HELLDIVERS 2

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elamigopaisa
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Re: HELLDIVERS 2

Post by elamigopaisa »

emoisback wrote:
Tue Mar 12, 2024 8:20 pm
emoisback is the password, damn i forget..
im getting GG detected even with the version dll, happens after 5-10 minutes

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

emoisback
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Re: HELLDIVERS 2

Post by emoisback »

elamigopaisa wrote:
Tue Mar 12, 2024 8:43 pm
emoisback wrote:
Tue Mar 12, 2024 8:20 pm
emoisback is the password, damn i forget..
im getting GG detected even with the version dll, happens after 5-10 minutes
do you close the CE after enable script?

if yes, then "they"already hash my dll, go find md5 check bypass or open dll using hxd add at the and random bytes so its will genrate new hash..and keep it your self..

yanderesnake
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Re: HELLDIVERS 2

Post by yanderesnake »

emoisback wrote:
Tue Mar 12, 2024 8:45 pm
elamigopaisa wrote:
Tue Mar 12, 2024 8:43 pm
emoisback wrote:
Tue Mar 12, 2024 8:20 pm
emoisback is the password, damn i forget..
im getting GG detected even with the version dll, happens after 5-10 minutes
do you close the CE after enable script?

if yes, then "they"already hash my dll, go find md5 check bypass or open dll using hxd add at the and random bytes so its will genrate new hash..and keep it your self..
I try to use the DLL but I only hear a beep in my headphones and nothing happens, game launches as normal.

emoisback
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Re: HELLDIVERS 2

Post by emoisback »

yanderesnake wrote:
Tue Mar 12, 2024 8:50 pm
emoisback wrote:
Tue Mar 12, 2024 8:45 pm
elamigopaisa wrote:
Tue Mar 12, 2024 8:43 pm


im getting GG detected even with the version dll, happens after 5-10 minutes
do you close the CE after enable script?

if yes, then "they"already hash my dll, go find md5 check bypass or open dll using hxd add at the and random bytes so its will genrate new hash..and keep it your self..
I try to use the DLL but I only hear a beep in my headphones and nothing happens, game launches as normal.
follow the video, yeah its launches as normal, but following the step that i said, you will be able to active the script..

just open memory view, and when it 180000000 change to green activate it..

ViruszZ
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Re: HELLDIVERS 2

Post by ViruszZ »

Is it not possible to cheat medals with cheat engine?

elamigopaisa
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Re: HELLDIVERS 2

Post by elamigopaisa »

emoisback wrote:
Tue Mar 12, 2024 8:45 pm
elamigopaisa wrote:
Tue Mar 12, 2024 8:43 pm
emoisback wrote:
Tue Mar 12, 2024 8:20 pm
emoisback is the password, damn i forget..
im getting GG detected even with the version dll, happens after 5-10 minutes
do you close the CE after enable script?

if yes, then "they"already hash my dll, go find md5 check bypass or open dll using hxd add at the and random bytes so its will genrate new hash..and keep it your self..
nah i think its my table, im doing all the steps correctly and figuring out which option is getting detected, after enabling the features one by one ive been testing them and no detection so far but its probably the show all icons or instant railgun thats getting me detected

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itskwan66
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Re: HELLDIVERS 2

Post by itskwan66 »

elamigopaisa wrote:
Tue Mar 12, 2024 9:27 pm
emoisback wrote:
Tue Mar 12, 2024 8:45 pm
elamigopaisa wrote:
Tue Mar 12, 2024 8:43 pm


im getting GG detected even with the version dll, happens after 5-10 minutes
do you close the CE after enable script?

if yes, then "they"already hash my dll, go find md5 check bypass or open dll using hxd add at the and random bytes so its will genrate new hash..and keep it your self..
nah i think its my table, im doing all the steps correctly and figuring out which option is getting detected, after enabling the features one by one ive been testing them and no detection so far but its probably the show all icons or instant railgun thats getting me detected
I am using this for railgun, maybe you can try. I haven't changed anything from the original table I got.

