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

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gir489
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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by gir489 »

Pointer for number of times chest used: "re2.exe"+07084468+70+18

Script to make it so that it never increments it.

Code: Select all

{ Game   : re2.exe
  Version: 1.0
  Date   : 2019-01-29
  Author : gir489

  Never increment chest stat.
}

[ENABLE]
aobscanmodule(IncrementChestUsageStat,re2.exe,01 68 18 E9 8C 00 00 00) // should be unique
registersymbol(IncrementChestUsageStat)

IncrementChestUsageStat:
db 90 90 90

[DISABLE]

IncrementChestUsageStat:
add [rax+18],ebp

unregistersymbol(IncrementChestUsageStat)

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+CAC939E

"re2.exe"+CAC9372: 74 05                 -  je re2.exe+CAC9379
"re2.exe"+CAC9374: E8 57 F1 2E F5        -  call re2.exe+1DB84D0
"re2.exe"+CAC9379: 48 8B 43 50           -  mov rax,[rbx+50]
"re2.exe"+CAC937D: 48 83 78 18 00        -  cmp qword ptr [rax+18],00
"re2.exe"+CAC9382: 0F 85 52 01 00 00     -  jne re2.exe+CAC94DA
"re2.exe"+CAC9388: 8B 74 24 50           -  mov esi,[rsp+50]
"re2.exe"+CAC938C: E9 A1 00 00 00        -  jmp re2.exe+CAC9432
"re2.exe"+CAC9391: 48 8B 47 70           -  mov rax,[rdi+70]
"re2.exe"+CAC9395: 48 85 C0              -  test rax,rax
"re2.exe"+CAC9398: 0F 84 5A FF FF FF     -  je re2.exe+CAC92F8
// ---------- INJECTING HERE ----------
"re2.exe"+CAC939E: 01 68 18              -  add [rax+18],ebp
"re2.exe"+CAC93A1: E9 8C 00 00 00        -  jmp re2.exe+CAC9432
// ---------- DONE INJECTING  ----------
"re2.exe"+CAC93A6: 48 8B 47 70           -  mov rax,[rdi+70]
"re2.exe"+CAC93AA: 48 85 C0              -  test rax,rax
"re2.exe"+CAC93AD: 0F 84 45 FF FF FF     -  je re2.exe+CAC92F8
"re2.exe"+CAC93B3: 01 68 1C              -  add [rax+1C],ebp
"re2.exe"+CAC93B6: EB 7A                 -  jmp re2.exe+CAC9432
"re2.exe"+CAC93B8: 48 89 FA              -  mov rdx,rdi
"re2.exe"+CAC93BB: 48 89 D9              -  mov rcx,rbx
"re2.exe"+CAC93BE: E8 0D 1D 8D F4        -  call re2.exe+139B0D0
"re2.exe"+CAC93C3: 41 89 C0              -  mov r8d,eax
"re2.exe"+CAC93C6: 48 8B 43 50           -  mov rax,[rbx+50]
}
Untested.

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  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

Deathwing Zero
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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Deathwing Zero »

gir489 wrote:
Tue Jan 29, 2019 9:51 pm
Pointer for number of times chest used: "re2.exe"+07084468+70+18

Script to make it so that it never increments it.

-snip to save space-

Untested.
Just tested and it works fine. They were found/posted earlier though, by Apache81 here.

EDIT:
I'm posting the table I'm using here, it has everything posted here currently, and I keep it up to date. If somehow I'm missing something, or someone wants their stuff removed, let me know. If someone wants the table removed entirely, that's fine. I'm just posting it for "completeness" even though I removed Cielos' debug section due to an event that happened earlier in this thread. I figured simple instructions were too hard so I just removed things we shouldn't mess with. I also skipped the "free camera" table because it's not posted here and I can't be bothered with that, and I skipped Cielos "force costume" script since he didn't want it in the table anyway. I can always add them later if people want it.

Table has full credits and links to each post in it.

