HELLDIVERS 2

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gabor8418
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Re: HELLDIVERS 2

Post by gabor8418 »

Can anyone share a CT that's working right now?

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

Corporal0193
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Re: HELLDIVERS 2

Post by Corporal0193 »

gabor8418 wrote:
Fri May 03, 2024 12:25 pm
Can anyone share a CT that's working right now?
ZoDDeL's profile ~ signatures ~ you'll see a link to his current CT. there's some issue with the auto complete on certain missions; but from the sounds of it the rest work fine.

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

UPDATE:
added instant complete bug hives / bot bases (open map once to trigger)
changed / fixed instant mission complete (press right mouse button / mouse 2 while on planet to trigger)

as usual table + guide in my signature


wasted a lot time on other similar opcodes for mission complete but all crash on terminid tower mission loading.
so in the end i came up with the idea of an keybind (this what i would do if the game had no anticheat)
but in form of assembly code (which i never done before).
luckely after some fails and research i found a code snipped from Dark Byte(CE maker) on CE forum to check the keystate.
so now we have a nice little workaround. but pls dont hold mouse 2 while loading / landing on planet to avoid crashes!
anyway better take the chance and farm some medals until it gets broken again :lol:

elamigopaisa
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Re: HELLDIVERS 2

Post by elamigopaisa »

ZoDDeL wrote:
Fri May 03, 2024 1:38 pm
UPDATE:
added instant complete bug hives / bot bases (open map once to trigger)
changed / fixed instant mission complete (press right mouse button / mouse 2 while on planet to trigger)

as usual table + guide in my signature


wasted a lot time on other similar opcodes for mission complete but all crash on terminid tower mission loading.
so in the end i came up with the idea of an keybind (this what i would do if the game had no anticheat)
but in form of assembly code (which i never done before).
luckely after some fails and research i found a code snipped from Dark Byte(CE maker) on CE forum to check the keystate.
so now we have a nice little workaround. but pls dont hold mouse 2 while loading / landing on planet to avoid crashes!
anyway better take the chance and farm some medals until it gets broken again :lol:
have some of the weapon IDS been added too? (concussor liberator, exploding crossbow etc)

Cogitationis
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Re: HELLDIVERS 2

Post by Cogitationis »

elamigopaisa wrote:
Fri May 03, 2024 1:57 pm
ZoDDeL wrote:
Fri May 03, 2024 1:38 pm
UPDATE:
added instant complete bug hives / bot bases (open map once to trigger)
changed / fixed instant mission complete (press right mouse button / mouse 2 while on planet to trigger)

as usual table + guide in my signature


wasted a lot time on other similar opcodes for mission complete but all crash on terminid tower mission loading.
so in the end i came up with the idea of an keybind (this what i would do if the game had no anticheat)
but in form of assembly code (which i never done before).
luckely after some fails and research i found a code snipped from Dark Byte(CE maker) on CE forum to check the keystate.
so now we have a nice little workaround. but pls dont hold mouse 2 while loading / landing on planet to avoid crashes!
anyway better take the chance and farm some medals until it gets broken again :lol:
have some of the weapon IDS been added too? (concussor liberator, exploding crossbow etc)
Yes, most weapons have been added including the Lib Concussive

Apocalypse17
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Re: HELLDIVERS 2

Post by Apocalypse17 »

The autocannon does not have no reload working. The no reload v3 works with some weapons, but with automatic weapons like the stalwart, liberator and liberator concussive, the sound stops working when the clip hits zero even though it keeps firing. No reloadV2 did not have either of these issues.

Otherwise everything else seems to be working. If the autocannon could be fixed and the clip for automatic weapons could not count down to 0 (I notice the grenade launcher does not) Then that would be appreciated.

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

Apocalypse17 wrote:
Fri May 03, 2024 11:13 pm
The autocannon does not have no reload working. The no reload v3 works with some weapons, but with automatic weapons like the stalwart, liberator and liberator concussive, the sound stops working when the clip hits zero even though it keeps firing. No reloadV2 did not have either of these issues.

