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

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Cielos
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Re: RESIDENT EVIL 2 +6 (table Update3.2)

Post by Cielos »

another small update:
Update3.2
- updated ignore ammo pouch. you can switch ammo without bringing any ammo pouch with you now.
note that it's tested on the grenade launcher with fire and acid rounds only. I thought there's flash rounds or something but I've yet to find one. will update later....

EDIT:
ignore ammo pouch have some problem. use the previous version for now.

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

KS212
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Re: RESIDENT EVIL 2 +6 (table Update3.2)

Post by KS212 »

No flash rounds, flash grenades are the defensive ones like in RE 1 remaster.

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Cielos
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Re: RESIDENT EVIL 2 +6 (table Update3.2)

Post by Cielos »

@all
Update3.3
- updated ignore ammo pouch. it won't freeze the raindrops and various dead-loop now.
re-download!

///
KS212 wrote:
Fri Jan 25, 2019 10:48 am
No flash rounds, flash grenades are the defensive ones like in RE 1 remaster.
I see......

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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by KS212 »

Do we have all the weapon ID's? Or at least, the 'big' ones like the gatling gun, magnum, grenade launcher, etc?

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Exeter
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Re: RESIDENT EVIL 2 +5 (table Update3)

Post by Exeter »

Cielos wrote:
Fri Jan 25, 2019 7:07 am
@all
Update3.1
- added max knife duration.
- updated enable. changed the identifier for reload from max ammo check to id check.
- updated undead. allows you to edit the min health now.
redownload~

////
Exeter wrote:
Fri Jan 25, 2019 6:09 am
gunbalde60 wrote:
Fri Jan 25, 2019 5:46 am
Infinite Ammo not possible in the game?
It's in the table. You can either freeze the 'current clip', or use the 'ignore ammo pouch' script.
I wouldn't recommend freezing the pointer though, as the address is being update only when you aim. we may risk manipulating a wrong value by freezing it.

///
Sakurarozu wrote:
Fri Jan 25, 2019 6:50 am
[...]

undead i died in the gas station after getting bit by one and then unlocking the door and getting ambushed which led to a cut scene of me getting eaten on hardest difficulty
thanks for the report!
it might be one of the "script death". but for now you can try to raise the min health as a cheap way to bypass this grab kill.
again, I MIGHT refine it later....
Oh wow, thanks for the tip, wasn't aware of that one.

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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by darkbear »

Could you add a cheat to change played game times and save time counter? thanks

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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by CJBok »

ALL ITEMS IDS

00000000:is weapon
00000001:First Aid Spray
00000002:Green Herb
00000003:Red Herb
00000004:Blue Herb
00000005:Mixed Herb (G+G)
00000006:Mixed Herb (G+R)
00000007:Mixed Herb (G+B)
00000008:Mixed Herb (G+G+B)
00000009:Mixed Herb (G+G+G)
0000000A:Mixed Herb (G+R+B)
0000000B:Mixed Herb (R+B)
0000000C:Green Herb
0000000D:Red Herb
0000000E:Blue Herb
0000000F:Handgun Ammo
00000010:Shotgun Shells
00000011:Submachine Gun Ammo
00000012:MAG Ammo
00000016:Acid Rounds
00000017:Flame Rounds
00000018:Needle Cartridges
00000019:Fuel
0000001A:Large-caliber Handgun Ammo
0000001B:High-Powered Rounds (SLS 60)
0000001F:Detonator
00000020:Ink Ribbon
00000021:Wooden Board
00000022:Electronic Gadget
00000023:Battery (9-volt)
00000024:Gunpowder
00000025:Gunpowder (Large)
00000026:High-Grade Gunpowder (Yellow)
00000027:High-Grade Gunpowder (White)
00000030:High-Capacity Mag. (Matilda)
00000031:Muzzle Brake (Matilda)
00000032:Gun Stock(Matilda)
00000033:Speed Loader (SLS 60)
00000034:Laser Sight (JMB Hp3)
00000035:Reinforced Frame (SLS 60)
00000036:High-Capacity Mag. (JMB Hp3)
00000037:Shotgun Stock (W-870)
00000038:Long Barrel (W-870)
0000003A:High-Capacity Mag. (MQ 11)
0000003C:Suppressor (MQ 11)
0000003D:Red Dot Sight (Lightning Hawk)
0000003E:Long Barrel (Lightning Hawk)
00000040:Shoulder Stock (GM 79)
00000041:Regulator (Flamethrower)
00000042:High Voltage Condenser (Spark Shot)
00000048:Film "Hiding Place"
00000049:Film "Rising Rookie"
0000004A:Film "Commemorative"
0000004B:Film "3F Locker"
0000004C:Film "Lion Statue"
0000004D:Storage Room Key
0000004F:Mechanic Jack Handle
00000050:Square Crank
00000051:Unicorn Medallion
00000052:Spade Key
00000053:Parking Garage Key Card
00000054:Weapons Locker Key Card
00000056:Valve Handle
00000057:S.T.A.R.S. Badge
00000058:Scepter
0000005A:Red Jewel
0000005B:Bejeweled Box
0000005D:Bishop Plug
0000005E:Rook Plug
0000005F:King Plug
00000062:Picture Block
00000066:USB Dongle Key
00000070:Spare Key (key pad)
00000072:Red Book (Art Object)
00000073:Statue's Left Arm
00000074:Left Arm with Book
00000076:Lion Medallion
00000077:Diamond Key
00000078:Car Key
0000007C:Maiden Medallion
0000007E:Power Panel Part
0000007F:Power Panel Part
00000080:Lovers Relief
00000081:Small Gear
00000082:Large Gear
00000083:Courtyard Key
00000084:Knight Plug
00000085:Pawn Plug
00000086:Queen Plug
00000087:Boxed Electronic Part
00000088:Boxed Electronic Part
0000009F:Orphanage Key
000000A0:Club Key
000000A9:Heart Key
000000AA:U.S.S. Digital Video Cassette
000000B0:T-Bar Valve Handle
000000B3:Dispersal Cartridge (Empty)
000000B4:Dispersal Cartridge (Solution)
000000B5:Dispersal Cartridge (Herbicide)
000000B7:Joint Plug
000000BA:Upgrade Chip (Admin)
000000BB:ID Wristband (Admin)
000000BC:Electronic Chip
000000BD:Signal Modulator
000000BE:Trophy
000000BF:Trophy
000000C2:Sewers Key
000000C3:ID Wristband (Visitor)
000000C4:ID Wristband (General Staff)
000000C5:ID Wristband (Senior Staff)
000000C6:Upgrade Chip (General Staff)
000000C7:Upgrade Chip (Senior Staff)
000000C8:ID Wristband (Visitor)
000000C9:ID Wristband (General Staff)
000000CA:ID Wristband (Senior Staff)
000000CB:Lab Digital Video Cassette
000000E6:Briefcase
000000F0:Fuse (Main Hall)
000000F1:Fuse (Break Room Hallway)
000000F3:Scissors
000000F4:Bolt Cutter
000000F5:Stuffed Doll
00000106:Hip Pouch
00000123:Portable Safe
00000125:Tin Storage Box
00000126:Wooden Box
00000127:Wooden Box
00000128:Tin Storage Box

