HELLDIVERS 2

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S7R0NG3R
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Re: HELLDIVERS 2

Post by S7R0NG3R »

is there a way to separate the "main" and "side" missions in the "instant complete all missions (main + side)" script?

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

s4boi
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Re: HELLDIVERS 2

Post by s4boi »

Hyuichiro wrote:
Sat Apr 13, 2024 11:17 am
does the CT also work on my team if I join random session?
Most of the CT works only for you, however mission specific stuff like infinite mission timer, fast extraction etc works for whole squad if you are the host.

excilomat wrote:
Sat Apr 13, 2024 8:33 am
Just an Idea
i had a Table with Unlimited Grenades and Syringes but it was a "legit" scrpipt meaning those items would still consume but stay at 1 so it wouldnt be that obvious that you are running with full equipment for 30 min straigt, but i deleted the table for unknown reasons...
maybe you could change the current code unlimited script to make it more "believeable"

i like the new ammo and shieldpack script!
All credit for the code's below goes to their Authors, I take no credit for any of the code

Infinite stims | Legit
Spoiler
{
Made by : Super-Earth Department of Quantum Engineering
Note : Destroy all enemies of Super-Earth!!!1
}
[ENABLE]

aobscanmodule(syringes_legit,game.dll,48 03 C9 45 8B BC CA C8 75 00 00)
registersymbol(syringes_legit)
alloc(newmem,1024)
label(return)

newmem:
add rcx,rcx
mov r15d,[r10+rcx*8+000075C8]
cmp dword ptr [r10+rcx*8+000075C8],01
je short @f
dec r15d
@@:
cmp eax,edx
jmp return

syringes_legit:
jmp far newmem
return:

[DISABLE]

Infinite Ammo | Legit
Spoiler
{
Made by : Super-Earth Department of Quantum Engineering
Note : Destroy all enemies of Super-Earth!!!1
}
[ENABLE]

aobscanmodule(ammo_legit,game.dll,41 83 2C C2 01 4D 8D 04 C2 49 8B 84 CA)
registersymbol(ammo_legit)
alloc(newmem,1024)
label(return)

newmem:
cmp dword ptr [r10+rax*8],#2
jle short @f
sub dword ptr [r10+rax*8],01
@@:
lea r8,[r10+rax*8]
mov rax,[r10+rcx*8+00002028]
jmp return

ammo_legit:
jmp far newmem
nop 3
return:

[DISABLE]

Infinite Grenades | Legit
Spoiler
{
Made by : Super-Earth Department of Quantum Engineering
Note : Destroy all enemies of Super-Earth!!!1
}
[ENABLE]

aobscanmodule(grenades_legit,game.dll,4D 03 C6 41 FF 08)
registersymbol(grenades_legit)
alloc(newmem,1024)
label(return)

newmem:
add r8,r14
cmp dword ptr [r8],01
je short @f
dec [r8]
@@:
mov rax,[rbp+r13*8+00002030]
jmp return

grenades_legit:
jmp far newmem
return:

[DISABLE]

No recoil + No sway
Spoiler
// Game Executable : helldivers2.exe
// Author : gir489
// Executable Version: 1.8.17123.0
// MD5 Signature : 319505530078A72820710D8A1FC6C069
// EXE Compile Date : March 06, 2024 01:32 PM
// Script Date : March 09, 2024 10:56 PM

[ENABLE]

// No Recoil
aobscanmodule(no_Rec,game.dll,44 8B 7C 24 ?? 41 3B 46 08)

no_Rec+9:
db EB

// No Sway
aobscanmodule(aob_NoSway,game.dll,F3 0F 51 C2 EB 08 0F 28 C2 E8 ? ? ? ? 80 7C 24)
registersymbol(aob_NoSway)

aob_NoSway:
nop 4

[DISABLE]
aob_NoSway:
db F3 0F 51 C2

unregistersymbol(aob_NoSway)

YounGMessiah
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Re: HELLDIVERS 2

Post by YounGMessiah »

ZoDDeL wrote:
Sat Mar 16, 2024 3:26 am
alternative and simpler guide with slightly different approach with no address input and easier timing.

this guide doesnt make your CE undetected but let you activate scripts and close CE before gameguard notice what happened
so you can cheat without crash / hack detected!
<snip>
Hello!

