Resident Evil 4 Remake

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Cynthethic
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Re: Resident Evil 4 Remake

Post by Cynthethic »

will i get s+ in newgame + aswell?

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

Striple07
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Re: Resident Evil 4 Remake

Post by Striple07 »

Anyone know if Unlocking All Bonus Content triggers achievements? Would like to avoid that. Thanks in advance, thanks for the table updates!

SenorPlebeian
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Re: Resident Evil 4 Remake

Post by SenorPlebeian »

mynameisdumbidk wrote:
Tue Mar 28, 2023 8:40 pm
Has anyone looked into ItemID's and WeaponID's? I know these are a thing because I mapped them out in RE3RE and RE2RE. Seeing as this game uses RE Engine idk why the Item/Weapon ID's wouldn't exist. They aren't in the usual structs like the previous game (player/weapon).
No luck finding where they're all mapped but I've been able to have some luck changing out some items using the offset from 28 in Gir's Manipulate Current Selected Item script and writing out a few of the item IDs manually from there. However from what I can tell it doesn't update the item icon even though it functionally works as said item otherwise. I'm planning on doing my playthrough without using the table before I get back into experimenting around with this but here's some of the IDs I found while playing around with it:

Code: Select all

112800000:Handgun Ammo
114400000:Green Herb
114401600:Red Herb
114408000:R+G Mixed Herb
117600000:Gunpowder
117606400:Resources S
119244800:Small Key
119286400:Silver Token
124001600:Boot Knife
274835456:SG-09 R
274995456:W-870
276435456:Combat Knife
276438656:Kitchen Knife
277075456:Hand Grenade
277078656:Flash Grenade
I'll see if I can actually get a full list written out at some point later

Xathian
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Re: Resident Evil 4 Remake

Post by Xathian »

Cynthethic wrote:
Thu Mar 30, 2023 4:23 am
will i get s+ in newgame + aswell?
If you're using the Always S+ Script? Yes, I did it yesterday with Hardcore NG+

Xathian
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Re: Resident Evil 4 Remake

Post by Xathian »

Erlkonig wrote:
Thu Mar 30, 2023 2:43 am
Any stuff for the boat battle? Del Lago is kind of ridiculous in Professional
Haha yep, after doing Hardcore I knew I was going to shelf the Professional run until a script for boat health comes, that fight was irritating and I don't even want to bother on Professional

salineprune
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Re: Resident Evil 4 Remake

Post by salineprune »

Striple07 wrote:
Thu Mar 30, 2023 4:54 am
Anyone know if Unlocking All Bonus Content triggers achievements? Would like to avoid that. Thanks in advance, thanks for the table updates!
I doubt it. But maybe you can test it, using a manual save?

Even if it doesn't, you can manually trigger it using SAM: [Link] - I did this on a few previous games where I made the mistake and didn't save beforehand.

EDIT: You can also make it "unachieved" using the same tool - just untick the box for that achievement.
Last edited by salineprune on Thu Mar 30, 2023 11:32 am, edited 1 time in total.

salineprune
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Re: Resident Evil 4 Remake

Post by salineprune »

Scan21 wrote:
Wed Mar 29, 2023 6:05 am
Hello all, please advise. When using the table I press remove protection and nothing happens cross does not appear, but all functions seem to work except unlock all extra content. Is it possible to fix it, or am I doing something wrong?
Do you have the DLL from REFramework installed? If so, that will prevent the "Remove Protection" option from working. Remove and try.

Other than that? Maybe you need to update your game or CE itself.

hugmugmie
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Re: Resident Evil 4 Remake

Post by hugmugmie »

krustytoe wrote:
Sun Mar 26, 2023 6:47 pm
misterwashimashi wrote:
Sun Mar 26, 2023 8:11 am
Hi, would it be possible to add a god mode/no hit reaction?
I made it base off Rhark info.

