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

Posted: Wed May 08, 2019 7:58 am
by Cielos
Update14.3
- updated character model mod. added 2 caller check for the custom loadout, which eliminated the infinite loading screen for leon campaign.
the update is not for the "denuvo free" version. I missed that update.
just spent some time to re-install the game if you got that update by accident.
kennean wrote:
Wed May 08, 2019 3:15 am
[...]
if you need the opcodes around the injection point for the defected aobscans, let me know and I can post them, so that you can adjust the aobscans easier.

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

Posted: Wed May 08, 2019 9:50 am
by pk5547
[/quote]
Well, I've checked and updated (only one AOB scan wasn't being found) the table made by Cielos in the OP (last update). Tested and it worked for me... Please try this one (it has the same name as the one in the OP so be careful and make a backup just in case), and tell me if it work for everyone!
The credits for this are obviously to everyone that made them!
[/quote]

Thanks for table. But no reload, ignore ammo pouch, custom pick up item key, universal item key, character model mod scipt
not working.

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

Posted: Wed May 08, 2019 2:40 pm
by homah
pk5547 wrote:
Wed May 08, 2019 9:50 am
Well, I've checked and updated (only one AOB scan wasn't being found) the table made by Cielos in the OP (last update). Tested and it worked for me... Please try this one (it has the same name as the one in the OP so be careful and make a backup just in case), and tell me if it work for everyone!
The credits for this are obviously to everyone that made them!
Thanks for table. But no reload, ignore ammo pouch, custom pick up item key, universal item key, character model mod scipt
not working.
Same, also the follow cam mod too, hope someone knows how to fix them, thanks in advance if someone does.

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

Posted: Wed May 08, 2019 11:05 pm
by kennean
konizu wrote:
Wed May 08, 2019 6:43 am
Spoiler
Thanks - table works but some options don't as far as I've seen inf. sub ammo doesn't work.

It works for me... This script allows the number of them to decrease, but makes sure that you always have at least one of each sub weapon while you're using them... If you got 3 grenades, and you keep tossing them, you'll always have one...
Cielos wrote:
Wed May 08, 2019 7:58 am
Spoiler
Update14.3
- updated character model mod. added 2 caller check for the custom loadout, which eliminated the infinite loading screen for leon campaign.
the update is not for the "denuvo free" version. I missed that update.
just spent some time to re-install the game if you got that update by accident.
kennean wrote:
Wed May 08, 2019 3:15 am
[...]
if you need the opcodes around the injection point for the defected aobscans, let me know and I can post them, so that you can adjust the aobscans easier.

Thanks for your offer! I couldn't update the character model mod and the hud mod.. Could you help me with these two?
homah wrote:
Wed May 08, 2019 2:40 pm
Spoiler
pk5547 wrote:
Wed May 08, 2019 9:50 am
Well, I've checked and updated (only one AOB scan wasn't being found) the table made by Cielos in the OP (last update). Tested and it worked for me... Please try this one (it has the same name as the one in the OP so be careful and make a backup just in case), and tell me if it work for everyone!
The credits for this are obviously to everyone that made them!
Thanks for table. But no reload, ignore ammo pouch, custom pick up item key, universal item key, character model mod scipt
not working.
Same, also the follow cam mod too, hope someone knows how to fix them, thanks in advance if someone does.
pk5547 wrote:
Wed May 08, 2019 9:50 am
Spoiler
Well, I've checked and updated (only one AOB scan wasn't being found) the table made by Cielos in the OP (last update). Tested and it worked for me... Please try this one (it has the same name as the one in the OP so be careful and make a backup just in case), and tell me if it work for everyone!
The credits for this are obviously to everyone that made them!
Thanks for table. But no reload, ignore ammo pouch, custom pick up item key, universal item key, character model mod scipt
not working.

Thanks to everyone else who tested it! I've never used these scripts that didn't work, so I didn't tested them (a big mistake on my part)... But all of them works now except those two I asked Cielos for help!
Please see if these work for all of you!

Edit: This one is based on the new RESIDENT EVIL 2 +19 +1 (table Update14.3) posted by Cielos!

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

Posted: Thu May 09, 2019 12:59 am
by castle
So do any of these versions work with the new denuvo free version? so they can be used w/ DLC?

