RESIDENT EVIL 2 +19 +1 (table Update14.3)

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Deathwing Zero
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Re: RESIDENT EVIL 2 +10 +3 (table Update7.2)

Post by Deathwing Zero » Thu Jan 31, 2019 5:08 pm

I haven't encountered one just yet, but I did run into another weird bug. I ran through Racoon Streets on Claire A as Emma Kendo and she holds the gun like she was holding a knife, and is also unable to reload the gun, even with ammo in the inventory.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by jim2point0 » Thu Jan 31, 2019 5:18 pm

STN wrote:
Tue Jan 29, 2019 5:34 pm
Why not upload to the forums? Your link will die in few months or a year and people will complain broken link.

This is literally the purpose of this forum to share cts.
Sorry, my bad. I forgot that this was built into the forums. It's been a while!
ForgotMyLogin wrote:
Tue Jan 29, 2019 7:38 pm
a
Thank you so much, you're a legend when it comes to these sort of tables, did the DeadEndThrills forums shut down? I don't know where to look for my lovely camera tables/mods for obsessive screenshot taking anymore.
The forums are there, but not active anymore. The URL is maintained for archiving purposes, but you won't find anything new there. DET didn't have time to maintain the forums anymore.

I'll attach the table to this post.
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ResidentEvil2.CT
My "photo mode for the desperate" CE table. Has a camera + fov script, and a script to grab the game's timescale so you can freeze the action and move the camera around.
(11.94 KiB) Downloaded 1241 times

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.2)

Post by Deathwing Zero » Thu Jan 31, 2019 5:29 pm

It's not looking hopeful that I'll find anymore IDs. 2B to 87 so far are ALL invisible. I was curious so I decided to see if maybe it has something to do with the model being currently active or not, so I used the RPD pilot and loaded up a Claire auto save just after the gas station and it works fine. I'm definitely not going to test 4 billion digits.

Edit:
Values 0x2B to 0x100 are all invisible. I've now tested everything up from 0x0B to 0x100. If there's anything beyond this point, I would be surprised. There is still stuff missing though, like Robert Kendo. So who knows. I'm done for now though. I might try another 255 later or tomorrow.

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.2)

Post by gir489 » Thu Jan 31, 2019 6:59 pm

Here's the slimmed down version of 7.2 (again). IDK why he keeps leaving my No Spread script out.

Also make it so these options execute asynchronously. The EXE is like 300MBs large, I have an i7 9900K, and it takes Cheat Engine 3 seconds to scan for all of these features to enable at once. I can't imagine it's much faster on older processors.
Attachments
re2.CT
(398.51 KiB) Downloaded 386 times

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Cielos
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Re: RESIDENT EVIL 2 +10 +3 (table Update7.2)

Post by Cielos » Thu Jan 31, 2019 7:29 pm

@all
another quick update:
Update7.3
- updated character model mod. back to 1 version (.3 now). fixed the missing cut-scene from .2a, fixed the event crash from .2b. should be much more stable to test now.
as mentioned, it should be stable for testing now. remember the character face would be messed up in cut-scene, avoid eye contact!
and if you find any issue, report~

///
gir489 wrote:
Thu Jan 31, 2019 6:59 pm
Here's the slimmed down version of 7.2 (again). IDK why he keeps leaving my No Spread script out.

Also make it so these options execute asynchronously. The EXE is like 300MBs large, I have an i7 9900K, and it takes Cheat Engine 3 seconds to scan for all of these features to enable at once. I can't imagine it's much faster on older processors.
where is your "no spread" script? I've just upload an update, will include yours on next update... (and I need to find Sun's reticle script as well...)
also, did you forgot to include the lua script from my table? it's needed for easy time setting for the "game play time mod" script.

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.3)

Post by Practiti0ner » Thu Jan 31, 2019 8:03 pm

Having a bit of trouble with the model swap, option 2a won't work with Leon or Claire to any model choice, option 2b just crashes the game at the load screen wither either Leon or Claire.

I'm no expert with CE for sure so maybe I'm doing it wrong? Not sure exactly but all the other options outside of the model swap work.

