Deep Rock Galactic + Legacy Edition + Survivor (Console, Modding & SaveGame)

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qualtz
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Re: [Steam & Windows] Deep Rock Galactic (CT, Mods, Cheat Codes, SaveGame)

Post by qualtz »

Akira wrote:
Fri Oct 23, 2020 12:18 pm
A few Scripts updated for free
Inf. Magazine Ammo:

Code: Select all

[ENABLE]

aobscanmodule(ClipCount,FSD-Win64-Shipping.exe,89 81 58 06 00 00 48 8B)
alloc(newmem,$1000,ClipCount)

label(code)
label(return)

newmem:
  mov eax,[rcx+0000063C]

code:
  mov [rcx+00000658],eax
  jmp return

ClipCount:
  jmp newmem
  nop
return:
registersymbol(ClipCount)

[DISABLE]

ClipCount:
  db 89 81 58 06 00 00

unregistersymbol(ClipCount)
dealloc(newmem)
Inf. Reserve Ammo:

Code: Select all

[ENABLE]

aobscanmodule(AmmoCount,FSD-Win64-Shipping.exe,89 8B 54 06 00 00 48)
alloc(newmem,$1000,AmmoCount)

label(code)
label(return)

newmem:
  mov ecx,[rbx+00000638]

code:
  mov [rbx+00000654],ecx
  jmp return

AmmoCount:
  jmp newmem
  nop
return:
registersymbol(AmmoCount)

[DISABLE]

AmmoCount:
  db 89 8B 54 06 00 00

unregistersymbol(AmmoCount)
dealloc(newmem)
Inf. GatlingGun Ammo:

Code: Select all

[ENABLE]

aobscanmodule(ClipCount_GatlingGun,FSD-Win64-Shipping.exe,89 86 58 06 00 00 89)
alloc(newmem,$1000,ClipCount_GatlingGun)

label(code)
label(return)

newmem:
  mov eax,[rsi+0000063C]

code:
  mov [rsi+00000658],eax
  jmp return

ClipCount_GatlingGun:
  jmp newmem
  nop
return:
registersymbol(ClipCount_GatlingGun)

[DISABLE]

ClipCount_GatlingGun:
  db 89 86 58 06 00 00

unregistersymbol(ClipCount_GatlingGun)
dealloc(newmem)
Inf. Flares:

Code: Select all

[ENABLE]

aobscanmodule(Flares,FSD-Win64-Shipping.exe,89 8F 40 02 00 00 48 85)
alloc(newmem,$1000,Flares)

label(code)
label(return)

newmem:
  mov ecx,[rdi+0000023C]

code:
  mov [rdi+00000240],ecx
  jmp return

Flares:
  jmp newmem
  nop
return:
registersymbol(Flares)

[DISABLE]

Flares:
  db 89 8F 40 02 00 00

unregistersymbol(Flares)
dealloc(newmem)
Thanks for the free scripts, any plans to update the one for flares, seems to be no longer updated.

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

HenryEx
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Re: [Steam & Windows] Deep Rock Galactic (CT, Mods, Cheat Codes, SaveGame)

Post by HenryEx »

Here's a flare script that works (as of right now) and should be relatively future-proof; copy&paste it into your cheat table:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1</ID>
      <Description>"Unlimited Flares"</Description>
      <LastState/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : FSD-Win64-Shipping.exe
  Version: 
  Date   : 2022-06-17
  Author : HenryEx
}

[ENABLE]
aobscanmodule(AOBThrowFlares,$process,83 BF * * 00 00 00 0F 8E * * * * 0F 2F)
alloc(InfiniteFlares,$40,AOBThrowFlares)
registersymbol(AOBThrowFlares)
registersymbol(InfiniteFlares)
label(code)
label(return)

InfiniteFlares:
 readmem(AOBThrowFlares,7)
 jg return
code:
 //mov byte ptr [rdi+00000218],(int)1
 db C6 87
 readmem(AOBThrowFlares+2,4)
 db 01
 jmp short InfiniteFlares

