HELLDIVERS 2

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AloneXss
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Re: HELLDIVERS 2

Post by AloneXss »

ZoDDeL wrote:
Tue Mar 12, 2024 12:56 pm
AloneXss wrote:
Tue Mar 12, 2024 12:28 pm
ZoDDeL wrote:
Tue Mar 12, 2024 2:15 am


no backpack shield cooldown(use it together with inf backpack power):

Code: Select all

[ENABLE]
aobscanmodule(BP_shield,game.dll,F3 41 0F 5C CA F3 0F 11 8C EE)

BP_shield:
db F3 0F 5C C9 90


[DISABLE]
proper no recoil:

Code: Select all

[ENABLE]
aobscanmodule(no_Rec,game.dll,44 8B 7C 24 ?? 41 3B 46 08)

no_Rec+9:
  db EB

[DISABLE]

The code doesn't seem to work. Infinite Backpack Resource
yep the latest backpack ressource (shells for autocannon as example) doesnt work anymore because aob changed.
but my post for backpack shield still works and does not need the other backpack ressource script at all.
it just nops the cooldown.
shield goes down and is instant up again(only some melee attack go through like when a titan steps on you.)


btw.
proper inf health that doesnt make titans invincbile:

Code: Select all

[ENABLE]
aobscanmodule(WHP,game.dll,45 89 38 49 8B 84 DE 28 04 00 00)
alloc(WHPmem,$1000)
label(WHPback)

WHPmem:
  test rbx,rbx
  jz short @f
  mov [r8],r15d
  @@:
  mov rax,[r14+rbx*8+00000428]
  mov ecx,[rax+10]
  jmp WHPback

WHP:
jmp far WHPmem
WHPback:


// set max health
aobscanmodule(SHP,game.dll,41 8B 84 8B 28 4C 00 00 48 8B 5C 24 20 48 8B 74 24 28) // should be unique
alloc(SHPmem,$1000)
label(SHPback)

SHPmem:
  test rdx,rdx
  jnz short @f
  mov [r11+rcx*4+00004C28],#9999
  @@:
  mov eax,[r11+rcx*4+00004C28]
  mov rbx,[rsp+20]
  mov rsi,[rsp+28]
  jmp SHPback

SHP:
  jmp far SHPmem // just to make sure a long jump
  nop 4
SHPback:

[DISABLE]
speedhack affect enemies (missing some kind of filter / compare) so its useless.
no aggro only works for smaller bugs. charger and titan still attack.
no aggro also does affect turrets so the wont shoot anymore. (also need a filter/compare)
so i would not use speedhack and no aggro currently.

proper maphack (show locations):

Code: Select all

[ENABLE]
aobscanmodule(aob_CheckIsBlipSeen,game.dll,41 0F B6 44 97 23)
aobscanmodule(aob_CheckIfAlienHivesAreObstructed,game.dll,41 80 BE 3C BA 07 00 00)
aobscanmodule(aob_CheckIfMinorInterestBlipIsDiscovered,game.dll,0F 85 ?? ?? ?? ?? 48 8B 44 24 ?? 80 78 29 00)
aobscanmodule(aob_GetMinorInterestBlipIcon,game.dll,0F 84 ?? ?? ?? ?? 48 8B 4C 24 ?? F3 41 0F 10 4F)
aobscanmodule(aob_CheckMissionBlip,game.dll,0F 85 59 02 00 00 49 8D)


aob_CheckIsBlipSeen:
  db B8 01 00 00 00 90
//nop

aob_CheckIfAlienHivesAreObstructed:
  db F8 90 90 90 90 90 90 90

aob_CheckIfMinorInterestBlipIsDiscovered:
  db 90 E9

aob_GetMinorInterestBlipIcon:
  db EB 04

aob_CheckMissionBlip:
  db 90 E9

[DISABLE]


Thank you for sharing information.

