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

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elamigopaisa
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Posts: 33
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Re: Deep Rock Galactic + Legacy Edition + Survivor (Console, Modding & SaveGame)

Post by elamigopaisa »

ray2160 wrote:
Sun Aug 18, 2024 12:11 pm
MavenGaming wrote:
Fri Aug 16, 2024 1:51 pm
Thanks for this, but the code is broken already. Keep crashing my game whenever i enable this. Do you have an update?
Try this
Unlimited Driller Fuel Drilling / Melee 8 18 2024

Code: Select all

[ENABLE]

aobscanmodule(UnlimitedDrillerFuelMelee,$process,F3 0F 11 86 C0 04 00 00)
registersymbol(UnlimitedDrillerFuelMelee)

aobscanmodule(UnlimitedDrillerFuelDrilling,$process,F3 0F 11 8E C0 04 00 00)
registersymbol(UnlimitedDrillerFuelDrilling)

UnlimitedDrillerFuelMelee:
  db 90 90 90 90 90 90 90 90

UnlimitedDrillerFuelDrilling:
  db 90 90 90 90 90 90 90 90

[DISABLE]

UnlimitedDrillerFuelMelee:
  db F3 0F 11 86 C0 04 00 00

unregistersymbol(UnlimitedDrillerFuelMelee)

UnlimitedDrillerFuelDrilling:
  db F3 0F 11 8E C0 04 00 00

unregistersymbol(UnlimitedDrillerFuelDrilling)
how do we modify the gun damage feature to do double damage and not one shot

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  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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

Post by Akira »

elamigopaisa wrote:
Sun Aug 18, 2024 6:01 pm
how do we modify the gun damage feature to do double damage and not one shot

Code: Select all

[ENABLE]

aobScanModule(gunDamage,$process,F3 0F 10 96 18 01 00 00 48)
alloc(newMem,$100,gunDamage)

label(return)

newMem:
  readMem(gunDamage,8)
  mulss xmm2,[gunDamageMult]
  jmp return
  
gunDamageMult:
  dd (Float)2.0

gunDamage:
  jmp newMem
  db 90 90 90
return:
registerSymbol(gunDamage)
registerSymbol(gunDamageMult)

[DISABLE]

gunDamage:
  db F3 0F 10 96 18 01 00 00

unregisterSymbol(*)
deAlloc(*)
You can then also add a pointer with the symbol 'GunDamageMult' to change the multiplier value.

If this works or not depends on the injection point ray2160 chose though.

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

Post by HenryEx »

MavenGaming wrote:
Fri Aug 16, 2024 1:51 pm
Thanks for this, but the code is broken already. Keep crashing my game whenever i enable this. Do you have an update?
I was about to say that it works fine, but you're kinda right. It doesn't crash when activating the script, or even drilling, but only when using drills for an extended period of time on enemies / objects.

I fixed a bug on the self-modifying code that's supposed to automatically update offsets and instructions when the game patches. Lesson learned, don't count bytes by hand when you don't know what the compiler is gonna do.

Funnily enough, that wasn't the source of the crashes, it was the intentionally malformed code i left in by accident that was supposed to test the self-modifying code :lol:

Anyway, i updated the script on the previous page but here it is again, too:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1</ID>
      <Description>"No Fuel Use For Drills"</Description>
      <LastState/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : FSD-Win64-Shipping.exe
  Version:
  Date   : 2024-08-24
  Author : HenryEx
}

[ENABLE]
aobscanmodule(AOBFuelUsePerDig,$process,F3 0F 5C * * * 00 00 F3 44 0F 11 * * * 00 00 F3 0F 11)
aobscanmodule(AOBFuelUsePerMelee,$process,F3 0F 5C * * * 00 00 F3 0F 5E * * * 00 00 48)
alloc(DrillFuelMod,$100,AOBFuelUsePerDig)
registersymbol(DrillFuelMod)

registersymbol(AOBFuelUsePerDig)
registersymbol(AOBFuelUsePerMelee)
label(FuelUsePerDig)
label(FuelUsePerMelee)
label(code1a)
label(code1b)
label(code2a)
label(code2b)
label(return1)
label(return2)
label(exit1)
label(exit2)

DrillFuelMod:
 readmem(AOBFuelUsePerDig,8)
 readmem(AOBFuelUsePerMelee,8)
 dd (float)1
 align 10 CC

 jmp short FuelUsePerDig
 jmp short FuelUsePerMelee

FuelUsePerDig:
 readmem(AOBFuelUsePerDig,8)
 push rax
 mov al,[FuelUsePerDig+3]
 and al,$38
 or [code1a+2],al
 or [code1b+3],al
code1a:
 comiss xmm0,[DrillFuelMod+10]
 jae short exit1
code1b:
 movss xmm0,[DrillFuelMod+10]
exit1:
 pop rax
 jmp return1