AOBThrowFlares:
 jmp InfiniteFlares
 db 90 90
return:

{$LUA}
memrec.Color = 0x0000FF00 --format AABBGGRR this is bright green
{$ASM}
[DISABLE]
{$LUA}
memrec.Color = 0x000000FF -- this is bright red
{$ASM}

AOBThrowFlares:
 readmem(InfiniteFlares,7)

unregistersymbol(AOBThrowFlares)
unregistersymbol(InfiniteFlares)
dealloc(InfiniteFlares)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>


Also here's another fun script i made to get OCs without the need for blank matrix cores:

Use Core Infuser without Blank Cores

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1</ID>
      <Description>"Use Core Infuser without Blank Cores"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : FSD-Win64-Shipping.exe
  Version: 
  Date   : 2022-06-04
  Author : HenryEx
}

[ENABLE]
aobscanmodule(AOBActivateCoreInfuser,$process,41 FF * * * 00 00 84 c0 74 22 4C 63 77 08 41)
aobscanmodule(AOBUseCoreInfuser,$process,72 8D 48 8B 75 77)
aobscanmodule(AOBUseBlankCores,$process,0F 5B C0 F3 0F 5C C8 F3 0F 11 09)

registersymbol(AOBActivateCoreInfuser)
registersymbol(AOBUseCoreInfuser)
registersymbol(AOBUseBlankCores)

AOBActivateCoreInfuser+9:
 nop
 nop

AOBUseCoreInfuser:
 nop
 nop

AOBUseBlankCores:
 xorps xmm0,xmm0

{$LUA}
memrec.Color = 0x0000FF00 --format AABBGGRR this is bright green
{$ASM}
[DISABLE]
{$LUA}
memrec.Color = 0x000000FF -- this is bright red
{$ASM}

AOBActivateCoreInfuser+9:
 db 74 22

AOBUseCoreInfuser:
 db 72 8D

AOBUseBlankCores:
 cvtdq2ps xmm0,xmm0

unregistersymbol(AOBActivateCoreInfuser)
unregistersymbol(AOBUseCoreInfuser)
unregistersymbol(AOBUseBlankCores)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>2</ID>
          <Description>"☝ Activate just before using and deactivate right afterwards!"</Description>
          <LastState Value="" RealAddress="00000000"/>
          <Color>0000FF</Color>
          <GroupHeader>1</GroupHeader>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
It's a little hacky becuase you need to trick the UI into even giving you the prompt on the console when you don't have cores, and it affects other prompts, too, which is a problem if you want to build pipelines or activate objects.
So, activate the script when standing in front of an active core infuser, use the console to get your overclock, then deactivate the script again. I recommend putting it on a hotkey for use during multiplayer sessions.

The bonus is, if you're playing with multiple people and they don't use their core infuser console, you can use theirs too and not let it go to waste! ;)
(Obviously don't steal other people's core infuser console, that would be a dick move and probably get you kicked / banned. Be sure they're not using their terminal before you take it.)

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Akira
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Re: [Steam & Windows] Deep Rock Galactic (CT, Mods, Cheat Codes, SaveGame)

Post by Akira »

HenryEx wrote:
Fri Jun 17, 2022 2:28 pm

Code: Select all

[ENABLE]
aobscanmodule(AOBThrowFlares,$process,83 BF * * 00 00 00 0F 8E * * * * 0F 2F)
alloc(InfiniteFlares,$40,AOBThrowFlares)
registersymbol(AOBThrowFlares)
registersymbol(InfiniteFlares)
label(code)
label(return)

InfiniteFlares:
 readmem(AOBThrowFlares,7)
 jg return
code:
 //mov byte ptr [rdi+00000218],(int)1
 db C6 87
 readmem(AOBThrowFlares+2,4)
 db 01
 jmp short InfiniteFlares