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

emoisback
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Re: HELLDIVERS 2

Post by emoisback »

after update today what feature doesnt work anymore?

elamigopaisa
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Re: HELLDIVERS 2

Post by elamigopaisa »

emoisback wrote:
Tue Mar 12, 2024 1:26 pm
after update today what feature doesnt work anymore?
instant railgun crashes the game

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itskwan66
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Re: HELLDIVERS 2

Post by itskwan66 »

ZoDDeL wrote:
Tue Mar 12, 2024 12:56 pm
proper inf health that doesnt make titans invincbile:

Code: Select all

[ENABLE]
aobscanmodule(WHP,game.dll,45 89 38 49 8B 84 DE 28 04 00 00)
alloc(WHPmem,$1000)
label(WHPback)

WHPmem:
  test rbx,rbx
  jz short @f
  mov [r8],r15d
  @@:
  mov rax,[r14+rbx*8+00000428]
  mov ecx,[rax+10]
  jmp WHPback

WHP:
jmp far WHPmem
WHPback:


// set max health
aobscanmodule(SHP,game.dll,41 8B 84 8B 28 4C 00 00 48 8B 5C 24 20 48 8B 74 24 28) // should be unique
alloc(SHPmem,$1000)
label(SHPback)

SHPmem:
  test rdx,rdx
  jnz short @f
  mov [r11+rcx*4+00004C28],#9999
  @@:
  mov eax,[r11+rcx*4+00004C28]
  mov rbx,[rsp+20]
  mov rsi,[rsp+28]
  jmp SHPback

SHP:
  jmp far SHPmem // just to make sure a long jump
  nop 4
SHPback:

[DISABLE]
After testing two games, I can confirm the below Infinite Health is working as intended and not affecting Bile Titans. Thank you once again.
ZoDDeL wrote:
Tue Mar 12, 2024 12:56 pm
proper maphack (show locations):

Code: Select all

[ENABLE]
aobscanmodule(aob_CheckIsBlipSeen,game.dll,41 0F B6 44 97 23)
aobscanmodule(aob_CheckIfAlienHivesAreObstructed,game.dll,41 80 BE 3C BA 07 00 00)
aobscanmodule(aob_CheckIfMinorInterestBlipIsDiscovered,game.dll,0F 85 ?? ?? ?? ?? 48 8B 44 24 ?? 80 78 29 00)
aobscanmodule(aob_GetMinorInterestBlipIcon,game.dll,0F 84 ?? ?? ?? ?? 48 8B 4C 24 ?? F3 41 0F 10 4F)
aobscanmodule(aob_CheckMissionBlip,game.dll,0F 85 59 02 00 00 49 8D)


aob_CheckIsBlipSeen:
  db B8 01 00 00 00 90
//nop

aob_CheckIfAlienHivesAreObstructed:
  db F8 90 90 90 90 90 90 90

aob_CheckIfMinorInterestBlipIsDiscovered:
  db 90 E9

aob_GetMinorInterestBlipIcon:
  db EB 04

aob_CheckMissionBlip:
  db 90 E9

[DISABLE]


However, the above maphack still gives an immediate crash with detection message when used.
I will continue to test and update my CT with your guys' help and will report back any feedback that I have.
elamigopaisa wrote:
Tue Mar 12, 2024 1:38 pm
instant railgun crashes the game
This still works for me however.
emoisback wrote:
Tue Mar 12, 2024 1:26 pm
after update today what feature doesnt work anymore?
1. Infinite backpack resource is currently broken.
2. No aggro causes enemies to not attack, except bile titans and charges. This is also affecting turrets so they are not working as intended.
3. Speedhack affects all enemies.

These are the 3 common issues people are facing today.

EDIT: Also would like to add that I have not tested anything with bots yet, so I can't say for sure if these are working for them as intended.
Last edited by itskwan66 on Tue Mar 12, 2024 1:54 pm, edited 1 time in total.

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themaoci
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Re: HELLDIVERS 2

Post by themaoci »

tbh guys for some reason i wanst getting any "getting detected" by using dma and same table edits (i could change some of them to be more direct tho...

ps. those 2 sigs dont seem to be findable in current update and previous propably too
aobscanmodule(aob_CheckIfMinorInterestBlipIsDiscovered,game.dll,0F 85 ?? ?? ?? ?? 48 8B 44 24 ?? 80 78 29 00)
aobscanmodule(aob_GetMinorInterestBlipIcon,game.dll,0F 84 ?? ?? ?? ?? 48 8B 4C 24 ?? F3 41 0F 10 4F)

edit: i was dumbo for a moment used double ? sig when my findSignature code supports single ? ...

