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

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

Post by castle »

no idea how to do that :(

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

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

Post by kennean »

castle wrote:
Mon May 13, 2019 11:40 am
no idea how to do that :(
There's two ways that I know, but I prefer to do this way:
Open two windows of the Cheat Engine. No need to run the game... In one you open the table that has the code you want and on the other you open my table. On both you click on the enable script with the right mouse button, then group config then on "Hide children when deactivated". With this you'll see all the scripts on both tables...

Now, click on the script you want to copy with the right mouse button again, the click "Copy", or just select it then press ctrl+c, then go to the table you'll use and press ctrl+v... Like copying anything on Excel etc... Now you enable the group config "Hide children when deactivated" (I think it looks better), then save the table and it's done.

Or you open just one window of the Cheat Engine, open my table, then open the table with the scripts that you want... When asked to merge, click yes. You'll have both tables, then proceed to show all scripts like I told you earlier, then just click and drag the scripts you want to use from one "enable" to the other... Then just delete the ones that you don't want, enable the group config again then save.

You can use the "Max Pouch", "No spread" and the "No recoil" scripts from gir489 table without changes as they work as they should.

pk5547
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Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

Post by pk5547 »

Is there any chance of getting updated character model mod script for denuvoless exe?
Really want that feature....

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

Post by kennean »

pk5547 wrote:
Tue May 14, 2019 10:21 am
Is there any chance of getting updated character model mod script for denuvoless exe?
Really want that feature....
Well, I've managed to update the hud mod, but no luck on the character model yet...

@Cielos
Can you post the opcodes for the character model script, please? It's the only one that I couldn't update...

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

Post by castle »

followed your steps, but it does not function. still no item pouch option

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

Post by Cielos »

kennean wrote:
Tue May 14, 2019 7:24 pm
pk5547 wrote:
Tue May 14, 2019 10:21 am
Is there any chance of getting updated character model mod script for denuvoless exe?
Really want that feature....
Well, I've managed to update the hud mod, but no luck on the character model yet...

@Cielos
Can you post the opcodes for the character model script, please? It's the only one that I couldn't update...
sorry for a very very late reply....

as there are tons of injection points for the character model script, which aobscan(s) of the script is/are defected?
also, if memory serves (nor reading the script now), at least 1 of the aobscan is using lua script to fetch the 2nd or 3rd result. meaning the result may not be accurate. you may need to retrace the correct injection point from scratch again.

let me know if you're still on it. tell me which aobscan(s) needed to be updated, and we can start there. I make a short holiday for myself next week, I should have time to re-install the game to fetch the opcodes for you.
if it proves to be more complicated than expected (e.g. need to re-trace the game code to re-locate the injection point), we can move to PM or discord.

/////
castle wrote:
Wed May 15, 2019 8:29 am
followed your steps, but it does not function. still no item pouch option
there's an blank entry at the bottom after you activated the enable script, after loading a savegame, activate this blank entry and you should find a pointer to the inv slots. if it's showing the correct slots # you have, you can just change the value to 20 and save the game.
a reminder: you should NOT freeze any pointers there. just change the value without freezing it.
reminder 2: changing the health value in ghost mission may soft-block the game -- you can't access the item menu or pause menu -- if memory serves. so if you want to change the value other than the inv slots, use with caution.

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

Post by gir489 »

Easier unlock everything:

Code: Select all

{ Game   : re2.exe
  Version: 1.0
  Date   : 2019-05-19
  Author : gir489

  Unlock Everything
}

[ENABLE]
aobscanmodule(UnlockEverything,re2.exe,74 1C 41 89 F8 48 89 EA) // should be unique
aobscanmodule(GhostSurvivor,re2.exe, 40 0F 95 D7 40 84 FF 0F 95 D0 48 8B 6C 24 30) // should be unique
registersymbol(UnlockEverything)
registersymbol(GhostSurvivor)

UnlockEverything:
db 90 90

GhostSurvivor:
sete dil

[DISABLE]
unregistersymbol(UnlockEverything)
unregistersymbol(GhostSurvivor)

