HELLDIVERS 2

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Hippie
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Re: HELLDIVERS 2

Post by Hippie »

Hippie wrote:
Mon Apr 15, 2024 11:25 pm
ZoDDeL wrote:
Mon Apr 15, 2024 10:02 pm
s4boi wrote:
Mon Apr 15, 2024 6:33 pm


Its less than 100 samples TOTAL combined, not 100 samples each.

Here's the script that adds 48 samples per sample type picked up.
That being said if you pick common it will add 48+1 common samples, if you pick up rare it will add 48+1 rare samples and same goes for super samples. Its a bit inconvenient since you need to hunt for specific sample types that you want to get.

-snip-
here i have clean script for samples i just wrote.

Code: Select all

{ Game   : helldivers2.exe
  Version: 
  Date   : 2024-04-15
  Author : ZoDDeL

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(samples,game.dll,45 01 B4 8A EC 17 00 00 48 8D 82 99 00 00 00) // should be unique
alloc(samples_newmem,$1000)

label(samples_code)
label(samples_return)

samples_newmem:
  cmp rcx,0
  je samples_common
  cmp rcx,1
  je samples_rare
  cmp rcx,2
  je samples_super
  jmp samples_code

// keep common + rare + super below 100!!!

samples_common: // when you pickup common
  mov [r10+rcx*4+000017EC],#49 // common sample
  mov [r10+rcx*4+000017EC+4],#30 // rare sample
  mov [r10+rcx*4+000017EC+8],#20 // super sample
  lea rax,[rdx+00000099]
  jmp samples_return

samples_rare: // when you pickup rare
  mov [r10+rcx*4+000017EC-4],#49 // common sample
  mov [r10+rcx*4+000017EC],#30 // rare sample
  mov [r10+rcx*4+000017EC+4],#20 // super sample
  lea rax,[rdx+00000099]
  jmp samples_return

samples_super: // when you pickup super
  mov [r10+rcx*4+000017EC-8],#49 // common sample
  mov [r10+rcx*4+000017EC-4],#30 // rare sample
  mov [r10+rcx*4+000017EC],#20 // super sample
  lea rax,[rdx+00000099]
  jmp samples_return


samples_code:
  add [r10+rcx*4+000017EC],r14d
  lea rax,[rdx+00000099]
  jmp samples_return

samples:
  jmp far samples_newmem
  nop
samples_return:


[DISABLE]
once you pickup any sample you get a number of all 3 sample types.
the amount is predefined to 49 common, 30 rare and 20 super. (you can change if you like but stay below 100 total)
also its "mov" and not "add" so you cannot overpick to go above 100 total (49 + 30 + 20 = 99 :D )
but to be sure i would not use it while playing with other people because i did not test the behaviour there.
you can still lose the samples if you die. just pick em up if that happens.

btw. you can use it even on difficulty 1 mission where only common samples exists and farm all types anyway with one pickup.

Image
This is so helpful, im new to this so any tutorial on how i could implement this?
Figured it out! Idk if its the proper way to do it but basiaclly i follow the usual setup and start the game, when it auto hooks just ctrl + alt + a and itll open up a new window, paste the code then execute along with the basic and advance cheats and then close as per usual. Special thanks to ZoDDeL and the rest for making it easy for noobs like me to not have to grind the game forever for these

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

User avatar
ZoDDeL
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Re: HELLDIVERS 2

Post by ZoDDeL »

Hippie wrote:
Mon Apr 15, 2024 11:37 pm

Figured it out! Idk if its the proper way to do it but basiaclly i follow the usual setup and start the game, when it auto hooks just ctrl + alt + a and itll open up a new window, paste the code then execute along with the basic and advance cheats and then close as per usual. Special thanks to ZoDDeL and the rest for making it easy for noobs like me to not have to grind the game forever for these
do this without the game running and click within the auto assemble window to File > Assign to current Cheat Table.
now you have the script entry "Auto Assemble script" (you can rename it)
you can save table now(click on CE main window File > Save / Save As...) to keep the extra script in the table.

