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

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

Post by Exeter » Fri Feb 01, 2019 4:33 pm

SunBeam wrote:
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..
You can even avoid the entire cutscene where he asks you to come back to the main hall. :P

Sometimes scripted events don't trigger either for some reason. Mr.X is supposed to be able to burst through the wall in the Press Room in Leon's 2nd scenario, but out of the uhh 8 times I cleared it, this occurred only 3 times maybe. Not sure what triggers it.

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

Post by Deathwing Zero » Fri Feb 01, 2019 5:05 pm

Exeter wrote:
Fri Feb 01, 2019 4:33 pm
SunBeam wrote:
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..
You can even avoid the entire cutscene where he asks you to come back to the main hall. :P

Sometimes scripted events don't trigger either for some reason. Mr.X is supposed to be able to burst through the wall in the Press Room in Leon's 2nd scenario, but out of the uhh 8 times I cleared it, this occurred only 3 times maybe. Not sure what triggers it.
Running/being noisy in the hallway to the Interrogation room while Mr. X is in the Press room or the hallway near it is what triggers him smashing through it. Scared the shit out of me the first time he did it. He did it in the original but I'd never seen him do it in the remake so I wasn't expecting it. What a freakin' troll.

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

Post by Tracido » Fri Feb 01, 2019 5:43 pm

Cielos wrote:
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


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~
I did this, and found it, but the god entry is already zero.. the auto was also zero, and still nothing can attack me, or initiate an animation, after selecting both as 0 and saving this way, exiting the entire game and coming back into the new save.. :/ Still, I thank you for the attempt to help.

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

Post by Tracido » Fri Feb 01, 2019 6:19 pm

Ownsin wrote:
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.
Thank gawd it doesn't; I just started my 2nd run with Claire and the animations for attacks & all the gory kills came right back. Whew.. Thank goodness I was at the final tyrant timed fight typewriter when that happened at least..

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

Post by PrinceRevivalDK » Fri Feb 01, 2019 7:07 pm

Can someone please tell me how the f you unlock infinite ammo for the Anti-Tank Rocket launcher in the game?
theres clearly a script for a Anti-Tank with the infinite ammo sign in the game as far as i can see from this cheat table?
you know im talking about the original green orcket launcher with 4 tubes for 4 incindiary rockets, and not the single barrel ATM-4 one that you unlock from beating Leons campaign with an S+ rank..

I just cant figure how to obtain that other launcher legit in the game and not having to cheat my way to have it
if anyone has discovered it please let me know?

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

Post by tizzio » Fri Feb 01, 2019 7:22 pm

SunBeam wrote:
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..
well it isn't a problem if you think about it : if you want to follow the trace of the events as they are planned you can do it without any problem , but if you prefer to proceed as you see fit you can do it , so in short with this characteristic we are both free to play whatever we want

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

Post by bloodaxis » Fri Feb 01, 2019 9:22 pm

PrinceRevivalDK wrote:
Fri Feb 01, 2019 7:07 pm
Can someone please tell me how the f you unlock infinite ammo for the Anti-Tank Rocket launcher in the game?
theres clearly a script for a Anti-Tank with the infinite ammo sign in the game as far as i can see from this cheat table?
you know im talking about the original green orcket launcher with 4 tubes for 4 incindiary rockets, and not the single barrel ATM-4 one that you unlock from beating Leons campaign with an S+ rank..

I just cant figure how to obtain that other launcher legit in the game and not having to cheat my way to have it
if anyone has discovered it please let me know?
As far as I know either no one has found how to get it unlocked yet or you can't unlock it, as in it's a placeholder/maybe future dlc. People have already done everything there is to do in the game along with S+ ranks for everything, so presumably someone would have unlocked it by now.

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

Post by kayawish24 » Fri Feb 01, 2019 9:51 pm

Resident Evil 2 Remake - ADULT Sherry & Zombie Leon.

https://www.youtube.com/watch?v=5fdnVGJ6lCY


Resident Evil 2 Remake - Lab Doc & Zombie

https://www.youtube.com/watch?v=BZRAhfbvcNM
Last edited by kayawish24 on Fri Feb 01, 2019 11:11 pm, edited 1 time in total.

