Space Marine 2 patched exe

Upload *YOUR* gamehacking tools/helpers here
ShootEmUpGuy
Expert Cheater
Expert Cheater
Posts: 51
Joined: Fri Sep 06, 2024 11:28 pm
Reputation: 16

Re: Space Marine 2 patched exe

Post by ShootEmUpGuy »

doobiedoo wrote:
Fri Feb 14, 2025 8:11 pm
ShootEmUpGuy wrote:
Fri Feb 14, 2025 4:46 pm
Hey, thanks so much for sharing the 6.1 .exe bypass! Really appreciate the effort you put into this. I’ve been testing it with some friends in a private game, and for the most part, it works great. The only issue we’ve run into is that it sometimes randomly kicks players when re-joining the Launch Bay. When that happens, trying to rejoin using the session code doesn’t seem to work—the game doesn’t recognize it. The only way I've managed to mitigate that is by restarting myself as host, so a new session code is generated. Also, on starting some operations triggers the modded files UI (This only happened twice however) Just wanted to share in case anyone else is running into the same thing. Thanks again!
interesting, this is good stuff. just to make sure i'm understanding what you're reporting i've repeated my understanding below:

1, sometimes after a mission, your squadmates may get kicked, in which case you have to restart, set yourself as host, and send them new invite codes in order to reconstitute your squad.

2, mods are still sometimes detected even in private mode.

please clarify if my understanding is correct.

based on the above, i have some questions:

250214_01 - are they also running modded PAKs and/or using the bypass?
250214_02 - who was hosting these sessions (ie., who was choosing the mission)? if at all possible, tie them to the events you've noted (squadmates kicked, mods detected)
250214_03 - how often do each of these issues (squadmates kicked after mission, mods detected) come up? for example you've had mods detected twice, but out of how many runs? how often are squadmates kicked?
Hey, thanks for following up! You understood everything correctly—I'll clarify a bit and answer your questions below.

Yes, sometimes after a mission, squadmates get randomly kicked when rejoining the Launch Bay. When that happens, the session code isn’t recognized, so the only way I’ve been able to fix it is by restarting myself as host to generate a new code.

Mods have been detected in private mode, though it’s been inconsistent, it has happened now more than twice.

As for your questions:

250214_01 – Yes, everyone in the squad was using the same bypass, everyone had the same modded Default_Other.PAK file (weapon descriptors to allow infinite ammo only). I have since tested without any modifications to the PAK files, just running the bypass (start_protected and retail EXE) and have encountered it in that instance also.

250214_02 – I was hosting in several cases, but to test other friends hosted and the same thing happens. The kicks seemed to happen at random, now they happen both right at the beginning of the operation and after when completing the operation, not tied to a specific operation. The mod detection now happened every time someone is kicked.

250214_03 – The squadmate kicking issue happens maybe 1 in every 4/5 operations. Same with the mod detection, they both seem to kick off at the same time. But there has been times it's not triggered at all, and we can get a few speed runs in before it happens again.

Hope that helps! Let me know if you need any more details.

User avatar
doobiedoo
Expert Cheater
Expert Cheater
Posts: 179
Joined: Mon Dec 28, 2020 8:27 pm
Reputation: 121

Re: Space Marine 2 patched exe

Post by doobiedoo »

<double post>
Last edited by doobiedoo on Fri Feb 14, 2025 10:16 pm, edited 1 time in total.

User avatar
doobiedoo
Expert Cheater
Expert Cheater
Posts: 179
Joined: Mon Dec 28, 2020 8:27 pm
Reputation: 121

Re: Space Marine 2 patched exe

Post by doobiedoo »

ShootEmUpGuy wrote:
Fri Feb 14, 2025 9:28 pm
...
okay. there's a whole section of stuff i still havent looked at about public access - this remains for PRIVATE SESSION use only - but in the meantime i took another look and tightened up some loose ends. HOPEFULLY that addresses what you and your friends have been experiencing. i REALLY appreciate this: your reporting is exceptionally helpful.

please try and test this:
[Link]
pwd is the same as before...
frf

as always, anyone using this please report on its performance and i'll see what i can do.
Last edited by doobiedoo on Sat Feb 15, 2025 10:31 am, edited 1 time in total.