Code: Select all

[ENABLE]
aobscanmodule(aob_RailgunCharge,game.dll,F3 43 0F 11 84 37 2C 2C 00 00)
registersymbol(aob_RailgunCharge)
assert(aob_RailgunCharge+74, F3 41 0F 10)
alloc(newmem,1024)
label(return)

newmem:
  mov [r14+r15+00002C2C], (float)2.999999
  movss xmm0, [r14+r15+00002C2C]
  test cl, cl
  jz far return+66
  jmp far return

aob_RailgunCharge:
  jmp far newmem
return:

[DISABLE]
aob_RailgunCharge:
  db F3 43 0F 11 84 37 2C 2C 00 00

unregistersymbol(aob_RailgunCharge)
dealloc(newmem_example)

{
// ORIGINAL CODE - INJECTION POINT: game.dll+4C35FD

game.dll+4C35C2: 3B C6                          - cmp eax,esi
game.dll+4C35C4: 74 0E                          - je game.dll+4C35D4
game.dll+4C35C6: 3B C3                          - cmp eax,ebx
game.dll+4C35C8: 74 0A                          - je game.dll+4C35D4
game.dll+4C35CA: FF C2                          - inc edx
game.dll+4C35CC: 41 3B D1                       - cmp edx,r9d
game.dll+4C35CF: 72 DF                          - jb game.dll+4C35B0
game.dll+4C35D1: 45 33 C0                       - xor r8d,r8d
game.dll+4C35D4: 48 8B 74 24 48                 - mov rsi,[rsp+48]
game.dll+4C35D9: 41 39 18                       - cmp [r8],ebx
game.dll+4C35DC: 75 75                          - jne game.dll+4C3653
game.dll+4C35DE: 41 83 78 04 FF                 - cmp dword ptr [r8+04],-01
game.dll+4C35E3: 74 6E                          - je game.dll+4C3653
game.dll+4C35E5: 8B 56 08                       - mov edx,[rsi+08]
game.dll+4C35E8: E8 C3 10 EC FF                 - call game.dll+3846B0
game.dll+4C35ED: 83 F8 05                       - cmp eax,05
game.dll+4C35F0: 0F 95 C1                       - setne cl
game.dll+4C35F3: 75 63                          - jne game.dll+4C3658
game.dll+4C35F5: 0F 28 C2                       - movaps xmm0,xmm2
game.dll+4C35F8: F3 41 0F 58 C4                 - addss xmm0,xmm12
// ---------- INJECTING HERE ----------
game.dll+4C35FD: F3 43 0F 11 84 3E 2C 2C 00 00  - movss [r14+r15+00002C2C],xmm0
// ---------- DONE INJECTING  ----------
game.dll+4C3607: 84 C9                          - test cl,cl
game.dll+4C3609: 74 66                          - je game.dll+4C3671
game.dll+4C360B: F3 41 0F 10 4D 04              - movss xmm1,[r13+04]
game.dll+4C3611: 0F 2F CE                       - comiss xmm1,xmm6
game.dll+4C3614: 0F 86 97 00 00 00              - jbe game.dll+4C36B1
game.dll+4C361A: 0F 2F C1                       - comiss xmm0,xmm1
game.dll+4C361D: 0F 82 8E 00 00 00              - jb game.dll+4C36B1
game.dll+4C3623: 41 80 7D 78 00                 - cmp byte ptr [r13+78],00
game.dll+4C3628: 0F 84 83 00 00 00              - je game.dll+4C36B1
game.dll+4C362E: 80 7C 24 40 00                 - cmp byte ptr [rsp+40],00
game.dll+4C3633: 74 7C                          - je game.dll+4C36B1
game.dll+4C3635: 48 8B D6                       - mov rdx,rsi
game.dll+4C3638: F3 43 0F 11 84 37 30 2C 00 00  - movss [r15+r14+00002C30],xmm0
game.dll+4C3642: 49 8B CE                       - mov rcx,r14
game.dll+4C3645: E8 D6 12 ED FF                 - call game.dll+394920
game.dll+4C364A: EB 59                          - jmp game.dll+4C36A5
game.dll+4C364C: 48 8B 74 24 48                 - mov rsi,[rsp+48]
game.dll+4C3651: EB 05                          - jmp game.dll+4C3658
game.dll+4C3653: 0F B6 4C 24 41                 - movzx ecx,byte ptr [rsp+41]
game.dll+4C3658: F3 41 0F 10 4D 04              - movss xmm1,[r13+04]
}
And maybe you can try this for map icons, got it from here too.

