Space Marine 2 patched exe

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Klerik
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Re: Space Marine 2 patched exe

Post by Klerik »

doobiedoo wrote:
Sat Feb 08, 2025 8:23 am
...though i suspect the issue you're having is that Klerik is providing only the modified Retail.exe and not the modified EAC file which is also required, and not that Klerik's Retail.exe is being detected. i included that file in the ufile link, and a txt file of instructions.
As far as I know, starting game with patched exe is not possible with enabled EAC (md5, you know).

greenfans
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Re: Space Marine 2 patched exe

Post by greenfans »

ShootEmUpGuy wrote:
Sat Feb 08, 2025 3:27 am
Classicus wrote:
Sat Feb 08, 2025 2:12 am
ShootEmUpGuy wrote:
Fri Feb 07, 2025 3:18 pm


This happened to me with the 5.0 update. It seems that whenever there are changes to the weapon or perk systems, it can trigger a reset of the perk trees. In some frustrating cases, it even resets your mastery points to zero while keeping the weapons maxed out. From what I’ve investigated, mastery perks are handled client-side, but issues with your cloud save on Steam or Epic can cause bugs like this, which are unfortunately out of our control. Definitely frustrating.
Makes sense, although I wonder if something else is going on. Ran some tests:
  • I compared the weapon_perks_progression_library.sso file from current and previous patch and there are no changes
  • Weapon perks are maintained/saved between closing/opening the game if I don't manipulate mastery points
  • Above is also true if I use modified sso file to remove perks being locked out by other perks and grabbing "conflicting" perks
  • Manipulating mastery points to unlock more perks than possible is resetting the weapon perks whenever I quit/start the game. Simply exiting to the main menu and loading back in also causes it. Even being above by 1 perk is leading to the perk reset
Wonder if anyone else is getting the same results. In the meantime guess I'll just stick to normal perk loadout.
I did some additional testing on my end, and you’re absolutely right—there’s definitely something governing the perks library beyond just the visible files. My hunch is that there’s a file somewhere defining the allowable mastery points per weapon, possibly acting as a server-side validation or a hidden client-side check. I’m going to dig around and see if I can track down any .sso files that might be handling this. I’ll report back once I find something interesting!
TRUE bro,ive digging into this for hours, and it seems might not be solved locally

Sensyai
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Re: Space Marine 2 patched exe

Post by Sensyai »

greenfans wrote:
Sat Feb 08, 2025 12:57 pm
ShootEmUpGuy wrote:
Sat Feb 08, 2025 3:27 am
Classicus wrote:
Sat Feb 08, 2025 2:12 am


Makes sense, although I wonder if something else is going on. Ran some tests:
  • I compared the weapon_perks_progression_library.sso file from current and previous patch and there are no changes
  • Weapon perks are maintained/saved between closing/opening the game if I don't manipulate mastery points
  • Above is also true if I use modified sso file to remove perks being locked out by other perks and grabbing "conflicting" perks
  • Manipulating mastery points to unlock more perks than possible is resetting the weapon perks whenever I quit/start the game. Simply exiting to the main menu and loading back in also causes it. Even being above by 1 perk is leading to the perk reset
Wonder if anyone else is getting the same results. In the meantime guess I'll just stick to normal perk loadout.
I did some additional testing on my end, and you’re absolutely right—there’s definitely something governing the perks library beyond just the visible files. My hunch is that there’s a file somewhere defining the allowable mastery points per weapon, possibly acting as a server-side validation or a hidden client-side check. I’m going to dig around and see if I can track down any .sso files that might be handling this. I’ll report back once I find something interesting!
TRUE bro,ive digging into this for hours, and it seems might not be solved locally
I may feel like this is just bugging out majorly, because when I tried to start from lvl 1 and level up everything back from scratch... The game just yoinked me back in my broken save where I can't put any perk points or go over.

xsabinx
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Re: Space Marine 2 patched exe

Post by xsabinx »

greenfans wrote:
Sat Feb 08, 2025 12:57 pm
ShootEmUpGuy wrote:
Sat Feb 08, 2025 3:27 am
Classicus wrote:
Sat Feb 08, 2025 2:12 am


Makes sense, although I wonder if something else is going on. Ran some tests:
  • I compared the weapon_perks_progression_library.sso file from current and previous patch and there are no changes
  • Weapon perks are maintained/saved between closing/opening the game if I don't manipulate mastery points
  • Above is also true if I use modified sso file to remove perks being locked out by other perks and grabbing "conflicting" perks
  • Manipulating mastery points to unlock more perks than possible is resetting the weapon perks whenever I quit/start the game. Simply exiting to the main menu and loading back in also causes it. Even being above by 1 perk is leading to the perk reset
Wonder if anyone else is getting the same results. In the meantime guess I'll just stick to normal perk loadout.
I did some additional testing on my end, and you’re absolutely right—there’s definitely something governing the perks library beyond just the visible files. My hunch is that there’s a file somewhere defining the allowable mastery points per weapon, possibly acting as a server-side validation or a hidden client-side check. I’m going to dig around and see if I can track down any .sso files that might be handling this. I’ll report back once I find something interesting!
TRUE bro,ive digging into this for hours, and it seems might not be solved locally
I have the same issue with weapon perks being reset despite editing the sso to remove the 'blocked by perk' line. But for some reason for me two weapons retain all their perks (bolt pistol and bolt sniper for which i had activsted all perks). No idea why.