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itskwan66
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Re: HELLDIVERS 2

Post by itskwan66 »

themaoci wrote:
Tue Mar 12, 2024 1:54 pm
tbh guys for some reason i wanst getting any "getting detected" by using dma and same table edits (i could change some of them to be more direct tho...

ps. those 2 sigs dont seem to be findable in current update and previous propably too
aobscanmodule(aob_CheckIfMinorInterestBlipIsDiscovered,game.dll,0F 85 ?? ?? ?? ?? 48 8B 44 24 ?? 80 78 29 00)
aobscanmodule(aob_GetMinorInterestBlipIcon,game.dll,0F 84 ?? ?? ?? ?? 48 8B 4C 24 ?? F3 41 0F 10 4F)
Do you mean that by removing these 2 lines and it's related, it will work? I'll try editing my CT table if so and see if that works for me.

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themaoci
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Re: HELLDIVERS 2

Post by themaoci »

itskwan66 wrote:
Tue Mar 12, 2024 1:57 pm
themaoci wrote:
Tue Mar 12, 2024 1:54 pm
tbh guys for some reason i wanst getting any "getting detected" by using dma and same table edits (i could change some of them to be more direct tho...

ps. those 2 sigs dont seem to be findable in current update and previous propably too
aobscanmodule(aob_CheckIfMinorInterestBlipIsDiscovered,game.dll,0F 85 ?? ?? ?? ?? 48 8B 44 24 ?? 80 78 29 00)
aobscanmodule(aob_GetMinorInterestBlipIcon,game.dll,0F 84 ?? ?? ?? ?? 48 8B 4C 24 ?? F3 41 0F 10 4F)
Do you mean that by removing these 2 lines and it's related, it will work? I'll try editing my CT table if so and see if that works for me.
no i meant that i fat fingered it by simply CtrlC and CtrlV it in my code without changing ?? to ? xD
all seems to be working at last its finding all sigs xD i cant test it now cause i was using greenluma to play the game and they fixed it now

elamigopaisa
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Re: HELLDIVERS 2

Post by elamigopaisa »

itskwan66 wrote:
Tue Mar 12, 2024 1:46 pm
ZoDDeL wrote:
Tue Mar 12, 2024 12:56 pm
proper inf health that doesnt make titans invincbile:

Code: Select all

[ENABLE]
aobscanmodule(WHP,game.dll,45 89 38 49 8B 84 DE 28 04 00 00)
alloc(WHPmem,$1000)
label(WHPback)

WHPmem:
  test rbx,rbx
  jz short @f
  mov [r8],r15d
  @@:
  mov rax,[r14+rbx*8+00000428]
  mov ecx,[rax+10]
  jmp WHPback

WHP:
jmp far WHPmem
WHPback:


// set max health
aobscanmodule(SHP,game.dll,41 8B 84 8B 28 4C 00 00 48 8B 5C 24 20 48 8B 74 24 28) // should be unique
alloc(SHPmem,$1000)
label(SHPback)

SHPmem:
  test rdx,rdx
  jnz short @f
  mov [r11+rcx*4+00004C28],#9999
  @@:
  mov eax,[r11+rcx*4+00004C28]
  mov rbx,[rsp+20]
  mov rsi,[rsp+28]
  jmp SHPback

SHP:
  jmp far SHPmem // just to make sure a long jump
  nop 4
SHPback:

[DISABLE]
After testing two games, I can confirm the below Infinite Health is working as intended and not affecting Bile Titans. Thank you once again.
ZoDDeL wrote:
Tue Mar 12, 2024 12:56 pm
proper maphack (show locations):