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.3)

Post by draw95 » Thu Jan 31, 2019 8:10 pm

Can someone make undetected or invisible cheat? I know it's pretty pathetic.
But if there's jumpscare or something chasing my character my chest really hurts.
Used to play horror but because the chest hurt I stop playing horror games LOL. BUT because this is RE2 Im gonna play for old time sake.
Last edited by draw95 on Fri Feb 01, 2019 7:31 am, edited 2 times in total.

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.2)

Post by gir489 » Thu Jan 31, 2019 8:50 pm

Cielos wrote:
Thu Jan 31, 2019 7:29 pm
where is your "no spread" script? I've just upload an update, will include yours on next update... (and I need to find Sun's reticle script as well...)
also, did you forgot to include the lua script from my table? it's needed for easy time setting for the "game play time mod" script.
Sun's is garbage, it locks the reticle at always open. Mine is better.

Code: Select all

{ Game   : re2.exe
  Version: 1.0
  Date   : 2019-01-28
  Author : gir489

  NoSpread
}

[ENABLE]

aobscanmodule(NoSpread,re2.exe,FF 66 0F 5A C1 F3 0F 11 87 20 01 00 00) // should be unique
alloc(newmem,$1000,"re2.exe"+BFD8DA0)

label(code)
label(return)

newmem:

code:
  mov [rdi+00000120],(float)100
  jmp return

NoSpread+05:
  jmp newmem
  nop
  nop
  nop
return:
registersymbol(NoSpread)

[DISABLE]

NoSpread+05:
  db F3 0F 11 87 20 01 00 00

unregistersymbol(NoSpread)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+BFD8DA0

"re2.exe"+BFD8D77: 0F 5A C0                    -  vcvtps2pd xmm0,xmm0
"re2.exe"+BFD8D7A: 48 89 D9                    -  mov rcx,rbx
"re2.exe"+BFD8D7D: 66 0F 5A D0                 -  cvtpd2ps xmm2,xmm0
"re2.exe"+BFD8D81: E8 CA 78 00 F5              -  call re2.exe+FE0650
"re2.exe"+BFD8D86: 48 8B 43 50                 -  mov rax,[rbx+50]
"re2.exe"+BFD8D8A: 0F 57 C9                    -  xorps xmm1,xmm1
"re2.exe"+BFD8D8D: F3 0F 5A C8                 -  cvtss2sd xmm1,xmm0
"re2.exe"+BFD8D91: 48 83 78 18 00              -  cmp qword ptr [rax+18],00
"re2.exe"+BFD8D96: 0F 85 58 FF FF FF           -  jne re2.exe+BFD8CF4
"re2.exe"+BFD8D9C: 66 0F 5A C1                 -  cvtpd2ps xmm0,xmm1
// ---------- INJECTING HERE ----------
"re2.exe"+BFD8DA0: F3 0F 11 87 20 01 00 00     -  movss [rdi+00000120],xmm0
// ---------- DONE INJECTING  ----------
"re2.exe"+BFD8DA8: 48 8B 43 50                 -  mov rax,[rbx+50]
"re2.exe"+BFD8DAC: 48 83 78 18 00              -  cmp qword ptr [rax+18],00
"re2.exe"+BFD8DB1: 0F 85 3D FF FF FF           -  jne re2.exe+BFD8CF4
"re2.exe"+BFD8DB7: 48 89 FA                    -  mov rdx,rdi
"re2.exe"+BFD8DBA: 48 89 D9                    -  mov rcx,rbx
"re2.exe"+BFD8DBD: E8 9E 4D 0C F5              -  call re2.exe+109DB60
"re2.exe"+BFD8DC2: 48 8B 4B 50                 -  mov rcx,[rbx+50]
"re2.exe"+BFD8DC6: 48 83 79 18 00              -  cmp qword ptr [rcx+18],00
"re2.exe"+BFD8DCB: 0F 85 23 FF FF FF           -  jne re2.exe+BFD8CF4
"re2.exe"+BFD8DD1: 39 E8                       -  cmp eax,ebp
}
Just found a nasty bug with universal item key. If you use it on the photo thing, it'll work for the first 4 photos, but on the 5th one, it'll get stuck and you have to force close RE2. Sucks because I didn't save yet on that run.
Last edited by gir489 on Thu Jan 31, 2019 8:51 pm, edited 1 time in total.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by Tracido » Thu Jan 31, 2019 8:51 pm

