HELLDIVERS 2

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gir489
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Re: HELLDIVERS 2

Post by gir489 »

fallout11 wrote:
Sat Jun 15, 2024 7:56 pm
gir489 wrote:
Sat Jun 15, 2024 1:05 am
I'm really sorry I never got back to you. I think you tagged me in cfemen's discord or something asking me to update this, and at the time, I was raging against the machine because they disabled DLL injection and my weapon updater wasn't working.

F3 41 0F 5C CC F3 0F 11 4C F5 should be the updated signature.
No worries, and thank you very much again.
This was definitely not top priority, and your weapon ID research came in very handy.
I forgot to add in the original instructions we're bulldozing for the JMP hook. This script should work now. When testing it, the shield never recharged.

Code: Select all

// Game Executable   : helldivers2.exe
// Author            : gir489
// Executable Version: 1.8.20424.0
// MD5 Signature     : 714FB37A355B892081B500B0148D8A2B
// EXE Compile Date  : June 05, 2024 09:54 AM
// Script Date       : June 14, 2024 09:00 PM
[ENABLE]
aobscanmodule(aob_ShielDeezNutts,game.dll,F3 41 0F 5C CC F3 0F 11 4C F5 08)
registersymbol(aob_ShielDeezNutts)
alloc(ShieldDeezNutts,1024,game.dll)
label(ShieldDeezNutts_return)

ShieldDeezNutts:
  subss xmm1,xmm12
  comiss xmm1, dword ptr [compare_shield]
  jbe short @f
  movss xmm1, dword ptr [compare_shield]
@@:
  movss [rbp+rsi*8+08],xmm1
  movaps xmm2, xmm1
  jmp ShieldDeezNutts_return
compare_shield:
dd (float)5.0  // maximum shield cooldown duration in seconds

aob_ShielDeezNutts:
  jmp far ShieldDeezNutts
ShieldDeezNutts_return:

[DISABLE]
dealloc(ShieldDeezNutts)
unregistersymbol(aob_ShielDeezNutts)

aob_ShielDeezNutts:
  db F3 41 0F 5C CC F3 0F 11 4C F5 08 0F 28 D1


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

BlazedBeard95
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Re: HELLDIVERS 2

Post by BlazedBeard95 »

Is there any possible way to edit weapon stuff like explosion radius? I want to revert the explosion radius nerf they did to the Crossbow but I'm not positive this is something that can be done via cheats. Anybody know if it's possible?

CrimbsonVoorhees
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Re: HELLDIVERS 2

Post by CrimbsonVoorhees »

well after using the updated shield script gir posted it seems to recharge by diving once it runs out, at least that's what iv'e been doing and i haven't had a problem with it since, Just gotta Double press B or press Alt and boom shields recharge

Blasphemous
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Re: HELLDIVERS 2

Post by Blasphemous »

Can someone do waypoint teleport for CE?

MonitorAnon
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Re: HELLDIVERS 2

Post by MonitorAnon »

After this patch, some more unreleased stratagems can be unlocked with the tables here. I noticed some will crash the game.

Displacer Backpack: Crashes the game upon user's fatal damage.
Missile Silo: Crashes the game upon drop.

Is the crash due to stratagems not finished or current designs of the tables here?

yeehaw4311
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Re: HELLDIVERS 2

Post by yeehaw4311 »

ZoDDeL wrote:
Fri Jun 14, 2024 1:55 am
UPDATE:
guide:
added a new guide + download for a free GG bypass / remover


table:
replaced broken scripts/ code gir489 already fixed.

validated all scripts by checking opcodes
(this doesnt mean everything totally works!)

replaced weapon ID's by the updated ones from gir489
because iam lazy / no reason todo same work twice

added disable code on a few scripts
(more come in next table update)

added a toggle for damage script
( unknown ID = enemy / default)

this is just a quick work in progress / beta table update
there could be stuff not fully workin but at least speedhack and dmg mod works.

also planned to add disable code for all scripts as we are now in bypass requirered land.
and i will add more toggles / user options similar to the "unknown ID = enemy / default" one
so people dont have to open scripts and search stuff / get confused :D


p.s.
wohoo 200 pages of HD2 posts :roll:
i will look more into it later.
Is the GG bypass still Aurora-based? Or is it something else now?

BlazedBeard95
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Re: HELLDIVERS 2

Post by BlazedBeard95 »

yeehaw4311 wrote:
Sun Jun 16, 2024 8:22 am
ZoDDeL wrote:
Fri Jun 14, 2024 1:55 am
UPDATE:
guide:
added a new guide + download for a free GG bypass / remover


table:
replaced broken scripts/ code gir489 already fixed.

validated all scripts by checking opcodes
(this doesnt mean everything totally works!)

replaced weapon ID's by the updated ones from gir489
because iam lazy / no reason todo same work twice

added disable code on a few scripts
(more come in next table update)

added a toggle for damage script
( unknown ID = enemy / default)

this is just a quick work in progress / beta table update
there could be stuff not fully workin but at least speedhack and dmg mod works.