ShootEmUpGuy
Expert Cheater
Expert Cheater
Posts: 51
Joined: Fri Sep 06, 2024 11:28 pm
Reputation: 16

Re: Space Marine 2 patched exe

Post by ShootEmUpGuy »

doobiedoo wrote:
Fri Feb 14, 2025 10:15 pm
ShootEmUpGuy wrote:
Fri Feb 14, 2025 9:28 pm
...
okay. there's a whole section of stuff i still havent looked at about public access, but in the meantime i took another look and tightened up some loose ends. HOPEFULLY that addresses what you and your friends have been experiencing. i REALLY appreciate this: your reporting is exceptionally helpful.

please try and test this:
[Link]
pwd is the same as before...
frf

as always, anyone using this please report on its performance and i'll see what i can do.
I'll give it a go and get back you! Thank-you for your superfast response!

ShootEmUpGuy
Expert Cheater
Expert Cheater
Posts: 51
Joined: Fri Sep 06, 2024 11:28 pm
Reputation: 16

Re: Space Marine 2 patched exe

Post by ShootEmUpGuy »

doobiedoo wrote:
Fri Feb 14, 2025 10:15 pm
ShootEmUpGuy wrote:
Fri Feb 14, 2025 9:28 pm
...
okay. there's a whole section of stuff i still havent looked at about public access, but in the meantime i took another look and tightened up some loose ends. HOPEFULLY that addresses what you and your friends have been experiencing. i REALLY appreciate this: your reporting is exceptionally helpful.

please try and test this:
[Link]
pwd is the same as before...
frf

as always, anyone using this please report on its performance and i'll see what i can do.
Hey, really appreciate you taking another look at it! Just wanted to update you—whatever you adjusted seems to have fixed the kicking issue and the need for a new session code. So far, that’s been working fine now.

We are still occasionally getting a "Mods Detected" message when starting a private operation, though it's happening less frequently than before. We haven’t had a ton of time to test thoroughly, but as of now, the kicking issue seems resolved while the mod detection still pops up now and then.

Thanks again for all the work you're putting into this! It’s hugely appreciated.

Ordtos
Noobzor
Noobzor
Posts: 5
Joined: Tue Dec 17, 2024 8:20 am
Reputation: 0

Re: Space Marine 2 patched exe

Post by Ordtos »

doobiedoo wrote:
Fri Feb 14, 2025 10:15 pm
ShootEmUpGuy wrote:
Fri Feb 14, 2025 9:28 pm
...
okay. there's a whole section of stuff i still havent looked at about public access, but in the meantime i took another look and tightened up some loose ends. HOPEFULLY that addresses what you and your friends have been experiencing. i REALLY appreciate this: your reporting is exceptionally helpful.

please try and test this:
[Link]
pwd is the same as before...
frf

as always, anyone using this please report on its performance and i'll see what i can do.
It let me connected to public session, but "Mod detected" appeared shortly after and got disconnected.

greenfans
Noobzor
Noobzor
Posts: 6
Joined: Wed Dec 18, 2024 4:57 am
Reputation: 0

Re: Space Marine 2 patched exe

Post by greenfans »

Ordtos wrote:
Sat Feb 15, 2025 10:17 am
doobiedoo wrote:
Fri Feb 14, 2025 10:15 pm
ShootEmUpGuy wrote:
Fri Feb 14, 2025 9:28 pm
...
okay. there's a whole section of stuff i still havent looked at about public access, but in the meantime i took another look and tightened up some loose ends. HOPEFULLY that addresses what you and your friends have been experiencing. i REALLY appreciate this: your reporting is exceptionally helpful.

please try and test this:
[Link]
pwd is the same as before...
frf

as always, anyone using this please report on its performance and i'll see what i can do.
It let me connected to public session, but "Mod detected" appeared shortly after and got disconnected.
same here, really frustrating :cry:

User avatar
doobiedoo
Expert Cheater
Expert Cheater
Posts: 179
Joined: Mon Dec 28, 2020 8:27 pm
Reputation: 121

Re: Space Marine 2 patched exe

Post by doobiedoo »

that bypass is Private-only, at least for now.