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

Post by PrinceRevivalDK » Fri Feb 01, 2019 10:12 pm

bloodaxis wrote:
Fri Feb 01, 2019 9:22 pm
As far as I know either no one has found how to get it unlocked yet or you can't unlock it, as in it's a placeholder/maybe future dlc. People have already done everything there is to do in the game along with S+ ranks for everything, so presumably someone would have unlocked it by now.
yeah i was on the last thing trying to get the few last S+ ranks to see if that was it, but i guess not, maybe as you said it would be a future DLC thing, hopefully, some more experimental weapons to give the game a twist for those who already beated the game several times to keep the game alive would be awesome, anyway thanks for the answers.

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

Post by kayawish24 » Fri Feb 01, 2019 10:56 pm

Resident Evil 2 Remake - Adult Sherry and Baby (Little) Clair

https://www.youtube.com/watch?v=bIf7FRl8s0U

https://www.youtube.com/watch?v=caTW_vcvlBA
Last edited by kayawish24 on Fri Feb 01, 2019 11:10 pm, edited 2 times in total.

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

Post by gir489 » Fri Feb 01, 2019 11:05 pm

Tyrant goes down in 1 shot and stays down.

Code: Select all

{ Game   : re2.exe
  Version: 1.0
  Date   : 2019-02-01
  Author : gir489

  Tyrant goes down in 1 shot and stays down.
}

[ENABLE]
aobscanmodule(TyrantDownTimer,re2.exe,3C 0F 5A C0 F2 0F 5C F0 66 0F 5A CE) // should be unique
aobscanmodule(TyrantDamageFunction,re2.exe,39 71 58 0F 9F D0) // should be unique
registersymbol(TyrantDownTimer)
registersymbol(TyrantDamageFunction)

TyrantDamageFunction:
mov [rcx+58],esi

TyrantDownTimer+04:
db 90 90 90 90

[DISABLE]
unregistersymbol(TyrantDownTimer)
unregistersymbol(TyrantDamageFunction)

TyrantDamageFunction:
cmp [rcx+58],esi

TyrantDownTimer+04:
db F2 0F 5C F0 //subsd xmm6,xmm0

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+D9772E8

"re2.exe"+D9772CB: 48 8B 48 18              -  mov rcx,[rax+18]
"re2.exe"+D9772CF: 0F 57 D2                 -  xorps xmm2,xmm2
"re2.exe"+D9772D2: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D9772D5: 74 05                    -  je re2.exe+D9772DC
"re2.exe"+D9772D7: 0F 57 C0                 -  xorps xmm0,xmm0
"re2.exe"+D9772DA: EB 04                    -  jmp re2.exe+D9772E0
"re2.exe"+D9772DC: 66 0F 5A C1              -  cvtpd2ps xmm0,xmm1
"re2.exe"+D9772E0: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D9772E3: 75 3C                    -  jne re2.exe+D977321
"re2.exe"+D9772E5: 0F 5A C0                 -  vcvtps2pd xmm0,xmm0
// ---------- INJECTING HERE ----------
"re2.exe"+D9772E8: F2 0F 5C F0              -  subsd xmm6,xmm0
"re2.exe"+D9772EC: 66 0F 5A CE              -  cvtpd2ps xmm1,xmm6
// ---------- DONE INJECTING  ----------
"re2.exe"+D9772F0: F3 0F 11 8F F4 01 00 00  -  movss [rdi+000001F4],xmm1
"re2.exe"+D9772F8: 48 8B 43 50              -  mov rax,[rbx+50]
"re2.exe"+D9772FC: 48 39 48 18              -  cmp [rax+18],rcx
"re2.exe"+D977300: 75 1F                    -  jne re2.exe+D977321
"re2.exe"+D977302: 0F 2F CA                 -  comiss xmm1,xmm2
"re2.exe"+D977305: 77 1A                    -  ja re2.exe+D977321
"re2.exe"+D977307: 48 8B 8F A0 01 00 00     -  mov rcx,[rdi+000001A0]
"re2.exe"+D97730E: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D977311: 75 20                    -  jne re2.exe+D977333
"re2.exe"+D977313: 8D 51 38                 -  lea edx,[rcx+38]
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+C57C984