Code: Select all

[ENABLE]
aobscanmodule(aob_CheckIsBlipSeen,game.dll,41 0F B6 44 97 23)
aobscanmodule(aob_CheckIfAlienHivesAreObstructed,game.dll,41 80 BE 3C BA 07 00 00)
aobscanmodule(aob_CheckIfMinorInterestBlipIsDiscovered,game.dll,0F 85 ?? ?? ?? ?? 48 8B 44 24 ?? 80 78 29 00)
aobscanmodule(aob_GetMinorInterestBlipIcon,game.dll,0F 84 ?? ?? ?? ?? 48 8B 4C 24 ?? F3 41 0F 10 4F)
aobscanmodule(aob_CheckMissionBlip,game.dll,0F 85 59 02 00 00 49 8D)


aob_CheckIsBlipSeen:
  db B8 01 00 00 00 90
//nop

aob_CheckIfAlienHivesAreObstructed:
  db F8 90 90 90 90 90 90 90

aob_CheckIfMinorInterestBlipIsDiscovered:
  db 90 E9

aob_GetMinorInterestBlipIcon:
  db EB 04

aob_CheckMissionBlip:
  db 90 E9

[DISABLE]

MasterNathobi
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Re: HELLDIVERS 2

Post by MasterNathobi »

emoisback wrote:
Tue Mar 12, 2024 6:13 pm
he debug the game by patching gameguard to not run completely,

but hes only one who have it, he use edited exe.

but dll it self, its using proxy method,
im following him,
i read he want to make hack with proxy,
then i try to learn it and this share what i learn..

tbh, i have my own DLL that work, its because it use different code and its not public..
only need to change AoB because AoB is break sometimes..

====================================================================================================
By the way

password : emoisback

version.rar

put it on helldivers 2 folder...
open CE
auto attach to helldivers2.exe
load CheatTable (CT) you used.
open memory view
go to 180000000 ( but dont click ok )
Start Game
when it attached and memory browse change to 140000000, click Ok to go to 180000000
then wait until memory green
if its already green, you can active your script, as long as CE is not detected
after you active your script close your CE..
PROFIT!!
you said "if its already green, you can active your script, as long as CE is not detected", so memory stuff goes green, then i click ok on go to box, 180000000 section is already green, i cant click the boxes on my CE, so i guess that means CE is detected? why is it getting detected but others aren't? I tried with and without random characters on the end of the version.dll.

MasterNathobi
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Re: HELLDIVERS 2

Post by MasterNathobi »

ZoDDeL wrote:
Tue Mar 12, 2024 2:15 am
steelbro wrote:
Tue Mar 12, 2024 2:09 am
Tenser wrote:
Tue Mar 12, 2024 12:04 am

Added several levels of speedhack, will look into those issues above
Helldivers2.CT
Thanks for the update
Infinite Backpack Resource = Shield/JetPack not working as we still need to wait for CD to be up
No Recoil (Not working for all Gun like you stated) = Tested with Breaker, Not Working
no backpack shield cooldown(use it together with inf backpack power):

Code: Select all

[ENABLE]
aobscanmodule(BP_shield,game.dll,F3 41 0F 5C CA F3 0F 11 8C EE)

BP_shield:
db F3 0F 5C C9 90


[DISABLE]
proper no recoil:

Code: Select all

[ENABLE]
aobscanmodule(no_Rec,game.dll,44 8B 7C 24 ?? 41 3B 46 08)

no_Rec+9:
  db EB

[DISABLE]
hi Zoddel, just using this post so i don't quote your big guide, i tried your method and my memory viewer never flashed red after going to 180000000 section. maybe a problem with my CE?

