RESIDENT EVIL 2 +19 +1 (table Update14.3)

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castle
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Re: RESIDENT EVIL 2 +19 +1 (table Update14.2)

Post by castle » Fri May 03, 2019 8:59 am

after using the denuvo free update, this table no longer works. is there any way to fix this?

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Re: RESIDENT EVIL 2 +19 +1 (table Update14.2)

Post by LucyHF » Fri May 03, 2019 9:56 am

castle wrote:
Fri May 03, 2019 8:59 am
after using the denuvo free update, this table no longer works. is there any way to fix this?
How are you guys getting denuvo free version. I have been looking for links but can't find one

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Re: RESIDENT EVIL 2 +19 +1 (table Update14.2)

Post by Exeter » Fri May 03, 2019 10:24 am

It was accidentally uploaded to Steam. They quickly removed it again with a new update, but you should be able to get it via the depot stuff I guess still. And I'm sure it's probably leaked on the web too.

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Re: RESIDENT EVIL 2 +19 +1 (table Update14.2)

Post by castle » Fri May 03, 2019 11:02 am

so, anyone have any insight on using this table again?

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Re: RESIDENT EVIL 2 +19 +1 (table Update14.2)

Post by castle » Tue May 07, 2019 11:40 am

I'd really rather not change exe again
was looking forward to playing ghost survivors w/ the table

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Re: RESIDENT EVIL 2 +19 +1 (table Update14.2)

Post by homah » Tue May 07, 2019 3:19 pm

castle wrote:
Tue May 07, 2019 11:40 am
I'd really rather not change exe again
was looking forward to playing ghost survivors w/ the table
Hope someone updates the table soon..
until then maybe try this trainer?
http://www.mediafire.com/file/7a5ugd66j ... r+v3.1.zip

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Re: RESIDENT EVIL 2 +19 +1 (table Update14.2)

Post by kennean » Wed May 08, 2019 3:15 am

retta wrote:
Thu May 02, 2019 2:20 pm
None of the tables work with non denuvo exe. Please tell me how to enable scripts?
castle wrote:
Fri May 03, 2019 8:59 am
after using the denuvo free update, this table no longer works. is there any way to fix this?
castle wrote:
Fri May 03, 2019 11:02 am
so, anyone have any insight on using this table again?
castle wrote:
Tue May 07, 2019 11:40 am
I'd really rather not change exe again
was looking forward to playing ghost survivors w/ the table
Well, I've checked and updated (only one AOB scan wasn't being found) the table made by Cielos in the OP (last update). Tested and it worked for me... Please try this one (it has the same name as the one in the OP so be careful and make a backup just in case), and tell me if it work for everyone!
The credits for this are obviously to everyone that made them!
Attachments
re2.CT
(274.97 KiB) Downloaded 153 times

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konizu
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Re: RESIDENT EVIL 2 +19 +1 (table Update14.2)

Post by konizu » Wed May 08, 2019 6:43 am

Thanks - table works but some options don't as far as I've seen inf. sub ammo doesn't work.

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Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

Post by Cielos » Wed May 08, 2019 7:58 am

Update14.3
- updated character model mod. added 2 caller check for the custom loadout, which eliminated the infinite loading screen for leon campaign.
the update is not for the "denuvo free" version. I missed that update.
just spent some time to re-install the game if you got that update by accident.
kennean wrote:
Wed May 08, 2019 3:15 am
[...]
if you need the opcodes around the injection point for the defected aobscans, let me know and I can post them, so that you can adjust the aobscans easier.
///
(6,Oct,2019)
on-going protest here for over 3 months already. out on the street most of the time when I'm not working.
still play/cheat when I can for distraction...

///
my Patreon.
any support would be appreciated.

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Re: RESIDENT EVIL 2 +19 +1 (table Update14.2)

Post by pk5547 » Wed May 08, 2019 9:50 am

[/quote]
Well, I've checked and updated (only one AOB scan wasn't being found) the table made by Cielos in the OP (last update). Tested and it worked for me... Please try this one (it has the same name as the one in the OP so be careful and make a backup just in case), and tell me if it work for everyone!
The credits for this are obviously to everyone that made them!
[/quote]

Thanks for table. But no reload, ignore ammo pouch, custom pick up item key, universal item key, character model mod scipt
not working.

homah
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Re: RESIDENT EVIL 2 +19 +1 (table Update14.2)

Post by homah » Wed May 08, 2019 2:40 pm

pk5547 wrote:
Wed May 08, 2019 9:50 am
Well, I've checked and updated (only one AOB scan wasn't being found) the table made by Cielos in the OP (last update). Tested and it worked for me... Please try this one (it has the same name as the one in the OP so be careful and make a backup just in case), and tell me if it work for everyone!
The credits for this are obviously to everyone that made them!
Thanks for table. But no reload, ignore ammo pouch, custom pick up item key, universal item key, character model mod scipt
not working.
Same, also the follow cam mod too, hope someone knows how to fix them, thanks in advance if someone does.