Ordtos
Noobzor
Noobzor
Posts: 5
Joined: Tue Dec 17, 2024 8:20 am
Reputation: 0

Re: Space Marine 2 patched exe

Post by Ordtos »

doobiedoo wrote:
Sat Feb 15, 2025 12:06 pm
that bypass is Private-only, at least for now.
Previously i was disconnected during connection. With this bypass i managed to enter session)) It's a progress :D

ShootEmUpGuy
Expert Cheater
Expert Cheater
Posts: 51
Joined: Fri Sep 06, 2024 11:28 pm
Reputation: 16

Re: Space Marine 2 patched exe

Post by ShootEmUpGuy »

ShootEmUpGuy wrote:
Sat Feb 15, 2025 1:34 am
doobiedoo wrote:
Fri Feb 14, 2025 10:15 pm
ShootEmUpGuy wrote:
Fri Feb 14, 2025 9:28 pm
...
okay. there's a whole section of stuff i still havent looked at about public access, but in the meantime i took another look and tightened up some loose ends. HOPEFULLY that addresses what you and your friends have been experiencing. i REALLY appreciate this: your reporting is exceptionally helpful.

please try and test this:
[Link]
pwd is the same as before...
frf

as always, anyone using this please report on its performance and i'll see what i can do.
Hey, really appreciate you taking another look at it! Just wanted to update you—whatever you adjusted seems to have fixed the kicking issue and the need for a new session code. So far, that’s been working fine now.

We are still occasionally getting a "Mods Detected" message when starting a private operation, though it's happening less frequently than before. We haven’t had a ton of time to test thoroughly, but as of now, the kicking issue seems resolved while the mod detection still pops up now and then.

Thanks again for all the work you're putting into this! It’s hugely appreciated.
Hey, just wanted to give you an update! My friends and I have been testing this rigorously for a few more hours—previously, we had only tested for a short time.

The good news is that the kicking issue seems to be resolved unless a player gets flagged with "Mods Detected."

The only issue we’re still encountering is the "Mods Detected" message when starting private operations. It’s happening much less frequently than before, but it’s still occurring and seems completely random for each team member. When it does happen, it shows the exact same UI as if we were in a public match with mods, even though the session is set to private. The message states:

"Kicked from public session due to modified game files. Automated report sent."

Then it boots the player into offline mode. It’s puzzling since we’ve been strictly testing in private sessions only. This has happened to all of us at some point, and we’ve all tried hosting. We even went as far as running the game with only the patch (WH Retail.exe with start_protected.exe), with no modifications to the Default_Other.PAK files, yet the issue still occurs.

Just wanted to share this in case it helps! Let me know if you need any other details. Thanks again for all your hard work!

User avatar
doobiedoo
Expert Cheater
Expert Cheater
Posts: 179
Joined: Mon Dec 28, 2020 8:27 pm
Reputation: 121

Re: Space Marine 2 patched exe

Post by doobiedoo »

this is useful, thanks. i might've overshot the mark w the edits... i have to think a little on this.

Kverulantus
Noobzor
Noobzor
Posts: 11
Joined: Sat Dec 28, 2024 9:14 am
Reputation: 1

Re: Space Marine 2 patched exe

Post by Kverulantus »

ShootEmUpGuy wrote:
Sat Feb 15, 2025 4:46 pm
ShootEmUpGuy wrote:
Sat Feb 15, 2025 1:34 am
doobiedoo wrote:
Fri Feb 14, 2025 10:15 pm


okay. there's a whole section of stuff i still havent looked at about public access, but in the meantime i took another look and tightened up some loose ends. HOPEFULLY that addresses what you and your friends have been experiencing. i REALLY appreciate this: your reporting is exceptionally helpful.

please try and test this:
[Link]
pwd is the same as before...
frf

as always, anyone using this please report on its performance and i'll see what i can do.
Hey, really appreciate you taking another look at it! Just wanted to update you—whatever you adjusted seems to have fixed the kicking issue and the need for a new session code. So far, that’s been working fine now.

We are still occasionally getting a "Mods Detected" message when starting a private operation, though it's happening less frequently than before. We haven’t had a ton of time to test thoroughly, but as of now, the kicking issue seems resolved while the mod detection still pops up now and then.

Thanks again for all the work you're putting into this! It’s hugely appreciated.
Hey, just wanted to give you an update! My friends and I have been testing this rigorously for a few more hours—previously, we had only tested for a short time.

The good news is that the kicking issue seems to be resolved unless a player gets flagged with "Mods Detected."

The only issue we’re still encountering is the "Mods Detected" message when starting private operations. It’s happening much less frequently than before, but it’s still occurring and seems completely random for each team member. When it does happen, it shows the exact same UI as if we were in a public match with mods, even though the session is set to private. The message states:

"Kicked from public session due to modified game files. Automated report sent."