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

Posted: Thu May 09, 2019 1:33 am
by kennean
castle wrote:
Thu May 09, 2019 12:59 am
So do any of these versions work with the new denuvo free version? so they can be used w/ DLC?
The one that I posted just above your post is “updated” for you to use with the denuvo free .exe file...

Edit: I’ve just remembered that I also didn’t tested it on the DLC’s!!!!
Can you test it for me, as I can’t right now...

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

Posted: Thu May 09, 2019 3:51 am
by NachosForTwo
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.
Exeter wrote:
Sat Feb 02, 2019 12:20 am
Just confirmed that he stayed down so far and only took 1 bullet to take him down. I'll see how it goes as I progress through the building.

[Edit] Seems to work like a charm. Normally he teleports close to you when you're doing stuff, but this time he does stay down for real. Epic stuff, thanks!

[Edit 2] Only scripted events where he shows up again is what makes him reappear. (example, after getting the Parking Area Card, he shows up in the jail when the zombies break out). But it only takes a moment to bring him down again with the script.

I ended up here in my desperate attempt to eliminate this guy from my game. I'm a total noob at Cheat Engine though and can't figure out how to get this script to work. Would you mind giving me some pointers?

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

Posted: Fri May 10, 2019 2:51 am
by Mee
kennean wrote:
Thu May 09, 2019 1:33 am
castle wrote:
Thu May 09, 2019 12:59 am
So do any of these versions work with the new denuvo free version? so they can be used w/ DLC?
The one that I posted just above your post is “updated” for you to use with the denuvo free .exe file...

Edit: I’ve just remembered that I also didn’t tested it on the DLC’s!!!!
Can you test it for me, as I can’t right now...
Hey thank you so much for fixing the table. I tried testing all the functions in ghost survivors and it seems that almost everything works.

The only function that didn't work for me (in neither main campaign nor dlc) is the 'character model' mod. It doesn't activate, like how the entire table did before you edited it. Hope this can fixed as well especially with new voice option.

Thanks again!

Edit: Sorry just noticed you'd asked about character model and hud mods, so you already knew.

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

Posted: Fri May 10, 2019 7:16 am
by castle
it works ! however this table does not have the item pouch option?

edit - also, it has caused the game to crash 3 times randomly, usually when using the flamethrower or spark shot

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

Posted: Fri May 10, 2019 12:55 pm
by kennean
Mee wrote:
Fri May 10, 2019 2:51 am
Spoiler
kennean wrote:
Thu May 09, 2019 1:33 am
castle wrote:
Thu May 09, 2019 12:59 am
So do any of these versions work with the new denuvo free version? so they can be used w/ DLC?
The one that I posted just above your post is “updated” for you to use with the denuvo free .exe file...

Edit: I’ve just remembered that I also didn’t tested it on the DLC’s!!!!
Can you test it for me, as I can’t right now...
Hey thank you so much for fixing the table. I tried testing all the functions in ghost survivors and it seems that almost everything works.

The only function that didn't work for me (in neither main campaign nor dlc) is the 'character model' mod. It doesn't activate, like how the entire table did before you edited it. Hope this can fixed as well especially with new voice option.

Thanks again!

Edit: Sorry just noticed you'd asked about character model and hud mods, so you already knew.

Thanks for your feedback! Yeah, these two are a little bit tricky. I'm waiting Cielos to provide me the opcodes for these two and see if I can find the new AOB scans...
castle wrote:
Fri May 10, 2019 7:16 am
it works ! however this table does not have the item pouch option?

edit - also, it has caused the game to crash 3 times randomly, usually when using the flamethrower or spark shot
I've searched for this item pouch option on old tables and didn't found it... What did it do? About the crashes, never had any of those on the previous tables, what scripts you're using at the same time?
NachosForTwo wrote:
Thu May 09, 2019 3:51 am
Spoiler
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.
Exeter wrote:
Sat Feb 02, 2019 12:20 am
Just confirmed that he stayed down so far and only took 1 bullet to take him down. I'll see how it goes as I progress through the building.

[Edit] Seems to work like a charm. Normally he teleports close to you when you're doing stuff, but this time he does stay down for real. Epic stuff, thanks!

[Edit 2] Only scripted events where he shows up again is what makes him reappear. (example, after getting the Parking Area Card, he shows up in the jail when the zombies break out). But it only takes a moment to bring him down again with the script.

