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

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Alexander09138
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Re: RESIDENT EVIL 2 +16 +3 (table Update12)

Post by Alexander09138 »

Is it possible to reset results?

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

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Exeter
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Re: RESIDENT EVIL 2 +16 +3 (table Update12)

Post by Exeter »

Alexander09138 wrote:
Thu Feb 28, 2019 9:38 pm
Is it possible to reset results?
You can wipe your saves, but if you're talking about results stored online (aka RE.net) then it's not possible, those are permanently stored.

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gir489
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Re: RESIDENT EVIL 2 +16 +3 (table Update12)

Post by gir489 »

Exeter wrote:
Thu Feb 28, 2019 10:55 pm
Alexander09138 wrote:
Thu Feb 28, 2019 9:38 pm
Is it possible to reset results?
You can wipe your saves, but if you're talking about results stored online (aka RE.net) then it's not possible, those are permanently stored.
Steam Cloud keeps restoring my fucking saves and there's no option to delete saves in game.

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Exeter
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Re: RESIDENT EVIL 2 +16 +3 (table Update12)

Post by Exeter »

gir489 wrote:
Thu Feb 28, 2019 11:54 pm
Steam Cloud keeps restoring my fucking saves and there's no option to delete saves in game.
Yeah you have to force update the cloud.

Turn off Steam cloud, delete the save you want to get rid of (or all of them), start up RE2 and make a new save (make sure steam cloud is still turned off at this point). Close the game.

Once you've done that, go into your steam folder, userdata, then to the RE2 folder (883710), delete, move, or rename remotecache.vdf

Turn steam cloud back on, start up RE2, and it should warn you that there's a conflict between the local save data and the data found on the cloud. Choose to upload your local data and the cloud data should be force updated.

This worked for me when I had to delete some save files for RE2. Give it a shot.

Alexander09138
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Re: RESIDENT EVIL 2 +16 +3 (table Update12)

Post by Alexander09138 »

Exeter wrote:
Thu Feb 28, 2019 10:55 pm
Alexander09138 wrote:
Thu Feb 28, 2019 9:38 pm
Is it possible to reset results?
You can wipe your saves, but if you're talking about results stored online (aka RE.net) then it's not possible, those are permanently stored.
I don't use RE net, I'm just talking about the times on the results screen, or in the ghost survivors menu. Is it possible to reset/modify them if I'm not using RE.net?

kultsi
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Re: RESIDENT EVIL 2 +16 +3 (table Update12)

Post by kultsi »

Hi, does anyone know whether it's possible to hack the pause menu, so that it can be pressed at any time, even during animation. Hate to wait for the animation to finish, to reset or load. If someone could please make this hack, would be much appreciated!

TheJanitor
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Re: RESIDENT EVIL 2 +16 +3 (table Update12)

Post by TheJanitor »

Would it be possible to do the opposite of hide object interact hud? I mean instead hide the crosshair and ammo counter but keep the object interactions. Or just hiding the crosshair, if anyone could do that you'd be a life saver.

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Cielos
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Re: RESIDENT EVIL 2 +16 +3 (table Update12)

Post by Cielos »

TheJanitor wrote:
Sat Mar 02, 2019 8:04 pm
Would it be possible to do the opposite of hide object interact hud? I mean instead hide the crosshair and ammo counter but keep the object interactions. Or just hiding the crosshair, if anyone could do that you'd be a life saver.
re-installed the game to try some mods, saw your message, and remember the other 2 hud elements handling was located already and are ready to be manipulated... so:
Update13
- added hud mod.
- updated hide object interact hud's feature, renamed to show nearby interact-able key, which can be found under hud mod.
- added missing credit to Iceking0101. they shared the offsets for "ammo type offset" originally.
- removed 2 outdated scripts by CJBok to avoid confusion. alternate versions of 20 slots can be found in the thread.
re-download, and use the hud mod.
remember to read the descriptions in the first post first!

but the weapons aren't always pointing to the screen centre, especially when you're aiming up / down... unless the dev would address this issue (before that, considering this an issue...), hiding the corssair seems not a good idea... unless you want to take some screen-shots with fly camera, ...and/or integrate it in a fixed camera mod I think?

anyway, have fun~

TheJanitor
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Re: RESIDENT EVIL 2 +16 +3 (table Update12)

Post by TheJanitor »

Cielos wrote:
Sun Mar 03, 2019 9:13 am

re-installed the game to try some mods, saw your message, and remember the other 2 hud elements handling was located already and are ready to be manipulated... so:

re-download, and use the hud mod.
remember to read the descriptions in the first post first!

but the weapons aren't always pointing to the screen centre, especially when you're aiming up / down... unless the dev would address this issue (before that, considering this an issue...), hiding the corssair seems not a good idea... unless you want to take some screen-shots with fly camera, ...and/or integrate it in a fixed camera mod I think?

anyway, have fun~
Wow that's amazing, thank you so much!

