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

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

Post by Exeter » Fri Feb 01, 2019 3:00 am

Tracido wrote:
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


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
2nd Run or any 'New Game' will force reset everything except unlocked bonus material. So it won't carry over.

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

Post by Tracido » Fri Feb 01, 2019 3:22 am

Exeter wrote:
Fri Feb 01, 2019 3:00 am
2nd Run or any 'New Game' will force reset everything except unlocked bonus material. So it won't carry over.
Oh thank gawd, yeah I only used that thing once and man that's a lesson that at least won't carry over, whew..

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

Post by Ownsin » Fri Feb 01, 2019 4:32 am

Tracido wrote:
Fri Feb 01, 2019 3:22 am
Exeter wrote:
Fri Feb 01, 2019 3:00 am
2nd Run or any 'New Game' will force reset everything except unlocked bonus material. So it won't carry over.
Oh thank gawd, yeah I only used that thing once and man that's a lesson that at least won't carry over, whew..
Yeah, It doesn't carry over. I can confirm. Definitely never use the game time reset. It screws up the game completely.

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

Post by Cielos » Fri Feb 01, 2019 6:52 am

Practiti0ner wrote:
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.
read the post before your post~

///
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?
activate the scripts you need, then load the save that was glitched.
there's a blank entry under the enable script, after the "Game Time (cjbok)" script.
you should find 2 entries "god (auto reset)" and "god". both should be in ZERO. if you find the "god" entry in 1, most likely you were using an earlier version of "undead" and you saved after your health drop to the "min health" specified.
just set the "god" entry back to ZERO and you're good to go. remember to save the game once more~

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

Post by fiftyfiftybooking » Fri Feb 01, 2019 9:23 am

jim2point0 wrote:
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.
This is great, only issue is the light source anchored to the player's FOV doesn't follow the camera so all the exploration is pretty damn dark. Still, thanks so much for this, always found these camera mods cool.

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

Post by KS212 » Fri Feb 01, 2019 10:53 am

I'm scratching my head over what's wrong with the game time reset you guys have here... I used the one in the FLiNG trainer and it doesn't break anything that I could see.

Granted I only used it once... toggled on at approx halfway thru Leon A playthru... confirmed time was back at 0:00:00, then toggled off and time began to count again and that was it and when I finished the game, it was logged as 1hr 40min or something, enough to give S rank and I also used in conjunction with the reset footsteps, reset itambox and reset medicine uses to unlock 4 cheevos at once.

Maybe you're hooking far too much in the background?...

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by tizzio » Fri Feb 01, 2019 2:04 pm

@Exeter hi there :) , as ever i have some unpopular but worthy suggestion , for example : what about a hack that completely null the recoil and the spreading of the bullets ? so at least we could use the automatic weapons without excange them for a non automatic weapon , also , you think it could be hard to create a hack that allow the change of an animation ? you know something that allow the characters to use the weapons with a single hand

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by Michaliuz » Fri Feb 01, 2019 2:04 pm

Add something like free camera od freeze :)

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by tizzio » Fri Feb 01, 2019 2:05 pm

Cielos wrote:
Sun Jan 13, 2019 7:00 pm
thank you so much :o

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by eTheBlack » Fri Feb 01, 2019 2:11 pm

Undead and ignore ammo pouch works fine on CODEX release. Other options should work as well.

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by Deathwing Zero » Fri Feb 01, 2019 2:16 pm

tizzio wrote:
Fri Feb 01, 2019 2:04 pm
@Exeter hi there :) , as ever i have some unpopular but worthy suggestion , for example : what about a hack that completely null the recoil and the spreading of the bullets ? so at least we could use the automatic weapons without excange them for a non automatic weapon , also , you think it could be hard to create a hack that allow the change of an animation ? you know something that allow the characters to use the weapons with a single hand
No spread already exists gir489 made it. You can find it here: viewtopic.php?p=76630#p76630

No one's done no recoil yet to my knowledge though. If you don't know how to add scripts to cheat engine manually press ctrl + alt + a, paste the script in the window that pops up, then go to file and assign to current cheat table. Make sure cheat engine is attached to the game first or it won't work.

If you can't be bothered with that, then I've already done so here: viewtopic.php?p=76773#p76773

Cielos:
I'm starting my full run through to test character mod in what I hope to be a worst case scenario. I'm doing Claire A as HUNK on Assisted Living mode, which I'm guessing most people don't play. I'll report later or if I come into a game stopping bug.

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by tizzio » Fri Feb 01, 2019 3:45 pm

@Deathwing Zero thanks for all this :D

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

Post by tizzio » Fri Feb 01, 2019 3:53 pm

Deathwing Zero wrote:
Tue Jan 29, 2019 10:30 pm
gir489 wrote:
Tue Jan 29, 2019 9:51 pm
Pointer for number of times chest used: "re2.exe"+07084468+70+18

Script to make it so that it never increments it.

-snip to save space-

Untested.
Just tested and it works fine. They were found/posted earlier though, by Apache81 here.

EDIT:
I'm posting the table I'm using here, it has everything posted here currently, and I keep it up to date. If somehow I'm missing something, or someone wants their stuff removed, let me know. If someone wants the table removed entirely, that's fine. I'm just posting it for "completeness" even though I removed Cielos' debug section due to an event that happened earlier in this thread. I figured simple instructions were too hard so I just removed things we shouldn't mess with. I also skipped the "free camera" table because it's not posted here and I can't be bothered with that, and I skipped Cielos "force costume" script since he didn't want it in the table anyway. I can always add them later if people want it.

Table has full credits and links to each post in it.

Contents:
Cielos Table update 7.4
Apache81 table v1.2
SunBeam "Super Accuracy" script
gir489 "No Spread" script, Number of times chest opened pointer and script
Marcus101RR scriptless Inventory, Health, Statistics and buff pointers. (Update 3)
jim2point0 camera and fov options

EDIT number something or other:
I decided to remove the older versions as there's really no reason to keep them, and it saves space.
thanks :D

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by draw95 » Fri Feb 01, 2019 3:56 pm

Hey @cielos will you make invisible/undetected cheat for zombies and tyrant?
I know it's pretty weird asking cheat like this for horror game.

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by SunBeam » Fri Feb 01, 2019 4:30 pm

..what I kinda hate about the game is they allow you the freedom of parkouring the story as you see fit (sometimes it's non-linear), however there aren't any checks in place to still trigger some scripted events. Here's an example: while in the library, the cop tells you to get back to the lobby cuz he has something to tell you. However, I managed to get outside, get the chopper to crash, talk to the chick and unlock the door with the pliers. When I got back in the lobby.. no cop dialogue cut-scene. He was lying down on the bench and that's that.. So.. if you skip the logic of how the action should unfold, you're bound to miss on stuff..

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