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Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

Post by kennean » Wed May 08, 2019 11:05 pm

konizu wrote:
Wed May 08, 2019 6:43 am
Show
Thanks - table works but some options don't as far as I've seen inf. sub ammo doesn't work.

It works for me... This script allows the number of them to decrease, but makes sure that you always have at least one of each sub weapon while you're using them... If you got 3 grenades, and you keep tossing them, you'll always have one...
Cielos wrote:
Wed May 08, 2019 7:58 am
Show
Update14.3
- updated character model mod. added 2 caller check for the custom loadout, which eliminated the infinite loading screen for leon campaign.
the update is not for the "denuvo free" version. I missed that update.
just spent some time to re-install the game if you got that update by accident.
kennean wrote:
Wed May 08, 2019 3:15 am
[...]
if you need the opcodes around the injection point for the defected aobscans, let me know and I can post them, so that you can adjust the aobscans easier.

Thanks for your offer! I couldn't update the character model mod and the hud mod.. Could you help me with these two?
homah wrote:
Wed May 08, 2019 2:40 pm
Show
pk5547 wrote:
Wed May 08, 2019 9:50 am
Well, I've checked and updated (only one AOB scan wasn't being found) the table made by Cielos in the OP (last update). Tested and it worked for me... Please try this one (it has the same name as the one in the OP so be careful and make a backup just in case), and tell me if it work for everyone!
The credits for this are obviously to everyone that made them!
Thanks for table. But no reload, ignore ammo pouch, custom pick up item key, universal item key, character model mod scipt
not working.
Same, also the follow cam mod too, hope someone knows how to fix them, thanks in advance if someone does.
pk5547 wrote:
Wed May 08, 2019 9:50 am
Show
Well, I've checked and updated (only one AOB scan wasn't being found) the table made by Cielos in the OP (last update). Tested and it worked for me... Please try this one (it has the same name as the one in the OP so be careful and make a backup just in case), and tell me if it work for everyone!
The credits for this are obviously to everyone that made them!
Thanks for table. But no reload, ignore ammo pouch, custom pick up item key, universal item key, character model mod scipt
not working.

Thanks to everyone else who tested it! I've never used these scripts that didn't work, so I didn't tested them (a big mistake on my part)... But all of them works now except those two I asked Cielos for help!
Please see if these work for all of you!

Edit: This one is based on the new RESIDENT EVIL 2 +19 +1 (table Update14.3) posted by Cielos!
Attachments
re2.CT
(276.75 KiB) Downloaded 115 times

castle
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Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

Post by castle » Thu May 09, 2019 12:59 am

So do any of these versions work with the new denuvo free version? so they can be used w/ DLC?

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Re: RESIDENT EVIL 2 +19 +1 (table Update14.3)

Post by kennean » Thu May 09, 2019 1:33 am

castle wrote:
Thu May 09, 2019 12:59 am
So do any of these versions work with the new denuvo free version? so they can be used w/ DLC?
The one that I posted just above your post is “updated” for you to use with the denuvo free .exe file...

Edit: I’ve just remembered that I also didn’t tested it on the DLC’s!!!!
Can you test it for me, as I can’t right now...

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Re: RESIDENT EVIL 2 +10 +3 (table Update7.4)

Post by NachosForTwo » Thu May 09, 2019 3:51 am

gir489 wrote:
Fri Feb 01, 2019 11:05 pm
Tyrant goes down in 1 shot and stays down.

Code: Select all

{ Game   : re2.exe
  Version: 1.0
  Date   : 2019-02-01
  Author : gir489

  Tyrant goes down in 1 shot and stays down.
}

[ENABLE]
aobscanmodule(TyrantDownTimer,re2.exe,3C 0F 5A C0 F2 0F 5C F0 66 0F 5A CE) // should be unique
aobscanmodule(TyrantDamageFunction,re2.exe,39 71 58 0F 9F D0) // should be unique
registersymbol(TyrantDownTimer)
registersymbol(TyrantDamageFunction)

TyrantDamageFunction:
mov [rcx+58],esi

TyrantDownTimer+04:
db 90 90 90 90

[DISABLE]
unregistersymbol(TyrantDownTimer)
unregistersymbol(TyrantDamageFunction)

