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

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

Post by epichotsauce » Thu Dec 19, 2019 11:46 am

Thank you Marcus101RR and Kennean both for providing updated tables so quickly, really appreciate you guy's hard work!

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

Post by mblaze27 » Thu Dec 19, 2019 8:57 pm

thank you :)
Last edited by mblaze27 on Thu Dec 19, 2019 9:00 pm, edited 4 times in total.

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

Post by mblaze27 » Thu Dec 19, 2019 8:59 pm

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...
So, using that table, I've updated the scripts again, but, I won't have much time nor do I possess the skills to make everything working.. But as far as I've tested Inf Health, Inf Ammo, Damage Multiplier, etc. do work. Others can be enabled, but didn't have time to test them... And, like last time, I couldn't update the character change script perfectly, so if you want that option, you have to wait for Cielos to update his table!
If something doesn't work, tell me, and I'll try to "fix" it!!!

I've merged some other codes from gir489, jim2point0 and SunBeam.

All credits go to the original coders of course!!!
THANK YOU GOOD SIR!! :) we appreciate your time and effort

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

Post by synapsey » Fri Dec 20, 2019 12:48 am

Thx for the fast update.

The "custom z" option for the follow cam mod doesn't work.

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

Post by Cielos » Fri Dec 20, 2019 9:31 am

Update14.4
- updated the table for the latest patch (as of 20191220). mostly just updated the aobscans as there are some different hex for the same opcodes (e.g., xor al,al, sete al, etc.). if you want to know, those scripts with "a" in its suffix are the ones updated.
- for the character model mod. I've removed one of the filter for the non-loadout-appearance read of the char id. which could results in some plot problem. as I haven't test it yet, you should try it on a new save if you want to use it in the story mode.
- 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....
note that I haven't actually tested all the scripts. so, report~

(surprised ppl still playing the game, maybe cause of the re3? April... hope I could still get to cheat the game by then...)

EDIT:
Update14.5
- fixed a script name: hud mod was named enable by mistake on the last update. it's fixed now.

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

Post by jonday » Sat Dec 21, 2019 4:14 am

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.

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

Post by CeLioCiBR » Sat Dec 21, 2019 8:40 am

Cielos wrote:
Fri Dec 20, 2019 9:31 am
Thank you very much. Really.
They finally removed Denuvo so..
It's time to play it again. With better performance for those who have bad cpus.

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

Post by omgwut » Sun Dec 22, 2019 9:37 pm

Does the pouch editing cheat still work for anyone else? If anyone can get it working, that'll really make my day.

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

Post by mvkyle » 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.

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

Post by DJB » Mon Dec 23, 2019 7:03 pm

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

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

Post by DJB » Tue Dec 24, 2019 2:05 pm

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

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

Post by kennean » Tue Dec 24, 2019 7:05 pm

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

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
Show
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...

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

Post by John_Dong » 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.

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

Post by DJB » Wed Dec 25, 2019 6:36 pm

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

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

Post by shinelucid » Wed Dec 25, 2019 7:53 pm

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

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