HELLDIVERS 2

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Amsxure
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Re: HELLDIVERS 2

Post by Amsxure »

does anyone have inf ammo script for turret ? or inf health for turret

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

fallout11
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Re: HELLDIVERS 2

Post by fallout11 »

phineas wrote:
Fri May 24, 2024 8:54 pm
"overheat" probably means these weapons:
LAS-5 Scythe (Primary)
LAS-7 Dagger (Secondary)
LAS-98 Laser Cannon (Support)
LAS-99 Quasar Cannon (Support)

Thanks for all the great work so far. The game is a lot more fun with these mods.
Gir489, you had a "no overhead laser cannon" script back in March that worked well into April, but then stopped working after a big patch/update/round of nerfs. The code for that was as follows (but no longer works):
Spoiler
[ENABLE]
aobscanmodule(aob_NoLaserOverheat,game.dll,F3 0F 11 09 4C 8B C1 49)
registersymbol(aob_NoLaserOverheat)

aob_NoLaserOverheat:
nop 4

[DISABLE]
aob_NoLaserOverheat:
db F3 0F 11 09

unregistersymbol(aob_NoLaserOverheat)
I'm guessing some address moved.
It would be nice to have working again.

Richy Rich
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Re: HELLDIVERS 2

Post by Richy Rich »

This is just reorganized, redesigned and remodified versions of scripts I found here. I didnt create any of these but I modified some to create more freedom. Enjoy
Attachments
helldivers2.CT
(143.52 KiB) Downloaded 482 times

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ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

0CrossTrigger0 wrote:
Sat May 25, 2024 8:46 am
Follow up question for the penetration for let say heavy armor which one would I need to tweak on the Super Damage? Because there's 4 of them on the Super Damage which I put the "//" on so which one should I have active?
there are 4 lines for penetration because penetration uses up to 4 different values to calculate penetration.
some say its low angle, high angle, heavy armor and ???
i cannot confirm or deny these claims because i did not expemeriment much with it because i dont care.
i know that set to 0 make no penetration and set to 100 for example penetrate everything (if you use all 4 lines).
if you exclude all 4 lines penetration stays default.


oddity93 wrote:
Sat May 25, 2024 9:26 am
if i change "mulss dmg_multiplier 100" to "addss dmg_multiplier 100" it automatically goes from x100 to +100 right? nothing else i need to change? gonna try it myself in like, an hour, but i'll ask it here for others' posterity anyway
exacatly.

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gir489
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Re: HELLDIVERS 2

Post by gir489 »

fallout11 wrote:
Sat May 25, 2024 12:11 pm
phineas wrote:
Fri May 24, 2024 8:54 pm
"overheat" probably means these weapons:
LAS-5 Scythe (Primary)
LAS-7 Dagger (Secondary)
LAS-98 Laser Cannon (Support)
LAS-99 Quasar Cannon (Support)

Thanks for all the great work so far. The game is a lot more fun with these mods.
Gir489, you had a "no overhead laser cannon" script back in March that worked well into April, but then stopped working after a big patch/update/round of nerfs. The code for that was as follows (but no longer works):
Spoiler
[ENABLE]
aobscanmodule(aob_NoLaserOverheat,game.dll,F3 0F 11 09 4C 8B C1 49)
registersymbol(aob_NoLaserOverheat)

aob_NoLaserOverheat:
nop 4

[DISABLE]
aob_NoLaserOverheat:
db F3 0F 11 09

unregistersymbol(aob_NoLaserOverheat)
I'm guessing some address moved.
It would be nice to have working again.

Code: Select all

// Game Executable   : helldivers2.exe
// Author            : gir489
// Executable Version: 1.8.19279.0
// MD5 Signature     : 94CE72E11EB1E8E8CA9D1201B779444F
// EXE Compile Date  : May 08, 2024 11:48 AM
// Script Date       : May 25, 2024 03:25 PM
[ENABLE]
aobscanmodule(aob_ImmaChargingMahLasor,game.dll,F3 41 0F 11 08 8B 49)
registersymbol(aob_ImmaChargingMahLasor)

aob_ImmaChargingMahLasor+4:
 db 28

[DISABLE]
aob_ImmaChargingMahLasor:
  db F3 41 0F 11 08

unregistersymbol(aob_ImmaChargingMahLasor)