MinokoTM
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Re: HELLDIVERS 2

Post by MinokoTM »

MasterNathobi wrote:
Tue Mar 12, 2024 11:00 pm
ZoDDeL wrote:
Tue Mar 12, 2024 2:15 am
steelbro wrote:
Tue Mar 12, 2024 2:09 am

Thanks for the update
Infinite Backpack Resource = Shield/JetPack not working as we still need to wait for CD to be up
No Recoil (Not working for all Gun like you stated) = Tested with Breaker, Not Working
no backpack shield cooldown(use it together with inf backpack power):

Code: Select all

[ENABLE]
aobscanmodule(BP_shield,game.dll,F3 41 0F 5C CA F3 0F 11 8C EE)

BP_shield:
db F3 0F 5C C9 90


[DISABLE]
proper no recoil:

Code: Select all

[ENABLE]
aobscanmodule(no_Rec,game.dll,44 8B 7C 24 ?? 41 3B 46 08)

no_Rec+9:
  db EB

[DISABLE]
hi Zoddel, just using this post so i don't quote your big guide, i tried your method and my memory viewer never flashed red after going to 180000000 section. maybe a problem with my CE?
SAME !

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

MasterNathobi wrote:
Tue Mar 12, 2024 11:00 pm
hi Zoddel, just using this post so i don't quote your big guide, i tried your method and my memory viewer never flashed red after going to 180000000 section. maybe a problem with my CE?
did you click ok to jump to address 180000000 right after the original addressblock (00400000)goes green?
if you are to slow you wont notice the memory filling at 18 and the red highlight.
if you already see the cinematic without seeing the memory block at 18 fills with numbers and got no red flash you are already to late.
alt+f4 the game + close table and start over.

if its not user error (to slow etc.)
then maybe os behavior (win11) or other software interfere (rtss/afterburner other overlays, performance metrics)
i mean i use rtss+afterburner but iam faster then their initialization.

MinokoTM
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Re: HELLDIVERS 2

Post by MinokoTM »

ZoDDeL wrote:
Tue Mar 12, 2024 11:21 pm
MasterNathobi wrote:
Tue Mar 12, 2024 11:00 pm
hi Zoddel, just using this post so i don't quote your big guide, i tried your method and my memory viewer never flashed red after going to 180000000 section. maybe a problem with my CE?
did you click ok to jump to address 180000000 right after the original addressblock (00400000)goes green?
if you are to slow you wont notice the memory filling at 18 and the red highlight.
if you already see the cinematic without seeing the memory block at 18 fills with numbers and got no red flash you are already to late.
alt+f4 the game + close table and start over.

if its not user error (to slow etc.)
then maybe os behavior (win11) or other software interfere (rtss/afterburner other overlays, performance metrics)
i mean i use rtss+afterburner but iam faster then their initialization.

I think it has something to do with windows 11

elamigopaisa
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Re: HELLDIVERS 2

Post by elamigopaisa »

itskwan66 wrote:
Tue Mar 12, 2024 10:40 pm
elamigopaisa wrote:
Tue Mar 12, 2024 9:27 pm
emoisback wrote:
Tue Mar 12, 2024 8:45 pm


do you close the CE after enable script?

if yes, then "they"already hash my dll, go find md5 check bypass or open dll using hxd add at the and random bytes so its will genrate new hash..and keep it your self..
nah i think its my table, im doing all the steps correctly and figuring out which option is getting detected, after enabling the features one by one ive been testing them and no detection so far but its probably the show all icons or instant railgun thats getting me detected
I am using this for railgun, maybe you can try. I haven't changed anything from the original table I got.

