Warhammer 40,000: Space Marine 2 Trainer

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

Post by doobiedoo »

If someone would be so kind as to tell me how you managed to edit a PAK and then play Operations online, I'd be really grateful.

Finding the files is easy. Using 7zip, I open "default_other.pak" as a ZIP archive with "Store" compression. i edit the files i want to change, then save the files within the archive. it appears to be the same size as the original default_other.pak. i remove the default_other.pak.cache file from the PAKS directory within the Steam install, and place in the new, modified default_other.pak. i use the EAC bypass + Klerik's modified ...- retail.exe. Unfortunately, the game doesn't load successfully: i get a popup referencing an unexpected crash.

what mistakes might i be making in this process?

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by RF13 »

doobiedoo wrote:
Mon Oct 14, 2024 5:50 am
If someone would be so kind as to tell me how you managed to edit a PAK and then play Operations online, I'd be really grateful.

Finding the files is easy. Using 7zip, I open "default_other.pak" as a ZIP archive with "Store" compression. i edit the files i want to change, then save the files within the archive. it appears to be the same size as the original default_other.pak. i remove the default_other.pak.cache file from the PAKS directory within the Steam install, and place in the new, modified default_other.pak. i use the EAC bypass + Klerik's modified ...- retail.exe. Unfortunately, the game doesn't load successfully: i get a popup referencing an unexpected crash.

what mistakes might i be making in this process?
did you delete the corresponding cache file?

I didn't try this myself but based on what I read it seemed like I was failing in the same way as you, just haven't tried it. Let me know how it goes brother.

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Re: Warhammer 40,000: Space Marine 2 Trainer

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doobiedoo wrote:
Mon Oct 14, 2024 5:50 am
If someone would be so kind as to tell me how you managed to edit a PAK and then play Operations online, I'd be really grateful.

Finding the files is easy. Using 7zip, I open "default_other.pak" as a ZIP archive with "Store" compression. i edit the files i want to change, then save the files within the archive. it appears to be the same size as the original default_other.pak. i remove the default_other.pak.cache file from the PAKS directory within the Steam install, and place in the new, modified default_other.pak. i use the EAC bypass + Klerik's modified ...- retail.exe. Unfortunately, the game doesn't load successfully: i get a popup referencing an unexpected crash.

what mistakes might i be making in this process?
install the modified retail.exe into its folder (F:\SteamLibrary\steamapps\common\Space Marine 2\client_pc\root\bin\pc), install the bypass into the root folder of the game (F:\SteamLibrary\steamapps\common\Space Marine 2), delete or move/rename the default_other.cache file, now you are free to edit the default other pak file using winrar.
it will crash if you dont do those 3 things.

you dont need to set the archive compression, that was needed when we had to match the byte size of the file to get edits to work, you can ignore that "step" now.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by doobiedoo »

Depleted wrote:
Mon Oct 14, 2024 4:23 pm
install the modified retail.exe into its folder (F:\SteamLibrary\steamapps\common\Space Marine 2\client_pc\root\bin\pc), install the bypass into the root folder of the game (F:\SteamLibrary\steamapps\common\Space Marine 2), delete or move/rename the default_other.cache file, now you are free to edit the default other pak file using winrar.
it will crash if you dont do those 3 things.

you dont need to set the archive compression, that was needed when we had to match the byte size of the file to get edits to work, you can ignore that "step" now.
yeah, did all that... interesting. can modify currencies etc so i know the bypass is functioning.

what's the syntax on "IsInfiniteClip = True"? should that be "isInfiniteClip = True" (note lowercase i to lead IsInfinite)? i had inserted that line after "maxAmmo = #" for a few weapons, including the plasma pistol.

i also note that the .SSO files have three white spaces before and after equal signs... i'm wondering if that's a syntax error on my part.

so the extraction method should be to rename default_other.pak as a ZIP, extract it all (i note that some things seem compressed and some don't), then...? just replacing the files within the archive seemed to create some issues (7zip compresses them automatically). extracting the .pak as a ZIP expands its size a little (it seems some stuff in the PAK is compressed, but some isn't) and so when i try to re-zip them back up with any kind of compression, i'm pretty sure the compression methods don't line up (uncompressed SSL folder remains that, but other stuff that was compressed no longer is, etc).

EDIT - i think my troubles are from using 7zip, i'll try using WinRAR as others have mentioned and will report back.

EDIT - yes it was from using 7zip and its default method of compressing when adding files, even when replacing non-compressed files. use WinRAR and everything should work (set Compression type to Store when replacing files)
Last edited by doobiedoo on Tue Oct 15, 2024 12:45 pm, edited 2 times in total.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by sinner2469 »

When it comes to the infinite ammo is there any way to make it so the ammo is infinite on the plasma / fossil / heavy bolter weapons They show up as having infinite reload but obviously can't reload them thanks for any help again

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by kingdry »

sinner2469 wrote:
Tue Oct 15, 2024 3:35 am
When it comes to the infinite ammo is there any way to make it so the ammo is infinite on the plasma / fossil / heavy bolter weapons They show up as having infinite reload but obviously can't reload them thanks for any help again
use infinite clip