Contents:
Cielos Table update 11.1
Apache81 table v1.2
SunBeam "Super Accuracy" script
gir489 "No Spread" script, Number of times chest opened pointer and script, Tyrant Goes Down in 1 Shot & Stays Down, No Recoil script
Marcus101RR scriptless Inventory, Health, Statistics and buff pointers. (Update 3)
jim2point0 camera and fov options
l0wb1t size mods
evilforest Infinite Ammo script

EDIT number something or other:
I decided to remove the older versions as there's really no reason to keep them, and it saves space.

EDIT a more different number:
Updated to Cielos 7.5 and for now I'm going to keep Apache81's options at 1.2 due to something causing a conflict. If it gets figured out I'll update it.
Attachments
re2.CT
Update to Cielos 11.1 and added gir489s No Recoil
(292.13 KiB) Downloaded 177 times
Last edited by Deathwing Zero on Tue Feb 12, 2019 2:51 pm, edited 10 times in total.

IcyPurpose99
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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by IcyPurpose99 »

UPDATE 3 Released for Scriptless Table: viewtopic.php?p=76760#p76760

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by lKyriousl »

Edit - Nevermind found the attachment.
Seems like you're missing the JMP Hp3 Laser Version from Claire B. I was wondering if you could add it to the weapon list.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Ownsin »

Guys, I spawned a chemical flamethrower and later in the game I found more fuel for it but it won't reload with it. Any idea why?

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by IcyPurpose99 »

Ownsin wrote:
Wed Jan 30, 2019 2:45 am
Guys, I spawned a chemical flamethrower and later in the game I found more fuel for it but it won't reload with it. Any idea why?
by Spawned you mean adding it to your inventory using the highlighted item? I added only recovery items to my inventory, but both Item Id/Weapon ID must be NULL for this to work. I wouldn't add an item unless amount is 1, and both IDs are null.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by HylianZ »

Marcus101RR wrote:
Wed Jan 30, 2019 3:06 am
Ownsin wrote:
Wed Jan 30, 2019 2:45 am
Guys, I spawned a chemical flamethrower and later in the game I found more fuel for it but it won't reload with it. Any idea why?
by Spawned you mean adding it to your inventory using the highlighted item? I added only recovery items to my inventory, but both Item Id/Weapon ID must be NULL for this to work. I wouldn't add an item unless amount is 1, and both IDs are null.
He got this resolved BTW, he had to set the "Ammo Type" in the table to match the weapon spawned via the Highlighted item script. In this case, it was "fuel"

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Malakh »

gir489 wrote:
Tue Jan 29, 2019 9:40 pm
Sp33dy wrote:
Tue Jan 29, 2019 9:39 pm
TL;DR We need a "Refresh/Mark all objectives as complete" or something cheat so they don't fill up and freeze your game.
We do not. The game just checks if you got the item when you pick it up. Simply putting it in your chest and taking it back out should move the object along.
You're probably right that we don't need it but I tested something out really quick.
Started a fresh game on Leon A went through the police station till the Marvin encounter then item swapped the three medallions and put them in the chest even though you can get the first one immediately.
Took out the lion medallion then placed it in the statue as the first medallion to trigger the collect other medallion objectives then grabbed the other two out of the chest to finish the objectives and get the next "activate statue" objective.
Completing the objectives like this was working fine till escape the garage area, from here, after you trigger the first Ada encounter touching the garage door security you get the objective "find/get garage security key".
So I played normally till I got to the next chest to swap out for the key to test if it just clears that objective without issues which it did but after the scene in the garage before you open the door Ada never loaded in. Then proceeded to put the key in the door for the garage it just goes to an endless load screen and the only way to get it out the screen is to force close the game.
So I'm not sure if certain events or doors need to be walked through to prevent this but will test more when I have time, but I figure I'll let people know here about this.

