Warhammer 40,000: Space Marine 2 Trainer

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Klerik
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Klerik »

p1tbull wrote:
Wed Sep 18, 2024 4:55 pm
Klerik wrote:
Tue Sep 17, 2024 9:31 am
4HeadedHydra wrote:
Tue Sep 17, 2024 9:23 am


This pak does not only enable all perks on weapons, but also all cosmetics, all weapons on all classes, and modifies the xp values of missions. Just an FYİ.
There's even more to it. Character perks, difficulty multipliers, *removed* stats, might be even group size and alignment (but I'm not sure about last one). In other words, if there is unencrypted value, which affects gameplay in one way or another, most likely you will find it in default_other.pak.
I've been searching around the ssl folder, but couldn't find something related to cosmetics, do you know which .sso i'm looking for to do that?

I did also changed some firearms damage, spread and weapon speed, but doesn't seem to work, does this only work on campaign, or should it work in offline ops aswell? mmm, perhaps I need to equip the default weapons for ops? Not the upgraded ones? Just thought about that right now, really...
I'm affraid I can't point you toward models and textures, 'cause modeling/painting is not thing I'm capable to edit (lack of imagination I guess). But for second part of your message, yes, it's working in opses too. Even online ones. Ask me how I know.

faxmodem2000
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by faxmodem2000 »

Wait, so can we move the team perks into the regular perks so they can all be active all at once? Or can we cram multiple perks into one perk slot?

if I'm going to cheat, I want to CHEAT.

:D

Klerik
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Klerik »

SunBeam wrote:
Wed Sep 18, 2024 4:54 pm
...

BR,
Sun
Someone has to be that "retard", so I might as well take that burden. Is there anything you're goin' to share or it's WIP/private or whatever?

XxDarkus101Xx
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by XxDarkus101Xx »

Klerik wrote:
Wed Sep 18, 2024 5:28 pm
XxDarkus101Xx wrote:
Wed Sep 18, 2024 4:17 pm
tlamx2 wrote:
Wed Sep 18, 2024 3:48 pm


ty bro. i finally feel like an actual space marine
First of all sorry I accidentally reported this comment because I was stupid to have pressed the wrong button. Hopefully they’ll ignore the report but anyways is changing recoil, bullet accuracy and fire rate possible
Short answer is yes, it is possible. Didn't try fire rate, but recoil and accuracy is.

Code: Select all

recoilByTimeHorizontal   =   {
                     spline   =   [
                        0,
                        0,
                        0,
                        0,
                        0,
                        0,
                        0,
                        0,
                        0,
                        0
                     ]
                     __type   =   "SplineLinear1d"
                  }
                  recoilByTimeVertical   =   {
                     spline   =   [
                        0,
                        0,
                        0,
                        0,
                        0,
                        0,
                        0,
                        0
                     ]
                     __type   =   "SplineLinear1d"
                  }
That's your recoil, for example. File you're looking for is default_other.pak\ssl\weapons\creator\firearm_library_pve.sso, find (you guessed it) "recoilSettings" and you'll figure out the rest. As for spread, same file, but look for "spreadSettings", I'm sure you'll know what to do.
Thanks bro I’ll try that. Hope we can find fire rate though

tlamx2
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by tlamx2 »

Klerik wrote:
Wed Sep 18, 2024 5:18 pm
tlamx2 wrote:
Wed Sep 18, 2024 3:48 pm

ty bro. i finally feel like an actual space marine
Just do me a favor and don't spoil game for others (I mean pvp especially).That's all I ask.
of course not bro im not trying to get banned lol

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Hoof »

Ravenask wrote:
Sun Sep 08, 2024 1:42 am
kekmeister wrote:
Sat Sep 07, 2024 11:36 pm
Ravenask wrote:
Sat Sep 07, 2024 10:47 pm

Weapon datas are also stored in the exact same way and are in close promixity. Offset one of the currency address by +8 and another address by -16 will get you the green data address, offset one/two more times for purple and gold data. These work online but do so at your own risk.

I assume weapon XP can be edited too since there're already people offering service to max out all weapons
Could you break it down a bit more in detail, i've offset the currency address by +8 and -16.
couldn't see any changes. do i need to do a new scan for it?
Example:
I got Address A and Address B for the coins. I check the memory region and see that Address A+8 matches my green data value, that mean A+8/B-18 is for green data, A+16/B-36 is for purple, A+24/B-54 is for gold data. Your final result will look like this:
Image

Also weapon perk points and weapon xp are super easy to do as well. Both are stored in the x*8+1 format as well, so all you need to do is searching for your perk point address, offset by -8 is your weapon xp address.
ive held back so many questions and figured this all out. but i gotta hit you with just one...

if i change to a different save file, will these addresses still apply? or should i do the whole dance over again for each save?

