Do you use the DMA cheat engine or did you use a script?
DMA CE, you cant use the script but manually entering addresses and messing with values yourself works fine.
Yeah I used the DMA CE too to scan for aob. Did you find a way to change samples with DMA CE? The scan memory scan is so slow...I can't find the samples in helldivers2.exe or game.dll and scanning the whole memory is soooo damn long.
Thank you I did it for the common samples where there were a few addresses and changing 1 by 1 individually they reset back to their original number, only working if you select all and change the values to desired. That being said im struggling finding the other samples rare/legendary address as people said that they are the same address but with an 8 for rare and C for legendary but Im not entirely sure if that's the case. Any tips for getting the other samples in an easy mission once you have the 5-10 addresses for common?
**Edit** It works just fine, trial and error was able to get rare and lege4ndary in an easy map. Just gotta scan the number that is on the ground and when picking up filter with 0 and then once you have a few addresses take all of them and change them to 500 the one that ends in 4 is your sample, copy that 2 times and replace 4 with 8 and C and for the 8 make the value 200 and for the C make it 100 and youre all done!
Sorry about this question but i cant seem to find another similar question, my "Common Sample's" memory address ends in C, so can anyone tell me what address i should replace "C" address with?
I've tried just manually just adding 4 levels down the memory editor but that is a bust.
Im not a programmer nor do i have any idea with actual memory syntax, so if anyone could help would be greatly appreciated.
If common sample ends with xxxxxxx2c, then rare should be xxxxxxx34 and super rare xxxxxxx38.
That means address goes up and not down.
Thank you I did it for the common samples where there were a few addresses and changing 1 by 1 individually they reset back to their original number, only working if you select all and change the values to desired. That being said im struggling finding the other samples rare/legendary address as people said that they are the same address but with an 8 for rare and C for legendary but Im not entirely sure if that's the case. Any tips for getting the other samples in an easy mission once you have the 5-10 addresses for common?
**Edit** It works just fine, trial and error was able to get rare and lege4ndary in an easy map. Just gotta scan the number that is on the ground and when picking up filter with 0 and then once you have a few addresses take all of them and change them to 500 the one that ends in 4 is your sample, copy that 2 times and replace 4 with 8 and C and for the 8 make the value 200 and for the C make it 100 and youre all done!
Sorry about this question but i cant seem to find another similar question, my "Common Sample's" memory address ends in C, so can anyone tell me what address i should replace "C" address with?
I've tried just manually just adding 4 levels down the memory editor but that is a bust.
Im not a programmer nor do i have any idea with actual memory syntax, so if anyone could help would be greatly appreciated.
If common sample ends with xxxxxxx2c, then rare should be xxxxxxx34 and super rare xxxxxxx38.
That means address goes up and not down.
I meant to say move 4 and 8 steps down using the memory viewer, i didnt know how the counting went from C.
Do you use the DMA cheat engine or did you use a script?
DMA CE, you cant use the script but manually entering addresses and messing with values yourself works fine.
Yeah I used the DMA CE too to scan for aob. Did you find a way to change samples with DMA CE? The scan memory scan is so slow...I can't find the samples in helldivers2.exe or game.dll and scanning the whole memory is soooo damn long.
restart the server if you're using isabellaflores
metick's version of ce "server" should work better since it was updated more recently and can probably use a newer version of memprocfs, but i couldnt get the binary to compile properly on vs22. maybe tomorrow i will attempt it again
whenever I try to enable the options the CE just gets stuck and cannot enable the options even after adding the process (Helldivers 2). eventually leading CE to crash. Ang possible fixes for this issue.
I tried the 2 proposed tables, with the attachment of the automatic process, I tried to check the cases to activate but nothing happens, I think the guard launches well before the game
DMA CE, you cant use the script but manually entering addresses and messing with values yourself works fine.
Yeah I used the DMA CE too to scan for aob. Did you find a way to change samples with DMA CE? The scan memory scan is so slow...I can't find the samples in helldivers2.exe or game.dll and scanning the whole memory is soooo damn long.
restart the server if you're using isabellaflores
metick's version of ce "server" should work better since it was updated more recently and can probably use a newer version of memprocfs, but i couldnt get the binary to compile properly on vs22. maybe tomorrow i will attempt it again
Same here, I´ve been trying to compile the plugin with V22 Enterprise, no luck, always get a bunch of link errors when compiling the plugin (Library seems ok now), I was even thinking on create a simple application and use the PCILeech library to modify the memory, anyway if you are able to compile the metick's
plugin can you let me know the settings?
Last edited by dark1024 on Wed Feb 21, 2024 5:23 pm, edited 1 time in total.
They've removed the parameter (finally). They're also manually mapping game.dll and marking it as protected memory. The only way to write to it now is with a kernel driver.
Also, I just want to point out, after I posted the --delay_gameguard_iniit, cuck happens had their trainer mysteriously start working again with a game guard bypass (X: Doubt). Now that the method I posted is patched, their trainer stopped working. WHAT A SHOCKING CONCIDENCE!
Last edited by gir489 on Wed Feb 21, 2024 3:14 pm, edited 1 time in total.