TyrantDamageFunction:
cmp [rcx+58],esi

TyrantDownTimer+04:
db F2 0F 5C F0 //subsd xmm6,xmm0

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+D9772E8

"re2.exe"+D9772CB: 48 8B 48 18              -  mov rcx,[rax+18]
"re2.exe"+D9772CF: 0F 57 D2                 -  xorps xmm2,xmm2
"re2.exe"+D9772D2: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D9772D5: 74 05                    -  je re2.exe+D9772DC
"re2.exe"+D9772D7: 0F 57 C0                 -  xorps xmm0,xmm0
"re2.exe"+D9772DA: EB 04                    -  jmp re2.exe+D9772E0
"re2.exe"+D9772DC: 66 0F 5A C1              -  cvtpd2ps xmm0,xmm1
"re2.exe"+D9772E0: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D9772E3: 75 3C                    -  jne re2.exe+D977321
"re2.exe"+D9772E5: 0F 5A C0                 -  vcvtps2pd xmm0,xmm0
// ---------- INJECTING HERE ----------
"re2.exe"+D9772E8: F2 0F 5C F0              -  subsd xmm6,xmm0
"re2.exe"+D9772EC: 66 0F 5A CE              -  cvtpd2ps xmm1,xmm6
// ---------- DONE INJECTING  ----------
"re2.exe"+D9772F0: F3 0F 11 8F F4 01 00 00  -  movss [rdi+000001F4],xmm1
"re2.exe"+D9772F8: 48 8B 43 50              -  mov rax,[rbx+50]
"re2.exe"+D9772FC: 48 39 48 18              -  cmp [rax+18],rcx
"re2.exe"+D977300: 75 1F                    -  jne re2.exe+D977321
"re2.exe"+D977302: 0F 2F CA                 -  comiss xmm1,xmm2
"re2.exe"+D977305: 77 1A                    -  ja re2.exe+D977321
"re2.exe"+D977307: 48 8B 8F A0 01 00 00     -  mov rcx,[rdi+000001A0]
"re2.exe"+D97730E: 48 85 C9                 -  test rcx,rcx
"re2.exe"+D977311: 75 20                    -  jne re2.exe+D977333
"re2.exe"+D977313: 8D 51 38                 -  lea edx,[rcx+38]
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+C57C984

"re2.exe"+C57C961: E8 6A 50 85 F5        -  call re2.exe+1DD19D0
"re2.exe"+C57C966: 30 C0                 -  xor al,al
"re2.exe"+C57C968: 48 8B 5C 24 60        -  mov rbx,[rsp+60]
"re2.exe"+C57C96D: 48 8B 74 24 68        -  mov rsi,[rsp+68]
"re2.exe"+C57C972: 48 83 C4 50           -  add rsp,50
"re2.exe"+C57C976: 5F                    -  pop rdi
"re2.exe"+C57C977: C3                    -  ret
"re2.exe"+C57C978: 48 8B 88 A0 01 00 00  -  mov rcx,[rax+000001A0]
"re2.exe"+C57C97F: 48 85 C9              -  test rcx,rcx
"re2.exe"+C57C982: 74 D3                 -  je re2.exe+C57C957
// ---------- INJECTING HERE ----------
"re2.exe"+C57C984: 39 71 58              -  cmp [rcx+58],esi
"re2.exe"+C57C987: 0F 9F D0              -  setg al
// ---------- DONE INJECTING  ----------
"re2.exe"+C57C98A: 84 C0                 -  test al,al
"re2.exe"+C57C98C: 74 D8                 -  je re2.exe+C57C966
"re2.exe"+C57C98E: 40 38 35 5B 05 B3 FA  -  cmp [re2.exe+70ACEF0],sil
"re2.exe"+C57C995: 74 04                 -  je re2.exe+C57C99B
"re2.exe"+C57C997: B1 01                 -  mov cl,01
"re2.exe"+C57C999: EB 25                 -  jmp re2.exe+C57C9C0
"re2.exe"+C57C99B: 48 8B 87 48 01 00 00  -  mov rax,[rdi+00000148]
"re2.exe"+C57C9A2: 48 85 C0              -  test rax,rax
"re2.exe"+C57C9A5: 75 12                 -  jne re2.exe+C57C9B9
"re2.exe"+C57C9A7: 45 31 C0              -  xor r8d,r8d
}
Untested.
Exeter wrote:
Sat Feb 02, 2019 12:20 am
Just confirmed that he stayed down so far and only took 1 bullet to take him down. I'll see how it goes as I progress through the building.

[Edit] Seems to work like a charm. Normally he teleports close to you when you're doing stuff, but this time he does stay down for real. Epic stuff, thanks!

[Edit 2] Only scripted events where he shows up again is what makes him reappear. (example, after getting the Parking Area Card, he shows up in the jail when the zombies break out). But it only takes a moment to bring him down again with the script.

I ended up here in my desperate attempt to eliminate this guy from my game. I'm a total noob at Cheat Engine though and can't figure out how to get this script to work. Would you mind giving me some pointers?

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