RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)

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KS212
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by KS212 »

DarkFearless wrote:
Sun Jan 27, 2019 2:57 am
It's interesting because you have 24 rows to enter 0F; but on mine, I only had 23 rows to work with otherwise I'd be editing a row with values already on them.
The 'rows' are dependant on your window size, drag it out to have less rows :P

The key point is to identify the start of the 01 01 01 01 01 section and do not touch that. Similary, when looking for the correct area to edit, look for that 01 01 01 01 01 01 section and if you can find it, you know you're on the right page.

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

Wolfwood408
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Wolfwood408 »

Yea I try to follow your instructions (which are pretty bad by the way, no offense) and can't manage to do this. So if you would be so kind to do a step by step on how to pull this off, it would be much appreciated.

llMrDeathll
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by llMrDeathll »

Hate to keep asking but is it possible to do model swaps? To play Ada or Hunk in Main Scenario?

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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Hornet »

HylianZ wrote:
Sun Jan 27, 2019 1:57 am
DarkFearless wrote:
Sun Jan 27, 2019 1:43 am
The weapons unlocks and stays after save/load consistently? =O. Can I commission you to help meeeee. LOL. :lol:
Start game and don't load in. Stay in the main menu.

Do an AOB scan for F0 83 CF 44 01 00 00 00 01 00 00 00 5B.

Once the addresses show select the last one and view in memory viewer.

You should see a bunch of 0's after it. 4 byte sections. Change values to look like [Link]

That should unlock all infinite weapons once you enter the Records menu from Bonuses in the main menu.

I am absolute shit at making tables and stuff. I can't even figure out how to make the AoB thing work properly in a script, otherwise I'd make one downloadable. Maybe someone who's more talented can do it.
This works perfectly for me, but a quick note: After unlocking everything, I loaded a save, and tried saving my game on the typewriter. The game crashed right after saving, and none of the records were kept. I found that loading a save, and then immediately quitting to the menu saves the records permanently, and upon restarting the game, It doesn't crash when you save.

So, if you unlock things this way, be sure to load into a game, and then quit out to the menu so the game auto saves the records.

KS212
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by KS212 »

If it crashes, you edited more than you should. I found this out the hard way.

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Ownsin
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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by Ownsin »

CJBok wrote:
Fri Jan 25, 2019 1:26 pm
ALL ITEMS IDS

00000000:is weapon
00000001:First Aid Spray
00000002:Green Herb
00000003:Red Herb
00000004:Blue Herb
00000005:Mixed Herb (G+G)
00000006:Mixed Herb (G+R)
00000007:Mixed Herb (G+B)
00000008:Mixed Herb (G+G+B)
00000009:Mixed Herb (G+G+G)
0000000A:Mixed Herb (G+R+B)
0000000B:Mixed Herb (R+B)
0000000C:Green Herb
0000000D:Red Herb
0000000E:Blue Herb
0000000F:Handgun Ammo
00000010:Shotgun Shells
00000011:Submachine Gun Ammo
00000012:MAG Ammo
00000016:Acid Rounds
00000017:Flame Rounds
00000018:Needle Cartridges
00000019:Fuel
0000001A:Large-caliber Handgun Ammo
0000001B:High-Powered Rounds (SLS 60)
0000001F:Detonator
00000020:Ink Ribbon
00000021:Wooden Board
00000022:Electronic Gadget
00000023:Battery (9-volt)
00000024:Gunpowder
00000025:Gunpowder (Large)
00000026:High-Grade Gunpowder (Yellow)
00000027:High-Grade Gunpowder (White)
00000030:High-Capacity Mag. (Matilda)
00000031:Muzzle Brake (Matilda)
00000032:Gun Stock(Matilda)
00000033:Speed Loader (SLS 60)
00000034:Laser Sight (JMB Hp3)
00000035:Reinforced Frame (SLS 60)
00000036:High-Capacity Mag. (JMB Hp3)
00000037:Shotgun Stock (W-870)
00000038:Long Barrel (W-870)
0000003A:High-Capacity Mag. (MQ 11)
0000003C:Suppressor (MQ 11)
0000003D:Red Dot Sight (Lightning Hawk)
0000003E:Long Barrel (Lightning Hawk)
00000040:Shoulder Stock (GM 79)
00000041:Regulator (Flamethrower)
00000042:High Voltage Condenser (Spark Shot)
00000048:Film "Hiding Place"
00000049:Film "Rising Rookie"
0000004A:Film "Commemorative"
0000004B:Film "3F Locker"
0000004C:Film "Lion Statue"
0000004D:Storage Room Key
0000004F:Mechanic Jack Handle
00000050:Square Crank
00000051:Unicorn Medallion
00000052:Spade Key
00000053:Parking Garage Key Card
00000054:Weapons Locker Key Card
00000056:Valve Handle
00000057:S.T.A.R.S. Badge
00000058:Scepter
0000005A:Red Jewel
0000005B:Bejeweled Box
0000005D:Bishop Plug
0000005E:Rook Plug
0000005F:King Plug
00000062:Picture Block
00000066:USB Dongle Key
00000070:Spare Key (key pad)
00000072:Red Book (Art Object)
00000073:Statue's Left Arm
00000074:Left Arm with Book
00000076:Lion Medallion
00000077:Diamond Key
00000078:Car Key
0000007C:Maiden Medallion
0000007E:Power Panel Part
0000007F:Power Panel Part
00000080:Lovers Relief
00000081:Small Gear
00000082:Large Gear
00000083:Courtyard Key
00000084:Knight Plug
00000085:Pawn Plug
00000086:Queen Plug
00000087:Boxed Electronic Part
00000088:Boxed Electronic Part
0000009F:Orphanage Key
000000A0:Club Key
000000A9:Heart Key
000000AA:U.S.S. Digital Video Cassette
000000B0:T-Bar Valve Handle
000000B3:Dispersal Cartridge (Empty)
000000B4:Dispersal Cartridge (Solution)
000000B5:Dispersal Cartridge (Herbicide)
000000B7:Joint Plug
000000BA:Upgrade Chip (Admin)
000000BB:ID Wristband (Admin)
000000BC:Electronic Chip
000000BD:Signal Modulator
000000BE:Trophy
000000BF:Trophy
000000C2:Sewers Key
000000C3:ID Wristband (Visitor)
000000C4:ID Wristband (General Staff)
000000C5:ID Wristband (Senior Staff)
000000C6:Upgrade Chip (General Staff)
000000C7:Upgrade Chip (Senior Staff)
000000C8:ID Wristband (Visitor)
000000C9:ID Wristband (General Staff)
000000CA:ID Wristband (Senior Staff)
000000CB:Lab Digital Video Cassette
000000E6:Briefcase
000000F0:Fuse (Main Hall)
000000F1:Fuse (Break Room Hallway)
000000F3:Scissors
000000F4:Bolt Cutter
000000F5:Stuffed Doll
00000106:Hip Pouch
00000123:Portable Safe
00000125:Tin Storage Box
00000126:Wooden Box
00000127:Wooden Box
00000128:Tin Storage Box