AOBThrowFlares:
 jmp InfiniteFlares
 db 90 90
return:

[DISABLE]

AOBThrowFlares:
 readmem(InfiniteFlares,7)

unregistersymbol(AOBThrowFlares)
unregistersymbol(InfiniteFlares)
dealloc(InfiniteFlares)
Why not just keep the game from removing flares by killing the address which does exactly that instead of modifing the address which checks if you're out of flares?
For example:

Code: Select all

[ENABLE]

aobscanmodule(Flares,$process,89 8F ? ? ? ? 48 85 ? 75 ? 48 8B)
registersymbol(Flares)

alloc(bytesFlares,2)
registersymbol(bytesFlares)

bytesFlares:
  readmem(Flares-2,2)

Flares-2:
  db 90 90

[DISABLE]

Flares-2:
  readmem(bytesFlares,2)

unregistersymbol(Flares)
unregistersymbol(bytesFlares)
dealloc(bytesFlares)
But i prefer to set the current value to the max value even though that might not be that update proof:

Code: Select all

[ENABLE]

aobscanmodule(Flares,$process,89 8F ? ? ? ? 48 85 ? 75 ? 48 8B)
registersymbol(Flares)

alloc(bytesFlares,3)
registersymbol(bytesFlares)

bytesFlares:
  readmem(Flares,3)

Flares:
  db 8B 8F 14

[DISABLE]

Flares:
  readmem(bytesFlares,3)

unregistersymbol(Flares)
unregistersymbol(bytesFlares)
dealloc(bytesFlares)

HenryEx
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Re: [Steam & Windows] Deep Rock Galactic (CT, Mods, Cheat Codes, SaveGame)

Post by HenryEx »

Akira wrote:
Fri Jun 17, 2022 7:20 pm
Why not just keep the game from removing flares by killing the address which does exactly that instead of modifing the address which checks if you're out of flares?
Usually i do just that in single player games, but since this is a multiplayer game, i opted for this approach to make it less conspicuous - my infinite ammo scripts work the same way, your ammo decreases naturally, but stops decreasing as soon as you hit the amount required for the next shot. Or in the case of reserve ammo, it decreases until you'd run empty, at which point you sit at 1 ammo but still get full clips when reloading.
This is
a) so that other players don't ask uncomfortable questions when they see your ammo count never decreasing in the menu screen and
b) your dwarf shouts out when running out of ammo, so i make sure you never completely run out of ammo.

It makes no functional difference to the player, but it's less visible to others.

I just used the same approach on flares more or less for consistency.

edit: your dwarf doesn't shout when running out of flares and others can't see your flare count (i think), but if your flare counter decreases, you can keep track of how many flares you've already thrown recently and can hold back a little when others are around, so they're not wondering how you could just hammer out 9 falres in 15 seconds.

HenryEx
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Re: [Steam & Windows] Deep Rock Galactic (CT, Mods, Cheat Codes, SaveGame)

Post by HenryEx »

For comparison, here's the Unlimited Magazine script i use:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>42069</ID>
      <Description>"Unlimited Magazine Ammo"</Description>
      <LastState/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : FSD-Win64-Shipping.exe
  Version: 
  Date   : 2022-05-10
  Author : HenryEx

  +63C : max ammo
  +658 : current ammo
}

[ENABLE]
aobscanmodule(ClipCount,$process,8B 81 58 06 00 00 48 89)
alloc(newmem,$80,ClipCount)

label(code)
label(return)

newmem:
 //mov eax,[rcx+00000638]  // max reserve ammo
 //test eax,eax
 mov eax,[rcx+00000640]  // amount of ammo spent
 //jne short code
 imul eax,2
code:
 cmp [rcx+00000658],eax
 jl return
 mov eax,[rcx+00000658] // current ammo
 //mov eax,[rcx+0000063C]  // max clip ammo
 jmp return

