Warhammer 40,000: Space Marine 2 Trainer

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Depleted »

NotBubble wrote:
Sun Oct 06, 2024 7:15 am
Depleted wrote:
Sat Oct 05, 2024 5:09 pm
Has anyone figured out how to change weapons magazine counts? I found the library file listing all the damages and mag/clip counts for every weapon, editing the damage here works flawlessly but the ui number and physical count for ammo stays the same however if you up your clip count from say 14 to 20 you can infinitely reload and collect ammo and your mag counter now flashes red as if it was low in my case as i changed mag sizes to 200 rounds and total reserve to 5000, so there is another location where the numbers are cross referenced.
Ssl / Weapon / Creator / Firearm_library_pve.sso
Just gotta look for "maxAmmo"
that doesnt work, there is another limit for the ammo as ive changed max ammo and clip capacity and i can infinitely reload and pick up ammo but the max counter doesnt increase past default weapon values+ perks.
same thing happens with grenades if you adjust the replenish count for picking up a box, there is another check somewhere.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by NotBubble »

Depleted wrote:
Sun Oct 06, 2024 7:25 am
NotBubble wrote:
Sun Oct 06, 2024 7:15 am
Depleted wrote:
Sat Oct 05, 2024 5:09 pm
Has anyone figured out how to change weapons magazine counts? I found the library file listing all the damages and mag/clip counts for every weapon, editing the damage here works flawlessly but the ui number and physical count for ammo stays the same however if you up your clip count from say 14 to 20 you can infinitely reload and collect ammo and your mag counter now flashes red as if it was low in my case as i changed mag sizes to 200 rounds and total reserve to 5000, so there is another location where the numbers are cross referenced.
Ssl / Weapon / Creator / Firearm_library_pve.sso
Just gotta look for "maxAmmo"
that doesnt work, there is another limit for the ammo as ive changed max ammo and clip capacity and i can infinitely reload and pick up ammo but the max counter doesnt increase past default weapon values+ perks.
same thing happens with grenades if you adjust the replenish count for picking up a box, there is another check somewhere.
Add:
isInfiniteAmmo = True
Under "maxAmmo"
It'll the the job as of right now
Last edited by NotBubble on Sun Oct 06, 2024 9:08 pm, edited 1 time in total.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Depleted »

NotBubble wrote:
Sun Oct 06, 2024 7:39 am
Depleted wrote:
Sun Oct 06, 2024 7:25 am
NotBubble wrote:
Sun Oct 06, 2024 7:15 am


Ssl / Weapon / Creator / Firearm_library_pve.sso
Just gotta look for "maxAmmo"
that doesnt work, there is another limit for the ammo as ive changed max ammo and clip capacity and i can infinitely reload and pick up ammo but the max counter doesnt increase past default weapon values+ perks.
same thing happens with grenades if you adjust the replenish count for picking up a box, there is another check somewhere.
Add:
isInfiniteAmmo = True
Under "maxAmmo"
It'll the the job as of right now
Legend, thank you man.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by kingdry »

NotBubble wrote:
Sun Oct 06, 2024 7:39 am
Depleted wrote:
Sun Oct 06, 2024 7:25 am
NotBubble wrote:
Sun Oct 06, 2024 7:15 am


Ssl / Weapon / Creator / Firearm_library_pve.sso
Just gotta look for "maxAmmo"
that doesnt work, there is another limit for the ammo as ive changed max ammo and clip capacity and i can infinitely reload and pick up ammo but the max counter doesnt increase past default weapon values+ perks.
same thing happens with grenades if you adjust the replenish count for picking up a box, there is another check somewhere.
Add:
isInfiniteAmmo = True
Under "maxAmmo"
It'll the the job as of right now
Visual only in operations

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Rhark »

Trainer updated to support v3.0.W1.3600000/360274.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by NotBubble »

kingdry wrote:
Sun Oct 06, 2024 10:52 am
NotBubble wrote:
Sun Oct 06, 2024 7:39 am
Depleted wrote:
Sun Oct 06, 2024 7:25 am


that doesnt work, there is another limit for the ammo as ive changed max ammo and clip capacity and i can infinitely reload and pick up ammo but the max counter doesnt increase past default weapon values+ perks.
same thing happens with grenades if you adjust the replenish count for picking up a box, there is another check somewhere.
Add:
isInfiniteAmmo = True
Under "maxAmmo"
It'll the the job as of right now
Visual only in operations
Have you modified the Client or Server?
If you go thru Client and search for "MaxAmmo" you'll find a line at some point saying "isInfiniteAmmo", copy and paste it to your weapon and change the "False" to "True". I've done it and works perfectly fine
Last edited by NotBubble on Sun Oct 06, 2024 9:09 pm, edited 1 time in total.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by p1tbull »

NotBubble wrote:
Sun Oct 06, 2024 3:04 pm
Have you modified the Client or Server?
If you go thru Client and search for "MaxAmmo" you'll find a line at some point saying "isInfiniteAmmo", copy and paste it to your weapon and change the "False" to "True". I've done it and works perfectly fine
Hey mate, nice find, however it is really visual, as I see the infinite icon underneath the clip ammo, but when you keep on reloading, internally is consuming ammo, until 0, also you can't refill from ammo crates, should I set IsInfiniteClip = True , aswell?

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by scala77 »

I can't find the purple tokens from the others by adding +10. can someone explain it to me please?