I ended up here in my desperate attempt to eliminate this guy from my game. I'm a total noob at Cheat Engine though and can't figure out how to get this script to work. Would you mind giving me some pointers?

If you're using the denuvo free .exe, this attached table will work, because I had to update one of the AOB scans... If not, then follow these instructions:

When you attach the CE to your game, you press the Memory View button, and then Tools, then Auto Assemble. A new window will appear. You'll have to copy the code in it, then click on File, then Assign to the current cheat table. It'll appear together with the other scripts... Just rename it whatever you like and save the table...

Update: This new table added the script that gir489 made. It makes Tyrant kneel down in 1 shot and stay that way except for some scripted scenes. I've tested it for a few minutes and it worked.
For those who don't know, the tables that I posted are for those who have the denuvo free .exe. Otherwise, use the one that Cielos provides!

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

Posted: Fri May 10, 2019 2:14 pm
by homah
kennean wrote:
Fri May 10, 2019 12:55 pm

Update: This new table added the script that gir489 made. It makes Tyrant kneel down in 1 shot and stay that way except for some scripted scenes. I've tested it for a few minutes and it worked.
For those who don't know, the tables that I posted are for those who have the denuvo free .exe. Otherwise, use the one that Cielos provides!
I salute you. Thanks for all you've done updating this, also to Cielos of course.

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

Posted: Fri May 10, 2019 6:09 pm
by retta
kennean wrote:
Fri May 10, 2019 12:55 pm
Mee wrote:
Fri May 10, 2019 2:51 am
Spoiler
kennean wrote:
Thu May 09, 2019 1:33 am


The one that I posted just above your post is “updated” for you to use with the denuvo free .exe file...

Edit: I’ve just remembered that I also didn’t tested it on the DLC’s!!!!
Can you test it for me, as I can’t right now...
Hey thank you so much for fixing the table. I tried testing all the functions in ghost survivors and it seems that almost everything works.

The only function that didn't work for me (in neither main campaign nor dlc) is the 'character model' mod. It doesn't activate, like how the entire table did before you edited it. Hope this can fixed as well especially with new voice option.

Thanks again!

Edit: Sorry just noticed you'd asked about character model and hud mods, so you already knew.

Thanks for your feedback! Yeah, these two are a little bit tricky. I'm waiting Cielos to provide me the opcodes for these two and see if I can find the new AOB scans...
castle wrote:
Fri May 10, 2019 7:16 am
it works ! however this table does not have the item pouch option?

edit - also, it has caused the game to crash 3 times randomly, usually when using the flamethrower or spark shot
I've searched for this item pouch option on old tables and didn't found it... What did it do? About the crashes, never had any of those on the previous tables, what scripts you're using at the same time?
NachosForTwo wrote:
Thu May 09, 2019 3:51 am
Spoiler
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.
Exeter wrote:
Sat Feb 02, 2019 12:20 am
Just confirmed that he stayed down so far and only took 1 bullet to take him down. I'll see how it goes as I progress through the building.

[Edit] Seems to work like a charm. Normally he teleports close to you when you're doing stuff, but this time he does stay down for real. Epic stuff, thanks!

[Edit 2] Only scripted events where he shows up again is what makes him reappear. (example, after getting the Parking Area Card, he shows up in the jail when the zombies break out). But it only takes a moment to bring him down again with the script.

I ended up here in my desperate attempt to eliminate this guy from my game. I'm a total noob at Cheat Engine though and can't figure out how to get this script to work. Would you mind giving me some pointers?

If you're using the denuvo free .exe, this attached table will work, because I had to update one of the AOB scans... If not, then follow these instructions:

When you attach the CE to your game, you press the Memory View button, and then Tools, then Auto Assemble. A new window will appear. You'll have to copy the code in it, then click on File, then Assign to the current cheat table. It'll appear together with the other scripts... Just rename it whatever you like and save the table...

Update: This new table added the script that gir489 made. It makes Tyrant kneel down in 1 shot and stay that way except for some scripted scenes. I've tested it for a few minutes and it worked.
For those who don't know, the tables that I posted are for those who have the denuvo free .exe. Otherwise, use the one that Cielos provides!
Can you add this script too?