Otherwise everything else seems to be working. If the autocannon could be fixed and the clip for automatic weapons could not count down to 0 (I notice the grenade launcher does not) Then that would be appreciated.
backpack weapons (recoil-less rifle, autocannon etc,) have no-reload only with ammo backpack equipped (maybe requires one reload to work)
the sound stops because the game makes it stop if fire duration is a specific length with very low clip amount.
thats intented by the game and has nothing todo with the no reload script.
the clip/mag doesnt hit zero it checks for number 2 and if clip would go less it writes 2.
so in other words you always have 2 bullets left in clip/mag.
you can easy change that values by just opening the script and edit them.
if you change numbers to 10 for example the sound should stay.

no reload v2 (write) affects all enemies and there is no viable way to avoid that.
for this reason i made the v3 with a read opcode.

tldr:
everything works perfectly fine and as intended and you just did not read enough into this topic yet to get the basic stuff.

Apocalypse17
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Re: HELLDIVERS 2

Post by Apocalypse17 »

ZoDDeL wrote:
Sat May 04, 2024 6:13 am
Apocalypse17 wrote:
Fri May 03, 2024 11:13 pm
The autocannon does not have no reload working. The no reload v3 works with some weapons, but with automatic weapons like the stalwart, liberator and liberator concussive, the sound stops working when the clip hits zero even though it keeps firing. No reloadV2 did not have either of these issues.

Otherwise everything else seems to be working. If the autocannon could be fixed and the clip for automatic weapons could not count down to 0 (I notice the grenade launcher does not) Then that would be appreciated.
backpack weapons (recoil-less rifle, autocannon etc,) have no-reload only with ammo backpack equipped (maybe requires one reload to work)
the sound stops because the game makes it stop if fire duration is a specific length with very low clip amount.
thats intented by the game and has nothing todo with the no reload script.
the clip/mag doesnt hit zero it checks for number 2 and if clip would go less it writes 2.
so in other words you always have 2 bullets left in clip/mag.
you can easy change that values by just opening the script and edit them.
if you change numbers to 10 for example the sound should stay.

no reload v2 (write) affects all enemies and there is no viable way to avoid that.
for this reason i made the v3 with a read opcode.

tldr:
everything works perfectly fine and as intended and you just did not read enough into this topic yet to get the basic stuff.
Thanks for replying.

Is there any way to make it no reload without the ammo backpack?

lovaper98435
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Re: HELLDIVERS 2

Post by lovaper98435 »