DastFight
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by DastFight »

So, I successfully edited the tactical marine skills (and added TankRestoreHealthOnExecute instead of one of the vanilla ones) but they don't work. They are displayed in the game as they should but with no effect. Even those I moved to unlock earlier won't work (from the same class).

firearm_modificators_library I think is used only to change UI elements in the game, because no matter what I do with it, the weapons stay the same. In menu I see the new values, but during the operations they don't do much.

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p1tbull
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by p1tbull »

DastFight wrote:
Wed Sep 18, 2024 8:18 pm
firearm_modificators_library I think is used only to change UI elements in the game, because no matter what I do with it, the weapons stay the same. In menu I see the new values, but during the operations they don't do much.
Edit the file called "firearm_library_pve.sso" under
...Space Marine 2\client_pc\root\paks\client\default\default_other.pak\ssl\weapons\creator\

I got it working and played an Ops solo obliterating every xeno around the map, elites, mantifex, carnifex... its crazy, however I went to the mission with the default auto-bolter, non of the upgraded ones I had already... maybe the file changes only the default ones as those are the same for the campaign? Just curious...

faxmodem2000
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by faxmodem2000 »

so i haven't played game since last week. I can't seem to bypass EAC anymore, game just crashes at launch. How are you guys bypassing or are you just modding the game files now?

Xerosxz
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Xerosxz »

Klerik wrote:
Wed Sep 18, 2024 2:55 pm
Xerosxz wrote:
Wed Sep 18, 2024 2:10 pm
Sorry sir, what line is main class line after look around I still don't understand which line is main class thank
"Main class" isn't the line itself, I just don't expect you to change every class that way, but the one you need the most. What you need to replace? Well, literally some perk, it starts with "skillLink" (it's left to you to decide which perk you will replace). How does the line should look after replacement? Something like that: "skillLink = "PVE_Tank_Progression.Level11" if we're talking about "PveTankRestoresHPWithFinishers" perk. Can you add one more column? Probable yes, but I didn't test it and not goin' to until new update come up.
Oh you mean swap perk, I just misread and think to add more starter perk to class like the other post do, Thank

Klerik
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Klerik »

p1tbull wrote:
Wed Sep 18, 2024 8:51 pm
...
I got it working and played an Ops solo obliterating every xeno around the map, elites, mantifex, carnifex... its crazy, however I went to the mission with the default auto-bolter, non of the upgraded ones I had already... maybe the file changes only the default ones as those are the same for the campaign? Just curious...
Upgraded versions of the gun are just adding multipliers to default version. Lets me sight some specific example (quick reminder, we're talking about default_other.pak\ssl\weapons\creator\customization\firearm_modificators_library.sso file):
Spoiler
for auto bolter (up left relic version):

Code: Select all

arifle_bolt_rifle_04   =   {
            modificators   =   {
               ModificatorDamageAmount   =   {
                  shellName   =   "bolts"
                  modificator   =   60
                  __type   =   "FirearmDescriptionModificatorDamageAmount"
               }
			   ModificatorReloadRate   =   {
                  modificator   =   20
                  __type   =   "FirearmDescriptionModificatorReloadRate"
               }
               ModificatorBulletSpread   =   {
                  barrelName   =   "auto"
                  applyType   =   "PERCENT"
                  modificator   =   -45
                  __type   =   "FirearmDescriptionModificatorBulletSpread"
               }
               ModificatorRecoilRiseTimeSpeed   =   {
                  barrelName   =   "auto"
                  applyType   =   "PERCENT"
                  modificator   =   -60
                  __type   =   "FirearmDescriptionModificatorRecoilRiseTimeSpeed"
               }
               ...
         }
I'd say that all modifications are pretty obvious. Damage multiplier (adding % of base weapon damage), reload rate (the more - the quicker, also in %), bullet spread.
Almost the same thing for melee weapon in default_other.pak\ssl\weapons\melee\customization\melee_modifiers_library.sso file.
DastFight wrote:
Wed Sep 18, 2024 8:18 pm
So, I successfully edited the tactical marine skills (and added TankRestoreHealthOnExecute instead of one of the vanilla ones) but they don't work. They are displayed in the game as they should but with no effect. Even those I moved to unlock earlier won't work (from the same class).

firearm_modificators_library I think is used only to change UI elements in the game, because no matter what I do with it, the weapons stay the same. In menu I see the new values, but during the operations they don't do much.
Have yet nothing to say about perks, should've test it out I guess, but about changing firearm_modificators_library, it doesn't affect UI (well, values at least), so you might be changing wrong file I would assume (default_other.pak\ssl\weapons\ui\ui_firearms_library.sso for example).