I appreciate your time with this, works great :)

Any chance you could share the allowed max samples per mission code to add to this? I just wanna do it solo, well I do all this solo with cheats
Last edited by YounGMessiah on Sat Apr 13, 2024 6:12 pm, edited 1 time in total.

Squalor
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Re: HELLDIVERS 2

Post by Squalor »

s4boi wrote:
Sat Apr 13, 2024 1:42 pm
Hyuichiro wrote:
Sat Apr 13, 2024 11:17 am
snip
snip
Got a reduced strategem cooldown instead of an infinite one?

omega3k
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Re: HELLDIVERS 2

Post by omega3k »

whenever i use zods new menu the super damage only works for your 3rd weapon and 2nd. the primary does zero dmg as well with it on which is weird

qzpmtfgh
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Re: HELLDIVERS 2

Post by qzpmtfgh »

ZoDDeL wrote:
Sat Mar 16, 2024 3:26 am
alternative and simpler guide with slightly different approach with no address input and easier timing.

this guide doesnt make your CE undetected but let you activate scripts and close CE before gameguard notice what happened
so you can cheat without crash / hack detected!
but you cannot use CE to search for stuff or debug the game!!!


follow the text+ picture guide or just watch one of the videos down below
i show the usage at the beginning of each video.

step 1

open CE table and open memory viewer
[Link]


step 2
open the game (my table should hook the game itself)
[Link]


step 3
wait a bit if everything was right you should see the last 2 entries in my table populate with adresses/values (green boxes)
like in this screenshot:
[Link]


now you can hit the checkbox on "all together" to activate it (or individual options above).
then close CE table quick with a click on the X on top right of the CE main window.

THE TABLE
Image
the table is split into 3 sections.
basic scripts and advanced scripts and all in one scripts.
while basic script just search for array of byte pattern and overwrite it (nop or change bytes to jump etc.)
the advanced script do memory allocations, full code with jumps and compares and change values.
the all in one scripts are like presets for alle the scripts in the table.

each section has an "all together" script that bound all features into one (so you dont have to click multiple scripts)
all basic scripts with one star / asterisk * (blue box in screenshot) are put into the alltogether for this section.
all advanced script with two star / asterisk ** (red box in screenshot) are put into the alltogether for this section.
if you activate any single script that is also part of alltogether you cannot activate alltogether anymore!!!

easiest way to just choose one of the AIO scripts (yellow box in screenshot) activate it and close the table.
but better take i look into the scripts before and maybe change values to your needs.



currently whitelisted (damage / armor damage / pentration increased) weapons:
AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart
P-2 Peacemaker / P-19 Redeemer
LAS-5 Scythe
SG-225 Breaker
P-4 Senator
MG-43 / EXO-45 Gatling
ARC-03
FLAM-40 (only the flame from weapon, not the fire that affects ground)
LAS-98
RS-422 railgun
GL-21
MG-206 HMG
EAT-17
EXO-45 rocket
break action shotgun
APW-1 anti material rifle
AC-8 autocannon
GR-8 recoil-less rifle
FAF-14 Spear (javelin rocket)
EXO-49 emancipator gun
MP-98 Knight
SMG-37 Defender
LAS-7 Dagger
LAS-99 quasar
pelican gun (extraction shuttle)
// R-63CS Diligence Counter SNiper
// LAS-16 Sickle
// JAR-5 Dominator
// SG-225SP Breaker Spray&Pray (16)


default weapons(these weapons keep their default values):
G-6 Frag
G-12 High Explosive / G-16 Impact
G-10 Incendiary
//orbital laser
//500kg bomb
//orbital precision strike
//orbital railcannon strike
//orbital 120MM HE barrage
//orbital 380MM HE barrage identical ID's as precision strike
//eagle 110mm rocket pods
//mortar turret
//eagle airstrike
//eagle clusterbomb
//helldiver pot damage
//impact (fall damage???)