{ Game : re2.exe
Version: 1.1
Date : 2019-02-15
Author : gir489

Unlock Everything for Ghost Survivors.
}

[ENABLE]
aobscanmodule(UnlockEverything,re2.exe, 40 0F 95 D7 40 84 FF 0F 95 D0 48 8B 6C 24 30) // should be unique
registersymbol(UnlockEverything)

UnlockEverything:
sete dil

[DISABLE]
unregistersymbol(UnlockEverything)

UnlockEverything:
db 40 0F 95 D7

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+BE066AA

"re2.exe"+BE06689: EB 04 - jmp re2.exe+BE0668F
"re2.exe"+BE0668B: 44 8B 40 18 - mov r8d,[rax+18]
"re2.exe"+BE0668F: 48 89 F2 - mov rdx,rsi
"re2.exe"+BE06692: 48 89 D9 - mov rcx,rbx
"re2.exe"+BE06695: E8 86 9E 02 F5 - call re2.exe+E30520
"re2.exe"+BE0669A: 0F B6 C8 - movzx ecx,al
"re2.exe"+BE0669D: 48 8B 43 50 - mov rax,[rbx+50]
"re2.exe"+BE066A1: 48 83 78 18 00 - cmp qword ptr [rax+18],00
"re2.exe"+BE066A6: 75 B1 - jne re2.exe+BE06659
"re2.exe"+BE066A8: 85 C9 - test ecx,ecx
// ---------- INJECTING HERE ----------
"re2.exe"+BE066AA: 40 0F 95 D7 - setne dil
"re2.exe"+BE066AE: 40 84 FF - test dil,dil
// ---------- DONE INJECTING ----------
"re2.exe"+BE066B1: 0F 95 D0 - setne al
"re2.exe"+BE066B4: 48 8B 6C 24 30 - mov rbp,[rsp+30]
"re2.exe"+BE066B9: 48 8B 5C 24 38 - mov rbx,[rsp+38]
"re2.exe"+BE066BE: 48 8B 74 24 40 - mov rsi,[rsp+40]
"re2.exe"+BE066C3: 48 8B 7C 24 48 - mov rdi,[rsp+48]
"re2.exe"+BE066C8: 48 83 C4 20 - add rsp,20
"re2.exe"+BE066CC: 41 5E - pop r14
"re2.exe"+BE066CE: C3 - ret
"re2.exe"+BE066CF: CC - int 3
"re2.exe"+BE066D0: 4C 8D 1C 24 - lea r11,[rsp]}

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

Posted: Fri May 10, 2019 8:17 pm
by kennean
retta wrote:
Fri May 10, 2019 6:09 pm
Spoiler
kennean wrote:
Fri May 10, 2019 12:55 pm
Mee wrote:
Fri May 10, 2019 2:51 am
Spoiler

Hey thank you so much for fixing the table. I tried testing all the functions in ghost survivors and it seems that almost everything works.

The only function that didn't work for me (in neither main campaign nor dlc) is the 'character model' mod. It doesn't activate, like how the entire table did before you edited it. Hope this can fixed as well especially with new voice option.

Thanks again!

Edit: Sorry just noticed you'd asked about character model and hud mods, so you already knew.

Thanks for your feedback! Yeah, these two are a little bit tricky. I'm waiting Cielos to provide me the opcodes for these two and see if I can find the new AOB scans...
castle wrote:
Fri May 10, 2019 7:16 am
it works ! however this table does not have the item pouch option?

edit - also, it has caused the game to crash 3 times randomly, usually when using the flamethrower or spark shot
I've searched for this item pouch option on old tables and didn't found it... What did it do? About the crashes, never had any of those on the previous tables, what scripts you're using at the same time?
NachosForTwo wrote:
Thu May 09, 2019 3:51 am
Spoiler



I ended up here in my desperate attempt to eliminate this guy from my game. I'm a total noob at Cheat Engine though and can't figure out how to get this script to work. Would you mind giving me some pointers?

If you're using the denuvo free .exe, this attached table will work, because I had to update one of the AOB scans... If not, then follow these instructions:

When you attach the CE to your game, you press the Memory View button, and then Tools, then Auto Assemble. A new window will appear. You'll have to copy the code in it, then click on File, then Assign to the current cheat table. It'll appear together with the other scripts... Just rename it whatever you like and save the table...

Update: This new table added the script that gir489 made. It makes Tyrant kneel down in 1 shot and stay that way except for some scripted scenes. I've tested it for a few minutes and it worked.
For those who don't know, the tables that I posted are for those who have the denuvo free .exe. Otherwise, use the one that Cielos provides!
Can you add this script too?