UnlockEverything:
db 74 1C

GhostSurvivor:
db 40 0F 95 D7

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+CAC692B

"re2.exe"+CAC6908: 75 3F              -  jne re2.exe+CAC6949
"re2.exe"+CAC690A: 41 89 F8           -  mov r8d,edi
"re2.exe"+CAC690D: 48 89 EA           -  mov rdx,rbp
"re2.exe"+CAC6910: 48 89 D9           -  mov rcx,rbx
"re2.exe"+CAC6913: E8 78 65 8D F4     -  call re2.exe+139CE90
"re2.exe"+CAC6918: 0F B6 C8           -  movzx ecx,al
"re2.exe"+CAC691B: 48 8B 43 50        -  mov rax,[rbx+50]
"re2.exe"+CAC691F: 4C 39 78 18        -  cmp [rax+18],r15
"re2.exe"+CAC6923: 0F 85 63 02 00 00  -  jne re2.exe+CAC6B8C
"re2.exe"+CAC6929: 85 C9              -  test ecx,ecx
// ---------- INJECTING HERE ----------
"re2.exe"+CAC692B: 74 1C              -  je re2.exe+CAC6949
"re2.exe"+CAC692D: 41 89 F8           -  mov r8d,edi
// ---------- DONE INJECTING  ----------
"re2.exe"+CAC6930: 48 89 EA           -  mov rdx,rbp
"re2.exe"+CAC6933: 48 89 D9           -  mov rcx,rbx
"re2.exe"+CAC6936: E8 E5 01 8E F4     -  call re2.exe+13A6B20
"re2.exe"+CAC693B: 48 8B 43 50        -  mov rax,[rbx+50]
"re2.exe"+CAC693F: 4C 39 78 18        -  cmp [rax+18],r15
"re2.exe"+CAC6943: 0F 85 43 02 00 00  -  jne re2.exe+CAC6B8C
"re2.exe"+CAC6949: FF C7              -  inc edi
"re2.exe"+CAC694B: 48 FF C6           -  inc rsi
"re2.exe"+CAC694E: 4C 39 E6           -  cmp rsi,r12
"re2.exe"+CAC6951: 7C 8D              -  jl re2.exe+CAC68E0
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+BE066AA

"re2.exe"+BE06689: EB 04                 -  jmp re2.exe+BE0668F
"re2.exe"+BE0668B: 44 8B 40 18           -  mov r8d,[rax+18]
"re2.exe"+BE0668F: 48 89 F2              -  mov rdx,rsi
"re2.exe"+BE06692: 48 89 D9              -  mov rcx,rbx
"re2.exe"+BE06695: E8 86 9E 02 F5        -  call re2.exe+E30520
"re2.exe"+BE0669A: 0F B6 C8              -  movzx ecx,al
"re2.exe"+BE0669D: 48 8B 43 50           -  mov rax,[rbx+50]
"re2.exe"+BE066A1: 48 83 78 18 00        -  cmp qword ptr [rax+18],00
"re2.exe"+BE066A6: 75 B1                 -  jne re2.exe+BE06659
"re2.exe"+BE066A8: 85 C9                 -  test ecx,ecx
// ---------- INJECTING HERE ----------
"re2.exe"+BE066AA: 40 0F 95 D7           -  setne dil
"re2.exe"+BE066AE: 40 84 FF              -  test dil,dil
// ---------- DONE INJECTING  ----------
"re2.exe"+BE066B1: 0F 95 D0              -  setne al
"re2.exe"+BE066B4: 48 8B 6C 24 30        -  mov rbp,[rsp+30]
"re2.exe"+BE066B9: 48 8B 5C 24 38        -  mov rbx,[rsp+38]
"re2.exe"+BE066BE: 48 8B 74 24 40        -  mov rsi,[rsp+40]
"re2.exe"+BE066C3: 48 8B 7C 24 48        -  mov rdi,[rsp+48]
"re2.exe"+BE066C8: 48 83 C4 20           -  add rsp,20
"re2.exe"+BE066CC: 41 5E                 -  pop r14
"re2.exe"+BE066CE: C3                    -  ret
"re2.exe"+BE066CF: CC                    -  int 3
"re2.exe"+BE066D0: 4C 8D 1C 24           -  lea r11,[rsp]
}
Attachments
re2.CT
(116.88 KiB) Downloaded 92 times

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

Post by kennean »

Cielos wrote:
Sat May 18, 2019 4:56 pm
Spoiler
kennean wrote:
Tue May 14, 2019 7:24 pm
pk5547 wrote:
Tue May 14, 2019 10:21 am
Is there any chance of getting updated character model mod script for denuvoless exe?
Really want that feature....
Well, I've managed to update the hud mod, but no luck on the character model yet...