everything else get set down to 0 (enemy attacks, airstrikes, orbital strikes, mines, flame tornados)


showcase instant mission complete + instant extraction timer:




showcase fast rescue mission + instant extraction timer:



older showcase videos



p.s. credits to sunbeam who ignited the idea to check the game.dll
p.p.s basic scripts on my table are manually taken from "version.dll" visual studio builds.
but the script codes (byte arrays etc.) originate from posts here in the forum and on the UC forum.
users like cfemen, gir489 and others.
i cut down all scripts to keep the table small and clean.
that including comments, orignal code, credits, registersymbols
I noticed that sometimes when my teammate dies, the game crashes :(. I always play with only new reload and reveal map, nothing else. I've played around 6 hours so far without the cheat, did not experience any crash, some session with cheats also has no crash, but some of them does have quite a few crashes. I know these are very difficult to troubleshoot, but just want to let everyone know :)

User avatar
ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

wasted my afternoon to find a value / register to filter player / enemy in no-reload but could not find one.
also no luck with strategem timer so far.

but here is an alternate entrypoint for no-reload read:

Code: Select all

aobscanmodule(noReloadV3a,game.dll,48 8D 04 FF 8B 84 C3 C0 45 00 00 03 C6 41 3B C0) // should be unique
alloc(nrV3_newmem,$1000)

label(nrV3_code)
label(nrV3_return)

nrV3_newmem:
  lea rax,[rdi+rdi*8]


  cmp [rbx+rax*8+000045C0],#2
  jge nrV3_code
  mov [rbx+rax*8+000045C0],#2
  jmp nrV3_code


nrV3_code:

  mov eax,[rbx+rax*8+000045C0]
  add eax,esi
  cmp eax,r8d
  jmp nrV3_return

noReloadV3a:
  jmp far nrV3_newmem
  nop 2
nrV3_return:
this doesnt affect all weapons.
for example doesnt work for eat-17, recoil-less rifle, autocannon etc.
most projectile weapons should be fine (ar23, redeemer, grenade launcher)

the benefit is, this one will only affect the player and nobody else!!!
i might add this to the table at some point, for now you have to add it by yourself / replace the other no-reload in aio scripts.

anyway. i think we pretty much reached a dead end. no more new findings on UC / reversing for a while.
i lose interest in this game and we have the best cheats (in some way) already.
i may update the scripts for a bit if possible (as long anti-cheat / anti-debug bypass methods work) but thats it.

Ignis
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Re: HELLDIVERS 2

Post by Ignis »

BlaireLeingod wrote:
Sat Apr 13, 2024 2:43 am
XxDarkus101Xx wrote:
Sat Apr 13, 2024 12:00 am
For the quasar cannon, you could just find a way to change the charge time to something like 0.001 so you can fire it instantly. Wish we could add a cheat like that
Was pointed out by Ignis "courtesy of Destinate who posted on UC that nobody had seen"

Code: Select all

{ Game   : helldivers2.exe
  Version:
  Date   : 2024-03-28
  Author : Destinate

  Instant Charge Quasar
}

[ENABLE]

aobscanmodule(QuasarInstantCharge,game.dll,F3 43 0F 10 8C 2E ? ? ? ? F3 41 0F 10 57) // should be unique
alloc(newmem,$1000)

label(code)
label(return)

newmem:

code:
  mov [r14+r13+00003834], (float)99.9999
  movss xmm1,[r14+r13+00003834]
  movss xmm2,[r15+38]
  jmp return

QuasarInstantCharge:
  jmp far newmem
  nop 2
return:
registersymbol(QuasarInstantCharge)

[DISABLE]