I was using Cielos' Update6.1 table with the "undead", "no reload", and "highlighted item" scripts during all of this, sorry for the big paragraph. Thank you Cielos, CJBok, Apache81, gir489, and SunBeam for you're work hopefully you're enjoying the game, probably missed some one but thank you.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Cielos »

Ownsin wrote:
Tue Jan 29, 2019 7:46 pm
[...]
I have also just tried the cielos one and I'm still encountering the very same issue.
Update6.2
- updated game player time mod. raised the jump back time from 1 second to 4 seconds. freezes AI SHOULD be resolved (or by-pass). report!
Update6.1
I've tested it on Shelly boss just now. it seems working fine. it broke the ceiling, broke the metal gate, it chased me without delay to the platform, it'd resume attacking without delay after recovering from the broken eye and/or the "button attack"...
if it's not in your case, please specified which enemy it affected.
anyway, re-download~

kayawish24
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Re: RESIDENT EVIL 2 +9 +3 (table Update6.2)

Post by kayawish24 »

Leon Noir and sherrif without hat plus Claire model swap :D

[Link]
[Link]
[Link]
[Link]

Leon as Ben ...

[Link]
[Link]

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Deathwing Zero »

Updated compilation table here. Contains Cielos update 6.2 and Marcus101RR update 3.
Cielos wrote:
Wed Jan 30, 2019 8:04 am
I've tested it on Shelly boss just now. it seems working fine. it broke the ceiling, broke the metal gate, it chased me without delay to the platform, it'd resume attacking without delay after recovering from the broken eye and/or the "button attack"...
if it's not in your case, please specified which enemy it affected.
anyway, re-download~
That's quite the size jump from 6.1 to 6.2. Almost 700kb more. Must be one hell of a work around. All the same nice work. I'll test it out and edit this post with results.

EDIT:
Not really gotten too far, but so far zombies still attack and move around, and Mr. X still chases you and gets up after being shot in the face a couple times. Seems to be working fine. I set time to 0.
Last edited by Deathwing Zero on Wed Jan 30, 2019 3:49 pm, edited 1 time in total.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by gir489 »

Deathwing Zero wrote:
Wed Jan 30, 2019 3:26 pm
Updated compilation table here. Contains Cielos update 6.2 and Marcus101RR update 3.
Cielos wrote:
Wed Jan 30, 2019 8:04 am
I've tested it on Shelly boss just now. it seems working fine. it broke the ceiling, broke the metal gate, it chased me without delay to the platform, it'd resume attacking without delay after recovering from the broken eye and/or the "button attack"...
if it's not in your case, please specified which enemy it affected.
anyway, re-download~
That's quite the size jump from 6.1 to 6.2. Almost 700kb more. Must be one hell of a work around. All the same nice work. I'll test it out and edit this post with results.
There was some extra unnecessary junk in the trunk. I've removed it. Here's the table with the reduced the file size.
Attachments
re2.CT
(353.73 KiB) Downloaded 77 times

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by Deathwing Zero »

gir489 wrote:
Wed Jan 30, 2019 3:35 pm
There was some extra unnecessary junk in the trunk. I've removed it. Here's the table with the reduced the file size.
I tried that out as well, and all the options I tried still worked, so it must have really been unnnecessary. Deprecated script data? Thanks.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by gir489 »

Deathwing Zero wrote:
Wed Jan 30, 2019 4:15 pm
gir489 wrote:
Wed Jan 30, 2019 3:35 pm
There was some extra unnecessary junk in the trunk. I've removed it. Here's the table with the reduced the file size.
I tried that out as well, and all the options I tried still worked, so it must have really been unnnecessary. Deprecated script data? Thanks.
They looked like ASM notes or something. IDK.

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Re: RESIDENT EVIL 2 +9 +3 (table Update6.1)

Post by wurstpistole »

HylianZ wrote:
Tue Jan 29, 2019 6:33 pm
wurstpistole wrote:
Tue Jan 29, 2019 5:27 pm
Anyone knows what I might be doing wrong with adding items into my inventory? I chose a wooden board, set the item type to is weapon, and then when I set the Infinte SMG or Minigun for example, it appears in the inventory along with the correct description, I can equip it - but Leon only holds something "invisible", stretches his arm out, and there's no shooting. What might I be doing wrong?
Drop it in a storage box and pull it back out. Then it should work properly.
This worked, at least for the inf. SMG. Minigun as well as the non-silenced MP disappeared after restarting and reloading the game.

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