Dqtreats
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Re: HELLDIVERS 2

Post by Dqtreats »

ZoDDeL wrote:
Tue Apr 16, 2024 12:50 am
Hippie wrote:
Mon Apr 15, 2024 11:37 pm

Figured it out! Idk if its the proper way to do it but basiaclly i follow the usual setup and start the game, when it auto hooks just ctrl + alt + a and itll open up a new window, paste the code then execute along with the basic and advance cheats and then close as per usual. Special thanks to ZoDDeL and the rest for making it easy for noobs like me to not have to grind the game forever for these
do this without the game running and click within the auto assemble window to File > Assign to current Cheat Table.
now you have the script entry "Auto Assemble script" (you can rename it)
you can save table now(click on CE main window File > Save / Save As...) to keep the extra script in the table.
Now all I need is for your expertise to get metals and super credits in that sample script and I'll be golden. Lol

XxDarkus101Xx
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Re: HELLDIVERS 2

Post by XxDarkus101Xx »

Man the airbust rocket launcher is so cool but DARN you gotta have the backpack to reload. And when you do you STILL have to reload the actual round into the socket which takes like 7 seconds to do. I wish there was a cheat somewhere we can shoot without having to reload

XxDarkus101Xx
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Re: HELLDIVERS 2

Post by XxDarkus101Xx »

Man the airbust rocket launcher is so cool but DARN you gotta have the backpack to reload. And when you do you STILL have to reload the actual round into the socket which takes like 7 seconds to do. I wish there was a cheat somewhere we can shoot without having to reload

Ignore this duplicate message. Didn't know it already went through

khawpan001
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Re: HELLDIVERS 2

Post by khawpan001 »

Will I get ban if I use cheat engine?

Vicelopa
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Re: HELLDIVERS 2

Post by Vicelopa »

does anybody know how to tweak Zoddel's instant complete mission only for MAIN objectives only ?
I only want to farm medals without massive XP bonus.
been tweaking his script but no result.
Spoiler

Code: Select all

{ Game   : helldivers2.exe
  Version: 
  Date   : 2024-04-05
  Author : ZoDDeL

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(missionA,game.dll,45 8B 8A D8 87 00 00 48 8D 8F 1C 01 00 00) // should be unique
alloc(missionA_newmem,$1000)

label(missionA_code)
label(missionA_return)

missionA_newmem:
  mov [r10+000087D8],#1

missionA_code:
  mov r9d,[r10+000087D8]
  lea rcx,[rdi+0000011C]
  jmp missionA_return

missionA:
  jmp far missionA_newmem
missionA_return:



[DISABLE]

s4boi
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Re: HELLDIVERS 2

Post by s4boi »

khawpan001 wrote:
Tue Apr 16, 2024 2:52 am
Will I get ban if I use cheat engine?
Technically no bans are issued so far. Ive been hit with "cheat detected" message from anticheat more times that i can remember and im still doing fine.
HOWEVER, that doesnt mean that they wont ban flagged accounts in the future.
My recommendation is- if you want to be safe and dont want to risk your helldivers 2 account just dont cheat.
The grind is real, but eventually you'll get there with some time invested.

Due to RL stuff and lack of time to invest in this game i use cheat engine just to unlock some basic stuff (ZoDDeL's script is godsend for it) so i can play with my high level buddies and not be the burden for them. That being said, that doesnt justify me or what im doing, a cheat is a cheat.

Dqtreats wrote:
Tue Apr 16, 2024 1:10 am
Now all I need is for your expertise to get metals and super credits in that sample script and I'll be golden. Lol
You can farm medals with ZoDDel's mission instant complete and instant shuttle extraction. It will complete any mission as soon as you start dropping down in your pod, takes about 10s or so to complete the mission fully.
Current medal cap is 250 medals which takes you about 15-25 min, depending on your HDD and loading speed since majority of the time you will spend in loading screens.