QuasarInstantCharge:
  db F3 43 0F 10 8C 2E 34 38 00 00 F3 41 0F 10 57 38

unregistersymbol(QuasarInstantCharge)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: game.dll.        ?N?+397204

game.dll.        ?N?+3971D1: 48 8B 0D 18 6D 34 01           - mov rcx,[game.dll+16DEEF0]
game.dll.        ?N?+3971D8: 41 B8 53 E6 5E 50              - mov r8d,505EE653
game.dll.        ?N?+3971DE: E8 AD 6C 34 00                 - call game.dll+6DEE90
game.dll.        ?N?+3971E3: 8B 94 24 F8 00 00 00           - mov edx,[rsp+000000F8]
game.dll.        ?N?+3971EA: 45 33 C0                       - xor r8d,r8d
game.dll.        ?N?+3971ED: 4C 8B 6C 24 60                 - mov r13,[rsp+60]
game.dll.        ?N?+3971F2: 49 8B CE                       - mov rcx,r14
game.dll.        ?N?+3971F5: 48 8B 7C 24 58                 - mov rdi,[rsp+58]
game.dll.        ?N?+3971FA: E8 E1 F3 FF FF                 - call game.dll+3965E0
game.dll.        ?N?+3971FF: E9 CD 03 00 00                 - jmp game.dll.        ?N?+3975D1
// ---------- INJECTING HERE ----------
game.dll.        ?N?+397204: F3 43 0F 10 8C 2E 34 38 00 00  - movss xmm1,[r14+r13+00003834]
// ---------- DONE INJECTING  ----------
game.dll.        ?N?+39720E: F3 41 0F 10 57 38              - movss xmm2,[r15+38]
game.dll.        ?N?+397214: 0F 2F D1                       - comiss xmm2,xmm1
game.dll.        ?N?+397217: 76 5B                          - jna game.dll.        ?N?+397274
game.dll.        ?N?+397219: 0F 28 C6                       - movaps xmm0,xmm6
game.dll.        ?N?+39721C: F3 41 0F 59 47 3C              - mulss xmm0,[r15+3C]
game.dll.        ?N?+397222: F3 0F 58 C1                    - addss xmm0,xmm1
game.dll.        ?N?+397226: 0F 2F C2                       - comiss xmm0,xmm2
game.dll.        ?N?+397229: 72 49                          - jb game.dll.        ?N?+397274
game.dll.        ?N?+39722B: 41 8B 57 58                    - mov edx,[r15+58]
game.dll.        ?N?+39722F: 85 D2                          - test edx,edx
}
although currently crashing, so if anyone could fix and share would be highly appreciated
Appreciate you helping share this, though I'm not sure why this would be causing you to crash, since I added it to my own table, I have been using it daily and the only crashing ive encountered is caused by the game itself rather than the script being used.

Blasphemous
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Re: HELLDIVERS 2

Post by Blasphemous »

Spoiler
ZoDDeL wrote:
Sat Mar 16, 2024 3:26 am
alternative and simpler guide with slightly different approach with no address input and easier timing.

this guide doesnt make your CE undetected but let you activate scripts and close CE before gameguard notice what happened
so you can cheat without crash / hack detected!
but you cannot use CE to search for stuff or debug the game!!!


follow the text+ picture guide or just watch one of the videos down below
i show the usage at the beginning of each video.

step 1

open CE table and open memory viewer
[Link]


step 2
open the game (my table should hook the game itself)
[Link]


step 3
wait a bit if everything was right you should see the last 2 entries in my table populate with adresses/values (green boxes)
like in this screenshot:
[Link]


now you can hit the checkbox on "all together" to activate it (or individual options above).
then close CE table quick with a click on the X on top right of the CE main window.