ALL WEAPON IDS

FFFFFFFF:not weapon
00000001:Handgun - Matilda
00000002:Handgun - M19
00000003:Handgun - JMB Hp3
00000004:Handgun - Quickdraw Army Revolver
00000007:Handgun - MUP
00000008:Handgun - Broom Hc
00000009:Handgun - SLS 60
0000000B:Shotgun - W-870
00000015:Sub Gun - MQ 11
00000017:Sub Gun - LE 5 (Infinite)
0000001F:MAG - Lightning Hawk
00000029:EMF Visualizer
0000002A:Grenade Launcher - GM 79
0000002B:Chemical Flamethrower
0000002C:Stun Gun - Spark Shot
0000002D:ATM-4
0000002E:Combat Knife
0000002F:Combat knife (Infinite)
00000031:Anti-tank Rocket
00000032:Minigun
00000041:Hand Grenade
00000042:Flash Grenade
00000052:Handgun - Samurai Edge (Infinite)
00000053:Handgun - Samurai Edge (Chris Model)
00000054:Handgun - Samurai Edge (Jill Model)
00000055:Handgun - Samurai Edge (Albert Model)
000000DE:ATM-4 (Infinite)
000000F2:Anti-tank Rocket (Infinite)
000000FC:Minigun (Infinite)
Last edited by CJBok on Sat Jan 26, 2019 4:48 pm, edited 8 times in total.

bloodaxis
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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by bloodaxis »

Couple more item ids.

Code: Select all

0000001f:Lightning Hawk
0000002b:Flamethrower
00000031:Rocket Launcher
00000032:Minigun
00000052:Samurai Edge (Original Model) Infinite Pistol
00000017:LE 5 Infinite SMG
00000004:Quickdraw Army Revolver
0000002c:Spark Shot

Code: Select all

0000003D:Magnum Red Dot Sight
0000003e:Magnum Long Barrel Part
00000040:GM 79 Stock Part
00000035:SLS 60 Reinforced Frame
0000003a:High Capacity SMG Mag
00000042:High Voltage Condenser (Spark Shot)
Last edited by bloodaxis on Fri Jan 25, 2019 6:14 pm, edited 6 times in total.

