RESIDENT EVIL 2 +19 +1 (table Update15) (2020.7.21)

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Exeter
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Exeter »

Something interesting happened during my boss fight with Birkin Stage 3. Somehow I can't take damage anymore at all. Everything he does misses or just strikes through me. It's pretty cool. Possibly caused by the undead script? Not sure. Either way, fun bug.

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

JessieKazama
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by JessieKazama »

Exeter wrote:
Sat Jan 26, 2019 3:07 am
Something interesting happened during my boss fight with Birkin Stage 3. Somehow I can't take damage anymore at all. Everything he does misses or just strikes through me. It's pretty cool. Possibly caused by the undead script? Not sure. Either way, fun bug.
Maybe it glitched out to turn off your hitbox? I remember using model swap trainers for RE4-6 and they had that option; don't remember if there was a table or trainer for 7 that did it.

Aztharos
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Aztharos »

HylianZ wrote:
Sat Jan 26, 2019 2:08 am
sirgimpalittle wrote:
Sat Jan 26, 2019 2:05 am
Is this not intended for steam version? This is my 2nd time asking but i guess the first time got lost in the pile.

Every time I run any of your tables, the moment i enable ANY script, undead, no reload, anything, I instantly lose enough health to go to danger then the game crashes.
I have the steam version and I have no issues whatsoever; With any of his tables. And the fact that no one else here is reporting this, means it must be something on your end.
Same, undead work perfectly and don't crash my game with the same scenario.
Check if Cheat Engine need a MaJ or whatever :)

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teinousi
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by teinousi »

anyone know about the addd bag slot bigger's Item ID ? hope understand what i'm mean ............

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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by CJBok »

teinousi wrote:
Sat Jan 26, 2019 4:15 am
anyone know about the addd bag slot bigger's Item ID ? hope understand what i'm mean ............
copy and paste the code below into the table. This will give you the maximum amount of slots (20).

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>13050</ID>
      <Description>"max pouch slots"</Description>
      <LastState/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(PouchSlotCountAOB,re2.exe,F5 45 31 ED EB 07 44 8B A8 90 00 00 00) // should be unique
alloc(PouchSlotCountMem,$1000,"re2.exe"+C715653)
registersymbol(PouchSlotCountAOB)

label(PouchSlotCountRet)

PouchSlotCountMem:
  mov [rax+00000090],#20
  mov r13d,[rax+00000090]
  jmp PouchSlotCountRet

PouchSlotCountAOB+06:
  jmp PouchSlotCountMem
  nop
  nop
PouchSlotCountRet:


[DISABLE]
PouchSlotCountAOB+06:
//mov r13d,[rax+00000090]
  db 44 8B A8 90 00 00 00

unregistersymbol(PouchSlotCountAOB)
dealloc(PouchSlotCountMem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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teinousi
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by teinousi »

CJBok wrote:
Sat Jan 26, 2019 4:50 am
teinousi wrote:
Sat Jan 26, 2019 4:15 am
anyone know about the addd bag slot bigger's Item ID ? hope understand what i'm mean ............
copy and paste the code below into the table. This will give you the maximum amount of slots (20).

sorry I not understand , copy to which table ? its say : not all code is injectable. :|

DarkFearless
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Re: RESIDENT EVIL 2 +7 (table Update4)

Post by DarkFearless »

HylianZ wrote:
Fri Jan 25, 2019 11:16 pm
KS212 wrote:
Fri Jan 25, 2019 11:14 pm
I hope that it really is just that. Putting them into the storage box and taking them out again seems to make them 'legit' though so its a bit weird.

Also, SOME items do save, like the Quickdraw Revolver... which adds to the doubt.
Maybe it's a bit of both then. Probably some flag that says they're legit to have. Would still be a value needing changed though.
It's unfortunate the weapons doesn't stick. Perhaps some of these weapons requires achievements/milestones to be unlocked and the game checks for that first else it deletes.

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Re: RESIDENT EVIL 2 +7 (table Update4)

Post by KS212 »

DarkFearless wrote:
Sat Jan 26, 2019 5:39 am


It's unfortunate the weapons doesn't stick. Perhaps some of these weapons requires achievements/milestones to be unlocked and the game checks for that first else it deletes.
I was thinking about that too and yes its highly possible... Or it could just be that once you have the weapons legitimately unlocked, the game still deletes them from your save, but it checks and injects them into your game upon load...

Either way, there's something definitely going on.

zeto3211
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by zeto3211 »

Really unfortunate about the weapons not sticking. Hope someone can figure it out because I cant.

sdavids6
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by sdavids6 »

I managed to get weapons to stick by saving once with item inside storage box and then once again in my inventory

zeto3211
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by zeto3211 »

sdavids6 wrote:
Sat Jan 26, 2019 6:21 am
I managed to get weapons to stick by saving once with item inside storage box and then once again in my inventory
Didnt work for me but I'm trying to get the inf. SMG to stick which is tied to an achievement. I've gotten guns that aren't tied to achievements to stick.

DarkFearless
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by DarkFearless »

sdavids6 wrote:
Sat Jan 26, 2019 6:21 am
I managed to get weapons to stick by saving once with item inside storage box and then once again in my inventory
Try saving one of the "infinite" weapons such as the Infinite LE-5. Let me know if it works for you.

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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by DarkFearless »

zeto3211 wrote:
Sat Jan 26, 2019 6:36 am
sdavids6 wrote:
Sat Jan 26, 2019 6:21 am
I managed to get weapons to stick by saving once with item inside storage box and then once again in my inventory
Didnt work for me but I'm trying to get the inf. SMG to stick which is tied to an achievement. I've gotten guns that aren't tied to achievements to stick.
So what I stated is probably true; perhaps we have to find the flag for NG+ with the requirements to unlock these weapons first. Or better yet, find a game save with these requirements unlocked.

zeto3211
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by zeto3211 »

DarkFearless wrote:
Sat Jan 26, 2019 6:39 am

So what I stated is probably true; perhaps we have to find the flag for NG+ with the requirements to unlock these weapons first. Or better yet, find a game save with these requirements unlocked.
Yeah, but we might have to wait a bit for that. I was just trying to get my Nephew set up with an inf. SMG because he said he absolutely will not go into the police station without one. lol

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Sauce
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Re: RESIDENT EVIL 2 +8 (table Update5)

Post by Sauce »

If you're crashing, make sure you're not hooking the game with another trainer or Kaladen's mod Special K.

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