Spoiler

Code: Select all

  cmp [rcx+00],#326 //Helldiver melee
  je dmg_Super
  cmp [rcx+00],#51 //AR-22C Patriot / AR-23 Liberator / AR-48 Truth Whisperer / Guard Dog / Stalwart
  je dmg_Super
  cmp [rcx+00],#48 //AR-23P Liberator Penetrator
  je dmg_Super
  cmp [rcx+00],#25 //P-19 Redeemer / P-2 Peacemaker
  je dmg_Super
  cmp [rcx+00],#101 //SG-225SP Breaker Spray&Pray
  je dmg_Super
  cmp [rcx+00],#44 //P-4 Senator
  je dmg_Super
  cmp [rcx+00],#84 //JAR-5 Dominator
  je dmg_Super
  cmp [rcx+00],#296 //LAS-7 Dagger
  je dmg_Super
  cmp [rcx+00],#297 //LAS-5 Scythe
  je dmg_Super
  cmp [rcx+00],#34 //SG-8S / SMG-37 Defender
  je dmg_Super
  cmp [rcx+00],#19 //LAS-16 Sickle
  je dmg_Super
  cmp [rcx+00],#10 //GL-21 Grenade launcher part 1 / Mortar Sentry shell
  je dmg_Super
  cmp [rcx+00],#127 //Autocannon (part 1/2)
  je dmg_Super
  cmp [rcx+00],#216 //Autocannon (part 2/2)
  je dmg_Super
  cmp [rcx+00],#73 //R-63 Diligence
  je dmg_Super
  cmp [rcx+00],#74 //R-63CS Diligence Counter Sniper
  je dmg_Super
  cmp [rcx+00],#135 //EAT-17 Expendable Anti-Tank part 1
  je dmg_Super
  cmp [rcx+00],#226 //EAT-17 Expendable Anti-Tank part 3
  je dmg_Super
  cmp [rcx+00],#136 //Recoiless Rifle part 1 shell
  je dmg_Super
  cmp [rcx+00],#225 //Recoiless Rifle part 1 explosion
  je dmg_Super
  cmp [rcx+00],#26 //MP-98 Knight
  je dmg_Super
  cmp [rcx+00],#65 //AR-20L / BR-14 Adjudicator / Machine Gun / Gatling / Machine Gun Sentry
  je dmg_Super
  cmp [rcx+00],#9 //FLAM-40 Flamethrower part 1
  je dmg_Super
  cmp [rcx+00],#121 //MG-206 HMG
  je dmg_Super
  cmp [rcx+00],#134 //GP-31 Grenade Pistol
  je dmg_Super
  cmp [rcx+00],#302 //LAS-98 Laser Canno
  je dmg_Super
  cmp [rcx+00],#22 //RS-422 Railgun
  je dmg_Super
  cmp [rcx+00],#80 //R-36 Eruptor
  je dmg_Super
  cmp [rcx+00],#122 //Antimaterial Rifle
  je dmg_Super
  cmp [rcx+00],#227 //Quasar Cannon part 1
  je dmg_Super
  cmp [rcx+00],#228 //Quasar Cannon part 2
  je dmg_Super
  cmp [rcx+00],#124 //CB-9 Exploding Crossbow
  je dmg_Super
  cmp [rcx+00],#129 //EXO-45 Emancipator gun part 1
  je dmg_Super
  cmp [rcx+00],#217 //EXO-45 Emancipator gun part 2
  je dmg_Super
  cmp [rcx+00],#147 //EXO-45 Emancipator rocket part 1
  je dmg_Super
  cmp [rcx+00],#234 //EXO-45 Emancipator rocket part 2
  je dmg_Super
  cmp [rcx+00],#20 //PLAS-1 Scorcher / SG-8P Punisher Plasma
  je dmg_Super
  cmp [rcx+00],#104 //SG-225NS Breaker Nailspitter
  je dmg_Super
  cmp [rcx+00],#117 //ARC-12 Blitzer
  je dmg_Super
  cmp [rcx+00],#145 //Javelin rocket part 1
  je dmg_Super
  cmp [rcx+00],#236 //Javelin rocket part 2
  je dmg_Super
  cmp [rcx+00],#101 //SG-255IE Breaker Incendiary
  je dmg_Super
  cmp [rcx+00],#103 //SG-225BB Breaker Bugbiter
  je dmg_Super
  cmp [rcx+00],#102 //SG-225 Breaker
  je dmg_Super
  cmp [rcx+00],#99 //SG-8 Slugger
  je dmg_Super
  cmp [rcx+00],#88 //SG-8 Punisher
  je dmg_Super
  cmp [rcx+00],#50 //AR-23C Liberator Concussive
  je dmg_Super
  cmp [rcx+00],#280 //Quasar Cannon part 3 (???)
  je dmg_Super
  cmp [rcx+00],#115 //ARC3 Thrower
  je dmg_Super
Spoiler