God Mode (No Hit or Grab) Bear trap will still get you.
It's Work. Thank You Very Much.
Can You add something like Stealth Mode, Invisible something like that?
And Some kind of Item Editors (Not sure can do in this game.)

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daniman
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Re: Resident Evil 4 Remake

Post by daniman »

minecart,boat,aquatic bike hp plase!!!

hugmugmie
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Re: Resident Evil 4 Remake

Post by hugmugmie »

gir489 wrote:
Sat Mar 25, 2023 12:38 am
Here's Infinite Ammo with reload, and an item manipulation script. The way it works is, whatever item you current have selected in the attaché case is the item it will allow you to change under Value.

EDIT: I guess it should really be called Infinite Items because it allows you to infinitely use anything in your case.

EDIT: I added Infinite Spinels.

EDIT: Fixed Infinite Items corrupting quest items. However, your gacha tokens won't be infinite now. Workaround is to just edit their values with Manipulate Current Selected Item.

EDIT: Added Infinite Armor.

EDIT: Added Unlock All Extra Content and Infinite Completion Points.

EDIT: Added Always first save.

EDIT: Added Always Get S+

EDIT: Added No Spread + No Recoil.
Thank You Very Much for Item Amount Editor.
Can you add something like Stealth Mode, Invisible or something like that?

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VeralX
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Re: Resident Evil 4 Remake

Post by VeralX »

For the record i use Gir table without framework or any other kind of mods and never got game crush with it. Runs golden. I even edited his S+ script and only left part where game thinks that NG+ is 1st playtrough (super easy cause he left good comments), then made speed run through PRO with all weapons unlocked. It was easy to get S+ with all weapons maxed. What was the point? Only cause i wanted the clear time of chapters to match time on final score. No other reason to do it cause S+ script works just fine as it is.

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jjcho849
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Re: Resident Evil 4 Remake

Post by jjcho849 »

just wondering how you were able to make a table when the game crashes at any attempt to make a script?

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gir489
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Re: Resident Evil 4 Remake

Post by gir489 »

SenorPlebeian wrote:
Thu Mar 30, 2023 5:23 am
No luck finding where they're all mapped but I've been able to have some luck changing out some items using the offset from 28 in Gir's Manipulate Current Selected Item script and writing out a few of the item IDs manually from there. However from what I can tell it doesn't update the item icon even though it functionally works as said item otherwise. I'm planning on doing my playthrough without using the table before I get back into experimenting around with this but here's some of the IDs I found while playing around with it:

Code: Select all

112800000:Handgun Ammo
114400000:Green Herb
114401600:Red Herb
114408000:R+G Mixed Herb
117600000:Gunpowder
117606400:Resources S
119244800:Small Key
119286400:Silver Token
124001600:Boot Knife
274835456:SG-09 R
274995456:W-870
276435456:Combat Knife
276438656:Kitchen Knife
277075456:Hand Grenade
277078656:Flash Grenade
I'll see if I can actually get a full list written out at some point later
Nice work. But if you'll notice, SG-09 R is the same ID as W-870, this is because Weapons are handled differently than regular items. Here are some items you missed.

Code: Select all

116004800:Fighting Knife
116009600:Weapon
116004800:Biosensor Scope
116003200:High-power Scope
112803200:Shotgun Ammo
112804800:Rifle Ammo
114416000:First Aid Spray
112801600:Magnum Ammo
119288000:Gold Token
Also, I extracted the sea shanty music for the shooting gallary and put it on YouTube, since nobody else had it. They only had the music for when you're doing an actual challenge.