Klerik
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Klerik »

XxDarkus101Xx wrote:
Wed Sep 18, 2024 7:42 pm
Klerik wrote:
Wed Sep 18, 2024 5:28 pm
...
Thanks bro I’ll try that. Hope we can find fire rate though
As a matter of fact I do know:

Code: Select all

fireRate   =   {
                  shotsPerMin   =   [u]somevalue[/u]
                  __type   =   "FixedFireRate"
               }
Same file.
I just didn't test it out, if you want - feel free to test it yourself.

golol562
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by golol562 »

Klerik wrote:
Thu Sep 19, 2024 3:50 am
p1tbull wrote:
Wed Sep 18, 2024 8:51 pm
...
I got it working and played an Ops solo obliterating every xeno around the map, elites, mantifex, carnifex... its crazy, however I went to the mission with the default auto-bolter, non of the upgraded ones I had already... maybe the file changes only the default ones as those are the same for the campaign? Just curious...
Upgraded versions of the gun are just adding multipliers to default version. Lets me sight some specific example (quick reminder, we're talking about default_other.pak\ssl\weapons\creator\customization\firearm_modificators_library.sso file):
Spoiler
for auto bolter (up left relic version):

Code: Select all

arifle_bolt_rifle_04   =   {
            modificators   =   {
               ModificatorDamageAmount   =   {
                  shellName   =   "bolts"
                  modificator   =   60
                  __type   =   "FirearmDescriptionModificatorDamageAmount"
               }
			   ModificatorReloadRate   =   {
                  modificator   =   20
                  __type   =   "FirearmDescriptionModificatorReloadRate"
               }
               ModificatorBulletSpread   =   {
                  barrelName   =   "auto"
                  applyType   =   "PERCENT"
                  modificator   =   -45
                  __type   =   "FirearmDescriptionModificatorBulletSpread"
               }
               ModificatorRecoilRiseTimeSpeed   =   {
                  barrelName   =   "auto"
                  applyType   =   "PERCENT"
                  modificator   =   -60
                  __type   =   "FirearmDescriptionModificatorRecoilRiseTimeSpeed"
               }
               ...
         }
I'd say that all modifications are pretty obvious. Damage multiplier (adding % of base weapon damage), reload rate (the more - the quicker, also in %), bullet spread.
Almost the same thing for melee weapon in default_other.pak\ssl\weapons\melee\customization\melee_modifiers_library.sso file.
DastFight wrote:
Wed Sep 18, 2024 8:18 pm
So, I successfully edited the tactical marine skills (and added TankRestoreHealthOnExecute instead of one of the vanilla ones) but they don't work. They are displayed in the game as they should but with no effect. Even those I moved to unlock earlier won't work (from the same class).

firearm_modificators_library I think is used only to change UI elements in the game, because no matter what I do with it, the weapons stay the same. In menu I see the new values, but during the operations they don't do much.
Have yet nothing to say about perks, should've test it out I guess, but about changing firearm_modificators_library, it doesn't affect UI (well, values at least), so you might be changing wrong file I would assume (default_other.pak\ssl\weapons\ui\ui_firearms_library.sso for example).
you able to find out melee speed? editing the "maxlinearspeed" isnt working

Klerik
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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Klerik »

golol562 wrote:
Thu Sep 19, 2024 4:45 am
you able to find out melee speed? editing the "maxlinearspeed" isnt working
It does work for me in pve for powersword and thunder hummer. Forgot to mention, that you should have to edit "slowdownTime" too, sorry for inconvenience.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by golol562 »

Klerik wrote:
Thu Sep 19, 2024 5:06 am
golol562 wrote:
Thu Sep 19, 2024 4:45 am
you able to find out melee speed? editing the "maxlinearspeed" isnt working
It does work for me in pve for powersword and thunder hummer. Forgot to mention, that you should have to edit "slowdownTime" too, sorry for inconvenience.
this is going to sounds stupid. but im assuming decrease the slowdown time right?

edit: just set the hammer to -1.5 and its solid now
Last edited by golol562 on Thu Sep 19, 2024 5:30 am, edited 1 time in total.

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