Ownsin wrote:
Mon Jan 28, 2019 5:08 am
Exeter wrote:
Mon Jan 28, 2019 5:05 am
Cyphanix wrote:
Mon Jan 28, 2019 4:44 am
Guys, for some reason I'm invulnerable in the game. Nothing can damage me and anything that physically attacks me just passes through me as if they didn't hit me. I don't know how I did this. Maybe because I was fiddling with OP's table. Can anyone please tell me how to get back to normal and be attacked normally? I tried closing the table and loading back to my save. It didn't seem to matter.
Turn off the undead script. (Don't just close the table, actually turn off the script).

I mentioned this earlier already in a previous post that the undead script eventually makes you act like a ghost where attacks go through you. And even if an attack connects, it won't be registered by the game as having taken damage. It's pretty cool tbh. :P
I have it turned off. I unchecked everything in the table and then closed cheat engine. It doesn't matter all attacks sill go through me like nothing.
Has anyone fixed this? I just want to turn it off again and play my game normally?

Please note, I started my last save just with the same game without even USING the table..

Am I permanently glitched in invincibility untouchable mode?

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.2)

Post by Deathwing Zero » Fri Feb 01, 2019 12:52 am

Cielos wrote:
Thu Jan 31, 2019 7:29 pm
also, did you forgot to include the lua script from my table? it's needed for easy time setting for the "game play time mod" script.
Mostly, from what I can tell, he's cutting out the "structures" section of the table. Basically a huge section of the table that looks like this:

Code: Select all

<Structures StructVersion="2">
    <Structure Name="unnamed structure" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
        <Element Offset="0" Vartype="Pointer" Bytesize="8" DisplayMethod="Unsigned Integer">
          <Structure Name="Autocreated from 15635F98" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
            <Elements>
              <Element Offset="0" Vartype="Pointer" Bytesize="8" RLECount="20" DisplayMethod="Unsigned Integer"/>
              <Element Offset="160" Vartype="String" Bytesize="4" DisplayMethod="Unsigned Integer"/>
              <Element Offset="164" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer"/>
              <Element Offset="172" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Unsigned Integer"/>
              <Element Offset="176" Vartype="Pointer" Bytesize="8" RLECount="5" DisplayMethod="Unsigned Integer"/>
This goes on for 20,433 lines, after which comes the Table comments, and then the lua script. I've tried both gir489s slimmed table, as well as removing this section myself and the table seems to work fine, so I don't really know what exactly it's for. He did seem to remove the luascript in his previous post though.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by Ownsin » Fri Feb 01, 2019 12:56 am

Tracido wrote:
Thu Jan 31, 2019 8:51 pm
Ownsin wrote:
Mon Jan 28, 2019 5:08 am
Exeter wrote:
Mon Jan 28, 2019 5:05 am


Turn off the undead script. (Don't just close the table, actually turn off the script).

I mentioned this earlier already in a previous post that the undead script eventually makes you act like a ghost where attacks go through you. And even if an attack connects, it won't be registered by the game as having taken damage. It's pretty cool tbh. :P
I have it turned off. I unchecked everything in the table and then closed cheat engine. It doesn't matter all attacks sill go through me like nothing.
Has anyone fixed this? I just want to turn it off again and play my game normally?

Please note, I started my last save just with the same game without even USING the table..

Am I permanently glitched in invincibility untouchable mode?
Sadly, you're probably permanently glitched. I have tried to get an answer to fix this issue from here but no one could really answer me with a proper fix. What I did was go back to an earlier save where I didn't use the table. The issue that causes your problem is that you probably tried to reset the game's time clock, right? that's what usually breaks it for me. So, my best advice is to find a save before you used it and continue from there. It definitely sucks but this is the only solution I found for this problem so far.

Good luck.
Last edited by Ownsin on Fri Feb 01, 2019 1:01 am, edited 2 times in total.