"re2.exe"+C57C961: E8 6A 50 85 F5        -  call re2.exe+1DD19D0
"re2.exe"+C57C966: 30 C0                 -  xor al,al
"re2.exe"+C57C968: 48 8B 5C 24 60        -  mov rbx,[rsp+60]
"re2.exe"+C57C96D: 48 8B 74 24 68        -  mov rsi,[rsp+68]
"re2.exe"+C57C972: 48 83 C4 50           -  add rsp,50
"re2.exe"+C57C976: 5F                    -  pop rdi
"re2.exe"+C57C977: C3                    -  ret
"re2.exe"+C57C978: 48 8B 88 A0 01 00 00  -  mov rcx,[rax+000001A0]
"re2.exe"+C57C97F: 48 85 C9              -  test rcx,rcx
"re2.exe"+C57C982: 74 D3                 -  je re2.exe+C57C957
// ---------- INJECTING HERE ----------
"re2.exe"+C57C984: 39 71 58              -  cmp [rcx+58],esi
"re2.exe"+C57C987: 0F 9F D0              -  setg al
// ---------- DONE INJECTING  ----------
"re2.exe"+C57C98A: 84 C0                 -  test al,al
"re2.exe"+C57C98C: 74 D8                 -  je re2.exe+C57C966
"re2.exe"+C57C98E: 40 38 35 5B 05 B3 FA  -  cmp [re2.exe+70ACEF0],sil
"re2.exe"+C57C995: 74 04                 -  je re2.exe+C57C99B
"re2.exe"+C57C997: B1 01                 -  mov cl,01
"re2.exe"+C57C999: EB 25                 -  jmp re2.exe+C57C9C0
"re2.exe"+C57C99B: 48 8B 87 48 01 00 00  -  mov rax,[rdi+00000148]
"re2.exe"+C57C9A2: 48 85 C0              -  test rax,rax
"re2.exe"+C57C9A5: 75 12                 -  jne re2.exe+C57C9B9
"re2.exe"+C57C9A7: 45 31 C0              -  xor r8d,r8d
}
Untested.

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

Post by Exeter » Fri Feb 01, 2019 11:28 pm

gir489 wrote:
Fri Feb 01, 2019 11:05 pm
Tyrant goes down in 1 shot and stays down.

Code: Select all

{ Game   : re2.exe
  Version: 1.0
  Date   : 2019-02-01
  Author : gir489

  Tyrant goes down in 1 shot and stays down.
}

[ENABLE]
aobscanmodule(TyrantDownTimer,re2.exe,3C 0F 5A C0 F2 0F 5C F0 66 0F 5A CE) // should be unique
aobscanmodule(TyrantDamageFunction,re2.exe,39 71 58 0F 9F D0) // should be unique
registersymbol(TyrantDownTimer)
registersymbol(TyrantDamageFunction)

TyrantDamageFunction:
mov [rcx+58],esi

TyrantDownTimer+04:
db 90 90 90 90

[DISABLE]
unregistersymbol(TyrantDownTimer)
unregistersymbol(TyrantDamageFunction)

TyrantDamageFunction:
cmp [rcx+58],esi

TyrantDownTimer+04:
db F2 0F 5C F0 //subsd xmm6,xmm0

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+D9772E8

"re2.exe"+D9772CB: 48 8B 48 18              -  mov rcx,[rax+18]
"re2.exe"+D9772CF: 0F 57 D2                 -  xorps xmm2,xmm2
"re2.exe"+D9772D2: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D9772D5: 74 05                    -  je re2.exe+D9772DC
"re2.exe"+D9772D7: 0F 57 C0                 -  xorps xmm0,xmm0
"re2.exe"+D9772DA: EB 04                    -  jmp re2.exe+D9772E0
"re2.exe"+D9772DC: 66 0F 5A C1              -  cvtpd2ps xmm0,xmm1
"re2.exe"+D9772E0: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D9772E3: 75 3C                    -  jne re2.exe+D977321
"re2.exe"+D9772E5: 0F 5A C0                 -  vcvtps2pd xmm0,xmm0
// ---------- INJECTING HERE ----------
"re2.exe"+D9772E8: F2 0F 5C F0              -  subsd xmm6,xmm0
"re2.exe"+D9772EC: 66 0F 5A CE              -  cvtpd2ps xmm1,xmm6
// ---------- DONE INJECTING  ----------
"re2.exe"+D9772F0: F3 0F 11 8F F4 01 00 00  -  movss [rdi+000001F4],xmm1
"re2.exe"+D9772F8: 48 8B 43 50              -  mov rax,[rbx+50]
"re2.exe"+D9772FC: 48 39 48 18              -  cmp [rax+18],rcx
"re2.exe"+D977300: 75 1F                    -  jne re2.exe+D977321
"re2.exe"+D977302: 0F 2F CA                 -  comiss xmm1,xmm2
"re2.exe"+D977305: 77 1A                    -  ja re2.exe+D977321
"re2.exe"+D977307: 48 8B 8F A0 01 00 00     -  mov rcx,[rdi+000001A0]
"re2.exe"+D97730E: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D977311: 75 20                    -  jne re2.exe+D977333
"re2.exe"+D977313: 8D 51 38                 -  lea edx,[rcx+38]
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+C57C984