FuelUsePerMelee:
 readmem(AOBFuelUsePerMelee,8)
 push rax
 mov al,[FuelUsePerMelee+3]
 and al,$38
 or [code2a+2],al
 or [code2b+3],al
code2a:
 comiss xmm0,[DrillFuelMod+10]
 jae short exit2
code2b:
 movss xmm0,[DrillFuelMod+10]
exit2:
 pop rax
 jmp return2


AOBFuelUsePerDig:
 jmp DrillFuelMod+20
 nop 3
return1:

AOBFuelUsePerMelee:
 jmp DrillFuelMod+22
 nop 3
return2:

{$LUA}
memrec.Color = 0x0000FF00 --format AABBGGRR this is bright green
{$ASM}
[DISABLE]
{$LUA}
memrec.Color = 0x000000FF -- this is bright red
{$asm}
AOBFuelUsePerDig:
 readmem(DrillFuelMod,8)

AOBFuelUsePerMelee:
 readmem(DrillFuelMod+8,8)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
---------------------------------
elamigopaisa wrote:
Sun Aug 18, 2024 6:01 pm
ray2160 wrote:
Sun Aug 18, 2024 12:11 pm
MavenGaming wrote:
Fri Aug 16, 2024 1:51 pm
Thanks for this, but the code is broken already. Keep crashing my game whenever i enable this. Do you have an update?
Try this
Unlimited Driller Fuel Drilling / Melee 8 18 2024

Code: Select all

[ENABLE]

aobscanmodule(UnlimitedDrillerFuelMelee,$process,F3 0F 11 86 C0 04 00 00)
registersymbol(UnlimitedDrillerFuelMelee)

aobscanmodule(UnlimitedDrillerFuelDrilling,$process,F3 0F 11 8E C0 04 00 00)
registersymbol(UnlimitedDrillerFuelDrilling)

UnlimitedDrillerFuelMelee:
 db 90 90 90 90 90 90 90 90

UnlimitedDrillerFuelDrilling:
 db 90 90 90 90 90 90 90 90

[DISABLE]

UnlimitedDrillerFuelMelee:
 db F3 0F 11 86 C0 04 00 00

unregistersymbol(UnlimitedDrillerFuelMelee)

UnlimitedDrillerFuelDrilling:
 db F3 0F 11 8E C0 04 00 00

unregistersymbol(UnlimitedDrillerFuelDrilling)
how do we modify the gun damage feature to do double damage and not one shot
This wasn't directed at me, but i have a general Damage Modifier script you can use to fine-tune all damage dealt / received.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1</ID>
      <Description>"Friendly/Enemy Damage Multiplier"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : FSD-Win64-Shipping.exe
  Version:
  Date   : 2022-11-19
  Author : HenryEx
}

[ENABLE]
aobscanmodule(healthAOB,$process,FF 50 28 0F 28 CF F3 0F)
registersymbol(healthAOB)
aobscanmodule(shieldAOB,$process,F3 0F 58 C1 0F 2F D0 77)
registersymbol(shieldAOB)
aobscanmodule(subhealthAOB,$process,0F 28 D7 F3 0F 58 * * * 00 00 44 0F 2E CA)
registersymbol(subhealthAOB)
alloc(HealthMod,$80,healthAOB)
registersymbol(HealthMod)
label(nextH)
label(enemyH)
label(returnH)
label(codeH)
label(exitH)
label(nextS)
label(returnS)
label(codeS)
label(exitS)
label(returnSH)
label(codeSH)

healthAOB:
 jmp HealthMod+10
 nop
returnH:

shieldAOB:
 jmp HealthMod+12
 nop
 nop
returnS:

subhealthAOB:
 jmp HealthMod+14
 nop
returnSH:

HealthMod:
 dd (float)1
 dd (float)1
 dd #1
 dd (float)1

 jmp short codeH
 jmp short codeS
 jmp short codeSH

codeH:
 call qword ptr [rax+28]
 cmp [rdi+D0],2
 je short nextH
 comiss xmm0,[rdi+274]
 jne short enemyH

nextH:
 mulss xmm7,[HealthMod]
 jmp short exitH

enemyH:
 cmp byte ptr [HealthMod+8],1
 je short +9
 cmp [rdi+C0],1
 jge short exitH
 mulss xmm7,[HealthMod+4]

exitH:
 movaps xmm1,xmm7
 jmp returnH

codeS:
 cmp [rcx+D0],2
 jne short nextS
 mulss xmm1,[HealthMod]
 jmp short exitS

nextS:
 mulss xmm1,[HealthMod+4]

exitS:
 addss xmm0,xmm1
 comiss xmm2,xmm0
 jmp returnS

codeSH:
 movaps xmm2,xmm7
 mulss xmm2,[HealthMod+4]
 ReadMem(subhealthAOB+3,8)
 jmp returnSH+5