Cynthethic
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Re: Resident Evil 4 Remake

Post by Cynthethic »

it would be awsome if we could change difficulty mid game so we can save at the endgame and get the records faster

mynameisdumbidk
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Re: Resident Evil 4 Remake

Post by mynameisdumbidk »

SenorPlebeian wrote:
Thu Mar 30, 2023 5:23 am
mynameisdumbidk wrote:
Tue Mar 28, 2023 8:40 pm
Has anyone looked into ItemID's and WeaponID's? I know these are a thing because I mapped them out in RE3RE and RE2RE. Seeing as this game uses RE Engine idk why the Item/Weapon ID's wouldn't exist. They aren't in the usual structs like the previous game (player/weapon).
No luck finding where they're all mapped but I've been able to have some luck changing out some items using the offset from 28 in Gir's Manipulate Current Selected Item script and writing out a few of the item IDs manually from there. However from what I can tell it doesn't update the item icon even though it functionally works as said item otherwise. I'm planning on doing my playthrough without using the table before I get back into experimenting around with this but here's some of the IDs I found while playing around with it:

Code: Select all

112800000:Handgun Ammo
114400000:Green Herb
114401600:Red Herb
114408000:R+G Mixed Herb
117600000:Gunpowder
117606400:Resources S
119244800:Small Key
119286400:Silver Token
124001600:Boot Knife
274835456:SG-09 R
274995456:W-870
276435456:Combat Knife
276438656:Kitchen Knife
277075456:Hand Grenade
277078656:Flash Grenade
I'll see if I can actually get a full list written out at some point later
No wonder why these were hard to search for. For context here is what it is in RE3RE:

Code: Select all

-1:Empty  {NULL}
0:Invalid Weapon ID : getWeaponID()
1:G19 Handgun
2:G18 Handgun (Burst Model)
3:G18 Handgun
4:Samurai Edge
5:#Rejected# Weapon_wp0400
6:#Rejected# Weapon_wp0500
7:Infinite MUP Handgun
8:#Rejected# Weapon_wp0700
9:#Rejected# Weapon_wp0800
10:#Rejected# Weapon_wp0900
11:M3 Shotgun
12:#Rejected# Weapon_wp1100
13:#Rejected# Weapon_wp1200
14:#Rejected# Weapon_wp1300
15:#Rejected# Weapon_wp1400
16:#Rejected# Weapon_wp1500
17:#Rejected# Weapon_wp1600
18:#Rejected# Weapon_wp1700
19:#Rejected# Weapon_wp1800
20:#Rejected# Weapon_wp1900
21:CQBR Assault Rifle
22:Infinite CQBR Assault Rifle
23:#Rejected# Weapon_wp2200
24:#Rejected# Weapon_wp2300
25:#Rejected# Weapon_wp2400
26:#Rejected# Weapon_wp2500
27:#Rejected# Weapon_wp2600
28:#Rejected# Weapon_wp2700
29:#Rejected# Weapon_wp2800
30:#Rejected# Weapon_wp2900
31:.44 AE Lightning Hawk
32:RAI-DEN
33:#Rejected# Weapon_wp3200
34:#Rejected# Weapon_wp3300
35:#Rejected# Weapon_wp3400
36:#Rejected# Weapon_wp3500
37:#Rejected# Weapon_wp3600
38:#Rejected# Weapon_wp3700
39:#Rejected# Weapon_wp3800
40:#Rejected# Weapon_wp3900
41:#Rejected# Weapon_wp4000
42:MGL Grenade Launcher
43:#Rejected# Weapon_wp4200
44:#Rejected# Weapon_wp4300
45:Rocket Launcher
46:Combat Knife
47:Survival Knife
48:HOT DOGGER
49:Infinite Rocket Launcher
50:Railgun
51:#Rejected# Weapon_wp4800
52:#Rejected# Weapon_wp4900
53:#Rejected# Weapon_wp5000
54:#Rejected# Weapon_wp5100
55:#Rejected# Weapon_wp5200
65:Hand Grenade
66:Flash Grenade
82:Invalid Weapon ID : getWeaponID()
Can obviously see the struggle in finding the ID's in RE4 lol. If you manipulated the ID's with the script I'm going to assume they belong to some sort of inventory related class? I haven't really looked into all of that with CE yet.

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