THE TABLE
Image
the table is split into 3 sections.
basic scripts and advanced scripts and all in one scripts.
while basic script just search for array of byte pattern and overwrite it (nop or change bytes to jump etc.)
the advanced script do memory allocations, full code with jumps and compares and change values.
the all in one scripts are like presets for alle the scripts in the table.

each section has an "all together" script that bound all features into one (so you dont have to click multiple scripts)
all basic scripts with one star / asterisk * (blue box in screenshot) are put into the alltogether for this section.
all advanced script with two star / asterisk ** (red box in screenshot) are put into the alltogether for this section.
if you activate any single script that is also part of alltogether you cannot activate alltogether anymore!!!

easiest way to just choose one of the AIO scripts (yellow box in screenshot) activate it and close the table.
but better take i look into the scripts before and maybe change values to your needs.



currently whitelisted (damage / armor damage / pentration increased) weapons:
AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart
P-2 Peacemaker / P-19 Redeemer
LAS-5 Scythe
SG-225 Breaker
P-4 Senator
MG-43 / EXO-45 Gatling
ARC-03
FLAM-40 (only the flame from weapon, not the fire that affects ground)
LAS-98
RS-422 railgun
GL-21
MG-206 HMG
EAT-17
EXO-45 rocket
break action shotgun
APW-1 anti material rifle
AC-8 autocannon
GR-8 recoil-less rifle
FAF-14 Spear (javelin rocket)
EXO-49 emancipator gun
MP-98 Knight
SMG-37 Defender
LAS-7 Dagger
LAS-99 quasar
pelican gun (extraction shuttle)
// R-63CS Diligence Counter SNiper
// LAS-16 Sickle
// JAR-5 Dominator
// SG-225SP Breaker Spray&Pray (16)


default weapons(these weapons keep their default values):
G-6 Frag
G-12 High Explosive / G-16 Impact
G-10 Incendiary
//orbital laser
//500kg bomb
//orbital precision strike
//orbital railcannon strike
//orbital 120MM HE barrage
//orbital 380MM HE barrage identical ID's as precision strike
//eagle 110mm rocket pods
//mortar turret
//eagle airstrike
//eagle clusterbomb
//helldiver pot damage
//impact (fall damage???)

everything else get set down to 0 (enemy attacks, airstrikes, orbital strikes, mines, flame tornados)


showcase instant mission complete + instant extraction timer:




showcase fast rescue mission + instant extraction timer:



older showcase videos



p.s. credits to sunbeam who ignited the idea to check the game.dll
p.p.s basic scripts on my table are manually taken from "version.dll" visual studio builds.
but the script codes (byte arrays etc.) originate from posts here in the forum and on the UC forum.
users like cfemen, gir489 and others.
i cut down all scripts to keep the table small and clean.
that including comments, orignal code, credits, registersymbols
Nice work, ZoDDeL. Is it possible to create a cheat that changes armor value (multiplier like speedhack) and then mix and match different perks. CEO of AH won't introduce transmog in the game so this cheat might be great for a lot of us who like to customize armors.

XxDarkus101Xx
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Re: HELLDIVERS 2

Post by XxDarkus101Xx »

Is it possible to create a Full Auto cheat? especially for semi automatic weapons?

User avatar
ArchernarhZ
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Re: HELLDIVERS 2

Post by ArchernarhZ »

ZoDDeL wrote:
Sat Apr 13, 2024 8:17 pm

but here is an alternate entrypoint for no-reload read:

Code: Select all

aobscanmodule(noReloadV3a,game.dll,48 8D 04 FF 8B 84 C3 C0 45 00 00 03 C6 41 3B C0) // should be unique
alloc(nrV3_newmem,$1000)

label(nrV3_code)
label(nrV3_return)

nrV3_newmem:
  lea rax,[rdi+rdi*8]


  cmp [rbx+rax*8+000045C0],#2
  jge nrV3_code
  mov [rbx+rax*8+000045C0],#2
  jmp nrV3_code


nrV3_code:

  mov eax,[rbx+rax*8+000045C0]
  add eax,esi
  cmp eax,r8d
  jmp nrV3_return

noReloadV3a:
  jmp far nrV3_newmem
  nop 2
nrV3_return:
thank you. :)

haha1192919021
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Re: HELLDIVERS 2

Post by haha1192919021 »

ZoDDeL wrote:
Sat Apr 13, 2024 8:17 pm
wasted my afternoon to find a value / register to filter player / enemy in no-reload but could not find one.
also no luck with strategem timer so far.