Bioterrorist356
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Re: Space Marine 2 patched exe

Post by Bioterrorist356 »

Also having the same issue here

Kverulantus
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Re: Space Marine 2 patched exe

Post by Kverulantus »

I played a few modded games yesterday, didn't run into any issues. Awesome work :)

ShootEmUpGuy
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Re: Space Marine 2 patched exe

Post by ShootEmUpGuy »

[Link]

The devs are rolling out a hotfix soon, and it’s focused only on fixing crashes and connectivity issues that came with Update 6.0
What’s NOT in this hotfix:

“Invigorating Icon” (Bulwark Perk): The cooldown nerf isn’t working as intended, but this won’t be fixed just yet.
Spore Mines: The increased spawn rate is a bug (thanks, Biovore), but it’s not part of this hotfix either.

Those gameplay bugs are on the devs' radar and will be addressed in future updates. For now, this hotfix is all about stability.

harrydome
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Re: Space Marine 2 patched exe

Post by harrydome »

xsabinx wrote:
Sun Feb 09, 2025 11:42 pm
greenfans wrote:
Sat Feb 08, 2025 12:57 pm
ShootEmUpGuy wrote:
Sat Feb 08, 2025 3:27 am


I did some additional testing on my end, and you’re absolutely right—there’s definitely something governing the perks library beyond just the visible files. My hunch is that there’s a file somewhere defining the allowable mastery points per weapon, possibly acting as a server-side validation or a hidden client-side check. I’m going to dig around and see if I can track down any .sso files that might be handling this. I’ll report back once I find something interesting!
TRUE bro,ive digging into this for hours, and it seems might not be solved locally
I have the same issue with weapon perks being reset despite editing the sso to remove the 'blocked by perk' line. But for some reason for me two weapons retain all their perks (bolt pistol and bolt sniper for which i had activsted all perks). No idea why.
none of my weapon perks are saved after quitting to the menu or desktop, although the old file is still working fine, really weird

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doobiedoo
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Re: Space Marine 2 patched exe

Post by doobiedoo »

just had a "Mods Detected" result. all my files that had worked yesterday are still intact and there hasn't been an update. interesting.

EDIT - same result w Klerik's version of the file too. i was hoping that it was just a fuckup/bad code on my end. Anyone else getting similar results?

EDIT - here's a version that can work on Private mode, if someone is having issues w Klerik's version (no idea if this is necessary or not)... [Link]

smileaotic1
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Re: Space Marine 2 patched exe

Post by smileaotic1 »

So the game can detect the bypass now as modded, we can only hope you guys can look into it. Thanks for the hard work

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doobiedoo
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Re: Space Marine 2 patched exe

Post by doobiedoo »

i am not working hard, i am trying to avoid having to reload my magazines

Ordtos
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Re: Space Marine 2 patched exe

Post by Ordtos »

I am not sure, but i think when i was connecting to public session and was disconnected, game has sent automatic report. Does it mean i will be banned? TT

ShootEmUpGuy
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Re: Space Marine 2 patched exe

Post by ShootEmUpGuy »

doobiedoo wrote:
Tue Feb 11, 2025 12:48 pm
just had a "Mods Detected" result. all my files that had worked yesterday are still intact and there hasn't been an update. interesting.

EDIT - same result w Klerik's version of the file too. i was hoping that it was just a fuckup/bad code on my end. Anyone else getting similar results?

EDIT - here's a version that can work on Private mode, if someone is having issues w Klerik's version (no idea if this is necessary or not)... [Link]
I use Klerik's version, and I have not experienced "Mods Detected" yet? strange!
*EDIT* I tested it in online and it does indeed say Mods Detected and it sends an automated report.
Last edited by ShootEmUpGuy on Tue Feb 11, 2025 6:18 pm, edited 1 time in total.

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doobiedoo
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Re: Space Marine 2 patched exe

Post by doobiedoo »

ShootEmUpGuy wrote:
Tue Feb 11, 2025 6:00 pm
I use Klerik's version, and I have not experienced "Mods Detected" yet? strange!
do you play Private only?

ShootEmUpGuy
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Re: Space Marine 2 patched exe

Post by ShootEmUpGuy »

doobiedoo wrote:
Tue Feb 11, 2025 6:05 pm
ShootEmUpGuy wrote:
Tue Feb 11, 2025 6:00 pm
I use Klerik's version, and I have not experienced "Mods Detected" yet? strange!
do you play Private only?
Yes, I just loaded into online and it did indeed kick me stating Mods Detected. Then A UI popped up stating about an automated report has been filed for modified game files. Well, I guess there is now some form of other check on their end.

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