Code: Select all

  cmp [rcx+04],#0 //unknown damage
  je dmg_code
  cmp [rcx+00],#27 //unknown damage
  je dmg_code
  cmp [rcx+00],#224 //unknown damage
  je dmg_code
  cmp [rcx+00],#125 //unknown damage
  je dmg_code
  cmp [rcx+00],#202 //unknown damage
  je dmg_code
  cmp [rcx+00],#205 //unknown damage
  je dmg_code
  cmp [rcx+00],#309 //unknown damage
  je dmg_code
  cmp [rcx+00],#201 //G-6 Frag part 1
  je dmg_code
  cmp [rcx+00],#111 //G-6 Frag part 2
  je dmg_code
  cmp [rcx+00],#213 //G-12 High Explosive / G-16 Impact
  je dmg_code
  cmp [rcx+00],#203 //G-10 Incendiary
  je dmg_code
  cmp [rcx+00],#220 //GL-21 Grenade Launcher part 2 explosion
  je dmg_code
  cmp [rcx+00],#169 //unknown damage
  je dmg_code
  cmp [rcx+00],#204 //G-123 Thermite
  je dmg_code
  cmp [rcx+00],#309 //unknown damage
  je dmg_code
  cmp [rcx+00],#310 //unknown damage
  je dmg_code
  cmp [rcx+00],#245 //unknown damage
  je dmg_code
  cmp [rcx+00],#243 //unknown damage
  je dmg_code
  cmp [rcx+00],#203 //unknown damage
  je dmg_code
  cmp [rcx+00],#126 //Tesla Tower
  je dmg_code
  cmp [rcx+00],#223 //Mortar Sentry 2
  je dmg_code
  cmp [rcx+00],#140 //unknown damage
  je dmg_code
  cmp [rcx+00],#239 //unknown damage
  je dmg_code
  cmp [rcx+00],#258 //unknown damage
  je dmg_code
  cmp [rcx+00],#154 //500kg bomb1 shell
  je dmg_code
  cmp [rcx+00],#273 //500kg bomb2 explosion
  je dmg_code
  cmp [rcx+00],#305 //Orbital laser
  je dmg_code
  cmp [rcx+00],#160 //Orbital precision strike1
  je dmg_code
  cmp [rcx+00],#267 //Orbital precision strike2
  je dmg_code
  cmp [rcx+00],#161 //Orbital railcannon strike1
  je dmg_code
  cmp [rcx+00],#266 //Orbital railcannon strike2
  je dmg_code
  cmp [rcx+00],#159 //Orbital 120MM HE barrage1
  je dmg_code
  cmp [rcx+00],#268 //Orbital 120MM HE barrage2
  je dmg_code
  cmp [rcx+00],#142 //Eagle airstrike part 1
  je dmg_code
  cmp [rcx+00],#152 //Eagle 110mm rocket pods part 1
  je dmg_code
  cmp [rcx+00],#241 //AntiPersonal MineField / Eagle 110mm rocket pods part 2
  je dmg_code
  cmp [rcx+00],#229 //Eagle cluster bomb
  je dmg_code
  cmp [rcx+00],#112 //unknown damage
  je dmg_code
  cmp [rcx+00],#113 //unknown damage
  je dmg_code
  cmp [rcx+00],#184 //unknown damage
  je dmg_code
  cmp [rcx+00],#186 //unknown damage
  je dmg_code
  cmp [rcx+00],#130 //unknown damage
  je dmg_code
  cmp [rcx+00],#219 //unknown damage
  je dmg_code
  cmp [rcx+00],#1 //unknown damage
  je dmg_code
  cmp [rcx+00],#298 //unknown damage
  je dmg_code
  cmp [rcx+00],#312 //unknown damage
  je dmg_code
  cmp [rcx+00],#282 //unknown damage
  je dmg_code
  cmp [rcx+00],#155 //unknown damage
  je dmg_code
  cmp [rcx+00],#158 //unknown damage
  je dmg_code
  cmp [rcx+00],#269 //unknown damage
  je dmg_code
  cmp [rcx+00],#321 //unknown damage
  je dmg_code
  cmp [rcx+00],#132 //unknown damage
  je dmg_code
  cmp [rcx+00],#214 //unknown damage
  je dmg_code
  cmp [rcx+00],#316 //unknown damage
  je dmg_code
  cmp [rcx+00],#320 //unknown damage
  je dmg_code
  cmp [rcx+00],#192 //unknown damage
  je dmg_code
  cmp [rcx+00],#311 //unknown damage
  je dmg_code
  cmp [rcx+00],#242 //unknown damage
  je dmg_code
  cmp [rcx+00],#342 //unknown damage
  je dmg_code
  cmp [rcx+00],#324 //unknown damage
  je dmg_code
  cmp [rcx+00],#287 //unknown damage
  je dmg_code
  cmp [rcx+00],#345 //unknown damage
  je dmg_code
  cmp [rcx+00],#196 //unknown damage
  je dmg_code
  cmp [rcx+00],#309 //unknown damage
  je dmg_code
  cmp [rcx+00],#162 //unknown damage
  je dmg_code
  cmp [rcx+00],#271 //unknown damage
  je dmg_code
  cmp [rcx+00],#292 //unknown damage
  je dmg_code
  cmp [rcx+00],#231 //unknown damage
  je dmg_code
  cmp [rcx+00],#256 //unknown damage
  je dmg_code
  cmp [rcx+00],#211 //unknown damage
  je dmg_code
  cmp [rcx+00],#212 //unknown damage
  je dmg_code
  cmp [rcx+00],#208 //unknown damage
  je dmg_code
  cmp [rcx+00],#336 //unknown damage
  je dmg_code
  cmp [rcx+00],#2 //unknown damage
  je dmg_code
  cmp [rcx+00],#176 //unknown damage
  je dmg_code
  cmp [rcx+00],#333 //unknown damage
  je dmg_code
  cmp [rcx+00],#4 //unknown damage
  je dmg_code
  cmp [rcx+00],#120 //unknown damage
  je dmg_Super
  cmp [rcx+00],#340 //unknown damage
  je dmg_code
  cmp [rcx+00],#338 //unknown damage
  je dmg_code
  cmp [rcx+00],#339 //unknown damage
  je dmg_code
  cmp [rcx+00],#7 //unknown damage
  je dmg_code
  cmp [rcx+00],#353 //unknown damage
  je dmg_code
  cmp [rcx+00],#354 //unknown damage
  je dmg_code
  cmp [rcx+00],#206 //unknown damage
  je dmg_code
  cmp [rcx+00],#261 //unknown damage
  je dmg_code
  cmp [rcx+00],#281 //unknown damage
  je dmg_code
  cmp [rcx+00],#6 //unknown damage
  je dmg_code
  cmp [rcx+00],#257 //unknown damage
  je dmg_code
  cmp [rcx+00],#119 //unknown damage
  je dmg_code
  cmp [rcx+00],#5 //unknown damage
  je dmg_code
  cmp [rcx+00],#246 //unknown damage
  je dmg_code
  cmp [rcx+00],#265 //unknown damage
  je dmg_code
  cmp [rcx+00],#54 //unknown damage
  je dmg_code
  cmp [rcx+00],#276 //unknown damage
  je dmg_code
Last edited by lovaper98435 on Mon May 06, 2024 11:11 am, edited 1 time in total.

