Space Marine 2 patched exe

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SFPD
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Re: Space Marine 2 patched exe

Post by SFPD »

Hi, I'm using your new v6.1e. After a few games:
- In private (no friends): Everything is ok.
- In PVE public: I can join the room but when the mission is started, "MOD DETECTED".
Thanks for your effort! I hope we can join the PVE public room again.

ShootEmUpGuy
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Re: Space Marine 2 patched exe

Post by ShootEmUpGuy »

doobiedoo wrote:
Sat Feb 22, 2025 9:51 am
here's a v6.1e to test. PRIVATE MODE ONLY (maybe, didnt test on public)
[Link]
pwd remains...
frf

if you're using this, please report back Kicks and Detections with whatever information you have that can contextualize it: private/public mode, were you the host, were you using modified PAKs or not, were others in your squad using the bypass, etc.
Hey @doobiedoo,

I've been testing the 6.1d patch for around four hours with my friends, and I just wanted to say thank you—it's much more stable! I tried to do as much testing as possible in the time I had, and I can confirm that the game, when completely unmodded apart from the modified start_protected.exe and Retail.exe, still experiences some issues in private operations unfortunatly.

Specifically, in private operations, players are still getting kicked back to the launch bay. However, this only seems to happen within the first 10 seconds to a minute after actually entering the game. If players stay in the launch bay without launching a mission, "Mods Detected" does not seem to trigger—we tested this by waiting and interacting with the environment in different ways.

However, once in-game, "Mods Detected" still occurs. This happened twice during testing, affecting two different team members. It was completely random and independent of who was hosting—we rotated hosts multiple times, but the issue still occurred unpredictably at the start of the session.

Additionally, we tested some mods while using the same modified .exe files. Only default_other and default PAKs were edited (removing the need for ammo and screen effects). Unfortunately, this resulted in even more frequent "Mods Detected" messages. In online mode, the modified .exe alone was enough to trigger "Mods Detected" almost immediately, so we didn’t attempt using modded PAK files there.

From what I observed, it seems that EAC is less sensitive to the modified .exe files alone, but when modded PAK files are involved, it becomes much more aggressive. It also appears that in online mode, with just the .exe files are detected almost instantly, likely due to EAC’s heartbeat check not running? (just spitballing ideas here)

Overall, I think this version is significantly more stable, but there are still a few lingering issues. I hope this feedback helps with your work. Seriously, huge thanks for all the time and effort you’ve put into this—it’s really appreciated by the community. Your work is making a big difference, and we’re grateful for it!

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Re: Space Marine 2 patched exe

Post by doobiedoo »

ShootEmUpGuy wrote:
Sun Feb 23, 2025 4:06 am
Overall, I think this version is significantly more stable, but there are still a few lingering issues. I hope this feedback helps with your work. Seriously, huge thanks for all the time and effort you’ve put into this—it’s really appreciated by the community. Your work is making a big difference, and we’re grateful for it!
it's helpful, for sure. are you sure this is more stable? it sounds like a pretty shitty experience, honestly: lots of kicks. if it's more than 5% of games then it's not really functional. i can run it solo in Private mode w a modded PAK but that's only really helpful if you want to clear a mission for Achievement purposes, or to use Cheat Engine on currencies.

i'll keep working.

you stated that you tested 6.1d, but i think you meant 6.1e (just posted), yes?

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Re: Space Marine 2 patched exe

Post by ShootEmUpGuy »

doobiedoo wrote:
Sun Feb 23, 2025 4:46 am
ShootEmUpGuy wrote:
Sun Feb 23, 2025 4:06 am
Overall, I think this version is significantly more stable, but there are still a few lingering issues. I hope this feedback helps with your work. Seriously, huge thanks for all the time and effort you’ve put into this—it’s really appreciated by the community. Your work is making a big difference, and we’re grateful for it!
it's helpful, for sure. are you sure this is more stable? it sounds like a pretty shitty experience, honestly: lots of kicks. if it's more than 5% of games then it's not really functional. i can run it solo in Private mode w a modded PAK but that's only really helpful if you want to clear a mission for Achievement purposes, or to use Cheat Engine on currencies.

i'll keep working.

you stated that you tested 6.1d, but i think you meant 6.1e (just posted), yes?
Yeah, I see what you mean. To clarify, while there were some issues, overall stability did feel better compared to previous versions—fewer crashes, smoother performance, and fewer unexpected disconnects outside of the "Mods Detected" issue. That said, the kicks in private mode can still be a bit annoying, especially if it's happening more than 5% of the time, but it’s not completely game-breaking.

