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

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ArtWoof
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Re: RESIDENT EVIL 2 +15 +3 (table Update11.6)

Post by ArtWoof » Mon Feb 18, 2019 1:13 pm

what about invisibility? it`s possible? just wanna walk free in the game)))) there is nothing left to do)

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Marcus101RR
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Re: RESIDENT EVIL 2 +15 +3 (table Update11.6)

Post by Marcus101RR » Mon Feb 18, 2019 6:13 pm

PrinceRevivalDK wrote:
Mon Feb 18, 2019 9:59 am
teinousi wrote:
Mon Feb 18, 2019 7:58 am
not support to ghost survivor because it is normal
ghost mode have no design to max
ghost mode have no what 20 slot inventory
i need say 3 time , need someone say 3 time those guy must be (watch jojo season5) .
That is not entirely true, Yes by standard it is only 8 slots for Ghost survivor, and there is no way to expand it "legit" by backpacks like the story mode, but to say that Ghost survivor doesnt support the option to have maxed out with 20 slots that is not correct.
im using FliNg's trainer atm to activate hes script to give me the backpack slots since the one from the cheat table isnt working atm.
so it is 100% possible to have 20 slot inventory in both Ghost survivor and 4th survivor!..

Here is the proof:
Image
My Table Pointer has the Hip Slots and it works fine, as far as I can tell, it works in all modes.

davidraksa
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Re: RESIDENT EVIL 2 +15 +3 (table Update11.6)

Post by davidraksa » Mon Feb 18, 2019 11:51 pm

Can add NoClip? Wish to explore all the areas and hidden areas in the game

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Marcus101RR
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Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Post by Marcus101RR » Tue Feb 19, 2019 4:15 am

Exeter wrote:
Sat Feb 02, 2019 11:17 pm
Archangel73337 wrote:
Sat Feb 02, 2019 10:04 pm
Guys be careful with WEEKLY CHALLENGE, Capcom is monitoring it and if you will have cheated stats they will just BAN your RE.NET profile, like my.

First i saw this, I had 2 medals, now you can see what I have.
Show
Image
After that I i checked my e-mail and saw this
Show
Image
So be careful if you care about your RE.NET account.
Wow, that's quite surprising and completely unexpected. They never cared that much before. I don't know how many people on RE6 and Revelations have been cheating like crazy ONLINE, and nothing was done about it. Yet they care about a single player game?

It's already too late for any one of us that transmitted data then. Since once it's uploaded it's always going to be there.

I wonder what modified data they're talking about though. Was it even possible to modify the data on those challenges? I'm guessing amount of saves and stuff can be recorded regardless of changing it in your own client, and if you're using damage multiplier for killing bosses fast that could be tracked as well.
Like to remind people that any use of the tables here capcom is on the prowl now. Looks like we triggered a ban wave. I just got a message as well, that my RE.NET Account profile is banned from any "events". They will not accept any further game data XD

Silly capcom, like their statistics mean anything, I still see people beating levels in 1 hour wtf.

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Exeter
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Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Post by Exeter » Tue Feb 19, 2019 8:09 am

Marcus101RR wrote:
Tue Feb 19, 2019 4:15 am
Like to remind people that any use of the tables here capcom is on the prowl now. Looks like we triggered a ban wave. I just got a message as well, that my RE.NET Account profile is banned from any "events". They will not accept any further game data XD

Silly capcom, like their statistics mean anything, I still see people beating levels in 1 hour wtf.
Yeah it's pretty stupid. Still wondering what they use to detect it, especially if you didn't mess with the in-game time. (And then watching how people with 0:00 clears aren't banned yet).

GT4tube
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Re: RESIDENT EVIL 2 +15 +3 (table Update11.6)

Post by GT4tube » Tue Feb 19, 2019 10:26 am

How do Swap character Ada to Claire on cutscene when that guy in the prison cell got his head exploded???

help

Mister Modification
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Re: RESIDENT EVIL 2 +15 +3 (table Update11.1)

Post by Mister Modification » Tue Feb 19, 2019 10:44 am

Cielos wrote:
Thu Feb 14, 2019 12:01 pm
mud0ra wrote:
Wed Feb 13, 2019 11:30 am
NChabb wrote:
Wed Feb 13, 2019 3:30 am



Fluffyquack, a modder on RE2modding, released a mod manager with one for RE2 included : www.fluffyquack.com/WIP/modmanager.rar

Thread: http://residentevilmodding.boards.net/t ... ry-editing

This mod actually offer a full model swap, including voice, grunts, inventory, animation all at once. It doesn't swap model of Leon and Claire, it actually fully replace our playable characters with their own exclusive inventory, akin to when we play as Ada and Sherry (we become them). It implies that various additional characters were supposed to be playable. It's supposedly compatible with 4th survivor.

The list isn't as diversified as the one of the cheat table because of it uses playable characters instead of model swaps, but HUNK, Annette, Irons, Ben, Marvin, Ada, Sherry are covered.
Looks great!. I will give it a try.