ClipCount:
 jmp newmem
 nop
return:
registersymbol(ClipCount)

{$LUA}
memrec.Color = 0x0000FF00 --format AABBGGRR this is bright green
{$ASM}
[DISABLE]
{$LUA}
memrec.Color = 0x000000FF -- this is bright red
{$ASM}

ClipCount:
  db 8B 81 58 06 00 00

unregistersymbol(ClipCount)
dealloc(newmem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
And here's the Unlimited Reserve Ammo script:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>42070</ID>
      <Description>"Unlimited Reserve Ammo"</Description>
      <LastState/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : FSD-Win64-Shipping.exe
  Version: 
  Date   : 2022-06-05
  Author : HenryEx
}

[ENABLE]
aobscanmodule(AOBAmmoCountA,$process,89 8B 54 06 00 00 48 8D)
aobscanmodule(AOBAmmoCountB,$process,89 91 54 06 00 00 48 8D)
alloc(newmem,$80,AOBAmmoCountA)
registersymbol(AOBAmmoCountA)
registersymbol(AOBAmmoCountB)
registersymbol(AmmoCountCode2)

label(exit1)
label(return1)
label(exit2)
label(return2)

newmem:
 cmp ecx,0 // reserve ammo left after reload
 jg short exit1
 mov ecx,[rbx+00000640] // get ShotCost as remainder
 mov eax,[rbx+0000063C] // get full clip
exit1:
 mov [rbx+00000654],ecx // original code
 jmp return1

AmmoCountCode2:  // used on short reloads??
 cmp edx,0 // reserve ammo left after reload
 jg short exit2
 mov edx,[rcx+00000640] // get ShotCost as remainder
 mov eax,[rcx+0000063C] // get full clip
exit2:
 mov [rcx+00000654],edx // original code
 jmp return2

AOBAmmoCountA:
 jmp newmem
 nop
return1:

AOBAmmoCountB:
 jmp AmmoCountCode2
 nop
return2:

{$LUA}
memrec.Color = 0x0000FF00 --format AABBGGRR this is bright green
{$ASM}
[DISABLE]
{$LUA}
memrec.Color = 0x000000FF -- this is bright red
{$ASM}
AOBAmmoCountA:
 mov [rbx+00000654],ecx

AOBAmmoCountB:
 mov [rcx+00000654],edx

unregistersymbol(AOBAmmoCountA)
unregistersymbol(AOBAmmoCountB)
unregistersymbol(AmmoCountCode2)
dealloc(newmem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
I usually only use the second one, so i basically play the game normally, reloading and all, except with the safety net that i can't run completely dry when faced with an emergency.
Unless i'm playing with a gun that doesn't use reserve ammo (cryo gun, wave cooker etc.), in which case i use the first script.

These are defnintely not future proof and will most certainly break on the next big update tho ^_^

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Akira
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Re: [Steam & Windows] Deep Rock Galactic (CT, Mods, Cheat Codes, SaveGame)

Post by Akira »

Ah I see, well I do not care about such things myself bc I'm against ruining the fun of others and using cheats as client without the host allowing it is runing the fun for others in my opinion (even if they might not notice it).
But that's just my point of view and for the coding part I can't say anything against your script, they do what you want them to do :)

HenryEx
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Re: [Steam & Windows] Deep Rock Galactic (CT, Mods, Cheat Codes, SaveGame)

Post by HenryEx »

That's why i'm usually just running one of the two ammo scripts and maybe the flare script when playing online with people i don't know, since tbh it doesn't actually ruin others' fun if i die one or two times less on a mission because i had another ten shots left to finish off these two bugs before they kill me so i can reach the resupply pod.

And the flares thing is usually only ever an issue when you're not running with a scout on the team, and everyone likes to see a little more. :)
(Usually only an issue on Rich Atmosphere missions, because you tend to run down tunnels so fast that your flare regen can't keep up.)