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by sinner2469 »

kingdry wrote:
Tue Oct 15, 2024 11:46 am
sinner2469 wrote:
Tue Oct 15, 2024 3:35 am
When it comes to the infinite ammo is there any way to make it so the ammo is infinite on the plasma / fossil / heavy bolter weapons They show up as having infinite reload but obviously can't reload them thanks for any help again
use infinite clip
been useing
ammoType = "ammo_universal_heavy"
maxAmmo = 450
isInfiniteAmmo = True
isInfiniteClip = True
__type = "ClipSettings"
but it still runs out shows as infinite reload but not clip in game same thing with plasma / fossil / heavy bolter

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by Deathgrowl »

Is there any new EAC bypass?can someone provide me with a link 2 download it? Thank u

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by doobiedoo »

sinner2469 wrote:
Tue Oct 15, 2024 1:24 pm
been useing
ammoType = "ammo_universal_heavy"
maxAmmo = 450
isInfiniteAmmo = True
isInfiniteClip = True
__type = "ClipSettings"
but it still runs out shows as infinite reload but not clip in game same thing with plasma / fossil / heavy bolter
you might be altering the wrong weapons, because those isInfinite booleans work for me. the Heavy-class weapons are:
hwpn_support_heavy_meltagun
hwpn_support_heavy_bolter
hwpn_support_plasma_incinerator

there are non-Heavy versions of all those weapons (they lack the "_support_" part of the entry heading), did you accidentally alter those?

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by sinner2469 »

Not sure what happened but I redid the the file from fresh and now works just fine thanks again

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by mintybasket »

Anyone knows where i can put this file in to make online operations work? and is there any other files i might need


Either at saturday or next week, kinda busy right now.
Edit: Aaaanyway, here is the link: [Link] (for 3.1.0.1)
P.S. previous file downloaded 491 times.
Edit2: forgot to mention, password to archive as b4 - frf
[/quote]

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by RF13 »

p1tbull wrote:
Mon Sep 09, 2024 4:45 pm
Woxjee wrote:
Mon Sep 09, 2024 3:23 pm
dysgraced wrote:
Mon Sep 09, 2024 3:00 am


I am getting offline for the night, but I will make a video tomorrow and show how it's done with CE. There is also a way to edit values for weapon mastery points (weapon perks) as well as the actual weapon XP. It's all fairly simple once you find the right addresses.
Any chance we could get that video for dummies?

I am following this step by step, using chatgpt for hexadecimal calculator.

1. Find currency (multiply by 8, add 1)
2. Spend currency, repeat step 1.
3. Bring addresses down again. Add +8 to the first one, -16 for the second one.

Doesn't seem to be working for me.
I’m going to tell you how I did it, considering that you have EAC disabled when launching the game. You reach the barge and access the armory terminal. Now imagine that you have 200 requisition coins and follow these steps:

1. Open CheatEngine and attach the Space Marine II process.
2. 200x8+1 = 1601, search for this in CH. You will get a very long list with those values.
3. Go and buy a decal of any Astartes chapter, meaning spend requisition, let's say it cost you 30 coins.
4. 170x8+1 = 1361, next search, you should get two addresses. Bring both down with the red arrow.
5. Rename them to make it easier to find; name the first one Coin A, and the one below Coin B. Now we are going to look for the Purple Data. Copy Coin A and paste it below, a pop-up window will appear. At the top, in offset, add +10. Automatically (assuming you have 0) it will show 1, because it is 0+1. Do the same with Coin B, copy and paste, and in offset put -30. It will automatically show 1 just like the previous one.
6. Now remember, don't be greedy, change the value to, for example, 81, so that it give you 10 of the purple one. To see the effect, buy any shoulder decal from the Space Marines and go back to the armory, and you will see that the amount is populated.
I hope I explained it well, hehe.
something changed here, on step 4 i only get 1 result instead of 2. Does this process remain the same?

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by doobiedoo »

RF13 wrote:
Wed Oct 16, 2024 8:40 am
something changed here, on step 4 i only get 1 result instead of 2. Does this process remain the same?
probably didn't change but it is fiddly.

use these Group searches and you can probably find everything all at once:

(search1) 4:coin w:4 4:green w:4 4:purple w:4 4:gold
(search2) 4:gold w:20 4:purple w:20 4:green w:20 4:coin
...where again, the searched-for values are <(base_value * 8) + 1>

add the hits from search1 to your register so you don't lose them when doing search2. you're doing this because you need to edit both instances of a value to have it stick.

after you've done both searches and gotten it all nailed down, then you should edit both coin, green, purple, and gold instances (recommended coin value is 80001, recommended other values is 1601), buy some stuff with each currency to lock it in (it's possible that all might lock in with just one purchase, not sure), and you should be all set.

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by MzaCr »

It might be a stupid question, I did the bypass and as instructed. But whenever I try to open the game it shows me the (afv) error which means I´m not connected to a server. Does that mean the progress is not saved if I try the xp or armor mods?

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Re: Warhammer 40,000: Space Marine 2 Trainer

Post by doobiedoo »

MzaCr wrote:
Wed Oct 16, 2024 9:40 pm
It might be a stupid question, I did the bypass and as instructed. But whenever I try to open the game it shows me the (afv) error which means I´m not connected to a server. Does that mean the progress is not saved if I try the xp or armor mods?
offline progress is not carried to online.

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