but here is an alternate entrypoint for no-reload read:

Code: Select all

aobscanmodule(noReloadV3a,game.dll,48 8D 04 FF 8B 84 C3 C0 45 00 00 03 C6 41 3B C0) // should be unique
alloc(nrV3_newmem,$1000)

label(nrV3_code)
label(nrV3_return)

nrV3_newmem:
  lea rax,[rdi+rdi*8]


  cmp [rbx+rax*8+000045C0],#2
  jge nrV3_code
  mov [rbx+rax*8+000045C0],#2
  jmp nrV3_code


nrV3_code:

  mov eax,[rbx+rax*8+000045C0]
  add eax,esi
  cmp eax,r8d
  jmp nrV3_return

noReloadV3a:
  jmp far nrV3_newmem
  nop 2
nrV3_return:
this doesnt affect all weapons.
for example doesnt work for eat-17, recoil-less rifle, autocannon etc.
most projectile weapons should be fine (ar23, redeemer, grenade launcher)

the benefit is, this one will only affect the player and nobody else!!!
i might add this to the table at some point, for now you have to add it by yourself / replace the other no-reload in aio scripts.

anyway. i think we pretty much reached a dead end. no more new findings on UC / reversing for a while.
i lose interest in this game and we have the best cheats (in some way) already.
i may update the scripts for a bit if possible (as long anti-cheat / anti-debug bypass methods work) but thats it.
I found a code to support weapons with unlimited ammo packs,but I don't know who wrote it.This will compensate for the failure of the support weapon,except for support weapons without backpacks.

Code: Select all

aobscanmodule(aob_Autocannon,game.dll,2B C6 4D 8D 85 48 04 00 00)
registersymbol(aob_Autocannon)

aob_Autocannon:
nop 2

[DISABLE]
aob_Autocannon:
  db 2B C6

unregistersymbol(aob_Autocannon)
And you,my friend,are a true hero.

Uncle Dolan
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What is cheating?
Posts: 1
Joined: Sun Apr 14, 2024 11:54 am
Reputation: 0

Re: HELLDIVERS 2

Post by Uncle Dolan »

ZoDDeL wrote:
Sat Mar 16, 2024 3:26 am
alternative and simpler guide with slightly different approach with no address input and easier timing.

this guide doesnt make your CE undetected but let you activate scripts and close CE before gameguard notice what happened
so you can cheat without crash / hack detected!
but you cannot use CE to search for stuff or debug the game!!!


follow the text+ picture guide or just watch one of the videos down below
i show the usage at the beginning of each video.

step 1

open CE table and open memory viewer
[Link]


step 2
open the game (my table should hook the game itself)
[Link]


step 3
wait a bit if everything was right you should see the last 2 entries in my table populate with adresses/values (green boxes)
like in this screenshot:
[Link]


now you can hit the checkbox on "all together" to activate it (or individual options above).
then close CE table quick with a click on the X on top right of the CE main window.

THE TABLE
Image
the table is split into 3 sections.
basic scripts and advanced scripts and all in one scripts.
while basic script just search for array of byte pattern and overwrite it (nop or change bytes to jump etc.)
the advanced script do memory allocations, full code with jumps and compares and change values.
the all in one scripts are like presets for alle the scripts in the table.

each section has an "all together" script that bound all features into one (so you dont have to click multiple scripts)
all basic scripts with one star / asterisk * (blue box in screenshot) are put into the alltogether for this section.
all advanced script with two star / asterisk ** (red box in screenshot) are put into the alltogether for this section.
if you activate any single script that is also part of alltogether you cannot activate alltogether anymore!!!

easiest way to just choose one of the AIO scripts (yellow box in screenshot) activate it and close the table.
but better take i look into the scripts before and maybe change values to your needs.