@Cielos
Can you post the opcodes for the character model script, please? It's the only one that I couldn't update...
sorry for a very very late reply....

as there are tons of injection points for the character model script, which aobscan(s) of the script is/are defected?
also, if memory serves (nor reading the script now), at least 1 of the aobscan is using lua script to fetch the 2nd or 3rd result. meaning the result may not be accurate. you may need to retrace the correct injection point from scratch again.

let me know if you're still on it. tell me which aobscan(s) needed to be updated, and we can start there. I make a short holiday for myself next week, I should have time to re-install the game to fetch the opcodes for you.
if it proves to be more complicated than expected (e.g. need to re-trace the game code to re-locate the injection point), we can move to PM or discord.
Thanks! The problem, I think, lies exactly inside the lua script, because the others have the opcodes for me to compare... I've updated the lua scan with no problems:

Code: Select all

luaCall(lua_aobscan("charIDReadForLoadoutOnLoadAOB","re2.exe"

updated - "48 ** ** ** 48 ** ** ** 48 ** ** 48 ** ** ** 00 74 08 33 C0 48 ** ** ** 5F C3 48 ** ** ** ** 45 ** ** 8B ** 54 48"
original - 48 ** ** ** 48 ** ** ** 48 ** ** 48 ** ** ** 00 74 08 31 C0 48 ** ** ** 5F C3 48 ** ** ** ** 45 ** ** 8B ** ** 48
The only change in the code is 33 C0 instead of 31 C0, which is a consistent change in other AOB scans, including on other scripts that are working. An update on the assembly of the XOR command, because the opcode remains the same.

But I can't quite understand the next 2 AOB scans, as there's no simple opcodes for me to analyze... They're mov commands, but they pull data from certain addresses, which obviously I can't replicate:

Code: Select all

aobscanmodule(notCharLoadoutCallerAOB,re2.exe

updated - EB 08 48 ** ** ** 48 ** ** ** 48 ** ** ** 4C ** ** ** ** 48 ** ** ** 00 0F 85)
original - EB 08 48 ** ** E8 ** ** ** ** 48 ** ** ** 48 ** ** ** ** 48 ** ** ** 00 0F 85

Code: Select all

aobscanmodule(charIDChkForWorldObjectLoadoutCallerAOB

updated - "8B ** ** E8 ** ** ** ** 48 ** ** ** 4C ** ** ** 0F 85 ** ** ** ** 3D E8 03 00 00 7E"
original - 4C ** ** E8 ** ** ** ** 48 ** ** ** 48 ** ** ** 0F 85 ** ** ** ** 3D E8 03 00 00 7E
Alas, with these "updated" scans the game crashes as soon as it starts loading or starting a new game... They arent' pulling the right addresses, hence the crash...
Thanks in advance for your help!!!
gir489 wrote:
Sun May 19, 2019 5:11 am
Spoiler
Easier unlock everything:

Code: Select all

{ Game : re2.exe
 Version: 1.0
 Date : 2019-05-19
 Author : gir489

 Unlock Everything
}

[ENABLE]
aobscanmodule(UnlockEverything,re2.exe,74 1C 41 89 F8 48 89 EA) // should be unique
aobscanmodule(GhostSurvivor,re2.exe, 40 0F 95 D7 40 84 FF 0F 95 D0 48 8B 6C 24 30) // should be unique
registersymbol(UnlockEverything)
registersymbol(GhostSurvivor)

UnlockEverything:
db 90 90

GhostSurvivor:
sete dil

[DISABLE]
unregistersymbol(UnlockEverything)
unregistersymbol(GhostSurvivor)