Then it boots the player into offline mode. It’s puzzling since we’ve been strictly testing in private sessions only. This has happened to all of us at some point, and we’ve all tried hosting. We even went as far as running the game with only the patch (WH Retail.exe with start_protected.exe), with no modifications to the Default_Other.PAK files, yet the issue still occurs.

Just wanted to share this in case it helps! Let me know if you need any other details. Thanks again for all your hard work!
How do you launch the application? Directly from an .exe or via steam shortcut/play button? Asking because there *is* a difference post-6.1 in this regard.

ShootEmUpGuy
Expert Cheater
Expert Cheater
Posts: 51
Joined: Fri Sep 06, 2024 11:28 pm
Reputation: 16

Re: Space Marine 2 patched exe

Post by ShootEmUpGuy »

Kverulantus wrote:
Sat Feb 15, 2025 6:20 pm
ShootEmUpGuy wrote:
Sat Feb 15, 2025 4:46 pm
ShootEmUpGuy wrote:
Sat Feb 15, 2025 1:34 am


Hey, really appreciate you taking another look at it! Just wanted to update you—whatever you adjusted seems to have fixed the kicking issue and the need for a new session code. So far, that’s been working fine now.

We are still occasionally getting a "Mods Detected" message when starting a private operation, though it's happening less frequently than before. We haven’t had a ton of time to test thoroughly, but as of now, the kicking issue seems resolved while the mod detection still pops up now and then.

Thanks again for all the work you're putting into this! It’s hugely appreciated.
Hey, just wanted to give you an update! My friends and I have been testing this rigorously for a few more hours—previously, we had only tested for a short time.

The good news is that the kicking issue seems to be resolved unless a player gets flagged with "Mods Detected."

The only issue we’re still encountering is the "Mods Detected" message when starting private operations. It’s happening much less frequently than before, but it’s still occurring and seems completely random for each team member. When it does happen, it shows the exact same UI as if we were in a public match with mods, even though the session is set to private. The message states:

"Kicked from public session due to modified game files. Automated report sent."

Then it boots the player into offline mode. It’s puzzling since we’ve been strictly testing in private sessions only. This has happened to all of us at some point, and we’ve all tried hosting. We even went as far as running the game with only the patch (WH Retail.exe with start_protected.exe), with no modifications to the Default_Other.PAK files, yet the issue still occurs.

Just wanted to share this in case it helps! Let me know if you need any other details. Thanks again for all your hard work!
How do you launch the application? Directly from an .exe or via steam shortcut/play button? Asking because there *is* a difference post-6.1 in this regard.
I've tested this myself, and launching the game directly from the .exe skips critical server handshakes with Steam and EAC validation. These checks happen dynamically and at random intervals, so while the game might appear to run, it doesn't properly authenticate with the servers. This is what I believe is leading to issues like multiplayer not working, failed integrity checks, or even security flags within Private Sessions. To avoid these problems, I've always launched the game through Steam.

Kverulantus
Noobzor
Noobzor
Posts: 11
Joined: Sat Dec 28, 2024 9:14 am
Reputation: 1

Re: Space Marine 2 patched exe

Post by Kverulantus »

ShootEmUpGuy wrote:
Sat Feb 15, 2025 6:34 pm
I've tested this myself, and launching the game directly from the .exe skips critical server handshakes with Steam and EAC validation. These checks happen dynamically and at random intervals, so while the game might appear to run, it doesn't properly authenticate with the servers. This is what I believe is leading to issues like multiplayer not working, failed integrity checks, or even security flags within Private Sessions. To avoid these problems, I've always launched the game through Steam.
So all the issues you are having are all with steam launch. Got it. Still, it's weird that they would implement random pve checks with the connection stability being as poor as it is. Forcing mods away from public I can understand, but not private modes?

User avatar
doobiedoo
Expert Cheater
Expert Cheater
Posts: 179
Joined: Mon Dec 28, 2020 8:27 pm
Reputation: 121

Re: Space Marine 2 patched exe

Post by doobiedoo »

ShootEmUpGuy wrote:
Sat Feb 15, 2025 4:46 pm
Just wanted to share this in case it helps! Let me know if you need any other details. Thanks again for all your hard work!
new retail.exe file for testing at...
...initial testing shows this is no bueno, link removed.

THIS IS FOR PRIVATE ONLY (i think)
Last edited by doobiedoo on Mon Feb 17, 2025 9:10 am, edited 1 time in total.

Post Reply

Who is online

Users browsing this forum: nitoryuu, Rafstraumur