HELLDIVERS 2

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AnonymousAstartes
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Re: HELLDIVERS 2

Post by AnonymousAstartes »

ZoDDeL wrote:
Fri Mar 29, 2024 8:40 am
T420killz wrote:
Fri Mar 29, 2024 5:06 am

everytime i try to use your table the activate all never finished loading, both addresses fill up as well 180000000 and 18000004E
ive followed all instructions as well
we dont do this 180000000 crap anymore.
read my guide in signature or watch any video there. they all show what todo in the beginning.
i bet that you just activate it too early before the game.dll is even loaded...



omega3k wrote:
Fri Mar 29, 2024 5:56 am
anyone have the link that has super damage
link in my signature.
table is at the bottom of the guide.

TheBigWeeb wrote:
Fri Mar 29, 2024 6:51 am
This no longer works. No matter how quickly I kill CE, I am ejected after 2-3 minutes. This has been tested during single and multi player games.
you have to follow my guide (in signature).
and use a table that doesnt use detected scripts.
still works 100%
just checked it 2 minutes ago.


p.s. must be hard to check the last 2-3 pages of this topic as people keep asking the same stuff or make false statements...
Thanks for the post. I realize it's probably tiring responding top the same grip of questions ad nauseam. Just wish the search function was slightly more robust, as combing through hundreds of pages of posts can take a bit long!

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

yuanxing1005
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Re: HELLDIVERS 2

Post by yuanxing1005 »

Does anyone get instant charge working for LAS99?

depressedjacket
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Re: HELLDIVERS 2

Post by depressedjacket »

ZoDDeL wrote:
Fri Mar 29, 2024 2:41 am
depressedjacket wrote:
Fri Mar 29, 2024 12:44 am
Yanoto wrote:
Thu Mar 28, 2024 10:24 pm


[ENABLE]

aobscanmodule(ammo_legit,game.dll,41 83 2C C2 01 4D 8D 04 C2 49 8B 84 CA)
registersymbol(ammo_legit)
alloc(newmem,1024)
label(return)

newmem:
cmp dword ptr [r10+rax*8],#2
jle short @f
sub dword ptr [r10+rax*8],01
@@:
lea r8,[r10+rax*8]
mov rax,[r10+rcx*8+00002028]
jmp return

ammo_legit:
jmp far newmem
nop 3
return:

[DISABLE]
Out of curiosity, how would you undo something like this when you disable it?
you cant disable it because you cant let CE open (you will get detected).
thats why we delete the disable part. its useless anyway.

the disable part gets automatic generated together with the whole aob code on autoassemble in CE.

but to answer your question, it would look like this:

Code: Select all

[DISABLE]

ammo_legit:
  db 41 83 2C C2 01 4D 8D 04 C2 49 8B 84 CA

unregistersymbol(godmode)
dealloc(newmem)

Thank you! I'm trying to understand CE better so I can help out more in the community and also satisfy the part of my brain that doesn't like not knowing things!

AnonymousAstartes
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Re: HELLDIVERS 2

Post by AnonymousAstartes »

ZoDDeL wrote:
Sat Mar 16, 2024 3:26 am
alternative and simpler guide with slightly different approach with no address input and easier timing.

this guide doesnt make your CE undetected but let you activate scripts and close CE before gameguard notice what happened
so you can cheat without crash / hack detected!
but you cannot use CE to search for stuff or debug the game!!!


follow the text+ picture guide or just watch one of the videos down below
where is just show the usage at the beginning of each video.

step 1

open CE table and open memory viewer
[Link]


step 2
open the game (my table should hook the game itself)
[Link]


step 3
wait a bit until the game launches to the black screen and click 1-2 times on the monitor where the game is loading.
wait a bit. if everything was right you should see the last 2 entries in my table populate with adresses/values (green boxes)
like in this screenshot:
[Link]


now you can hit the checkbox on "all together" to activate it (or individual options above).
then close CE table quick with a click on the X on top right of the CE main window.