also planned to add disable code for all scripts as we are now in bypass requirered land.
and i will add more toggles / user options similar to the "unknown ID = enemy / default" one
so people dont have to open scripts and search stuff / get confused :D


p.s.
wohoo 200 pages of HD2 posts :roll:
i will look more into it later.
Is the GG bypass still Aurora-based? Or is it something else now?
Not Aurora-based now

yeehaw4311
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Re: HELLDIVERS 2

Post by yeehaw4311 »

BlazedBeard95 wrote:
Sun Jun 16, 2024 9:09 am
Not Aurora-based now
Is there a link to the new one pls? thanks :)

0CrossTrigger0
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Re: HELLDIVERS 2

Post by 0CrossTrigger0 »

gir489 wrote:
Sun Jun 16, 2024 1:46 am
fallout11 wrote:
Sat Jun 15, 2024 7:56 pm
gir489 wrote:
Sat Jun 15, 2024 1:05 am
I'm really sorry I never got back to you. I think you tagged me in cfemen's discord or something asking me to update this, and at the time, I was raging against the machine because they disabled DLL injection and my weapon updater wasn't working.

F3 41 0F 5C CC F3 0F 11 4C F5 should be the updated signature.
No worries, and thank you very much again.
This was definitely not top priority, and your weapon ID research came in very handy.
I forgot to add in the original instructions we're bulldozing for the JMP hook. This script should work now. When testing it, the shield never recharged.

Code: Select all

// Game Executable   : helldivers2.exe
// Author            : gir489
// Executable Version: 1.8.20424.0
// MD5 Signature     : 714FB37A355B892081B500B0148D8A2B
// EXE Compile Date  : June 05, 2024 09:54 AM
// Script Date       : June 14, 2024 09:00 PM
[ENABLE]
aobscanmodule(aob_ShielDeezNutts,game.dll,F3 41 0F 5C CC F3 0F 11 4C F5 08)
registersymbol(aob_ShielDeezNutts)
alloc(ShieldDeezNutts,1024,game.dll)
label(ShieldDeezNutts_return)

ShieldDeezNutts:
  subss xmm1,xmm12
  comiss xmm1, dword ptr [compare_shield]
  jbe short @f
  movss xmm1, dword ptr [compare_shield]
@@:
  movss [rbp+rsi*8+08],xmm1
  movaps xmm2, xmm1
  jmp ShieldDeezNutts_return
compare_shield:
dd (float)5.0  // maximum shield cooldown duration in seconds

aob_ShielDeezNutts:
  jmp far ShieldDeezNutts
ShieldDeezNutts_return:

[DISABLE]
dealloc(ShieldDeezNutts)
unregistersymbol(aob_ShielDeezNutts)

aob_ShielDeezNutts:
  db F3 41 0F 5C CC F3 0F 11 4C F5 08 0F 28 D1
Can we change the float from 5.0 sec to 3.0 sec for the shield backpack recharge? Will it still work or is the 5 sec the one that will make it work?

fallout11
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Re: HELLDIVERS 2

Post by fallout11 »

MonitorAnon wrote:
Sun Jun 16, 2024 8:12 am
After this patch, some more unreleased stratagems can be unlocked with the tables here. I noticed some will crash the game.

Displacer Backpack: Crashes the game upon user's fatal damage.
Missile Silo: Crashes the game upon drop.

Is the crash due to stratagems not finished or current designs of the tables here?
Yep, neither of those are "finished" yet. The deployable walls do work, btw (both kinds).

fallout11
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Re: HELLDIVERS 2

Post by fallout11 »

0CrossTrigger0 wrote:
Sun Jun 16, 2024 10:40 am
Can we change the float from 5.0 sec to 3.0 sec for the shield backpack recharge? Will it still work or is the 5 sec the one that will make it work?
You can absolutely change the numerical value.
It was 6 seconds when the game was released, current default is like 12-13 seconds.

Bai_88
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Re: HELLDIVERS 2

Post by Bai_88 »

Has anyone found the right fire ID yet? I am trying to find it only to end up making either the specific enemies to one hit KO me or my weapon do absolutely no damage at all?

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killerkrok555
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Re: HELLDIVERS 2

Post by killerkrok555 »

Bai_88 wrote:
Sun Jun 16, 2024 3:20 pm
Has anyone found the right fire ID yet? I am trying to find it only to end up making either the specific enemies to one hit KO me or my weapon do absolutely no damage at all?
what fire? fire effect/ grenades / flamethrower /

Bai_88
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Re: HELLDIVERS 2

Post by Bai_88 »

killerkrok555 wrote:
Sun Jun 16, 2024 3:32 pm
Bai_88 wrote:
Sun Jun 16, 2024 3:20 pm
Has anyone found the right fire ID yet? I am trying to find it only to end up making either the specific enemies to one hit KO me or my weapon do absolutely no damage at all?
what fire? fire effect/ grenades / flamethrower /
the ground fire or the burn, the last table was 309 if I'm remember but since it changed I try to find it again just to put it in whitelist.

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killerkrok555
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Re: HELLDIVERS 2

Post by killerkrok555 »

Bai_88 wrote:
Sun Jun 16, 2024 5:18 pm


the ground fire or the burn, the last table was 309 if I'm remember but since it changed I try to find it again just to put it in whitelist.
316

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