{
// ORIGINAL CODE - INJECTION POINT: game.dll+41F4FA

game.dll+41F4B0: 74 75                    - je game.dll+41F527
game.dll+41F4B2: 3B C3                    - cmp eax,ebx
game.dll+41F4B4: 74 75                    - je game.dll+41F52B
game.dll+41F4B6: FF C1                    - inc ecx
game.dll+41F4B8: 41 3B C8                 - cmp ecx,r8d
game.dll+41F4BB: 72 E3                    - jb game.dll+41F4A0
game.dll+41F4BD: 33 ED                    - xor ebp,ebp
game.dll+41F4BF: 48 8B 9C 24 C8 00 00 00  - mov rbx,[rsp+000000C8]
game.dll+41F4C7: 48 8B 7C 24 20           - mov rdi,[rsp+20]
game.dll+41F4CC: 0F 2F F7                 - comiss xmm6,xmm7
game.dll+41F4CF: 0F 86 CF 02 00 00        - jbe game.dll+41F7A4
game.dll+41F4D5: 0F 28 C6                 - movaps xmm0,xmm6
game.dll+41F4D8: F3 41 0F 10 4E 0C        - movss xmm1,[r14+0C]
game.dll+41F4DE: F3 0F 5D C8              - minss xmm1,xmm0
game.dll+41F4E2: 4D 8B 45 58              - mov r8,[r13+58]
game.dll+41F4E6: BA 36 38 02 A5           - mov edx,A5023836
game.dll+41F4EB: 49 8B 45 40              - mov rax,[r13+40]
game.dll+41F4EF: 49 83 C0 18              - add r8,18
game.dll+41F4F3: 4D 03 C7                 - add r8,r15
game.dll+41F4F6: 48 8B 0C D8              - mov rcx,[rax+rbx*8]
// ---------- INJECTING HERE ----------
game.dll+41F4FA: F3 41 0F 11 08           - movss [r8],xmm1
// ---------- DONE INJECTING  ----------
game.dll+41F4FF: 8B 49 10                 - mov ecx,[rcx+10]
game.dll+41F502: E8 19 BC 67 00           - call game.dll+A9B120
game.dll+41F507: 41 0F 2F 7E 0C           - comiss xmm7,[r14+0C]
game.dll+41F50C: 0F 82 AF 02 00 00        - jb game.dll+41F7C1
game.dll+41F512: 80 BC 24 B0 00 00 00 00  - cmp byte ptr [rsp+000000B0],00
game.dll+41F51A: 0F 85 A1 02 00 00        - jne game.dll+41F7C1
game.dll+41F520: B0 01                    - mov al,01
game.dll+41F522: E9 9C 02 00 00           - jmp game.dll+41F7C3
game.dll+41F527: 3B C3                    - cmp eax,ebx
game.dll+41F529: 75 92                    - jne game.dll+41F4BD
game.dll+41F52B: 41 83 7C D2 04 FF        - cmp dword ptr [r10+rdx*8+04],-01
game.dll+41F531: 74 8A                    - je game.dll+41F4BD
game.dll+41F533: 3B DF                    - cmp ebx,edi
game.dll+41F535: 74 3E                    - je game.dll+41F575
game.dll+41F537: 44 8B 4D 28              - mov r9d,[rbp+28]
game.dll+41F53B: 41 8D 70 FF              - lea esi,[r8-01]
game.dll+41F53F: 44 0F AF CB              - imul r9d,ebx
game.dll+41F543: 33 C9                    - xor ecx,ecx
game.dll+41F545: 45 85 C0                 - test r8d,r8d
game.dll+41F548: 74 2B                    - je game.dll+41F575
}
I updated it to its current position, but it wouldn't work against the Quasar no matter what I did. It must have some kind of timer-based cooldown for it, and the overheat value is purely visual, don't know, don't care.

FR1000
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Re: HELLDIVERS 2

Post by FR1000 »

How do I properly use the bypasser? Nothing really launches for me

phineas
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Re: HELLDIVERS 2

Post by phineas »

gir489 wrote:
Sat May 25, 2024 7:37 pm
I updated it to its current position, but it wouldn't work against the Quasar no matter what I did. It must have some kind of timer-based cooldown for it, and the overheat value is purely visual, don't know, don't care.
wow, thanks a bunch! works great!

Lasers look cool, and are so much fun:
Spoiler
[Link]

fallout11
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Re: HELLDIVERS 2

Post by fallout11 »

Thanks a bunch Gir489!

Passer556
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Re: HELLDIVERS 2

Post by Passer556 »

gir489 wrote:
Sat May 25, 2024 7:37 pm

I updated it to its current position, but it wouldn't work against the Quasar no matter what I did. It must have some kind of timer-based cooldown for it, and the overheat value is purely visual, don't know, don't care.
As I recalled, back then there were 2 No Overheat scripts, one for the Las Cannon (and other beamer) the other for Sickle (that also work on Quasar). The Cannon script would stop the gradual heat up and COOL OFF of beam weapons, so when used on Sickle or Quasar whitout their dedicated script, these guns will stay overheated forever.