we dont really need to freeze the game process for this and we also dont need to manual lookup any adresses in memory BUT for some reasons the module/address entries in the table wont populate if the memory viewer isnt open...
game.dll should be loaded right at the start of the cinematic. if it isnt then close game + table and repeat from step 1.

i also tried to write a fully automated lua code but could not get a consitent game.dll read (tried with loops of getAddress(game.dll) but did not work how i like) so its a bit of a "timing and keep eyes open" thing.

i also added the second "no reload" code to the no reload script and "all together" script that affects some other weapons like the senator handgun or some shotguns etc.

here you can check the >
old guide

UPDATE
23 march 2024:
method and table still works.

proof >>>


UPDATE
28 march 2024:
method and table still works.

added a new Weapon Damage Script i made by myself
(with some help of outdated addresses and a not working code snipped from here or references from here).

to make sure the damage script works:
you need to open your armory on your ship once and look at the weapon stats so they can update the values.


super damage script is not part of the all together script because 2 reasons:
first> it uses memory allocation that increases detection chance like in inf.health scripts (what i dont use and recommend to not use)
second> instead of a very long aob that might crash CE (caused by game protections) i use a direct opcode address that will change in the next gameupdate and i need to search it again but at east the script works without any flaws and activates instant.


p.s. credits to sunbeam who ignited the idea to check the game.dll
p.p.s most scripts on my table are manually taken from "version.dll" visual studio builds.
but the script codes (byte arrays etc.) originate from posts here in the forum.
users like cfemen, gir489 and others.
i cut down all scripts to keep the table small and clean.
that including comments, orignal code, credits, registersymbols, memory allowcation
and i dropped all scripts that requires memory alloc to work like inf health (except the new super damage).
I've been following this and I still have an issue where I crash 1-2 minutes into a solo mission with them installed. I followed the video and im closing CE as soon as the into splash launches so I'm not sure what I'm doing wrong.

AnonymousAstartes
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Re: HELLDIVERS 2

Post by AnonymousAstartes »

I've done some more testing to accompany my original comment. ZoDDe's table works. However I noticed the following:

1. If I use Stratagems willy nilly, the game crashes
2. If I jump into a mission immediately the game crashes

If I wait 5-10 minutes on the ship before deploying, I never crash. Additionally, If I never use strategms, I never crash.

BoBFalcon07
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Re: HELLDIVERS 2

Post by BoBFalcon07 »

Bootloop wrote:
Fri Mar 29, 2024 2:16 pm
PhaseShiftStalker wrote:
Fri Mar 29, 2024 1:52 pm
I thought Inf Mission Time was detected and longer usable
I wasn't aware of that and have it included, maybe it's that which was being flagged sometimes?¿ I seem to have an issue if I try to include the 'reduce pickup' timer.

That being said, I've been smashing out missions all last night and today and timer has been stuck on 40 or 12 minutes each time.
Yeah depending on the table I am using sometimes the time stays at max, sometimes the dropship is instead, sometimes both work normally. Can't tell you why.

Misty947
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Re: HELLDIVERS 2

Post by Misty947 »

guys, I am trying to launch CE but gameguard flocks me out due to the static scans.
any bypass for that?

WaiYanHlaing
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Re: HELLDIVERS 2

Post by WaiYanHlaing »

Yanoto wrote:
Thu Mar 28, 2024 10:24 pm
Catalin.Andrey98 wrote:
Thu Mar 28, 2024 7:08 pm
Does anyone have a script for a legit infinite ammo ?

And also a script to reduce the backpack shield cooldown to 1 sec or 2 sec and not to eliminate the cooldown at all, like i saw in a lot of tables?
[ENABLE]

aobscanmodule(ammo_legit,game.dll,41 83 2C C2 01 4D 8D 04 C2 49 8B 84 CA)
registersymbol(ammo_legit)
alloc(newmem,1024)
label(return)

newmem:
cmp dword ptr [r10+rax*8],#2
jle short @f
sub dword ptr [r10+rax*8],01
@@:
lea r8,[r10+rax*8]
mov rax,[r10+rcx*8+00002028]
jmp return

ammo_legit:
jmp far newmem
nop 3
return:

[DISABLE]
Is there legit version for like punisher, slugger, senator?

painz4ever
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Re: HELLDIVERS 2

Post by painz4ever »

I did everything as instructed but keep getting ??? right after it turn red. ami doing something wrong?