{ Game : re2.exe
Version: 1.1
Date : 2019-02-15
Author : gir489

Unlock Everything for Ghost Survivors.
}

[ENABLE]
aobscanmodule(UnlockEverything,re2.exe, 40 0F 95 D7 40 84 FF 0F 95 D0 48 8B 6C 24 30) // should be unique
registersymbol(UnlockEverything)

UnlockEverything:
sete dil

[DISABLE]
unregistersymbol(UnlockEverything)

UnlockEverything:
db 40 0F 95 D7

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+BE066AA

"re2.exe"+BE06689: EB 04 - jmp re2.exe+BE0668F
"re2.exe"+BE0668B: 44 8B 40 18 - mov r8d,[rax+18]
"re2.exe"+BE0668F: 48 89 F2 - mov rdx,rsi
"re2.exe"+BE06692: 48 89 D9 - mov rcx,rbx
"re2.exe"+BE06695: E8 86 9E 02 F5 - call re2.exe+E30520
"re2.exe"+BE0669A: 0F B6 C8 - movzx ecx,al
"re2.exe"+BE0669D: 48 8B 43 50 - mov rax,[rbx+50]
"re2.exe"+BE066A1: 48 83 78 18 00 - cmp qword ptr [rax+18],00
"re2.exe"+BE066A6: 75 B1 - jne re2.exe+BE06659
"re2.exe"+BE066A8: 85 C9 - test ecx,ecx
// ---------- INJECTING HERE ----------
"re2.exe"+BE066AA: 40 0F 95 D7 - setne dil
"re2.exe"+BE066AE: 40 84 FF - test dil,dil
// ---------- DONE INJECTING ----------
"re2.exe"+BE066B1: 0F 95 D0 - setne al
"re2.exe"+BE066B4: 48 8B 6C 24 30 - mov rbp,[rsp+30]
"re2.exe"+BE066B9: 48 8B 5C 24 38 - mov rbx,[rsp+38]
"re2.exe"+BE066BE: 48 8B 74 24 40 - mov rsi,[rsp+40]
"re2.exe"+BE066C3: 48 8B 7C 24 48 - mov rdi,[rsp+48]
"re2.exe"+BE066C8: 48 83 C4 20 - add rsp,20
"re2.exe"+BE066CC: 41 5E - pop r14
"re2.exe"+BE066CE: C3 - ret
"re2.exe"+BE066CF: CC - int 3
"re2.exe"+BE066D0: 4C 8D 1C 24 - lea r11,[rsp]}

Here you go... I've tested it, and for me, it unlocked 3 accessories that I didn't had and I know for sure that I didn't met those requirements, but it didn't unlock one that requires you to end the No Time To Mourn scenario on both routes (I still don't know where is the other rendezvous point)... Can't tell you if in fact it unlocks everything, as I already all the scenarios...

Also updated the disable code on 1 or 2 scripts, in which you could enable and disable the script, but couldn't enable it again... Everything is fine now, and again, this table is only for those who have the denuvo free .exe!

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

Posted: Sun May 12, 2019 4:13 am
by castle
kennean wrote:
Fri May 10, 2019 12:55 pm
castle wrote:
Fri May 10, 2019 7:16 am
it works ! however this table does not have the item pouch option?
I've searched for this item pouch option on old tables and didn't found it... What did it do?
Post by gir489 » Tue Feb 26, 2019 6:31 pm
Fixed the max pouch slots script breaking from the update on the 20th.

^^^ this, it was max pouch slots from the start of the game, no need to pick up any side packs

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

Posted: Mon May 13, 2019 1:10 am
by kennean
castle wrote:
Sun May 12, 2019 4:13 am
Spoiler
kennean wrote:
Fri May 10, 2019 12:55 pm
castle wrote:
Fri May 10, 2019 7:16 am
it works ! however this table does not have the item pouch option?
I've searched for this item pouch option on old tables and didn't found it... What did it do?
Post by gir489 » Tue Feb 26, 2019 6:31 pm
Fixed the max pouch slots script breaking from the update on the 20th.

^^^ this, it was max pouch slots from the start of the game, no need to pick up any side packs


Ah, okay... It was an option that wasn't on the OP tables... I've tested it, and the AOB scan is the same... You can download that table and copy that script into the one that I posted.