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.2)

Post by Exeter » Fri Feb 01, 2019 12:59 am

Deathwing Zero wrote:
Fri Feb 01, 2019 12:52 am
Cielos wrote:
Thu Jan 31, 2019 7:29 pm
also, did you forgot to include the lua script from my table? it's needed for easy time setting for the "game play time mod" script.
Mostly, from what I can tell, he's cutting out the "structures" section of the table. Basically a huge section of the table that looks like this:

Code: Select all

<Structures StructVersion="2">
    <Structure Name="unnamed structure" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
        <Element Offset="0" Vartype="Pointer" Bytesize="8" DisplayMethod="Unsigned Integer">
          <Structure Name="Autocreated from 15635F98" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
            <Elements>
              <Element Offset="0" Vartype="Pointer" Bytesize="8" RLECount="20" DisplayMethod="Unsigned Integer"/>
              <Element Offset="160" Vartype="String" Bytesize="4" DisplayMethod="Unsigned Integer"/>
              <Element Offset="164" Vartype="Double" Bytesize="8" DisplayMethod="Unsigned Integer"/>
              <Element Offset="172" Vartype="4 Bytes" Bytesize="4" DisplayMethod="Unsigned Integer"/>
              <Element Offset="176" Vartype="Pointer" Bytesize="8" RLECount="5" DisplayMethod="Unsigned Integer"/>
This goes on for 20,433 lines, after which comes the Table comments, and then the lua script. I've tried both gir489s slimmed table, as well as removing this section myself and the table seems to work fine, so I don't really know what exactly it's for. He did seem to remove the luascript in his previous post though.
Hm yeah. Removing the structure stuff literally took out 1MB on the size. LUA scripts are still intact as well now. Much cleaner. Wonder what the <structures> stuff is for?

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.3)

Post by Deathwing Zero » Fri Feb 01, 2019 1:05 am

I have no idea, I've yet to play around with every option on the table to make sure everything works as should with that section removed. It's weird. It started when he added a work around to stop AI freezing in update 6.2. You can see the table suddenly gained 700kb size then, and the lua script is no where near that large. Hopefully Cielos has some idea what it is, even gir489 wasn't sure.

Edit:
Updated my compilation table thingy.

Changes are:
Updated to Cielos table version 7.3
added jim2point0's camera mods.

You can get it here:
viewtopic.php?p=76773#p76773

As always, if any author wants their items removed, or if the table should just be stopped entirely, please let me know and I will do so.
Last edited by Deathwing Zero on Fri Feb 01, 2019 1:40 am, edited 2 times in total.

ledbthand
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Re: RESIDENT EVIL 2 +10 +3 (table Update7.3)

Post by ledbthand » Fri Feb 01, 2019 1:30 am

2A must be one of the devs, or a friend of one of the devs. haha!

I'm surprised that the Calico M950 wasn't hidden in there. They even have reference to RE 1.5. Maybe it will be a DLC or something. :D

https://residentevil.fandom.com/wiki/Calico_M950

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Re: RESIDENT EVIL 2 +9 +3 (table Update6)

Post by Tracido » Fri Feb 01, 2019 1:47 am

Tracido wrote:
Thu Jan 31, 2019 8:51 pm
Ownsin wrote:
Mon Jan 28, 2019 5:08 am
Exeter wrote:
Mon Jan 28, 2019 5:05 am


Turn off the undead script. (Don't just close the table, actually turn off the script).

I mentioned this earlier already in a previous post that the undead script eventually makes you act like a ghost where attacks go through you. And even if an attack connects, it won't be registered by the game as having taken damage. It's pretty cool tbh. :P
I have it turned off. I unchecked everything in the table and then closed cheat engine. It doesn't matter all attacks sill go through me like nothing.
Has anyone fixed this? I just want to turn it off again and play my game normally?

Please note, I started my last save just with the same game without even USING the table..

Am I permanently glitched in invincibility untouchable mode?
Ok, I think i solved it.

Try this Ownsin, change costumes and for a bonus maybe switch on a controller, suddenly I'm in the fight with Tyrant and he's shredding me to pieces like the good old days

Ack, nope, that solved nothing but the hits from tyrant, the animations, and hits from others still miss endlessly and no grabs, ack, hope this doesn't carry over to the b playthrough.. As it effected Ada perma, too

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