currently whitelisted (damage / armor damage / pentration increased) weapons:
AR-23 Liberator / AR-22C Patriot / AR-48 Truth Whisperer / M-105 Stalwart
P-2 Peacemaker / P-19 Redeemer
LAS-5 Scythe
SG-225 Breaker
P-4 Senator
MG-43 / EXO-45 Gatling
ARC-03
FLAM-40 (only the flame from weapon, not the fire that affects ground)
LAS-98
RS-422 railgun
GL-21
MG-206 HMG
EAT-17
EXO-45 rocket
break action shotgun
APW-1 anti material rifle
AC-8 autocannon
GR-8 recoil-less rifle
FAF-14 Spear (javelin rocket)
EXO-49 emancipator gun
MP-98 Knight
SMG-37 Defender
LAS-7 Dagger
LAS-99 quasar
pelican gun (extraction shuttle)
// R-63CS Diligence Counter SNiper
// LAS-16 Sickle
// JAR-5 Dominator
// SG-225SP Breaker Spray&Pray (16)


default weapons(these weapons keep their default values):
G-6 Frag
G-12 High Explosive / G-16 Impact
G-10 Incendiary
//orbital laser
//500kg bomb
//orbital precision strike
//orbital railcannon strike
//orbital 120MM HE barrage
//orbital 380MM HE barrage identical ID's as precision strike
//eagle 110mm rocket pods
//mortar turret
//eagle airstrike
//eagle clusterbomb
//helldiver pot damage
//impact (fall damage???)

everything else get set down to 0 (enemy attacks, airstrikes, orbital strikes, mines, flame tornados)


showcase instant mission complete + instant extraction timer:




showcase fast rescue mission + instant extraction timer:



older showcase videos



p.s. credits to sunbeam who ignited the idea to check the game.dll
p.p.s basic scripts on my table are manually taken from "version.dll" visual studio builds.
but the script codes (byte arrays etc.) originate from posts here in the forum and on the UC forum.
users like cfemen, gir489 and others.
i cut down all scripts to keep the table small and clean.
that including comments, orignal code, credits, registersymbols
As said on a comment on UC, we were able to gain medals really quick with instant complete missions etc..

Today I wanted to start prepare myself and get tons of medals for all warbonds....
Bad news since the last update, all income by medals are gone into the abyss and you are only able, get 250 max which is worse cuz thats also the cap.

Since I'm not able anymore going over the cap, I kinda lose the motivation to go any further and "help" other people to clear orders.

As long thats the state of our game, I guess I'll wait till we'll be able again to go over the cap.


Thanks alot for this awesome table and all your effort you gave us!

user3000
What is cheating?
What is cheating?
Posts: 1
Joined: Sun Apr 14, 2024 4:06 pm
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Re: HELLDIVERS 2

Post by user3000 »

I think the crashes might be linked to new reload. I load 6-10 options. Changed only new reload (used projectile weapons and autocannon) to old reload and stopped getting crashes from middle of the first mission and in middle in the second or third. Used newest file version and read instructions.

Fahrenheit
Novice Cheater
Novice Cheater
Posts: 15
Joined: Mon Mar 25, 2024 2:15 am
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Re: HELLDIVERS 2

Post by Fahrenheit »

Uncle Dolan wrote:
Sun Apr 14, 2024 11:58 am
Today I wanted to start prepare myself and get tons of medals for all warbonds....
Bad news since the last update, all income by medals are gone into the abyss and you are only able, get 250 max which is worse cuz thats also the cap.

Since I'm not able anymore going over the cap, I kinda lose the motivation to go any further and "help" other people to clear orders.

As long thats the state of our game, I guess I'll wait till we'll be able again to go over the cap.
I also discovered there was a hard cap at 250 medals during the same process. I don't think they'll ever increase it so if your interest for this game is tied to this hypethetic move you're as good as gone ^^

Now, to be fair 250 medals is already a lot. I was able to clear one-and-a-half pages of the latest warbond from the get-go. If you ignore the totally optional cosmetics, player cards and all that junk, you can unlock most weapons and half the armors on day one, and resume grinding medals with the CT (which is trivial - 33 medals per mission series at lvl 9, takes literally 5 minutes to do with the Instant Mission + Instant Evac). Subsequently, blaming the medal cap is a non-issue really.

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