{$LUA}
memrec.Color = 0x0000FF00 --format AABBGGRR this is bright green
{$ASM}
[DISABLE]
{$LUA}
memrec.Color = 0x000000FF -- this is bright red
{$ASM}
healthAOB:
 call qword ptr [rax+28]
 movaps xmm1,xmm7

shieldAOB:
 addss xmm0,xmm1
 comiss xmm2,xmm0

subhealthAOB:
 movaps xmm2,xmm7
 db F3 0F 58

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>112978</ID>
          <Description>"Friendlies Damage Multiplier"</Description>
          <Options moRecursiveSetValue="1"/>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>FF8000</Color>
          <VariableType>Float</VariableType>
          <Address>HealthMod</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>112979</ID>
          <Description>"Enemy Damage Multiplier"</Description>
          <Options moRecursiveSetValue="1"/>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>FF8000</Color>
          <VariableType>Float</VariableType>
          <Address>HealthMod+4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>113010</ID>
          <Description>"Affect Stationaries (Hack-C, Rock Crackers, Brood Nexus, Caretaker etc.)"</Description>
          <Options moRecursiveSetValue="1"/>
          <DropDownList DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>FF8000</Color>
          <VariableType>Byte</VariableType>
          <Address>HealthMod+8</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
If you set Friendlies damage to 2, you and your team will take 2x damage. If you set it to 0, you'll take 0x damage (none). Set it to 0.5, and you'll take half damage, et cetera.
You can set the damage that enemies take too, of course.
This should apply to pretty much all damage, except maybe some weird edge cases like lootbugs, because they're coded weird.

Only works when you're hosting, because only the host calculates all damage dealt and taken for all players.

edit: Fixed another possible bug in self-modifying code for Drill Fuel
Last edited by HenryEx on Sun Aug 25, 2024 12:38 am, edited 1 time in total.

MavenGaming
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Joined: Sun Apr 02, 2023 10:07 am
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Re: Deep Rock Galactic + Legacy Edition + Survivor (Console, Modding & SaveGame)

Post by MavenGaming »

HenryEx wrote:
Tue Aug 20, 2024 2:55 pm
MavenGaming wrote:
Fri Aug 16, 2024 1:51 pm
Thanks for this, but the code is broken already. Keep crashing my game whenever i enable this. Do you have an update?
I was about to say that it works fine, but you're kinda right. It doesn't crash when activating the script, or even drilling, but only when using drills for an extended period of time on enemies / objects.

I fixed a bug on the self-modifying code that's supposed to automatically update offsets and instructions when the game patches. Lesson learned, don't count bytes by hand when you don't know what the compiler is gonna do.

Funnily enough, that wasn't the source of the crashes, it was the intentionally malformed code i left in by accident that was supposed to test the self-modifying code :lol:

Anyway, i updated the script on the previous page but here it is again, too:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1</ID>
      <Description>"No Fuel Use For Drills"</Description>
      <LastState/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : FSD-Win64-Shipping.exe
  Version: 
  Date   : 2024-08-20
  Author : HenryEx
}

[ENABLE]
aobscanmodule(AOBFuelUsePerDig,$process,F3 0F 5C * * * 00 00 F3 44 0F 11 * * * 00 00 F3 0F 11)
aobscanmodule(AOBFuelUsePerMelee,$process,F3 0F 5C * * * 00 00 F3 0F 5E * * * 00 00 48)
alloc(DrillFuelMod,$100,AOBFuelUsePerDig)
registersymbol(DrillFuelMod)

registersymbol(AOBFuelUsePerDig)
registersymbol(AOBFuelUsePerMelee)
label(FuelUsePerDig)
label(FuelUsePerMelee)
label(code1a)
label(code1b)
label(code2a)
label(code2b)
label(return1)
label(return2)
label(exit1)
label(exit2)

// register reading works for xmm0-7,
// past that instructions are 9 opcodes long
DrillFuelMod:
 readmem(AOBFuelUsePerDig,8)
 readmem(AOBFuelUsePerMelee,8)
 dd (float)1
 align 10 CC

 jmp short FuelUsePerDig
 jmp short FuelUsePerMelee

FuelUsePerDig:
 readmem(AOBFuelUsePerDig,8)
 push rax
 mov al,[FuelUsePerDig+3]
 sub al,$81
 mov [code1a+2],al
 mov [code1b+3],al
code1a:
 comiss xmm1,[DrillFuelMod+10]
 jae short exit1
code1b:
 movss xmm1,[DrillFuelMod+10]
exit1:
 pop rax
 jmp return1

FuelUsePerMelee:
 readmem(AOBFuelUsePerMelee,8)
 push rax
 mov al,[FuelUsePerMelee+3]
 sub al,$81
 mov [code2a+2],al
 mov [code2b+3],al
code2a:
 comiss xmm0,[DrillFuelMod+10]
 jae short exit2
code2b:
 movss xmm0,[DrillFuelMod+10]
exit2:
 pop rax
 jmp return2


AOBFuelUsePerDig:
 jmp DrillFuelMod+20
 nop 3
return1:

AOBFuelUsePerMelee:
 jmp DrillFuelMod+22
 nop 3
return2:

{$LUA}
memrec.Color = 0x0000FF00 --format AABBGGRR this is bright green
{$ASM}
[DISABLE]
{$LUA}
memrec.Color = 0x000000FF -- this is bright red
{$asm}
AOBFuelUsePerDig:
 readmem(DrillFuelMod,8)