ALL WEAPON IDS

FFFFFFFF:not weapon
00000001:Handgun - Matilda
00000002:Handgun - M19
00000003:Handgun - JMB Hp3
00000004:Handgun - Quickdraw Army Revolver
00000007:Handgun - MUP
00000008:Handgun - Broom Hc
00000009:Handgun - SLS 60
0000000B:Shotgun - W-870
00000015:Sub Gun - MQ 11
00000017:Sub Gun - LE 5 (Infinite)
0000001F:MAG - Lightning Hawk
00000029:EMF Visualizer
0000002A:Grenade Launcher - GM 79
0000002B:Chemical Flamethrower
0000002C:Stun Gun - Spark Shot
0000002D:ATM-4
0000002E:Combat Knife
0000002F:Combat knife (Infinite)
00000031:Anti-tank Rocket
00000032:Minigun
00000041:Hand Grenade
00000042:Flash Grenade
00000052:Handgun - Samurai Edge (Infinite)
00000053:Handgun - Samurai Edge (Chris Model)
00000054:Handgun - Samurai Edge (Jill Model)
00000055:Handgun - Samurai Edge (Albert Model)
000000DE:ATM-4 (Infinite)
000000F2:Anti-tank Rocket (Infinite)
000000FC:Minigun (Infinite)
Hey, I would appreciate if anyone could tell me how to use these ids to get items in the game using the cheat engine. I'm pretty new to all of this.

zachillios
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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by zachillios »

Cyphanix wrote:
Sun Jan 27, 2019 6:59 am
CJBok wrote:
Fri Jan 25, 2019 1:26 pm
ALL ITEMS IDS

Hey, I would appreciate if anyone could tell me how to use these ids to get items in the game using the cheat engine. I'm pretty new to all of this.
Right click Item ID/Weapon ID and select Set/Change Dropdown options and paste them in there. Make sure you're putting the weapon IDs into the weapon section, etc.