I don't mind aiming without a crosshair, I find it more immersive but I can't play without finding vital items so that's why I wanted this :D

knk8200
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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by knk8200 »

[Link]

[Link]

Is it possible to adjustable Matilda 3 round burst fire faster like VP70M in real life with ct ??

VP70M in original resident evil 2 burst fire was quit fast but in remake re2 is too slow i think

Maybe balance?

I hope this part to be fixed or moded someday :D

adamzubir
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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by adamzubir »

Does anybody know how to mod the infinite anti tank launcher please

adamzubir
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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by adamzubir »

somebody ?

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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by LucyHF »

Can you please add X axis in camera mod.

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

Post by replitealc »

wurstpistole wrote:
Wed Jan 30, 2019 6:00 pm
HylianZ wrote:
Tue Jan 29, 2019 6:33 pm
wurstpistole wrote:
Tue Jan 29, 2019 5:27 pm
Anyone knows what I might be doing wrong with adding items into my inventory? I chose a wooden board, set the item type to is weapon, and then when I set the Infinte SMG or Minigun for example, it appears in the inventory along with the correct description, I can equip it - but Leon only holds something "invisible", stretches his arm out, and there's no shooting. What might I be doing wrong?
Drop it in a storage box and pull it back out. Then it should work properly.
This worked, at least for the inf. SMG. Minigun as well as the non-silenced MP disappeared after restarting and reloading the game.
Worked in a area with some box around, right? Like the RPD, or the sewers,etc
But, i wanna to equip some different gun in area were has not box, like the street before came to RPD after the initial cutscene with Leon and Claire inside the car, and the truck crash.... in the way to RPD! lovely...to imaginne: them many zumbies and you detoned him with a minigun?!

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Cielos
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Re: RESIDENT EVIL 2 +17 +1 (table Update13)

Post by Cielos »

replitealc wrote:
Sat Mar 09, 2019 3:05 am
wurstpistole wrote:
Wed Jan 30, 2019 6:00 pm
HylianZ wrote:
Tue Jan 29, 2019 6:33 pm


Drop it in a storage box and pull it back out. Then it should work properly.
This worked, at least for the inf. SMG. Minigun as well as the non-silenced MP disappeared after restarting and reloading the game.
Worked in a area with some box around, right? Like the RPD, or the sewers,etc
But, i wanna to equip some different gun in area were has not box, like the street before came to RPD after the initial cutscene with Leon and Claire inside the car, and the truck crash.... in the way to RPD! lovely...to imaginne: them many zumbies and you detoned him with a minigun?!
like this?

jump to [Link] if you're impatient..

copy&paste the following ONto your table:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>14721</ID>
      <Description>"cust pick up key"</Description>
      <Options moHideChildren="1"/>
      <LastState Activated="1"/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(itemIDChkOnPickUpCallerAOB,re2.exe,4C ** ** E8 ** ** ** ** 0F B6 C8 48 ** ** ** 48 ** ** ** 75 ** 48 ** ** ** ** ** ** ** 4C ** ** ** ** ** ** ** 49 ** FF FF FF FF FF FF FF 7F)
registersymbol(itemIDChkOnPickUpCallerAOB)

label(pPickUpItem)
registersymbol(pPickUpItem)
label(bCustPickUpKeyID)
registersymbol(bCustPickUpKeyID)
label(bCustPickUpKeyPressed)
registersymbol(bCustPickUpKeyPressed)
label(dCustPickUpItemID)
registersymbol(dCustPickUpItemID)
label(dCustPickUpWeaponID)
registersymbol(dCustPickUpWeaponID)

alloc(newmem,2048,itemIDChkOnPickUpCallerAOB+8) //"re2.exe"+DC5B66C)
label(returnhere)
label(originalcode_itemIDChkOnPickUpCallerAOB)
registersymbol(originalcode_itemIDChkOnPickUpCallerAOB)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
mov rcx,bCustPickUpKeyPressed
cmp byte ptr [rcx],1
jne @f
mov rcx,dCustPickUpItemID
cmp dword ptr [rcx],fffffffe
je @f
cmp dword ptr [rcx+4],fffffffe
je @f
mov ecx,[rcx]
mov [r8+10],ecx
mov rcx,dCustPickUpWeaponID
mov ecx,[rcx]
mov [r8+14],ecx

originalcode_itemIDChkOnPickUpCallerAOB:
readmem(itemIDChkOnPickUpCallerAOB+8,7)
//movzx ecx,al
//mov rax,[rbx+50]

exit:
jmp returnhere

///
pPickUpItem:
dq 0
bCustPickUpKeyID:
dd 04
bCustPickUpKeyPressed:
dd 0
dCustPickUpItemID:
dd fffffffe
dCustPickUpWeaponID:
dd fffffffe
///

itemIDChkOnPickUpCallerAOB+8: //"re2.exe"+DC5B66C:
jmp newmem
nop
nop
returnhere:

///*****************************************///
//modified from ShyTwig16's lua keylistener script
//http://fearlessrevolution.com/viewtopic.php?f=4&amp;t=6041&amp;start=60#p62657
{$lua}
local function custpickupkeyLuaThread(threadCPUK)
	local addrCPUK = getAddressSafe('bCustPickUpKeyPressed')
	while CustPickUpKeyThreadLoop do
        sleep(100)
		if addrCPUK then
            if ( isKeyPressed( readInteger('bCustPickUpKeyID') ) ) then
			    writeBytes(addrCPUK, 1)
            else
                writeBytes(addrCPUK, 0)
            end
		else
			addrCPUK = getAddressSafe('bCustPickUpKeyPressed')
		end
	end
	threadCPUK.terminate()
--    while CustPickUpKeyThreadLoop do
--          if ( isKeyPressed(VK_CAPITAL) ) then
--              writeBytes("bCustPickUpKeyPressed" ,1)
--          else
--              writeBytes("bCustPickUpKeyPressed" ,0)
--          end
--    end
--    threadCPUK.terminate()
end
----------------------------------
if syntaxcheck then return end
CustPickUpKeyThreadLoop = true
createThread(custpickupkeyLuaThread)
{$asm}

///*****************************************///


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
{$lua}
if syntaxcheck then return end
CustPickUpKeyThreadLoop = false
{$asm}

///*****************************************///
dealloc(newmem)
itemIDChkOnPickUpCallerAOB+8: //"re2.exe"+DC5B66C:
readmem(originalcode_itemIDChkOnPickUpCallerAOB,7)
//db 0F B6 C8 48 8B 43 50
//Alt: movzx ecx,al
//Alt: mov rax,[rbx+50]
unregistersymbol(originalcode_itemIDChkOnPickUpCallerAOB)

unregistersymbol(pPickUpItem)
unregistersymbol(bCustPickUpKeyID)
unregistersymbol(bCustPickUpKeyPressed)
unregistersymbol(dCustPickUpItemID)
unregistersymbol(dCustPickUpWeaponID)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>14724</ID>
          <Description>"set ids, then hold key and pick up"</Description>
          <LastState Value="" RealAddress="00000000"/>
          <Color>808080</Color>
          <GroupHeader>1</GroupHeader>
        </CheatEntry>
        <CheatEntry>
          <ID>14727</ID>
          <Description>"remember to set the proper ammo type afterwards"</Description>
          <LastState Value="" RealAddress="00000000"/>
          <Color>808080</Color>
          <GroupHeader>1</GroupHeader>
        </CheatEntry>
        <CheatEntry>
          <ID>14725</ID>
          <Description>"key"</Description>
          <Options moHideChildren="1"/>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">10:SHIFT key
11:CTRL key
12:ALT key
14:CAPS LOCK key
20:Spacebar
04:Middle Mouse Button
05:X1 Mouse Button
06:X2 Moust Button
</DropDownList>
          <LastState Value="04" RealAddress="156AC0069"/>
          <ShowAsHex>1</ShowAsHex>
          <Color>008000</Color>
          <VariableType>Byte</VariableType>
          <Address>bCustPickUpKeyID</Address>
          <CheatEntries>
            <CheatEntry>
              <ID>14726</ID>
              <Description>""</Description>
              <LastState Value="0" RealAddress="156AC006D"/>
              <Color>008000</Color>
              <VariableType>Byte</VariableType>
              <Address>+4</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>14722</ID>
          <Description>"item id"</Description>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">fffffffe:set an id first
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
0000011e:Old Key (Ghost Survivour)
00000123:Portable Safe
00000125:Tin Storage Box
00000126:Wooden Box
00000127:Wooden Box
00000128:Tin Storage Box

</DropDownList>
          <LastState Value="00000000" RealAddress="156AC0071"/>
          <ShowAsHex>1</ShowAsHex>
          <Color>008000</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>dCustPickUpItemID</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>14723</ID>
          <Description>"weapon id"</Description>
          <DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">fffffffe:set an id first
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)

</DropDownList>
          <LastState Value="00000032" RealAddress="156AC0075"/>
          <ShowAsHex>1</ShowAsHex>
          <Color>008000</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>dCustPickUpWeaponID</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
- start a new game.
- activate the script.
- set the "item id" to "is weapon".
- set the "weapon id" to "Minigun".
- pick up the storage room key while holding Mouse Middle Button.
- use the "highlighted item" script to raise the ammo, or just use "no reload" script.
- use "universal item key" to escape the store.

2 better ways:
1. follows SunBeam suggestions to reveal all the item structures.
2. make a script to access the item box anytime. made one for RE7 (and 1 of the revelation games I think..?) yet to summon the courage or patience to trace it on this game...

for the scenario you described, the above script should do the trick.

have fun~

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