HELLDIVERS 2

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NekoTheWeird
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Re: HELLDIVERS 2

Post by NekoTheWeird »

crazyeyes1992 wrote:
Sat Mar 02, 2024 12:14 pm
NekoTheWeird wrote:
Sat Mar 02, 2024 5:12 am
crazyeyes1992 wrote:
Sat Mar 02, 2024 4:58 am
Does not work. Did the console thing. Replaced the exe. Followed the video. Added slow in for anti cheat.. Won't even activate the cheats before I can close the cheat window so it doesn't crash. They won't click the boxes to activate them, and if they do, they say that they can't find something. Look. I'm retarded. I'm old. I did the steps, and correctly, I don't know what the steps mean, or anything, but I did them right. It just doesn't work for CE for me. Yes I have 7.5. Table won't activate. Did they fix it completely now or something?
When you start the game, does the game itself (Black screen until Gameguard init.) open WITH the gameguard popup?
If yes, you got the right EXE and paramets. If not, check the paramets/exe and try again.
(If your game is open right now, close it.)
Now, when you open the CT, right click all the "cheats" and set a hotkey. Do this to all the cheats for the same hotkey. (I went with HOME)
Then File - Save

Now when you open the game, and it shows a black screen with the gameguard popup, quickly go to the CT,find process - applications - Helldivers 2. Select it and open, keep current list. Hit the hotkey you set before (Cheats should be crossed now, if not, something went wrong.) and close cheat engine. Now everything should be activated and working. Enjoy.
I am retarded. Plain and simple. Got it fixed. I wasn't closing CE. As in, I was minimizing it, I thought that was "closing it", as I've assumed it doesn't work when closed, I am happily mistaken. Thank you kindly for the elaboration. I appreciate it.
No problem, glad i could be of help. Enjoy!

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

blargle7324186
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Re: HELLDIVERS 2

Post by blargle7324186 »

vitoek wrote:
Sun Mar 03, 2024 12:02 am
where can i download the easy package.rar?

nevermind got it^^
Can you link where you found it? The mega link is dead.

It is here [Link]
Last edited by blargle7324186 on Sun Mar 03, 2024 12:25 am, edited 1 time in total.

IndigoHotel87
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Re: HELLDIVERS 2

Post by IndigoHotel87 »

LittleLight wrote:
Sat Mar 02, 2024 10:19 pm
HentaiActor wrote:
Sat Mar 02, 2024 11:50 am
So has anyone been able to find any information about the unreleased weapons? I've been going through pretty much every bin file but have been unable to find anything. I might have missed it, but I can only think of them being in generated_entities.dl_bin, since the other bins seem less likely to contain them.
Here's some more:
AR-48 Truth Whisperer
Image
BR-14 Adjudicator
Image
AR-20L Justice
Image
CB-9 Exploding Crossbow
Image
R-36 Eruptor
Image
This is some good info wow.

StarkSint
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Re: HELLDIVERS 2

Post by StarkSint »

Anyone have luck with modifying velocity/movement speed?

Every time i think i found the function it doesn't work, i can just speedhack it when im host but that's annoying.

VladossX
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Re: HELLDIVERS 2

Post by VladossX »

Can anyone find a hex code for an extraction beacon? To replace any weapon and be able to evacuate from any location. What do you think about something like that?

typicaleight09
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Re: HELLDIVERS 2

Post by typicaleight09 »

LittleLight wrote:
Sat Mar 02, 2024 11:58 pm
HentaiActor wrote:
Sat Mar 02, 2024 11:27 pm
LittleLight wrote:
Sat Mar 02, 2024 10:19 pm


Here's some more:
AR-48 Truth Whisperer
Image
BR-14 Adjudicator
Image
AR-20L Justice
Image
CB-9 Exploding Crossbow
Image
R-36 Eruptor
Image

That's wicked! Can I ask, did you find them yourself? If so, could you share the hex codes, or where you got the screenshots from?
Found myself.
What did you do to get access to them? Or are these photos from the files somewhere? If you don't mind me asking

Chaotic_H3LL
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Re: HELLDIVERS 2

Post by Chaotic_H3LL »

Is anyone willing to lend a hand and do the samples with me? Can't do it myself due to being max'd on my Mega Transfers lmao

Sanghelios
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Re: HELLDIVERS 2

Post by Sanghelios »

Same, can't get it to work and would be glad if someone could do samples with me

depressedjacket
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Re: HELLDIVERS 2

Post by depressedjacket »

I'm thinking there's got to be a way to get more medals and requisition slips in a mission, maybe a way to modify the number you pick up whenever you grab some in game?

ridervtb
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Re: HELLDIVERS 2

Post by ridervtb »

Got it to work , thanks!!!

altinyx
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Re: HELLDIVERS 2

Post by altinyx »

Wait so is this table working or nah? None of the scripts are working for me

ultra nuke
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Re: HELLDIVERS 2

Post by ultra nuke »

Does anyone have a CT table that can modify the limited number of strategic equipment? I found that the nuclear bomb only has one round, and it is obviously unwise to waste a square to use it.

InC
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Re: HELLDIVERS 2

Post by InC »

ds105 wrote:
Sat Mar 02, 2024 10:30 pm
InC wrote:
Sat Mar 02, 2024 9:21 pm
ds105 wrote:
Sat Mar 02, 2024 9:13 pm


If you right-click the Add 5 Resources script and select Change Script, you can modify the added value from there.

I tried this, this just defaults the pick up to the default value of 1

Update, i got it to work, but now the game Crashes with an error from Game guard.
That makes zero sense. Do you have the correct EXE and have you added the delay to the launch options?
Also, I should probably clarify that the number is in hexadecimal. Everything up to 9 would be the same, but anything higher than that would need to be converted.
Yup, i managed to without changing the values play for a a three map session, editing the values seems to create a hard crash. I'm playing around with them to see what the best value is to max without triggering a crash.

cobaltlotus
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Re: HELLDIVERS 2

Post by cobaltlotus »

If anyone could hook me up with some samples, that'd be dope. ty

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cfemen
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Re: HELLDIVERS 2

Post by cfemen »

reNull wrote:
Sat Mar 02, 2024 6:58 pm
Is something like No Recoil possible for this game, or is server sided?
;)
Image

(yes damage & fire-rate also works fine )



Recoil-Script:

Code: Select all

[ENABLE]
aobscanmodule(aobReadRecoil,game.dll,48 83 EC 18 48 8B 01)
aobReadRecoil:
  db c3
registersymbol(aobReadRecoil)
[DISABLE]
aobReadRecoil:
  db 48
unregistersymbol(aobReadRecoil)
If you don't know how to add the code, just google or wait until Gir adds it to the table.

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