"re2.exe"+C57C961: E8 6A 50 85 F5        -  call re2.exe+1DD19D0
"re2.exe"+C57C966: 30 C0                 -  xor al,al
"re2.exe"+C57C968: 48 8B 5C 24 60        -  mov rbx,[rsp+60]
"re2.exe"+C57C96D: 48 8B 74 24 68        -  mov rsi,[rsp+68]
"re2.exe"+C57C972: 48 83 C4 50           -  add rsp,50
"re2.exe"+C57C976: 5F                    -  pop rdi
"re2.exe"+C57C977: C3                    -  ret
"re2.exe"+C57C978: 48 8B 88 A0 01 00 00  -  mov rcx,[rax+000001A0]
"re2.exe"+C57C97F: 48 85 C9              -  test rcx,rcx
"re2.exe"+C57C982: 74 D3                 -  je re2.exe+C57C957
// ---------- INJECTING HERE ----------
"re2.exe"+C57C984: 39 71 58              -  cmp [rcx+58],esi
"re2.exe"+C57C987: 0F 9F D0              -  setg al
// ---------- DONE INJECTING  ----------
"re2.exe"+C57C98A: 84 C0                 -  test al,al
"re2.exe"+C57C98C: 74 D8                 -  je re2.exe+C57C966
"re2.exe"+C57C98E: 40 38 35 5B 05 B3 FA  -  cmp [re2.exe+70ACEF0],sil
"re2.exe"+C57C995: 74 04                 -  je re2.exe+C57C99B
"re2.exe"+C57C997: B1 01                 -  mov cl,01
"re2.exe"+C57C999: EB 25                 -  jmp re2.exe+C57C9C0
"re2.exe"+C57C99B: 48 8B 87 48 01 00 00  -  mov rax,[rdi+00000148]
"re2.exe"+C57C9A2: 48 85 C0              -  test rax,rax
"re2.exe"+C57C9A5: 75 12                 -  jne re2.exe+C57C9B9
"re2.exe"+C57C9A7: 45 31 C0              -  xor r8d,r8d
}
Untested.
Well I still have to do a Leon A run right now, will let you know. (unless someone beats me to it).

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

Post by Exeter » Sat Feb 02, 2019 12:20 am

Just confirmed that he stayed down so far and only took 1 bullet to take him down. I'll see how it goes as I progress through the building.

[Edit] Seems to work like a charm. Normally he teleports close to you when you're doing stuff, but this time he does stay down for real. Epic stuff, thanks!

[Edit 2] Only scripted events where he shows up again is what makes him reappear. (example, after getting the Parking Area Card, he shows up in the jail when the zombies break out). But it only takes a moment to bring him down again with the script.

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

Post by gir489 » Sat Feb 02, 2019 12:56 am

Exeter wrote:
Sat Feb 02, 2019 12:20 am
Just confirmed that he stayed down so far and only took 1 bullet to take him down. I'll see how it goes as I progress through the building.

[Edit] Seems to work like a charm. Normally he teleports close to you when you're doing stuff, but this time he does stay down for real. Epic stuff, thanks!

[Edit 2] Only scripted events where he shows up again is what makes him reappear. (example, after getting the Parking Area Card, he shows up in the jail when the zombies break out). But it only takes a moment to bring him down again with the script.
Cool. I think I’m done with this game. I fully completed everything and I did my duty as the fixer, by coming in and doing what others don’t do and doing it properly. Until next game....

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

Post by KS212 » Sat Feb 02, 2019 1:03 am

gir489 wrote:
Sat Feb 02, 2019 12:56 am

Cool. I think I’m done with this game. I fully completed everything and I did my duty as the fixer, by coming in and doing what others don’t do and doing it properly. Until next game....
81/81? Shouldn't there be 87?

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