AOBFuelUsePerMelee:
 readmem(DrillFuelMod+8,8)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
---------------------------------
elamigopaisa wrote:
Sun Aug 18, 2024 6:01 pm
ray2160 wrote:
Sun Aug 18, 2024 12:11 pm


Try this
Unlimited Driller Fuel Drilling / Melee 8 18 2024

Code: Select all

[ENABLE]

aobscanmodule(UnlimitedDrillerFuelMelee,$process,F3 0F 11 86 C0 04 00 00)
registersymbol(UnlimitedDrillerFuelMelee)

aobscanmodule(UnlimitedDrillerFuelDrilling,$process,F3 0F 11 8E C0 04 00 00)
registersymbol(UnlimitedDrillerFuelDrilling)

UnlimitedDrillerFuelMelee:
 db 90 90 90 90 90 90 90 90

UnlimitedDrillerFuelDrilling:
 db 90 90 90 90 90 90 90 90

[DISABLE]

UnlimitedDrillerFuelMelee:
 db F3 0F 11 86 C0 04 00 00

unregistersymbol(UnlimitedDrillerFuelMelee)

UnlimitedDrillerFuelDrilling:
 db F3 0F 11 8E C0 04 00 00

unregistersymbol(UnlimitedDrillerFuelDrilling)
how do we modify the gun damage feature to do double damage and not one shot
This wasn't directed at me, but i have a general Damage Modifier script you can use to fine-tune all damage dealt / received.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1</ID>
      <Description>"Friendly/Enemy Damage Multiplier"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : FSD-Win64-Shipping.exe
  Version:
  Date   : 2022-11-19
  Author : HenryEx
}

[ENABLE]
aobscanmodule(healthAOB,$process,FF 50 28 0F 28 CF F3 0F)
registersymbol(healthAOB)
aobscanmodule(shieldAOB,$process,F3 0F 58 C1 0F 2F D0 77)
registersymbol(shieldAOB)
aobscanmodule(subhealthAOB,$process,0F 28 D7 F3 0F 58 * * * 00 00 44 0F 2E CA)
registersymbol(subhealthAOB)
alloc(HealthMod,$80,healthAOB)
registersymbol(HealthMod)
label(nextH)
label(enemyH)
label(returnH)
label(codeH)
label(exitH)
label(nextS)
label(returnS)
label(codeS)
label(exitS)
label(returnSH)
label(codeSH)

healthAOB:
 jmp HealthMod+10
 nop
returnH:

shieldAOB:
 jmp HealthMod+12
 nop
 nop
returnS:

subhealthAOB:
 jmp HealthMod+14
 nop
returnSH:

HealthMod:
 dd (float)1
 dd (float)1
 dd #1
 dd (float)1

 jmp short codeH
 jmp short codeS
 jmp short codeSH

codeH:
 call qword ptr [rax+28]
 cmp [rdi+D0],2
 je short nextH
 comiss xmm0,[rdi+274]
 jne short enemyH

nextH:
 mulss xmm7,[HealthMod]
 jmp short exitH

enemyH:
 cmp byte ptr [HealthMod+8],1
 je short +9
 cmp [rdi+C0],1
 jge short exitH
 mulss xmm7,[HealthMod+4]

exitH:
 movaps xmm1,xmm7
 jmp returnH

codeS:
 cmp [rcx+D0],2
 jne short nextS
 mulss xmm1,[HealthMod]
 jmp short exitS

nextS:
 mulss xmm1,[HealthMod+4]

exitS:
 addss xmm0,xmm1
 comiss xmm2,xmm0
 jmp returnS

codeSH:
 movaps xmm2,xmm7
 mulss xmm2,[HealthMod+4]
 ReadMem(subhealthAOB+3,8)
 jmp returnSH+5

{$LUA}
memrec.Color = 0x0000FF00 --format AABBGGRR this is bright green
{$ASM}
[DISABLE]
{$LUA}
memrec.Color = 0x000000FF -- this is bright red
{$ASM}
healthAOB:
 call qword ptr [rax+28]
 movaps xmm1,xmm7

shieldAOB:
 addss xmm0,xmm1
 comiss xmm2,xmm0

subhealthAOB:
 movaps xmm2,xmm7
 db F3 0F 58

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>112978</ID>
          <Description>"Friendlies Damage Multiplier"</Description>
          <Options moRecursiveSetValue="1"/>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>FF8000</Color>
          <VariableType>Float</VariableType>
          <Address>HealthMod</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>112979</ID>
          <Description>"Enemy Damage Multiplier"</Description>
          <Options moRecursiveSetValue="1"/>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>FF8000</Color>
          <VariableType>Float</VariableType>
          <Address>HealthMod+4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>113010</ID>
          <Description>"Affect Stationaries (Hack-C, Rock Crackers, Brood Nexus, Caretaker etc.)"</Description>
          <Options moRecursiveSetValue="1"/>
          <DropDownList DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>FF8000</Color>
          <VariableType>Byte</VariableType>
          <Address>HealthMod+8</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
If you set Friendlies damage to 2, you and your team will take 2x damage. If you set it to 0, you'll take 0x damage (none). Set it to 0.5, and you'll take half damage, et cetera.
You can set the damage that enemies take too, of course.
This should apply to pretty much all damage, except maybe some weird edge cases like lootbugs, because they're coded weird.