Code: Select all

[ENABLE]
aobscanmodule(aob_CheckIsBlipSeen,game.dll,41 0F B6 44 97 23)
aobscanmodule(aob_CheckIfAlienHivesAreObstructed,game.dll,41 80 BE 3C BA 07 00 00)
aobscanmodule(aob_CheckIfMinorInterestBlipIsDiscovered,game.dll,0F 85 ?? ?? ?? ?? 48 8B 44 24 ?? 80 78 29 00)
aobscanmodule(aob_GetMinorInterestBlipIcon,game.dll,0F 84 ?? ?? ?? ?? 48 8B 4C 24 ?? F3 41 0F 10 4F)
aobscanmodule(aob_CheckMissionBlip,game.dll,0F 85 59 02 00 00 49 8D)


aob_CheckIsBlipSeen:
  db B8 01 00 00 00 90
//nop

aob_CheckIfAlienHivesAreObstructed:
  db F8 90 90 90 90 90 90 90

aob_CheckIfMinorInterestBlipIsDiscovered:
  db 90 E9

aob_GetMinorInterestBlipIcon:
  db EB 04

aob_CheckMissionBlip:
  db 90 E9

[DISABLE]


However, the above maphack still gives an immediate crash with detection message when used.
I will continue to test and update my CT with your guys' help and will report back any feedback that I have.
elamigopaisa wrote:
Tue Mar 12, 2024 1:38 pm
instant railgun crashes the game
This still works for me however.
emoisback wrote:
Tue Mar 12, 2024 1:26 pm
after update today what feature doesnt work anymore?
1. Infinite backpack resource is currently broken.
2. No aggro causes enemies to not attack, except bile titans and charges. This is also affecting turrets so they are not working as intended.
3. Speedhack affects all enemies.

These are the 3 common issues people are facing today.

EDIT: Also would like to add that I have not tested anything with bots yet, so I can't say for sure if these are working for them as intended.
do you perhaps have the aob for the railgun

gabor8418
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Re: HELLDIVERS 2

Post by gabor8418 »

I just want to give out a shoutout for the people who made the CE trainer working, even the guys from CH! can't make a proper trainer and they have given up. And there it's for money and this is for free so again thank you guys! You are better than CH!

turki2011
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Re: HELLDIVERS 2

Post by turki2011 »

can anyone create the CE with the new stuff together bc I don't know how to script

and thank you

gabor8418
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Re: HELLDIVERS 2

Post by gabor8418 »

turki2011 wrote:
Tue Mar 12, 2024 2:25 pm
can anyone create the CE with the new stuff together bc I don't know how to script

and thank you
You can find it on page 92 I think.

Fresc1
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Re: HELLDIVERS 2

Post by Fresc1 »

Tenser wrote:
Tue Mar 12, 2024 12:04 am
Tenser wrote:
Mon Mar 11, 2024 10:07 pm
...
Added several levels of speedhack, will look into those issues above
Helldivers2.CT
works great thanks

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

itskwan66 wrote:
Tue Mar 12, 2024 1:46 pm
ZoDDeL wrote:
Tue Mar 12, 2024 12:56 pm
proper inf health that doesnt make titans invincbile:

Code: Select all

[ENABLE]
aobscanmodule(WHP,game.dll,45 89 38 49 8B 84 DE 28 04 00 00)
alloc(WHPmem,$1000)
label(WHPback)

WHPmem:
  test rbx,rbx
  jz short @f
  mov [r8],r15d
  @@:
  mov rax,[r14+rbx*8+00000428]
  mov ecx,[rax+10]
  jmp WHPback

WHP:
jmp far WHPmem
WHPback:


// set max health
aobscanmodule(SHP,game.dll,41 8B 84 8B 28 4C 00 00 48 8B 5C 24 20 48 8B 74 24 28) // should be unique
alloc(SHPmem,$1000)
label(SHPback)

SHPmem:
  test rdx,rdx
  jnz short @f
  mov [r11+rcx*4+00004C28],#9999
  @@:
  mov eax,[r11+rcx*4+00004C28]
  mov rbx,[rsp+20]
  mov rsi,[rsp+28]
  jmp SHPback

SHP:
  jmp far SHPmem // just to make sure a long jump
  nop 4
SHPback:

[DISABLE]
After testing two games, I can confirm the below Infinite Health is working as intended and not affecting Bile Titans. Thank you once again.
ZoDDeL wrote:
Tue Mar 12, 2024 12:56 pm
proper maphack (show locations):

Code: Select all

[ENABLE]
aobscanmodule(aob_CheckIsBlipSeen,game.dll,41 0F B6 44 97 23)
aobscanmodule(aob_CheckIfAlienHivesAreObstructed,game.dll,41 80 BE 3C BA 07 00 00)
aobscanmodule(aob_CheckIfMinorInterestBlipIsDiscovered,game.dll,0F 85 ?? ?? ?? ?? 48 8B 44 24 ?? 80 78 29 00)
aobscanmodule(aob_GetMinorInterestBlipIcon,game.dll,0F 84 ?? ?? ?? ?? 48 8B 4C 24 ?? F3 41 0F 10 4F)
aobscanmodule(aob_CheckMissionBlip,game.dll,0F 85 59 02 00 00 49 8D)


aob_CheckIsBlipSeen:
  db B8 01 00 00 00 90
//nop

aob_CheckIfAlienHivesAreObstructed:
  db F8 90 90 90 90 90 90 90

aob_CheckIfMinorInterestBlipIsDiscovered:
  db 90 E9

aob_GetMinorInterestBlipIcon:
  db EB 04

aob_CheckMissionBlip:
  db 90 E9

[DISABLE]


However, the above maphack still gives an immediate crash with detection message when used.
I will continue to test and update my CT with your guys' help and will report back any feedback that I have.
elamigopaisa wrote:
Tue Mar 12, 2024 1:38 pm
instant railgun crashes the game
This still works for me however.
emoisback wrote:
Tue Mar 12, 2024 1:26 pm
after update today what feature doesnt work anymore?
1. Infinite backpack resource is currently broken.
2. No aggro causes enemies to not attack, except bile titans and charges. This is also affecting turrets so they are not working as intended.
3. Speedhack affects all enemies.

These are the 3 common issues people are facing today.

EDIT: Also would like to add that I have not tested anything with bots yet, so I can't say for sure if these are working for them as intended.
maphack doesnt crash nor gets detected.
if you got detection you are too slow with hooking / activing the stuff.

here a bunch of screenshots i just made from different planets that show that maphack is fully working and not crashing
[Link]
Spoiler
funny thing is that i dont need an external programm to suspend the game process (CE can do that by itself)
and i also dont need to suspense/freeze the process at all.

i just open my table. open the game. and activate the scripts all together in the second the opening cutscene starts (after black screen)
[Link]
CE is default. no bypass, no kernel. no commandline in steam launch and no custom game exe/old exe
oh and game run on external m.2 nvme (usb3 10gbit) that run ~1000mbyte/s read/write and is formatted exFat.
ce(table) sit open and waiting on monitor #2
p.s.
i add my my CE table (credits to cfemen, gir and many other who actually found these. i just did pull them back from the latest proxy dll builds into an CE table)
i dropped all i think that is garbage or doesnt work.
in other words everything in my table works because i use it all together all the time without any problems ever.
Attachments
helldivers2_ZoDDeL.CT
(10.04 KiB) Downloaded 537 times
Last edited by ZoDDeL on Tue Mar 12, 2024 2:48 pm, edited 1 time in total.

Bjutigeilheit
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Re: HELLDIVERS 2

Post by Bjutigeilheit »

For me everything workes fine, exccept the fixed stuff. But for some reason, so far only in multiplayer, the game crashes after like 15-20 minutes. Played in singleplayer and everything works fine 40 mins +. Any reason for why this is happening?

Bjutigeilheit
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Re: HELLDIVERS 2

Post by Bjutigeilheit »

Bjutigeilheit wrote:
Tue Mar 12, 2024 2:45 pm
For me everything workes fine, exccept the fixed stuff. But for some reason, so far only in multiplayer, the game crashes after like 15-20 minutes. Played in singleplayer and everything works fine 40 mins +. Any reason for why this is happening?

Fixed it myself, seems like its related to some of the backpack functions.

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