Code: Select all

[ENABLE]
aobscanmodule(aob_RailgunCharge,game.dll,F3 43 0F 11 84 37 2C 2C 00 00)
registersymbol(aob_RailgunCharge)
assert(aob_RailgunCharge+74, F3 41 0F 10)
alloc(newmem,1024)
label(return)

newmem:
  mov [r14+r15+00002C2C], (float)2.999999
  movss xmm0, [r14+r15+00002C2C]
  test cl, cl
  jz far return+66
  jmp far return

aob_RailgunCharge:
  jmp far newmem
return:

[DISABLE]
aob_RailgunCharge:
  db F3 43 0F 11 84 37 2C 2C 00 00

unregistersymbol(aob_RailgunCharge)
dealloc(newmem_example)

{
// ORIGINAL CODE - INJECTION POINT: game.dll+4C35FD

game.dll+4C35C2: 3B C6                          - cmp eax,esi
game.dll+4C35C4: 74 0E                          - je game.dll+4C35D4
game.dll+4C35C6: 3B C3                          - cmp eax,ebx
game.dll+4C35C8: 74 0A                          - je game.dll+4C35D4
game.dll+4C35CA: FF C2                          - inc edx
game.dll+4C35CC: 41 3B D1                       - cmp edx,r9d
game.dll+4C35CF: 72 DF                          - jb game.dll+4C35B0
game.dll+4C35D1: 45 33 C0                       - xor r8d,r8d
game.dll+4C35D4: 48 8B 74 24 48                 - mov rsi,[rsp+48]
game.dll+4C35D9: 41 39 18                       - cmp [r8],ebx
game.dll+4C35DC: 75 75                          - jne game.dll+4C3653
game.dll+4C35DE: 41 83 78 04 FF                 - cmp dword ptr [r8+04],-01
game.dll+4C35E3: 74 6E                          - je game.dll+4C3653
game.dll+4C35E5: 8B 56 08                       - mov edx,[rsi+08]
game.dll+4C35E8: E8 C3 10 EC FF                 - call game.dll+3846B0
game.dll+4C35ED: 83 F8 05                       - cmp eax,05
game.dll+4C35F0: 0F 95 C1                       - setne cl
game.dll+4C35F3: 75 63                          - jne game.dll+4C3658
game.dll+4C35F5: 0F 28 C2                       - movaps xmm0,xmm2
game.dll+4C35F8: F3 41 0F 58 C4                 - addss xmm0,xmm12
// ---------- INJECTING HERE ----------
game.dll+4C35FD: F3 43 0F 11 84 3E 2C 2C 00 00  - movss [r14+r15+00002C2C],xmm0
// ---------- DONE INJECTING  ----------
game.dll+4C3607: 84 C9                          - test cl,cl
game.dll+4C3609: 74 66                          - je game.dll+4C3671
game.dll+4C360B: F3 41 0F 10 4D 04              - movss xmm1,[r13+04]
game.dll+4C3611: 0F 2F CE                       - comiss xmm1,xmm6
game.dll+4C3614: 0F 86 97 00 00 00              - jbe game.dll+4C36B1
game.dll+4C361A: 0F 2F C1                       - comiss xmm0,xmm1
game.dll+4C361D: 0F 82 8E 00 00 00              - jb game.dll+4C36B1
game.dll+4C3623: 41 80 7D 78 00                 - cmp byte ptr [r13+78],00
game.dll+4C3628: 0F 84 83 00 00 00              - je game.dll+4C36B1
game.dll+4C362E: 80 7C 24 40 00                 - cmp byte ptr [rsp+40],00
game.dll+4C3633: 74 7C                          - je game.dll+4C36B1
game.dll+4C3635: 48 8B D6                       - mov rdx,rsi
game.dll+4C3638: F3 43 0F 11 84 37 30 2C 00 00  - movss [r15+r14+00002C30],xmm0
game.dll+4C3642: 49 8B CE                       - mov rcx,r14
game.dll+4C3645: E8 D6 12 ED FF                 - call game.dll+394920
game.dll+4C364A: EB 59                          - jmp game.dll+4C36A5
game.dll+4C364C: 48 8B 74 24 48                 - mov rsi,[rsp+48]
game.dll+4C3651: EB 05                          - jmp game.dll+4C3658
game.dll+4C3653: 0F B6 4C 24 41                 - movzx ecx,byte ptr [rsp+41]
game.dll+4C3658: F3 41 0F 10 4D 04              - movss xmm1,[r13+04]
}
And maybe you can try this for map icons, got it from here too.