Only works when you're hosting, because only the host calculates all damage dealt and taken for all players.
Ahhh I see now we know why it happens haha. Yeah there were too many bytes 😂😂 but glad that you've found the self modifying code 😅.

Great work as always

wd22134
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Posts: 9
Joined: Sun Dec 31, 2023 3:38 am
Reputation: 1

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

Post by wd22134 »

anyone knows seasonal xp booster script can apply on old seasons too

elamigopaisa
Cheater
Cheater
Posts: 33
Joined: Fri Feb 02, 2024 5:49 pm
Reputation: 2

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

Post by elamigopaisa »

HenryEx wrote:
Tue Aug 20, 2024 2:55 pm
MavenGaming wrote:
Fri Aug 16, 2024 1:51 pm
Thanks for this, but the code is broken already. Keep crashing my game whenever i enable this. Do you have an update?
I was about to say that it works fine, but you're kinda right. It doesn't crash when activating the script, or even drilling, but only when using drills for an extended period of time on enemies / objects.

I fixed a bug on the self-modifying code that's supposed to automatically update offsets and instructions when the game patches. Lesson learned, don't count bytes by hand when you don't know what the compiler is gonna do.

Funnily enough, that wasn't the source of the crashes, it was the intentionally malformed code i left in by accident that was supposed to test the self-modifying code :lol:

Anyway, i updated the script on the previous page but here it is again, too:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1</ID>
      <Description>"No Fuel Use For Drills"</Description>
      <LastState/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : FSD-Win64-Shipping.exe
  Version: 
  Date   : 2024-08-20
  Author : HenryEx
}

[ENABLE]
aobscanmodule(AOBFuelUsePerDig,$process,F3 0F 5C * * * 00 00 F3 44 0F 11 * * * 00 00 F3 0F 11)
aobscanmodule(AOBFuelUsePerMelee,$process,F3 0F 5C * * * 00 00 F3 0F 5E * * * 00 00 48)
alloc(DrillFuelMod,$100,AOBFuelUsePerDig)
registersymbol(DrillFuelMod)

registersymbol(AOBFuelUsePerDig)
registersymbol(AOBFuelUsePerMelee)
label(FuelUsePerDig)
label(FuelUsePerMelee)
label(code1a)
label(code1b)
label(code2a)
label(code2b)
label(return1)
label(return2)
label(exit1)
label(exit2)

// register reading works for xmm0-7,
// past that instructions are 9 opcodes long
DrillFuelMod:
 readmem(AOBFuelUsePerDig,8)
 readmem(AOBFuelUsePerMelee,8)
 dd (float)1
 align 10 CC

 jmp short FuelUsePerDig
 jmp short FuelUsePerMelee

FuelUsePerDig:
 readmem(AOBFuelUsePerDig,8)
 push rax
 mov al,[FuelUsePerDig+3]
 sub al,$81
 mov [code1a+2],al
 mov [code1b+3],al
code1a:
 comiss xmm1,[DrillFuelMod+10]
 jae short exit1
code1b:
 movss xmm1,[DrillFuelMod+10]
exit1:
 pop rax
 jmp return1

FuelUsePerMelee:
 readmem(AOBFuelUsePerMelee,8)
 push rax
 mov al,[FuelUsePerMelee+3]
 sub al,$81
 mov [code2a+2],al
 mov [code2b+3],al
code2a:
 comiss xmm0,[DrillFuelMod+10]
 jae short exit2
code2b:
 movss xmm0,[DrillFuelMod+10]
exit2:
 pop rax
 jmp return2


AOBFuelUsePerDig:
 jmp DrillFuelMod+20
 nop 3
return1:

AOBFuelUsePerMelee:
 jmp DrillFuelMod+22
 nop 3
return2:

{$LUA}
memrec.Color = 0x0000FF00 --format AABBGGRR this is bright green
{$ASM}
[DISABLE]
{$LUA}
memrec.Color = 0x000000FF -- this is bright red
{$asm}
AOBFuelUsePerDig:
 readmem(DrillFuelMod,8)

AOBFuelUsePerMelee:
 readmem(DrillFuelMod+8,8)

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
---------------------------------
elamigopaisa wrote:
Sun Aug 18, 2024 6:01 pm
ray2160 wrote:
Sun Aug 18, 2024 12:11 pm


Try this
Unlimited Driller Fuel Drilling / Melee 8 18 2024

Code: Select all

[ENABLE]

aobscanmodule(UnlimitedDrillerFuelMelee,$process,F3 0F 11 86 C0 04 00 00)
registersymbol(UnlimitedDrillerFuelMelee)

aobscanmodule(UnlimitedDrillerFuelDrilling,$process,F3 0F 11 8E C0 04 00 00)
registersymbol(UnlimitedDrillerFuelDrilling)