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gir489
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Re: HELLDIVERS 2

Post by gir489 »

Passer556 wrote:
Sat May 25, 2024 9:55 pm
gir489 wrote:
Sat May 25, 2024 7:37 pm

I updated it to its current position, but it wouldn't work against the Quasar no matter what I did. It must have some kind of timer-based cooldown for it, and the overheat value is purely visual, don't know, don't care.
As I recalled, back then there were 2 No Overheat scripts, one for the Las Cannon (and other beamer) the other for Sickle (that also work on Quasar). The Cannon script would stop the gradual heat up and COOL OFF of beam weapons, so when used on Sickle or Quasar whitout their dedicated script, these guns will stay overheated forever.
If you have the Sickle script, I can run my auto updater on it to find its new position in 1.00.304.

0CrossTrigger0
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Re: HELLDIVERS 2

Post by 0CrossTrigger0 »

ZoDDeL wrote:
Sat May 25, 2024 3:59 pm
0CrossTrigger0 wrote:
Sat May 25, 2024 8:46 am
Follow up question for the penetration for let say heavy armor which one would I need to tweak on the Super Damage? Because there's 4 of them on the Super Damage which I put the "//" on so which one should I have active?
there are 4 lines for penetration because penetration uses up to 4 different values to calculate penetration.
some say its low angle, high angle, heavy armor and ???
i cannot confirm or deny these claims because i did not expemeriment much with it because i dont care.
i know that set to 0 make no penetration and set to 100 for example penetrate everything (if you use all 4 lines).
if you exclude all 4 lines penetration stays default.


oddity93 wrote:
Sat May 25, 2024 9:26 am
if i change "mulss dmg_multiplier 100" to "addss dmg_multiplier 100" it automatically goes from x100 to +100 right? nothing else i need to change? gonna try it myself in like, an hour, but i'll ask it here for others' posterity anyway
exacatly.
Ok ok got it I'll just reactivate it since I want my Stalwart to be armor pen like a HMG anyways hehehe

Passer556
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Re: HELLDIVERS 2

Post by Passer556 »

gir489 wrote:
Sun May 26, 2024 1:52 am
If you have the Sickle script, I can run my auto updater on it to find its new position in 1.00.304.
I think it's this one? Looted it from one of saixlast's table. Obviously I can't really test it now.

Laser rifle "Sickle" does not overheat

Code: Select all

[ENABLE]
aobscanmodule(Sickle_Rifle_Overheating, game.dll,F3 42 0F 11 84 32 ?? ?? ?? ?? 8B 55 38 43 89 94 35)
registersymbol(Sickle_Rifle_Overheating)

Sickle_Rifle_Overheating:
nop 10

[DISABLE]
Also the Old Las Cannon script that would stop cool off:

Laser Cannon Won't Overheat

Code: Select all

[ENABLE]
aobscanmodule(aob_NoLaserOverheat,game.dll,F3 0F 11 09 4C 8B C1 49)
registersymbol(aob_NoLaserOverheat)

aob_NoLaserOverheat:
  nop 4

[DISABLE]
aob_NoLaserOverheat:
  db F3 0F 11 09

unregistersymbol(aob_NoLaserOverheat)
Last edited by Passer556 on Sun May 26, 2024 3:07 am, edited 2 times in total.

sinner2469
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Re: HELLDIVERS 2

Post by sinner2469 »

I don't know if this can be done but is there any way to make the Mech's and there limbs invincible ?

shinsoma
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Re: HELLDIVERS 2

Post by shinsoma »

Hello everyone.

In the "No Reload" coding, I want to make it as if I'm not cheating.

Basically what I want to do is that when you shoot a weapon, and the cheat's on, you can still see the bullet count slowly deplete but my idea is that the magazine will stay on "red" and the bullet count will stay on "4", still keeping the façade that you can reload the weapon.

I'm new to coding so I appreciate all the help I can get.

Thank you.

vallenvega
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Re: HELLDIVERS 2

Post by vallenvega »

shinsoma wrote:
Sun May 26, 2024 4:13 am
Hello everyone.

In the "No Reload" coding, I want to make it as if I'm not cheating.

Basically what I want to do is that when you shoot a weapon, and the cheat's on, you can still see the bullet count slowly deplete but my idea is that the magazine will stay on "red" and the bullet count will stay on "4", still keeping the façade that you can reload the weapon.

I'm new to coding so I appreciate all the help I can get.

Thank you.
IIRC this is on Zoddel's legit no reload v3.
you can customize how much is left in the weapon too.
you can find the table in his signature.

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