Thanks!.
for the initial question, I didn't trace that far back to the voice and skeleton register. so if you use only my table, the voice will always be the original character of the mode you're playing.
now, as mud0ra mentioned, you can use Fluffyquack's trainer to play as other character in the 4th Survivor mode.
but as of today, if you use the trainer to play as Claire in 4th Survivor, you can't get pass the locker under the parking lot.
to remedy this until FluffyQuack release the full trainer, you can try this:

1. use FluffyQuack's trainer to swap Hunk to Ada.
2. on my table activate character model mod .7.
3. choose "Claire Redfield" for the custom stance.
4. under [custom character], change Ada to "Claire Redfield".
5. under [costumes], choose a costume of your choice for Claire.
6. start the 4th Survivor mode.

now you can play as Claire with the female skeleton intact in the 4th Survivor mode from start to finish.

Character model swap .7 and later is not working for german version of the game with latest steam patch.
Played without Mods.

EDIT:

It appears that old Cheat Engine version caused this to happen.

IceWater
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Re: RESIDENT EVIL 2 +15 +3 (table Update11.6)

Post by IceWater » Tue Feb 19, 2019 4:42 pm

Trouble with script. This is somewhat of a repost by a mod's request.

So I have CE installed, did the tutorials - feel like I understand everything. But when I try to enable the table in game, the 'Enable' box isn't interactable. I can't activate it in any way. My Steam game version is up to date, and I pulled the latest table file provided at the beginning of the thread. Am I missing some key step here?

viewtopic.php?f=8&t=8738

Edit: something I have noticed is that CE will occasionally lock up when im clicking around. Does that have anything to do with it?

Update: That problem is dealt with.

Next question, and probably ultimately to the point: I was wanting unlock all weapons (or really infinite ammo), but I suppose i'm a luddite because I can't figure out how to do that with the directions given in the thread. One individual at one point had included an AOB search for unlocks, but my scan pulled up no hits on that.

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Marcus101RR
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Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Post by Marcus101RR » Tue Feb 19, 2019 9:20 pm

Exeter wrote:
Tue Feb 19, 2019 8:09 am
Marcus101RR wrote:
Tue Feb 19, 2019 4:15 am
Like to remind people that any use of the tables here capcom is on the prowl now. Looks like we triggered a ban wave. I just got a message as well, that my RE.NET Account profile is banned from any "events". They will not accept any further game data XD

Silly capcom, like their statistics mean anything, I still see people beating levels in 1 hour wtf.
Yeah it's pretty stupid. Still wondering what they use to detect it, especially if you didn't mess with the in-game time. (And then watching how people with 0:00 clears aren't banned yet).
I think their detection is semi-automatic. Because the game sends data in intervals, so lets say you killed 5 enemies at 5 minutes in.

and then the next upload is 10 minutes you killed 15 enemies. Now 20 minutes in, you killed 8 enemies. So this may flag your upload and someone reviews it. Just a theory.

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Exeter
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Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Post by Exeter » Tue Feb 19, 2019 9:24 pm

Marcus101RR wrote:
Tue Feb 19, 2019 9:20 pm
I think their detection is semi-automatic. Because the game sends data in intervals, so lets say you killed 5 enemies at 5 minutes in.

and then the next upload is 10 minutes you killed 15 enemies. Now 20 minutes in, you killed 8 enemies. So this may flag your upload and someone reviews it. Just a theory.
True, I did notice that my gamedata was being updated at some intervals, rather than being updated only when making manual saves. (even in hardcore mode where auto-saves are disabled).

The 'Latest Play Data' seems to update every time you play a different save file too though, so I guess it can keep track of what save belongs to which data on RE.net as well.

Maybe boss kill time is also taken into consideration of what may flag things. (if someone uses damage multiplier for example). Killing G in 1 hit would probably flag it, unless a Rocket Launcher was used. Not sure how detailed their statistics are though... like if they can see -what- was used to kill x boss/enemy.


Judging by the latest Ghost Survivor DLC, they can even track how many bullets were fired from a gun. (with the whole clear 'No way out' with less than 60 Handgun bullets fired record).

YarHar707
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Re: RESIDENT EVIL 2 +15 +3 (table Update11.6)

Post by YarHar707 » Tue Feb 19, 2019 10:12 pm

Any chance of a table to enable the auto-aim on standard or hardcore difficulty?

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teinousi
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Re: RESIDENT EVIL 2 +15 +3 (table Update11.6)

Post by teinousi » Wed Feb 20, 2019 2:22 am

Marcus101RR wrote:
Mon Feb 18, 2019 6:13 pm
- Skip -
So make all zombile to be don't know jump is true and possable right ? :P
I'm still waiting this moddle

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SunBeam
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Re: RESIDENT EVIL 2 +15 +3 (table Update11.6)

Post by SunBeam » Wed Feb 20, 2019 2:35 am

^ I'll say this one time: if you want custom stuff done, do it yourself. Some people think others' time is less precious than theirs. Yes, hate me, if you want.

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NChabb
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Re: RESIDENT EVIL 2 +15 +3 (table Update11.6)

Post by NChabb » Wed Feb 20, 2019 6:18 am

Some folks over at resident evil 2 modding found the address for the 30 framerate locks for distant zombies. Might be worth exploring to have as an option in the table.

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Re: RESIDENT EVIL 2 +15 +3 (table Update11.6)

Post by Cielos » Wed Feb 20, 2019 11:08 am

NChabb wrote:
Wed Feb 20, 2019 6:18 am
Some folks over at resident evil 2 modding found the address for the 30 framerate locks for distant zombies. Might be worth exploring to have as an option in the table.
before anyone want to share the "ported" version in script form here, remember to ask for permission first.
I'm not a moderator, don't worry. just a friendly reminder~

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