UnlimitedDrillerFuelMelee:
 db 90 90 90 90 90 90 90 90

UnlimitedDrillerFuelDrilling:
 db 90 90 90 90 90 90 90 90

[DISABLE]

UnlimitedDrillerFuelMelee:
 db F3 0F 11 86 C0 04 00 00

unregistersymbol(UnlimitedDrillerFuelMelee)

UnlimitedDrillerFuelDrilling:
 db F3 0F 11 8E C0 04 00 00

unregistersymbol(UnlimitedDrillerFuelDrilling)
how do we modify the gun damage feature to do double damage and not one shot
This wasn't directed at me, but i have a general Damage Modifier script you can use to fine-tune all damage dealt / received.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1</ID>
      <Description>"Friendly/Enemy Damage Multiplier"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <Color>0000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : FSD-Win64-Shipping.exe
  Version:
  Date   : 2022-11-19
  Author : HenryEx
}

[ENABLE]
aobscanmodule(healthAOB,$process,FF 50 28 0F 28 CF F3 0F)
registersymbol(healthAOB)
aobscanmodule(shieldAOB,$process,F3 0F 58 C1 0F 2F D0 77)
registersymbol(shieldAOB)
aobscanmodule(subhealthAOB,$process,0F 28 D7 F3 0F 58 * * * 00 00 44 0F 2E CA)
registersymbol(subhealthAOB)
alloc(HealthMod,$80,healthAOB)
registersymbol(HealthMod)
label(nextH)
label(enemyH)
label(returnH)
label(codeH)
label(exitH)
label(nextS)
label(returnS)
label(codeS)
label(exitS)
label(returnSH)
label(codeSH)

healthAOB:
 jmp HealthMod+10
 nop
returnH:

shieldAOB:
 jmp HealthMod+12
 nop
 nop
returnS:

subhealthAOB:
 jmp HealthMod+14
 nop
returnSH:

HealthMod:
 dd (float)1
 dd (float)1
 dd #1
 dd (float)1

 jmp short codeH
 jmp short codeS
 jmp short codeSH

codeH:
 call qword ptr [rax+28]
 cmp [rdi+D0],2
 je short nextH
 comiss xmm0,[rdi+274]
 jne short enemyH

nextH:
 mulss xmm7,[HealthMod]
 jmp short exitH

enemyH:
 cmp byte ptr [HealthMod+8],1
 je short +9
 cmp [rdi+C0],1
 jge short exitH
 mulss xmm7,[HealthMod+4]

exitH:
 movaps xmm1,xmm7
 jmp returnH

codeS:
 cmp [rcx+D0],2
 jne short nextS
 mulss xmm1,[HealthMod]
 jmp short exitS

nextS:
 mulss xmm1,[HealthMod+4]

exitS:
 addss xmm0,xmm1
 comiss xmm2,xmm0
 jmp returnS

codeSH:
 movaps xmm2,xmm7
 mulss xmm2,[HealthMod+4]
 ReadMem(subhealthAOB+3,8)
 jmp returnSH+5

{$LUA}
memrec.Color = 0x0000FF00 --format AABBGGRR this is bright green
{$ASM}
[DISABLE]
{$LUA}
memrec.Color = 0x000000FF -- this is bright red
{$ASM}
healthAOB:
 call qword ptr [rax+28]
 movaps xmm1,xmm7

shieldAOB:
 addss xmm0,xmm1
 comiss xmm2,xmm0

subhealthAOB:
 movaps xmm2,xmm7
 db F3 0F 58

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>112978</ID>
          <Description>"Friendlies Damage Multiplier"</Description>
          <Options moRecursiveSetValue="1"/>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>FF8000</Color>
          <VariableType>Float</VariableType>
          <Address>HealthMod</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>112979</ID>
          <Description>"Enemy Damage Multiplier"</Description>
          <Options moRecursiveSetValue="1"/>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>FF8000</Color>
          <VariableType>Float</VariableType>
          <Address>HealthMod+4</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>113010</ID>
          <Description>"Affect Stationaries (Hack-C, Rock Crackers, Brood Nexus, Caretaker etc.)"</Description>
          <Options moRecursiveSetValue="1"/>
          <DropDownList DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>FF8000</Color>
          <VariableType>Byte</VariableType>
          <Address>HealthMod+8</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
If you set Friendlies damage to 2, you and your team will take 2x damage. If you set it to 0, you'll take 0x damage (none). Set it to 0.5, and you'll take half damage, et cetera.
You can set the damage that enemies take too, of course.
This should apply to pretty much all damage, except maybe some weird edge cases like lootbugs, because they're coded weird.