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Ownsin
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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by Ownsin »

zachillios wrote:
Sun Jan 27, 2019 7:38 am
Cyphanix wrote:
Sun Jan 27, 2019 6:59 am
CJBok wrote:
Fri Jan 25, 2019 1:26 pm
ALL ITEMS IDS

Hey, I would appreciate if anyone could tell me how to use these ids to get items in the game using the cheat engine. I'm pretty new to all of this.
Right click Item ID/Weapon ID and select Set/Change Dropdown options and paste them in there. Make sure you're putting the weapon IDs into the weapon section, etc.
I'm sorry you lost me. Right click item id/weapon id? where can I find this? Do you mean the table that OP posted? I'm totally new to this.

zachillios
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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by zachillios »

Cyphanix wrote:
Sun Jan 27, 2019 7:54 am
zachillios wrote:
Sun Jan 27, 2019 7:38 am
Cyphanix wrote:
Sun Jan 27, 2019 6:59 am


Hey, I would appreciate if anyone could tell me how to use these ids to get items in the game using the cheat engine. I'm pretty new to all of this.
Right click Item ID/Weapon ID and select Set/Change Dropdown options and paste them in there. Make sure you're putting the weapon IDs into the weapon section, etc.
I'm sorry you lost me. Right click item id/weapon id? where can I find this? Do you mean the table that OP posted? I'm totally new to this.
Yup.

Image

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Ownsin
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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by Ownsin »

zachillios wrote:
Sun Jan 27, 2019 7:59 am
Cyphanix wrote:
Sun Jan 27, 2019 7:54 am
zachillios wrote:
Sun Jan 27, 2019 7:38 am

Right click Item ID/Weapon ID and select Set/Change Dropdown options and paste them in there. Make sure you're putting the weapon IDs into the weapon section, etc.
I'm sorry you lost me. Right click item id/weapon id? where can I find this? Do you mean the table that OP posted? I'm totally new to this.
Yup.

Image
Okay, so I paste it as you said and then how do I get the item or weapon afterward?

CursedToast
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by CursedToast »

Okay, so this is what I could find in terms of the inventory slot pointers.

Changing these will add/change the item in that specific slot. The slots are 1-20 (20 being the max amount of items you can carry)

There's an issue where sometimes, upon loading, one of the slots shows 255 instead of the item itself. I'm not sure if it's because my pointer isn't dead on consistent or what. Would greatly appreciate a second set of eyes on this, as I need to figure this out so I can move on with my project.

Willing to even throw a donation towards someone willing to help me figure this out.

So if you have a minute and can take a look, and can maybe find out what I'm doing wrong/figure out why one of the values shows incorrect data sometimes, would be most appreciated.

From my testing 19/20 of the slots show the item ID in that slot -- 1 seems to always be wrong and show something such as 255.

re2 new inventory.CT
(9.71 KiB) Downloaded 206 times

justiny
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by justiny »

The ignore ammo pouch doesn't work with claire's starting revolver with the quick reload attachment. It causes the gun to insert just 1 ammo per reload.

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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by CJBok »

Here my cheat table with my own additions to the OP cheat table.

- save count 0
- max pouch slots
- Set Game Time (when enabled time will be set to 60 minutes by default)

INFO
The game time / game duration is calculated based upon 3 values. CurrentTime, StartTime and PauseTime
To calculate Game Time in seconds = (CurrentTime - StartTime - PauseTime) / 1.000.000
Attachments
re2.CT
(64.53 KiB) Downloaded 500 times
Last edited by CJBok on Sun Jan 27, 2019 1:23 pm, edited 1 time in total.

kayawish24
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by kayawish24 »

i did every step as u said but still i cannot see grenade launche or rocket laucher in my inventory :) can anyone explain how to add a weapon in invemtory or in item box ?

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Exeter
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Exeter »

justiny wrote:
Sun Jan 27, 2019 8:35 am
The ignore ammo pouch doesn't work with claire's starting revolver with the quick reload attachment. It causes the gun to insert just 1 ammo per reload.
Can confirm this. It does work, but it just loads up one bullet each time. That's probably because it's based on the gun's initial design where it puts in 1 bullet at a time until fully loaded.

CursedToast wrote:
Sun Jan 27, 2019 8:13 am
Okay, so this is what I could find in terms of the inventory slot pointers.

Changing these will add/change the item in that specific slot. The slots are 1-20 (20 being the max amount of items you can carry)

There's an issue where sometimes, upon loading, one of the slots shows 255 instead of the item itself. I'm not sure if it's because my pointer isn't dead on consistent or what. Would greatly appreciate a second set of eyes on this, as I need to figure this out so I can move on with my project.

Willing to even throw a donation towards someone willing to help me figure this out.

So if you have a minute and can take a look, and can maybe find out what I'm doing wrong/figure out why one of the values shows incorrect data sometimes, would be most appreciated.

From my testing 19/20 of the slots show the item ID in that slot -- 1 seems to always be wrong and show something such as 255.


re2 new inventory.CT
I tried your table..

Image

It's not pointing to my inventory at all it seems. I'm running on the Steam version tho, so not sure if that matters.
Last edited by Exeter on Sun Jan 27, 2019 12:23 pm, edited 1 time in total.

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