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by p1tbull »

I can confirm adding IsInfiniteClip = True under MaxAmmo = ## , makes it unlimited ammo, as the bullet count doesn't drop.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Hoof »

scala77 wrote:
Sun Oct 06, 2024 5:21 pm
I can't find the purple tokens from the others by adding +10. can someone explain it to me please?
tried -30?

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by NotBubble »

p1tbull wrote:
Sun Oct 06, 2024 5:09 pm
NotBubble wrote:
Sun Oct 06, 2024 3:04 pm
Have you modified the Client or Server?
If you go thru Client and search for "MaxAmmo" you'll find a line at some point saying "isInfiniteAmmo", copy and paste it to your weapon and change the "False" to "True". I've done it and works perfectly fine
Hey mate, nice find, however it is really visual, as I see the infinite icon underneath the clip ammo, but when you keep on reloading, internally is consuming ammo, until 0, also you can't refill from ammo crates, should I set IsInfiniteClip = True , aswell?
Never tried only "isInfiniteAmmo", I've enabled "isInfiniteClip" as well. I know for a fact that with both of them it works perfectly fine!🤝

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Depleted »

NotBubble wrote:
Sun Oct 06, 2024 3:04 pm
kingdry wrote:
Sun Oct 06, 2024 10:52 am
NotBubble wrote:
Sun Oct 06, 2024 7:39 am


Add:
isInfiniteAmmo = True
Under "maxAmmo"
It'll the the job as of right now
Visual only in operations
Have you modified the Client or Server?
If you go thru Client and search for "MaxAmmo" you'll find a line at some point saying "isInfiniteAmmo", copy and paste it to your weapon and change the "False" to "True". I've done it and works perfectly fine
I've made modifications to pve librarys for the purpose of making a very difficult mod that makes ruthless look like easy mode, and with ammo modifications to the pve library ammo counts are not adjusted, grenades are not adjusted, infact ive found many other things which are protected, well there is what looks like a encrypted duplicate of them in the ssl pak.

What i find strange is i can edit my weapon damage to be absurd and i can render other players weapons useless for pvp, i can edit pve rewards to be absurd, i changed it to be 10k a mission and i can jump into a match and have my damage be live in a game where im not the host, yet there are protected properties like the timetrials, and ammo counts where your edits will either straight up black screen crash your game or they will be pseudo edits.
Then saying that how they've internally organised and designed this game is a bit of a mess compared to anything else ive ever fucked around with, its cleaner than tarkov but god is it messy still.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by sudoshakes1 »

Depleted wrote:
Sun Oct 06, 2024 5:21 am
sudoshakes1 wrote:
Sun Oct 06, 2024 2:06 am
Klerik wrote:
Thu Oct 03, 2024 5:15 pm
Aight, here is the deal, step by step:
1) download archive [Link] (password: frf)
2) extract it to %gameroot%\client_pc\root\bin\pc (should replace file, named "Warhammer 40000 Space Marine 2 - Retail.exe"
3) download "start_protected_game.exe" from the 1st post of this thread
4) place it in %gameroot% folder.
What does my provided exe do?
Removes .cache file check (that means you can remove *.cache file if you want to modify .pak file, like it was on previous patch). Remove EAC check (that means, when you're using bypass, which you can find in 1st post of this thread, game won't force you offline). Sidenote: you can't launch it with EAC on, since I didn't care enought to do something about it.
P.S. %gameroot% means the place, where your game installed, i.e. "I:\SteamLibrary\steamapps\common\Space Marine 2\" is %gameroot% for me.
P.P.S. Hope it helps and will spare me from futher questions.
Edit: Since I see comments with misunderstanding, this exe is for current (3.0) version of the game.
I am getting errors from the file provided. Multiple back to back. "The code execution cannot proceed because bink2w64.dll was not found." Followed by "The code execution cannot proceed because EOSSDK-Win64-Shipping.dll was not found" followed by "The code execution cannot proceed because libtcmalloc_minimal.dll was not found" followed by "The code execution cannot proceed because RestoneSocket-x64.dll was not found."
you got the same problem i had which is you missed one step that wasnt written, download the modded space marine 2 retail.exe and put it into "SteamLibrary\steamapps\common\Space Marine 2\client_pc\root\bin\pc" overwriting the file in there, now you need the bypass in the root folder "SteamLibrary\steamapps\common\Space Marine 2"
it will work fine now.
Any ideas why this is bro?

Can't find a way around it. Happens after I totally reinstalled and dropped .exe into the directory as well.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Depleted »

sudoshakes1 wrote:
Mon Oct 07, 2024 5:38 am

Any ideas why this is bro?

Can't find a way around it. Happens after I totally reinstalled and dropped .exe into the directory as well.
1. On first post of thread download the EAC BYPASS called start_protected_game.exe
2. place "start_protected_game.exe" into "SteamLibrary\steamapps\common\Space Marine 2" overwrite the existing file there.
3. download the modded retail exe from Klerik's post and place "Warhammer 40000 Space Marine 2 - Retail.exe" into "SteamLibrary\steamapps\common\Space Marine 2\client_pc\root\bin\pc" and overwrite the existing file there.
4. Launch the game by running "start_protected_game.exe"

with the files in the right folders it will work.
if you have the steam/unmodded retail exe in the folder and you havent overwritten it with the modded one and try using the bypass you will get those errors about missing bink dlls and other shit.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by call5ignvip3r »

So as far as I can see, this trainer will only work for solo campaign? Not for operations?

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