AnonymousAstartes
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Re: HELLDIVERS 2

Post by AnonymousAstartes »

painz4ever wrote:
Fri Mar 29, 2024 10:26 pm
I did everything as instructed but keep getting ??? right after it turn red. ami doing something wrong?
Probably. Did you follow the exact instructions on ZoDDeL's post? If not, its you.

DarkestLite
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Re: HELLDIVERS 2

Post by DarkestLite »

Using ZoDDeL latest version everything worked but at the end after I completed personal orders it showed "Completed" but awarded 0 medals.

CampingCraig
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Re: HELLDIVERS 2

Post by CampingCraig »

DarkestLite wrote:
Sat Mar 30, 2024 12:16 am
Using ZoDDeL latest version everything worked but at the end after I completed personal orders it showed "Completed" but awarded 0 medals.
Don't try extracting with more than 100 samples

Ronasce
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Re: HELLDIVERS 2

Post by Ronasce »

dose anyone have ID list for stratagem? e.g Squad team, nuke
im trying to maybe replace equipped stratagem to those if can

would be nice to have a full ID list for easy matching

Yanoto
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Re: HELLDIVERS 2

Post by Yanoto »

WaiYanHlaing wrote:
Fri Mar 29, 2024 10:03 pm
Yanoto wrote:
Thu Mar 28, 2024 10:24 pm
Catalin.Andrey98 wrote:
Thu Mar 28, 2024 7:08 pm
Does anyone have a script for a legit infinite ammo ?

And also a script to reduce the backpack shield cooldown to 1 sec or 2 sec and not to eliminate the cooldown at all, like i saw in a lot of tables?
[ENABLE]

aobscanmodule(ammo_legit,game.dll,41 83 2C C2 01 4D 8D 04 C2 49 8B 84 CA)
registersymbol(ammo_legit)
alloc(newmem,1024)
label(return)

newmem:
cmp dword ptr [r10+rax*8],#2
jle short @f
sub dword ptr [r10+rax*8],01
@@:
lea r8,[r10+rax*8]
mov rax,[r10+rcx*8+00002028]
jmp return

ammo_legit:
jmp far newmem
nop 3
return:

[DISABLE]
Is there legit version for like punisher, slugger, senator?
Yes.

FlameLord7
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Re: HELLDIVERS 2

Post by FlameLord7 »

ZoDDeL wrote:
Thu Mar 28, 2024 4:37 pm
FlameLord7 wrote:
Thu Mar 28, 2024 3:41 pm


Pretty nice work!, lot of us don't know how much time it takes for ya, i tested it and works very well, a sugestion for it could be "increase dmg by n percent", but i don't know much assebmly, there it's a example

// Assuming the original weapon damage is in eax
mov ecx, eax // Copy the original damage to ecx
mov edx, 30 // Load 30 into edx for the percentage calculation
imul ecx, edx // Multiply the original damage by 30
mov edx, 100 // Load 100 into edx for the division
idiv edx // Divide the result by 100 to get 30% of the original damage
// Now, eax contains 30% of the original damage
add eax, ecx // Add the 30% to the original damage
// eax now contains the new weapon damage

i tried with something like that, but i'm not sure if it works, ill test it
newmem:
//rax4
mov R1,#30
mul R2,[rax+04],R1
mov R1,#100
div R2,R2,R1
add [rax+04],R2
already thought about a multiplicator (i do this often in my CE scripts)
but i dont have a bypass to debug / disassemble the game properly.
the static values are there for a reason.
the opcode gets repeatedly called(get triggered by looking in your weapon armory on the ship).
if i set an multiplicator it might blow up really quick and cause bugs, crashes.
also i dont want to make the code more complex as needed.

c happens has a bypass, i tested your table enabling and dissabling some scripts, without any issue, i must notice it is for single player, but it's enough for some debuging without gameward on background

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