UnlockEverything:
db 74 1C

GhostSurvivor:
db 40 0F 95 D7

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+CAC692B

"re2.exe"+CAC6908: 75 3F - jne re2.exe+CAC6949
"re2.exe"+CAC690A: 41 89 F8 - mov r8d,edi
"re2.exe"+CAC690D: 48 89 EA - mov rdx,rbp
"re2.exe"+CAC6910: 48 89 D9 - mov rcx,rbx
"re2.exe"+CAC6913: E8 78 65 8D F4 - call re2.exe+139CE90
"re2.exe"+CAC6918: 0F B6 C8 - movzx ecx,al
"re2.exe"+CAC691B: 48 8B 43 50 - mov rax,[rbx+50]
"re2.exe"+CAC691F: 4C 39 78 18 - cmp [rax+18],r15
"re2.exe"+CAC6923: 0F 85 63 02 00 00 - jne re2.exe+CAC6B8C
"re2.exe"+CAC6929: 85 C9 - test ecx,ecx
// ---------- INJECTING HERE ----------
"re2.exe"+CAC692B: 74 1C - je re2.exe+CAC6949
"re2.exe"+CAC692D: 41 89 F8 - mov r8d,edi
// ---------- DONE INJECTING ----------
"re2.exe"+CAC6930: 48 89 EA - mov rdx,rbp
"re2.exe"+CAC6933: 48 89 D9 - mov rcx,rbx
"re2.exe"+CAC6936: E8 E5 01 8E F4 - call re2.exe+13A6B20
"re2.exe"+CAC693B: 48 8B 43 50 - mov rax,[rbx+50]
"re2.exe"+CAC693F: 4C 39 78 18 - cmp [rax+18],r15
"re2.exe"+CAC6943: 0F 85 43 02 00 00 - jne re2.exe+CAC6B8C
"re2.exe"+CAC6949: FF C7 - inc edi
"re2.exe"+CAC694B: 48 FF C6 - inc rsi
"re2.exe"+CAC694E: 4C 39 E6 - cmp rsi,r12
"re2.exe"+CAC6951: 7C 8D - jl re2.exe+CAC68E0
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+BE066AA

"re2.exe"+BE06689: EB 04 - jmp re2.exe+BE0668F
"re2.exe"+BE0668B: 44 8B 40 18 - mov r8d,[rax+18]
"re2.exe"+BE0668F: 48 89 F2 - mov rdx,rsi
"re2.exe"+BE06692: 48 89 D9 - mov rcx,rbx
"re2.exe"+BE06695: E8 86 9E 02 F5 - call re2.exe+E30520
"re2.exe"+BE0669A: 0F B6 C8 - movzx ecx,al
"re2.exe"+BE0669D: 48 8B 43 50 - mov rax,[rbx+50]
"re2.exe"+BE066A1: 48 83 78 18 00 - cmp qword ptr [rax+18],00
"re2.exe"+BE066A6: 75 B1 - jne re2.exe+BE06659
"re2.exe"+BE066A8: 85 C9 - test ecx,ecx
// ---------- INJECTING HERE ----------
"re2.exe"+BE066AA: 40 0F 95 D7 - setne dil
"re2.exe"+BE066AE: 40 84 FF - test dil,dil
// ---------- DONE INJECTING ----------
"re2.exe"+BE066B1: 0F 95 D0 - setne al
"re2.exe"+BE066B4: 48 8B 6C 24 30 - mov rbp,[rsp+30]
"re2.exe"+BE066B9: 48 8B 5C 24 38 - mov rbx,[rsp+38]
"re2.exe"+BE066BE: 48 8B 74 24 40 - mov rsi,[rsp+40]
"re2.exe"+BE066C3: 48 8B 7C 24 48 - mov rdi,[rsp+48]
"re2.exe"+BE066C8: 48 83 C4 20 - add rsp,20
"re2.exe"+BE066CC: 41 5E - pop r14
"re2.exe"+BE066CE: C3 - ret
"re2.exe"+BE066CF: CC - int 3
"re2.exe"+BE066D0: 4C 8D 1C 24 - lea r11,[rsp]
}
Thanks!!! I've already updated to the denuvo free .exe. I'll try to release a new table when everything is working, including the character model script!

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

Post by masterkivat »

Hi. I've been using the table you guys are providing and it's great!
I wanna know if it's possible to add an option that could freeze the Item Box counter to always zero.
Thanks in advance!

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

Post by Mee »

kennean wrote:
Tue May 14, 2019 7:24 pm
Well, I've managed to update the hud mod, but no luck on the character model yet...
Hello, would it be possible to just get the voice script working separately until character script gets fixed? I hope this isn't too much to ask, I thought maybe the voice script might not be as tricky.

