Warhammer 40,000: Space Marine 2 Trainer

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Inyalga
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Inyalga »

isnt there a way to hack xp and stuff thats all i want and then put back the normal exe

Shrillkamakazie
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Shrillkamakazie »

p1tbull wrote:
Mon Sep 09, 2024 4:45 pm
Woxjee wrote:
Mon Sep 09, 2024 3:23 pm
dysgraced wrote:
Mon Sep 09, 2024 3:00 am


I am getting offline for the night, but I will make a video tomorrow and show how it's done with CE. There is also a way to edit values for weapon mastery points (weapon perks) as well as the actual weapon XP. It's all fairly simple once you find the right addresses.
Any chance we could get that video for dummies?

I am following this step by step, using chatgpt for hexadecimal calculator.

1. Find currency (multiply by 8, add 1)
2. Spend currency, repeat step 1.
3. Bring addresses down again. Add +8 to the first one, -16 for the second one.

Doesn't seem to be working for me.
I’m going to tell you how I did it, considering that you have EAC disabled when launching the game. You reach the barge and access the armory terminal. Now imagine that you have 200 requisition coins and follow these steps:

1. Open CheatEngine and attach the Space Marine II process.
2. 200x8+1 = 1601, search for this in CH. You will get a very long list with those values.
3. Go and buy a decal of any Astartes chapter, meaning spend requisition, let's say it cost you 30 coins.
4. 170x8+1 = 1361, next search, you should get two addresses. Bring both down with the red arrow.
5. Rename them to make it easier to find; name the first one Coin A, and the one below Coin B. Now we are going to look for the Purple Data. Copy Coin A and paste it below, a pop-up window will appear. At the top, in offset, add +10. Automatically (assuming you have 0) it will show 1, because it is 0+1. Do the same with Coin B, copy and paste, and in offset put -30. It will automatically show 1 just like the previous one.
6. Now remember, don't be greedy, change the value to, for example, 81, so that it give you 10 of the purple one. To see the effect, buy any shoulder decal from the Space Marines and go back to the armory, and you will see that the amount is populated.
I hope I explained it well, hehe.
Hi, sorry, but something goes wrong at about step 4. I only get one value. Did the value structures change?

DRoy
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by DRoy »

Yes it did, you only need the negative value, at least i did.

benny89
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by benny89 »

doobiedoo wrote:
Sat Oct 19, 2024 6:37 pm
black750 wrote:
Sat Oct 19, 2024 3:54 pm
how to edit default_other.pak after patch?
game crashed

8, after editing the files and storing them locally, replace them within your default_other.001 file using WinZip. note that when replacing the files, in the lower left there's a dropdown noting the Compression type; choose "Store". if the files are compressed i dont think the new PAK file will work
I have WinZip Pro and I open .pak with it but I do not see any option to replace a file inside pak? Can you be more specific where is it? I right click on firearm_library_pve but there is no "replace" option.

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doobiedoo
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by doobiedoo »

my impression is that the additive set are some kind of cache that you don't need to actually modify.

the only search you need is...
GROUP SEARCH SYNTAX - 4:gold w:20 4:purple w:20 4:green w:20 4:coin
...where again, the searched-for values are <(base_value * 8) + 1>

milenias
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by milenias »

Is there a way to edit or get mastery point for chainsaw.
I fuck up edit default_other.pak and it reset the chainsaw with no mastery point and no way to get more point.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by benny89 »

Which setting works for heavy bolter since I assume that one is irrelevant for it:

isInfiniteAmmo = True or isInfiniteClip = True ?

I assume for normal weapons Clip = rounds in magazine, Ammo = reserve.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by lemmetrydatfr »

Does anyone know how to change the damage for weapons? When I edit any damage multipliers nothing seems to change in game.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by benny89 »

How to "unlock" all perks on weapons (so they don't "grey out" when you choose different one) and give more mastery points via .pak editing?

Akmal2401
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Akmal2401 »

how to make multi-melta and plasma for heavy infinite ammo?

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by 1292365626 »

I saw a heavy equips multi-melta as secondary weapon and perform a gun strike. Is it possible for CE to cheat in weapon slot? or modding in .pak?

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doobiedoo
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by doobiedoo »

milenias wrote:
Wed Nov 13, 2024 5:37 pm
Is there a way to edit or get mastery point for chainsaw.
I fuck up edit default_other.pak and it reset the chainsaw with no mastery point and no way to get more point.
try finding it by using CheatEngine to look for:
GROUPSEARCH - 4:xp w:4 4:mastery
...where XP is (actual_chainsword_xp * 8 + 1), and mastery = 1 (since it'll be _actual_mastery_points * 8 + 1, and you have 0 mastery points so it's 0*8+1=1).
if you have several weapons w the same XP amount (you're getting multiple hits on the search), then reset your perks on the other weapons so that the mastery value won't be the same anymore and re-run the search.
benny89 wrote:
Wed Nov 13, 2024 8:18 pm
Which setting works for heavy bolter since I assume that one is irrelevant for it:

isInfiniteAmmo = True or isInfiniteClip = True ?

I assume for normal weapons Clip = rounds in magazine, Ammo = reserve.
i use them both, no need to be stingy w the code.

just note that if you're talking about the Heavy's weapons, they all have "_support_" in their name: hwpn_support_heavy_bolter, not the other one.
lemmetrydatfr wrote:
Thu Nov 14, 2024 3:17 am
Does anyone know how to change the damage for weapons? When I edit any damage multipliers nothing seems to change in game.
you might have better luck with adjusting the "damage = #" values. otherwise, you need to host. at the least i know that you can give yourself infinite ammo without being host.
Akmal2401 wrote:
Fri Nov 15, 2024 4:30 am
how to make multi-melta and plasma for heavy infinite ammo?
add "isInfiniteClip = True" and "isInfiniteAmmo = True" after "maxAmmo = #" for the hwpn_support_plasma_incinerator and hwpn_support_heavy_meltagun. note that Heavy weapons have _support_ in their name. you might be adjusting the Tactical versions of these.
1292365626 wrote:
Fri Nov 15, 2024 9:37 am
I saw a heavy equips multi-melta as secondary weapon and perform a gun strike. Is it possible for CE to cheat in weapon slot? or modding in .pak?
i'm pretty sure you can do this w PAK editing but i have no idea how.

pandajunior
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by pandajunior »

if we edit pak, does it affect the whole squad or just me?

smileaotic1
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by smileaotic1 »

Here is the pak for for infinite ammo for anyone interested
[url][Link]

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by smileaotic1 »

pandajunior wrote:
Wed Nov 20, 2024 5:07 am
if we edit pak, does it affect the whole squad or just me?
No, only you got affected

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