In my experience, any of the things that could actually impact other players doesn't work anyways unless you're hosting. Or maybe i'm not being creative enough.

williamcll
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Re: [Steam & Windows] Deep Rock Galactic (CT, Mods, Cheat Codes, SaveGame)

Post by williamcll »

Is the code for the latest version patreon only? It seems like most other tables are broken with the most working-ish table from unknowncheats and all the trainers look like spyware.

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Akira
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Re: [Steam & Windows] Deep Rock Galactic (CT, Mods, Cheat Codes, SaveGame)

Post by Akira »

williamcll wrote:
Sun Jun 19, 2022 4:00 pm
Is the code for the latest version patreon only? It seems like most other tables are broken with the most working-ish table from unknowncheats and all the trainers look like spyware.
My table updates for my DRG table are for Patrons only (as mentioned in the main post).
I don't use other tables so don't know of they work or not.
The one at unknowncheats is made out of stolen parts, you can find scripts from me and others in it...

ghfdsa1
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Re: [Steam & Windows] Deep Rock Galactic (CT, Mods, Cheat Codes, SaveGame)

Post by ghfdsa1 »

Akira wrote:
Sun Jun 19, 2022 6:24 pm
williamcll wrote:
Sun Jun 19, 2022 4:00 pm
Is the code for the latest version patreon only? It seems like most other tables are broken with the most working-ish table from unknowncheats and all the trainers look like spyware.
My table updates for my DRG table are for Patrons only (as mentioned in the main post).
I don't use other tables so don't know of they work or not.
The one at unknowncheats is made out of stolen parts, you can find scripts from me and others in it...
so this thread is just an ad to buy your table? real honest question no need to jump on me please, because I thought this forum like cs.rin.ru them do cracks (programmable crack :mrgreen: ) and on this forum you do tables and all for free, but I think I got the wrong idea. maybe? that's why Im asking.

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Akira
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Re: [Steam & Windows] Deep Rock Galactic (CT, Mods, Cheat Codes, SaveGame)

Post by Akira »

ghfdsa1 wrote:
Mon Jun 20, 2022 11:38 pm
maybe?
My first table release for DRG + a lot updates were for free but it became a lot of work so my updates since v5.2 I think are for my patrons only.
I also post free updated scripts sometimes or try to help others if it seems worth it :D

And I mention the patreon thing from time to time in the comments bc ppl refuse to read the information in the main post (which has already all needed information) and ask again and again in the comments xD
Last edited by Akira on Wed Jun 22, 2022 10:38 am, edited 1 time in total.

Itsleo97
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Re: [Steam & Windows] Deep Rock Galactic (CT, Mods, Cheat Codes, SaveGame)

Post by Itsleo97 »

HenryEx wrote:
Fri Jun 17, 2022 2:28 pm
Here's a flare script that works (as of right now) and should be relatively future-proof; copy&paste it into your cheat table:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1</ID>
      <Description>"Unlimited Flares"</Description>
      <LastState/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : FSD-Win64-Shipping.exe
  Version: 
  Date   : 2022-06-17
  Author : HenryEx
}

[ENABLE]
aobscanmodule(AOBThrowFlares,$process,83 BF * * 00 00 00 0F 8E * * * * 0F 2F)
alloc(InfiniteFlares,$40,AOBThrowFlares)
registersymbol(AOBThrowFlares)
registersymbol(InfiniteFlares)
label(code)
label(return)

InfiniteFlares:
 readmem(AOBThrowFlares,7)
 jg return
code:
 //mov byte ptr [rdi+00000218],(int)1
 db C6 87
 readmem(AOBThrowFlares+2,4)
 db 01
 jmp short InfiniteFlares

AOBThrowFlares:
 jmp InfiniteFlares
 db 90 90
return:

{$LUA}
memrec.Color = 0x0000FF00 --format AABBGGRR this is bright green
{$ASM}
[DISABLE]
{$LUA}
memrec.Color = 0x000000FF -- this is bright red
{$ASM}

