinite ammo on all weapons, just like the Minigun and Rocket Launcher, and also a open item box anywhere i know its much asking and i should probably do it myself because i cant really ask for something thats coming out of the devs free time here but still, it would still be pretty amazzing if someone would invest some time in these 3 things.

So if you want to expand it just alittle bit more feel free to
1. Infinite Ammo (with the Inf Ammo sign on all weapons like Minigun and Rocket launcher has)
2. No Clip (Walk through walls)
3. Open Item Box anywhere.

i really hope someone will look into this :-)
1 is already posted in the OP's post. And yes, most people have moved on from the game, there's not much else to do when you already have 100% completion.
1. as you say in OP posts i know that he has made it with infinite sign in backpack, but you still have to reload the weapon, like when you unlock the infinite submachinegune or the inf ammo pistol, what i meant is the big infinte sign that comes with the minigun should have been for every weapons :-)

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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by Cielos » Sat Mar 16, 2019 2:16 pm

Dels wrote:
Sun Mar 10, 2019 11:03 am
Very nice thank you.

Having trouble with the model swap though - is this simply broke currently? Works with one of the other trainers around but they aren't quite so customisable.
it depends. what is the trouble with the model swap?
the main issue for the script now, is that it doesn't cover the character skeleton. that means if you change the model of a male character to a female character, or vice-versa, the body would look weird.. other than that you should be able to complete the whole story mode with swapped character without problem...
if it's not the "trouble", please describe it in details~

//////////////////////////////
PrinceRevivalDK wrote:
Sat Mar 16, 2019 1:41 pm
Exeter wrote:
Sat Mar 16, 2019 1:11 pm
PrinceRevivalDK wrote:
Sat Mar 16, 2019 12:17 pm
[...]
So if you want to expand it just alittle bit more feel free to
1. Infinite Ammo (with the Inf Ammo sign on all weapons like Minigun and Rocket launcher has)
[...]

i really hope someone will look into this :-)
1 is already posted in the OP's post. And yes, most people have moved on from the game, there's not much else to do when you already have 100% completion.
1. as you say in OP posts i know that he has made it with infinite sign in backpack, but you still have to reload the weapon, like when you unlock the infinite submachinegune or the inf ammo pistol, what i meant is the big infinte sign that comes with the minigun should have been for every weapons :-)
most of the games I want to cheat won't be out soon. the nearest one would be at May (A Plague Tale: Innocence)... oh wait, AC3 remaster would be out at the end of this month, which ACOdyssey season pass included it already. so there's that...
anyway, I'll have a look for inf ammo clip sign, after I set up the Patreon page. still trying to figure out what Tier to set...

for now, you can still use the "no reload" script from the table.

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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by CrazyHorse » Sat Mar 16, 2019 7:45 pm

I have a question. When I use RESIDENT EVIL 2 +17 +1 (table Update13) and finish the game. I can only get S rating but I'm trying to get S+. How can I do this? Would I have to play the game without the table Update13? You all are doing a great job with this.

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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by zachillios » Sat Mar 16, 2019 7:57 pm

CrazyHorse wrote:
Sat Mar 16, 2019 7:45 pm
I have a question. When I use RESIDENT EVIL 2 +17 +1 (table Update13) and finish the game. I can only get S rating but I'm trying to get S+. How can I do this? Would I have to play the game without the table Update13? You all are doing a great job with this.
Use any infinite ammo weapon will result in you being ineligible for S+. The only infinite item you can use is the knife.

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