Only works when you're hosting, because only the host calculates all damage dealt and taken for all players.
this is pretty nice, is there a version that only affects the host and not the other players?, and lastly what part of the script do you chance to modify the values

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

Post by HenryEx »

Fixed another possible bug in Drill Fuel script - should be a bit more patch-proof now. I updated the pervious two posts on this and the last page. Copy&Paste it again if you got the script previously.
wd22134 wrote:
Thu Aug 22, 2024 8:41 am
anyone knows seasonal xp booster script can apply on old seasons too
As far as i know, my old script for Season Exp from last year still works. And it works on whatever season you have currently selected. Check this post:
viewtopic.php?f=4&t=14175&p=326356#p326356
Get bonus performance points after a mission, or open up the season terminal and just edit your current points directly.
elamigopaisa wrote:
Thu Aug 22, 2024 3:05 pm
this is pretty nice, is there a version that only affects the host and not the other players?, and lastly what part of the script do you chance to modify the values
This script hooks the game when it deals damage, so it applies to damage from all sources. Easy catch-all. If you want it to apply to only one person, you'd have to change all of the various damage values that person deals, for example adjusting all the various damages from the different weapons one by one. In that case, you could try the script Akira posted up there. It might still apply to all gun damage though, not just yours, since as stated before, the host does damage calculation for all players.

To modify the values: when you activate the script, it will show 3 sub-entries in the table, one is "Friendlies Damage Multiplier" and another is "Enemy Damage Multiplier". By default they're at 1 (no change) but you can set the values to whatever. 0 Friendlies and 100 Enemy to blitz through some solo missions for example.

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

Post by elamigopaisa »

HenryEx wrote:
Sun Aug 25, 2024 1:03 am
Fixed another possible bug in Drill Fuel script - should be a bit more patch-proof now. I updated the pervious two posts on this and the last page. Copy&Paste it again if you got the script previously.
wd22134 wrote:
Thu Aug 22, 2024 8:41 am
anyone knows seasonal xp booster script can apply on old seasons too
As far as i know, my old script for Season Exp from last year still works. And it works on whatever season you have currently selected. Check this post:
viewtopic.php?f=4&t=14175&p=326356#p326356
Get bonus performance points after a mission, or open up the season terminal and just edit your current points directly.
elamigopaisa wrote:
Thu Aug 22, 2024 3:05 pm
this is pretty nice, is there a version that only affects the host and not the other players?, and lastly what part of the script do you chance to modify the values
This script hooks the game when it deals damage, so it applies to damage from all sources. Easy catch-all. If you want it to apply to only one person, you'd have to change all of the various damage values that person deals, for example adjusting all the various damages from the different weapons one by one. In that case, you could try the script Akira posted up there. It might still apply to all gun damage though, not just yours, since as stated before, the host does damage calculation for all players.

To modify the values: when you activate the script, it will show 3 sub-entries in the table, one is "Friendlies Damage Multiplier" and another is "Enemy Damage Multiplier". By default they're at 1 (no change) but you can set the values to whatever. 0 Friendlies and 100 Enemy to blitz through some solo missions for example.
for some reason the 3 sub entries do not appear to me after copying the script, if i paste the full script it tells me that several lines cannot be compiled and wont let me activate it, and one question if friendlies is set at 0 it will also apply everyone and the host right

wd22134
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Re: Deep Rock Galactic + Legacy Edition + Survivor (Console, Modding & SaveGame)

Post by wd22134 »

HenryEx wrote:
Sun Aug 25, 2024 1:03 am
Fixed another possible bug in Drill Fuel script - should be a bit more patch-proof now. I updated the pervious two posts on this and the last page. Copy&Paste it again if you got the script previously.
wd22134 wrote:
Thu Aug 22, 2024 8:41 am
anyone knows seasonal xp booster script can apply on old seasons too
As far as i know, my old script for Season Exp from last year still works. And it works on whatever season you have currently selected. Check this post:
viewtopic.php?f=4&t=14175&p=326356#p326356
Get bonus performance points after a mission, or open up the season terminal and just edit your current points directly.
elamigopaisa wrote:
Thu Aug 22, 2024 3:05 pm
this is pretty nice, is there a version that only affects the host and not the other players?, and lastly what part of the script do you chance to modify the values
This script hooks the game when it deals damage, so it applies to damage from all sources. Easy catch-all. If you want it to apply to only one person, you'd have to change all of the various damage values that person deals, for example adjusting all the various damages from the different weapons one by one. In that case, you could try the script Akira posted up there. It might still apply to all gun damage though, not just yours, since as stated before, the host does damage calculation for all players.

To modify the values: when you activate the script, it will show 3 sub-entries in the table, one is "Friendlies Damage Multiplier" and another is "Enemy Damage Multiplier". By default they're at 1 (no change) but you can set the values to whatever. 0 Friendlies and 100 Enemy to blitz through some solo missions for example.
sorry for the late reply.
I really don't care about silly games or even more sillier cheats but reading your old replies made me think, from all the ppl who "share" cheats on this forum or others, your attitude and mannerism struck me the right way and have to thank you for all the help and being a well-adjusted person. you're kind of a rare gem in these turfs :D
and yes the script still works perfectly

keep on keeping on

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

Post by MavenGaming »

I used to remember there is a script in the table called Daylight where it's literally daylight and you can see everything. Is there a script here?