AOBThrowFlares:
 readmem(InfiniteFlares,7)

unregistersymbol(AOBThrowFlares)
unregistersymbol(InfiniteFlares)
dealloc(InfiniteFlares)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>


Also here's another fun script i made to get OCs without the need for blank matrix cores:

Use Core Infuser without Blank Cores

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1</ID>
      <Description>"Use Core Infuser without Blank Cores"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : FSD-Win64-Shipping.exe
  Version: 
  Date   : 2022-06-04
  Author : HenryEx
}

[ENABLE]
aobscanmodule(AOBActivateCoreInfuser,$process,41 FF * * * 00 00 84 c0 74 22 4C 63 77 08 41)
aobscanmodule(AOBUseCoreInfuser,$process,72 8D 48 8B 75 77)
aobscanmodule(AOBUseBlankCores,$process,0F 5B C0 F3 0F 5C C8 F3 0F 11 09)

registersymbol(AOBActivateCoreInfuser)
registersymbol(AOBUseCoreInfuser)
registersymbol(AOBUseBlankCores)

AOBActivateCoreInfuser+9:
 nop
 nop

AOBUseCoreInfuser:
 nop
 nop

AOBUseBlankCores:
 xorps xmm0,xmm0

{$LUA}
memrec.Color = 0x0000FF00 --format AABBGGRR this is bright green
{$ASM}
[DISABLE]
{$LUA}
memrec.Color = 0x000000FF -- this is bright red
{$ASM}

AOBActivateCoreInfuser+9:
 db 74 22

AOBUseCoreInfuser:
 db 72 8D

AOBUseBlankCores:
 cvtdq2ps xmm0,xmm0

unregistersymbol(AOBActivateCoreInfuser)
unregistersymbol(AOBUseCoreInfuser)
unregistersymbol(AOBUseBlankCores)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>2</ID>
          <Description>"☝ Activate just before using and deactivate right afterwards!"</Description>
          <LastState Value="" RealAddress="00000000"/>
          <Color>0000FF</Color>
          <GroupHeader>1</GroupHeader>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
It's a little hacky becuase you need to trick the UI into even giving you the prompt on the console when you don't have cores, and it affects other prompts, too, which is a problem if you want to build pipelines or activate objects.
So, activate the script when standing in front of an active core infuser, use the console to get your overclock, then deactivate the script again. I recommend putting it on a hotkey for use during multiplayer sessions.

The bonus is, if you're playing with multiple people and they don't use their core infuser console, you can use theirs too and not let it go to waste! ;)
(Obviously don't steal other people's core infuser console, that would be a dick move and probably get you kicked / banned. Be sure they're not using their terminal before you take it.)
I've used the infuser core cheat and it works really well actually, so that you for sharing it!
I was wondering if you know if there's a way to have infinite uses out of it too. The overclock grind is painfully real.

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Re: [Steam & Windows] Deep Rock Galactic (CT, Mods, Cheat Codes, SaveGame)

Post by ghfdsa1 »

HenryEx wrote:
Fri Jun 17, 2022 8:16 pm
For comparison, here's the Unlimited Magazine script i use:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>42069</ID>
      <Description>"Unlimited Magazine Ammo"</Description>
      <LastState/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : FSD-Win64-Shipping.exe
  Version: 
  Date   : 2022-05-10
  Author : HenryEx

  +63C : max ammo
  +658 : current ammo
}

[ENABLE]
aobscanmodule(ClipCount,$process,8B 81 58 06 00 00 48 89)
alloc(newmem,$80,ClipCount)

label(code)
label(return)

newmem:
 //mov eax,[rcx+00000638]  // max reserve ammo
 //test eax,eax
 mov eax,[rcx+00000640]  // amount of ammo spent
 //jne short code
 imul eax,2
code:
 cmp [rcx+00000658],eax
 jl return
 mov eax,[rcx+00000658] // current ammo
 //mov eax,[rcx+0000063C]  // max clip ammo
 jmp return