sorma1
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Re: HELLDIVERS 2

Post by sorma1 »

hi guys im newbie sry Is there a script for quasar waiting time ?

ironman69
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Re: HELLDIVERS 2

Post by ironman69 »

just wondering. is it possible to bypass the psn account requirements? bcos my country does not support psn :( thank you

curtcohbain
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Re: HELLDIVERS 2

Post by curtcohbain »

Would there be a way to change the auto complete so it doesn't do side objectives? Would rather just farm medals and not shoot up as much level wise. I tried commenting out Mission A and mission B separately, but it still auto completed all the side objectives.

icysnow
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Re: HELLDIVERS 2

Post by icysnow »

ironman69 wrote:
Sat May 04, 2024 8:06 pm
just wondering. is it possible to bypass the psn account requirements? bcos my country does not support psn :( thank you
I feel sorry for you, let's hope they work out something this time
[Link]


Edit, they unlisted the game now from than 100 countries, looks like they are not going to pull back on this...

sinner2469
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Re: HELLDIVERS 2

Post by sinner2469 »

not my work but should work with current patch
Attachments
UpToDate.ct
(44.35 KiB) Downloaded 534 times

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

curtcohbain wrote:
Sat May 04, 2024 11:16 pm
Would there be a way to change the auto complete so it doesn't do side objectives? Would rather just farm medals and not shoot up as much level wise. I tried commenting out Mission A and mission B separately, but it still auto completed all the side objectives.
in short:
no.


in long:
maaaaaaaybe but not worth the effort.
both opcodes check (read) all mission + side mission cleared values.
the only way to filter them would be to know a pattern that differentiate them like an ID or something.
if* there is an mission ID i have to find all the sidequest(light blue) mission ID's first and that would take much time and effort.

the next point to not do it is the simple fact that nobody gains anything from it because the natural way is to levelup by playing the missions(often including side mission + hives/bases) and getting xp for that.
there is nothing legit in grinding 1000 medals(clearing warbonds) without leveling at all.
also the leveling slows down because each next levelup requires more xp then
the previous but you wont get more xp on the mission.

another point may be that instant mission complete lets you level faster
as you would by manual playing the mission but nobody ingame see's your playtime anyway.
they only see your level and if its too low you get kicked.
just as an example, iam like level 58 with 143 hours(some hours just for testing CE stuff...).
there are plenty of people who have way higher level than me in less time
who play legit but i also used to play most mission myself without instant mission complete
because i already had a bunch for medals and dont care for leveling.
on most legit parties they clear main mission + some blue side mission
and often clear all hives/bases because shredding bases is fun while
some blue sidemission are annyoing.
if you add main + 1-2 side + all bases you got the ~same xp as you
would only for main+all side mission (instant complete) without any bases/hives.
so you should not worry about leveling a bit on grinding medals because everyone levels no matter if they cheat or not.
Last edited by ZoDDeL on Sun May 05, 2024 6:51 am, edited 1 time in total.

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