You're right about using the patch for clearing achievements—though it can take a little longer if you get kicked. It definitely works with Cheat Engine for currencies, but worry that if people are modifying things like armor levels and then get "Mods Detected," it might cause progress not to save properly, which is worth keeping in mind.

You're also correct, I mistakenly said 6.1d when I meant 6.1e (I was testing the latest one you just posted). I'll keep an eye out for any updates and continue testing. Thanks for all the work you're putting into this!

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Re: Space Marine 2 patched exe

Post by Kverulantus »

Hmm. Is this testing .cache check bypass as well as EAC bypass? If not, that would explain the increase in unstability with altered .pak/.cache files. 6.1 introduced new EAC files in the install, would these be relevant to look at? I mean, since they arrived with the increased EAC aggressiveness? Or are they unrelated to the process?

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Re: Space Marine 2 patched exe

Post by doobiedoo »

Kverulantus wrote:
Sun Feb 23, 2025 6:08 pm
Hmm. Is this testing .cache check bypass as well as EAC bypass? If not, that would explain the increase in unstability with altered .pak/.cache files. 6.1 introduced new EAC files in the install, would these be relevant to look at? I mean, since they arrived with the increased EAC aggressiveness? Or are they unrelated to the process?
crippling EAC has been solved for a while, the real issue is keeping the game from realizing that EAC has been crippled

Tookieslam
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Re: Space Marine 2 patched exe

Post by Tookieslam »

Way around for me at the moment to not have mods detected show up in a private match is to have my friends join after i'm in the actual mission. Everything works fine, trainer i use and all.

RedTear09
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Re: Space Marine 2 patched exe

Post by RedTear09 »

I haven't tried editing the Mastery Points for Weapons since 6.0...
I'm guessing the game still has a "check" for the points with the Hot Fix?

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Re: Space Marine 2 patched exe

Post by ShootEmUpGuy »

RedTear09 wrote:
Mon Feb 24, 2025 6:42 am
I haven't tried editing the Mastery Points for Weapons since 6.0...
I'm guessing the game still has a "check" for the points with the Hot Fix?
There’s definitely something governing the perks library beyond just the visible files. My suspicion 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.

Leap0
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Re: Space Marine 2 patched exe

Post by Leap0 »

So many people use GPT for chatting. You see it by s—f connection between words.

I do it as well, however, I just find it funny... Dead internet is coming.

Leap0
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Re: Space Marine 2 patched exe

Post by Leap0 »

I get bunch of errors that DLLs are missing if I am using any of those files (including those that are labeled as ''original'').
My own backup fixes that tho.

amgtkt
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Re: Space Marine 2 patched exe

Post by amgtkt »

Leafone wrote:
Tue Feb 25, 2025 1:15 pm
I get bunch of errors that DLLs are missing if I am using any of those files (including those that are labeled as ''original'').
My own backup fixes that tho.
Same here, i can't launch it, 4dlls are missing
Wish a fix would come up soon, I just want to cheat a bit on solo pve to farm unlocks instead of spending 100 hours unlocking them all

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doobiedoo
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Re: Space Marine 2 patched exe

Post by doobiedoo »

that's really odd. if it's hitting the ORIGINAL files as well then i'm not sure what's going on since it's nothing i can recreate.

amgtkt
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Re: Space Marine 2 patched exe

Post by amgtkt »

Nevermind it DOES work!
I was replacing the original .exe but you have to replace the one is Space Marine 2\client_pc\root\bin\pc
Works perfectly on pve, I was able to use my trainer and the progression is indeed saved when reverting to the original files
THANKS! :D

Sensyai
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Re: Space Marine 2 patched exe

Post by Sensyai »

doobiedoo wrote:
Tue Feb 25, 2025 8:07 pm
that's really odd. if it's hitting the ORIGINAL files as well then i'm not sure what's going on since it's nothing i can recreate.
I checked the released files and I found that perks link to something something links in the sslbin files in default_ssl/main/user/progression/weapon_mastery/perks
I tried deleting them and it didn't work, I changed only one of them, game started but perks got reset regardless, change code of the 2 then the game doesn't even load.

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