Code: Select all

[ENABLE]
aobscanmodule(aob_CheckIsBlipSeen,game.dll,41 0F B6 44 97 23)
aobscanmodule(aob_CheckIfAlienHivesAreObstructed,game.dll,41 80 BE 3C BA 07 00 00)
aobscanmodule(aob_CheckIfMinorInterestBlipIsDiscovered,game.dll,0F 85 ?? ?? ?? ?? 48 8B 44 24 ?? 80 78 29 00)
aobscanmodule(aob_GetMinorInterestBlipIcon,game.dll,0F 84 ?? ?? ?? ?? 48 8B 4C 24 ?? F3 41 0F 10 4F)
aobscanmodule(aob_CheckMissionBlip,game.dll,0F 85 59 02 00 00 49 8D)


aob_CheckIsBlipSeen:
  db B8 01 00 00 00 90
//nop

aob_CheckIfAlienHivesAreObstructed:
  db F8 90 90 90 90 90 90 90

aob_CheckIfMinorInterestBlipIsDiscovered:
  db 90 E9

aob_GetMinorInterestBlipIcon:
  db EB 04

aob_CheckMissionBlip:
  db 90 E9

[DISABLE]
i got the show map working fine, i also use the same script as yours for instant railgun and now it doesnt crash on safe mode use, but using it on unsafe mode crashes instantly when you fire

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

MinokoTM wrote:
Tue Mar 12, 2024 11:29 pm
ZoDDeL wrote:
Tue Mar 12, 2024 11:21 pm
MasterNathobi wrote:
Tue Mar 12, 2024 11:00 pm
hi Zoddel, just using this post so i don't quote your big guide, i tried your method and my memory viewer never flashed red after going to 180000000 section. maybe a problem with my CE?
did you click ok to jump to address 180000000 right after the original addressblock (00400000)goes green?
if you are to slow you wont notice the memory filling at 18 and the red highlight.
if you already see the cinematic without seeing the memory block at 18 fills with numbers and got no red flash you are already to late.
alt+f4 the game + close table and start over.

if its not user error (to slow etc.)
then maybe os behavior (win11) or other software interfere (rtss/afterburner other overlays, performance metrics)
i mean i use rtss+afterburner but iam faster then their initialization.

I think it has something to do with windows 11
yep thats really weird.
you could try to freeze the game process at the blackscreen from the game.
then unfreeze and try to active a script but the timing would be difficult.

i just made a video with freeze and without but if you cant see the memory filling at 18 on your end
it wont do much for you.

anyways the showcase


p.s. if the video quality is low then wait a bit (youtube say they need 60 minutes to unlock HD on my lossless 1440p video...)

MinokoTM
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Re: HELLDIVERS 2

Post by MinokoTM »

ZoDDeL wrote:
Wed Mar 13, 2024 12:16 am
MinokoTM wrote:
Tue Mar 12, 2024 11:29 pm
ZoDDeL wrote:
Tue Mar 12, 2024 11:21 pm


did you click ok to jump to address 180000000 right after the original addressblock (00400000)goes green?
if you are to slow you wont notice the memory filling at 18 and the red highlight.
if you already see the cinematic without seeing the memory block at 18 fills with numbers and got no red flash you are already to late.
alt+f4 the game + close table and start over.

if its not user error (to slow etc.)
then maybe os behavior (win11) or other software interfere (rtss/afterburner other overlays, performance metrics)
i mean i use rtss+afterburner but iam faster then their initialization.

I think it has something to do with windows 11
yep thats really weird.
you could try to freeze the game process at the blackscreen from the game.
then unfreeze and try to active a script but the timing would be difficult.

i just made a video with freeze and without but if you cant see the memory filling at 18 on your end
it wont do much for you.

anyways the showcase


p.s. if the video quality is low then wait a bit (youtube say they need 60 minutes to unlock HD on my lossless 1440p video...)
Well thank you for helping :)

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