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

Post by castle »

item pouch still not functioning

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

Post by shinelucid »

anybody outhere using the updated codex version with the ghost survivors dlc no table in this website works on the executable they made this time, do we have to make a different table for this version or what? literally all kinds of mods have stopped working after the weird patch they made, fluffymanager trainer is not hooking anymore, the main table outhere won't enable and the re2 framework is not working anymore rip fps mode...

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

Post by Exeter »

shinelucid wrote:
Thu May 30, 2019 6:28 pm
anybody outhere using the updated codex version with the ghost survivors dlc no table in this website works on the executable they made this time, do we have to make a different table for this version or what? literally all kinds of mods have stopped working after the weird patch they made, fluffymanager trainer is not hooking anymore, the main table outhere won't enable and the re2 framework is not working anymore rip fps mode...
The tables posted here are for the Steam version, which is why it's not working for you.

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

Post by kennean »

shinelucid wrote:
Thu May 30, 2019 6:28 pm
anybody outhere using the updated codex version with the ghost survivors dlc no table in this website works on the executable they made this time, do we have to make a different table for this version or what? literally all kinds of mods have stopped working after the weird patch they made, fluffymanager trainer is not hooking anymore, the main table outhere won't enable and the re2 framework is not working anymore rip fps mode...
Exeter is partially right... I've been updating the table for those that have another "version" of the game... If you're using the denuvo free .exe, which I suppose you are, then you can use this attached table... The opcodes are updated so they work specifically for this version.
castle wrote:
Tue May 28, 2019 10:38 pm
item pouch still not functioning
I've just booted the game, and loaded a save with almost no pouch spaces and tested the script... It worked like a charm, 20 spaces on the go... Don't know why it's not working on your end... Try this new table and tell me the results.
Mee wrote:
Mon May 27, 2019 7:25 pm
Spoiler
kennean wrote:
Tue May 14, 2019 7:24 pm
Well, I've managed to update the hud mod, but no luck on the character model yet...
Hello, would it be possible to just get the voice script working separately until character script gets fixed? I hope this isn't too much to ask, I thought maybe the voice script might not be as tricky.
If I knew which codes affect the voices I would do, but on the descriptions of the AOB scans there isn't one just for the voices... Perhaps Cielos could help you with this...

Changelog: This table includes the last Unlock Everything by gir489 (all credits to him), and the hud mod is now fully functional (at least on my end, and I've tried all options to be sure).
Still no luck on the character model.

This table is only for those who have the denuvo free .exe!!!
Attachments
re2.CT
(284.1 KiB) Downloaded 245 times

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

Post by shinelucid »

kennean wrote:
Fri May 31, 2019 2:51 am
shinelucid wrote:
Thu May 30, 2019 6:28 pm
anybody outhere using the updated codex version with the ghost survivors dlc no table in this website works on the executable they made this time, do we have to make a different table for this version or what? literally all kinds of mods have stopped working after the weird patch they made, fluffymanager trainer is not hooking anymore, the main table outhere won't enable and the re2 framework is not working anymore rip fps mode...
Exeter is partially right... I've been updating the table for those that have another "version" of the game... If you're using the denuvo free .exe, which I suppose you are, then you can use this attached table... The opcodes are updated so they work specifically for this version.
castle wrote:
Tue May 28, 2019 10:38 pm
item pouch still not functioning
I've just booted the game, and loaded a save with almost no pouch spaces and tested the script... It worked like a charm, 20 spaces on the go... Don't know why it's not working on your end... Try this new table and tell me the results.
Mee wrote:
Mon May 27, 2019 7:25 pm
Spoiler
kennean wrote:
Tue May 14, 2019 7:24 pm
Well, I've managed to update the hud mod, but no luck on the character model yet...
Hello, would it be possible to just get the voice script working separately until character script gets fixed? I hope this isn't too much to ask, I thought maybe the voice script might not be as tricky.
If I knew which codes affect the voices I would do, but on the descriptions of the AOB scans there isn't one just for the voices... Perhaps Cielos could help you with this...

Changelog: This table includes the last Unlock Everything by gir489 (all credits to him), and the hud mod is now fully functional (at least on my end, and I've tried all options to be sure).
Still no luck on the character model.

This table is only for those who have the denuvo free .exe!!!
thank you very much! I didn't notice there was a denovo free version, this instantly solves a lot of issues, although I don't think there is a denovo free script for the re 2 mod framework is there?

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