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

Post by Akira »

MavenGaming wrote:
Sun Sep 01, 2024 1:52 pm
I used to remember there is a script in the table called Daylight where it's literally daylight and you can see everything. Is there a script here?
Yeh that's from my table but from my Patreon table, non of the public tables had it.
Bc I made the script at the time I had already stopped the public updates.

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

Post by bigdawg11 »

An update to the game was performed today, a few features stopped working. Can someone update the table? Also I noticed when certain players join the game locks up, so not sure what causes it or triggers based on the options selected.

BTW, this is a really excellent table. I uninstalled the game a while back but decided to give it another shot and discovered this table with multiple features that makes it a much more enjoyable game experience. Appreciate the hard work, keep it up!

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

Post by bigdawg11 »

ray2160 wrote:
Sat Feb 19, 2022 11:59 pm
This is for Season 5 (Windows/Steam)

updated 8/3/2024

Drop Pod Extraction Timer Freeze Timer Hot Key Is (Shift+1)
Waiting For Drop Pod Timer Set To 0 Hot Key Is (Shift+2)

Instant destroy Contagion Spikes Hot Key is (Shift+5)

Dig Size Multiplier
Start digging to populate address
make sure to check the box once when you set the size

𝘾𝙊𝙈𝙋𝘼𝘾𝙏 𝙈𝙊𝘿𝙀 (𝙈𝘼𝙆𝙀𝙎 𝙏𝙃𝙀 𝙈𝙀𝙉𝙐 𝙁𝙐𝙇𝙇𝙎𝘾𝙍𝙀𝙀𝙉 𝙊𝙉 𝘾𝙀)
𝘿𝙄𝙎𝘼𝘽𝙇𝙀 𝘼𝙇𝙇 𝙊𝙋𝙏𝙄𝙊𝙉𝙎
Unlimited Health / Drilldozer / One Hit Kill
Unlimited Shield
Unlimited Ammo
No Reload
No Overheat
Fire rate
Unlimited Grenades
Unlimited Flares
Sentry No Reload
Sentry Fire rate
Unlimited Sentry Guns
Unlimited Pickaxe Special
Unlimited Oxygen
Unlimited Resources/Currency
Max Resources While Pickaxing (Windows Only)
Max Resources Collected (Windows Only)
Max Resources While Pickaxing (Steam Only)
Max Resources Collected (Steam Only)
Unlimited Gunner Shield/Bombs
Unlimited Driller Fuel
Dig Size Multiplier
Mega Resources (end of mission) Helps With Leveling
Unlimited Bosco Revives
Unlimited Bosco Rockets
Unlimited Gunner Heavy weapon Ammo
Lead Storm Powered Minigun Ready To Shoot
Engineer Rifle Unlimited Targeting
Unlimited Grappling hook
Cryo Cannon No Over heat
Cryo Cannon Instant Shooting
Max Resources Collected / Deposit
Instant Build And Activate
Normal Temperature
Unlimited Jump
Easy Collect First Mission
Easy collect Secondary Mission
Easy Kill Dreadnoughts
Unlimited Health / Drilldozer
Change Gravity Scale
Change Gravity Scale (Host Only)
Unlimited Pipeline Length
Ignore Pipeline Angle
Never Repair Pipe Line
Instant fill Refinery
Easy Collect Fester Fleas
Easy Collect Glyphid Eggs / BHA Barnicles
Instant destroy Contagion Spikes
Rockpox Immunity
Special Event Spawning (Steam Only)
Machine Event Spawning (Steam Only)
Crate and lost helmet spawn
Force Jet Boots Spawn (Enable Before Mission Load)
Instant Hacking For Hack-C
Free Shopping
No Recoil
Instant Fill Fuel Canister
Coil Gun / Plasma Charger Power Shot
Coil Gun / Plasma Charger Power Shot Duration
Experimental Plasma Charger Instant Shot
Free Resupplies
100% Richochet Windows
100% Richochet Steam
Enable Ice Spear
Pickaxe Stun Chance
Zipline Angle And Length
Fast Ziplining
Scout Hook Lenght
Gun Damage
Instant Mine Ground
Instant Mine Dirt
Run Speed
Walk Speed
Jump Height
Scrip
Mega Ammo
Crebits (Cash)
Drop Pod Extraction Timer
Easy Collect Morkite Seeds (Need Only One)

Maybe Add More Later

happy gaming and enjoy
Could use an update based on the game update today. I'm using the Gamepass version for Windows

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

Post by bigdawg11 »

bigdawg11 wrote:
Fri Sep 20, 2024 2:27 am
An update to the game was performed today, a few features stopped working. Can someone update the table? I'm using the Gamepass version. Also I noticed when certain players join the game locks up, so not sure what causes it or triggers based on the options selected.

BTW, this is a really excellent table. I uninstalled the game a while back but decided to give it another shot and discovered this table with multiple features that makes it a much more enjoyable game experience. Appreciate the hard work, keep it up!

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

Post by ray2160 »

9/21/2024 Updated table For Steam And Windows Season 5 Here

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