ClipCount:
 jmp newmem
 nop
return:
registersymbol(ClipCount)

{$LUA}
memrec.Color = 0x0000FF00 --format AABBGGRR this is bright green
{$ASM}
[DISABLE]
{$LUA}
memrec.Color = 0x000000FF -- this is bright red
{$ASM}

ClipCount:
  db 8B 81 58 06 00 00

unregistersymbol(ClipCount)
dealloc(newmem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
And here's the Unlimited Reserve Ammo script:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>42070</ID>
      <Description>"Unlimited Reserve Ammo"</Description>
      <LastState/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : FSD-Win64-Shipping.exe
  Version: 
  Date   : 2022-06-05
  Author : HenryEx
}

[ENABLE]
aobscanmodule(AOBAmmoCountA,$process,89 8B 54 06 00 00 48 8D)
aobscanmodule(AOBAmmoCountB,$process,89 91 54 06 00 00 48 8D)
alloc(newmem,$80,AOBAmmoCountA)
registersymbol(AOBAmmoCountA)
registersymbol(AOBAmmoCountB)
registersymbol(AmmoCountCode2)

label(exit1)
label(return1)
label(exit2)
label(return2)

newmem:
 cmp ecx,0 // reserve ammo left after reload
 jg short exit1
 mov ecx,[rbx+00000640] // get ShotCost as remainder
 mov eax,[rbx+0000063C] // get full clip
exit1:
 mov [rbx+00000654],ecx // original code
 jmp return1

AmmoCountCode2:  // used on short reloads??
 cmp edx,0 // reserve ammo left after reload
 jg short exit2
 mov edx,[rcx+00000640] // get ShotCost as remainder
 mov eax,[rcx+0000063C] // get full clip
exit2:
 mov [rcx+00000654],edx // original code
 jmp return2

AOBAmmoCountA:
 jmp newmem
 nop
return1:

AOBAmmoCountB:
 jmp AmmoCountCode2
 nop
return2:

{$LUA}
memrec.Color = 0x0000FF00 --format AABBGGRR this is bright green
{$ASM}
[DISABLE]
{$LUA}
memrec.Color = 0x000000FF -- this is bright red
{$ASM}
AOBAmmoCountA:
 mov [rbx+00000654],ecx

AOBAmmoCountB:
 mov [rcx+00000654],edx

unregistersymbol(AOBAmmoCountA)
unregistersymbol(AOBAmmoCountB)
unregistersymbol(AmmoCountCode2)
dealloc(newmem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
I usually only use the second one, so i basically play the game normally, reloading and all, except with the safety net that i can't run completely dry when faced with an emergency.
Unless i'm playing with a gun that doesn't use reserve ammo (cryo gun, wave cooker etc.), in which case i use the first script.

These are defnintely not future proof and will most certainly break on the next big update tho ^_^
what an absolute genius! all your scripts work, thank you so much

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guest008
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Posts: 7
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Re: [Steam & Windows] Deep Rock Galactic (CT, Mods, Cheat Codes, SaveGame)

Post by guest008 »

Akira wrote:
Sun Jun 19, 2022 6:24 pm
My table updates for my DRG table are for Patrons only
Does your patreons have a working version of infinite sentry gun? I've been trying to get a functioning one to have like 5 sentry at a given time but none of the avaliable scripts seems to work to have more than two (gemini sentry perk) activated

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Akira
Table Makers
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Re: [Steam & Windows] Deep Rock Galactic (CT, Mods, Cheat Codes, SaveGame)

Post by Akira »

guest008 wrote:
Wed Jul 06, 2022 8:35 pm
Does your patreons have
Yes but please just ask things in our server (linked in the main post) instead of spamming the comment section at frf ;)

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