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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by darkbear »

CJBok wrote:
Fri Jan 25, 2019 1:26 pm
Here some additional Cheats for this table and Item / Weapons IDs (incomplete)

ONE HIT KILL

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>13033</ID>
      <Description>"one hit kill"</Description>
      <LastState Activated="1"/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(OnDamageAOB,re2.exe,D1 48 83 78 18 00 75 1E 80 7A 5D 00 75 18 8B 4A 58 44 89 C0) // should be unique
alloc(OnDamageMem,$1000,"re2.exe"+B0A4224)
registersymbol(OnDamageAOB)

label(OnDamageExit)
label(OnDamageRet)


OnDamageMem:
  cmp [pPlayer],rdx
  je OnDamageExit
  mov [rdx+58],1

OnDamageExit:
  mov ecx,[rdx+58]
  mov eax,r8d
  jmp OnDamageRet

OnDamageAOB+0E:
  jmp OnDamageMem
  nop
OnDamageRet:


[DISABLE]

OnDamageAOB+0E:
//mov ecx,[rdx+58]
//mov eax,r8d
  db 8B 4A 58 44 89 C0

unregistersymbol(OnDamageAOB)
dealloc(OnDamageMem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Save Count 0

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>13039</ID>
      <Description>"Save Count 0"</Description>
      <LastState Activated="1"/>
      <Color>FF0000</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(SaveCountAOB,re2.exe,01 89 41 24 48 8B 43 50) // should be unique
alloc(SaveCountMem,$1000,"re2.exe"+ADE1B7E)
registersymbol(SaveCountAOB)

label(return)

SaveCountMem:
  mov eax,0
  mov [rcx+24],eax
  mov rax,[rbx+50]
  jmp return

SaveCountAOB+01:
  jmp SaveCountMem
  nop
  nop
return:


[DISABLE]
SaveCountAOB+01:
//mov [rcx+24],eax
//mov rax,[rbx+50]
  db 89 41 24 48 8B 43 50

unregistersymbol(SaveCountAOB)
dealloc(SaveCountMem)
</AssemblerScript>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

ITEMS IDS for dropdown

Code: Select all

00000000:is weapon
00000001:First Aid Spray
00000005:Mixed Herb (G+G)
0000000C:Green Herb
0000000D:Red Herb
0000000E:Blue Herb
0000000F:Handgun Ammo
00000010:Shotgun Shells
0000001F:Detonator
00000021:Wooden Board
00000022:Electronic Gadget
00000023:Battery (9-volt)
00000024:Gunpowder
00000026:High-Grade Gunpowder (Yellow)
00000030:High-Capacity Mag. (MAtilda)
0000004A:Film "Commemorative"
00000051:Unicorn Medallion
00000052:Spade Key
00000054:Weapons Locker Key Card
00000056:Valve Handle
00000058:Scepter
0000005A:Red Jewel
00000070:Spare Key (key pad)
00000072:Red Book (Art Object)
00000073:Statue's Left Arm
00000074:Left Arm with Book
00000076:Lion Medallion
0000007C:Maiden Medallion
000000F0:Fuse (Main Hall)
000000F4:Bolt Cutter
WEAPON IDS for dropdown

Code: Select all

ffffffff:not weapon
00000001:Matilda
0000000B:W-870 (Shotgun)
0000002E:Combat Knife
00000042:Flash Grenade
00000053:Samurai Edge (Chris Model)
00000054:Samurai Edge (Jill Model)
00000055:Samurai Edge (Albert Model)
Thank you so much, could you add played game time? because that can change your rate S, A...

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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by ForgotMyLogin »

Would really like a Stop Time + Freecam option for some sick screenshot possibilities.

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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by KS212 »

Played Time Editor and... some Mr X does not bother you cheat is probably all that's left.

Though that being said... S rank gives you the infinite ammo gun.... you can give yourself this gun with the item editor soooo... kinda not needed :P

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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by Hornet »

KS212 wrote:
Fri Jan 25, 2019 2:41 pm
Played Time Editor and... some Mr X does not bother you cheat is probably all that's left.

Though that being said... S rank gives you the infinite ammo gun.... you can give yourself this gun with the item editor soooo... kinda not needed :P
You still have to complete the challenge in the records, so it'd still be convenient to have a time editor.

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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by sebastianyyz »

Thank you

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Re: RESIDENT EVIL 2 +6 (table Update3.3)

Post by KS212 »

Hornet wrote:
Fri Jan 25, 2019 3:04 pm
KS212 wrote:
Fri Jan 25, 2019 2:41 pm
Played Time Editor and... some Mr X does not bother you cheat is probably all that's left.

Though that being said... S rank gives you the infinite ammo gun.... you can give yourself this gun with the item editor soooo... kinda not needed :P
You still have to complete the challenge in the records, so it'd still be convenient to have a time editor.
True, true... I take back my statement.

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Re: RESIDENT EVIL 2 +5 (table Update3)

Post by Cielos »

Exeter wrote:
Fri Jan 25, 2019 12:15 pm
[...]
no problem~

///
CJBok wrote:
Fri Jan 25, 2019 1:26 pm
[...]
I've put a link to your post from the first post. you may want to update this post if there are more item IDs and/or scripts so that others can find them easier.
thanks!

///
bloodaxis wrote:
Fri Jan 25, 2019 2:09 pm
[...]
I've put a link to your post from the first post as well~

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