Super Credits are purely server side, figures since they are paid currency, so those are almost impossible to cheat.

There were mentions of API injections for Medals and Super Credits, but i never found one actually working and that's waaay beyond simple Cheat Engine hacks.

ZoDDeL wrote:
Mon Apr 15, 2024 10:02 pm
- snip -
As always, king! Ty for still being around and making scripts for HD2.

FunFastEfficienttt
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Re: HELLDIVERS 2

Post by FunFastEfficienttt »

khawpan001 wrote:
Tue Apr 16, 2024 2:52 am
Will I get ban if I use cheat engine?
Not for now, got flagged with cheat detected but still no issue.
Who knows what will happen in the future haha. Anyway, no time to grind for unlocks.

cheatycheater
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Re: HELLDIVERS 2

Post by cheatycheater »

I am on PC and crashing to the 'report crash' menu within the first five minutes of every multiplayer mission using Zoddel's latest table and the Full-Legit script, which I have modded slightly to remove the infinite stamina section.

// inf stamina
aobscanmodule(aob_Stamina,game.dll,F3 41 0F 11 08 8B 48 10 E8 ?? ?? ?? ?? 41 8B 47 48)

aob_Stamina:
db F3 41 0F 11 30
//-----------------------------------


//------------------------------------------------------------


Does anyone have any ideas what could be causing this? I am using the Eruptor or Sickle, Grenade Pistol, and Impact Grenades. It seems to happen when I overuse the infinite ammo aspect on the Primary, or even just holding it down for maybe 5-6 seconds (which shouldn't cause a Sickle to overheat).

(I will say that the infinite Grenade Pistol is working like a charm and has never caused a crash, same with the AIO Full Cheats in solo private lobbies.)

mleko
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Re: HELLDIVERS 2

Post by mleko »

ZoDDeL wrote:
Mon Apr 15, 2024 10:02 pm
s4boi wrote:
Mon Apr 15, 2024 6:33 pm
ayturos wrote:
Mon Apr 15, 2024 11:50 am
Can someone post a sample script? It is capped to 100 samples for each type (otherwise it won´t count anything for the mission on extraction and naturally afterwards too). Would really appreciate it :D
Its less than 100 samples TOTAL combined, not 100 samples each.

Here's the script that adds 48 samples per sample type picked up.
That being said if you pick common it will add 48+1 common samples, if you pick up rare it will add 48+1 rare samples and same goes for super samples. Its a bit inconvenient since you need to hunt for specific sample types that you want to get.

-snip-
here i have clean script for samples i just wrote.

Code: Select all

{ Game   : helldivers2.exe
  Version: 
  Date   : 2024-04-15
  Author : ZoDDeL

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(samples,game.dll,45 01 B4 8A EC 17 00 00 48 8D 82 99 00 00 00) // should be unique
alloc(samples_newmem,$1000)

label(samples_code)
label(samples_return)

samples_newmem:
  cmp rcx,0
  je samples_common
  cmp rcx,1
  je samples_rare
  cmp rcx,2
  je samples_super
  jmp samples_code

// keep common + rare + super below 100!!!

samples_common: // when you pickup common
  mov [r10+rcx*4+000017EC],#49 // common sample
  mov [r10+rcx*4+000017EC+4],#30 // rare sample
  mov [r10+rcx*4+000017EC+8],#20 // super sample
  lea rax,[rdx+00000099]
  jmp samples_return

samples_rare: // when you pickup rare
  mov [r10+rcx*4+000017EC-4],#49 // common sample
  mov [r10+rcx*4+000017EC],#30 // rare sample
  mov [r10+rcx*4+000017EC+4],#20 // super sample
  lea rax,[rdx+00000099]
  jmp samples_return

samples_super: // when you pickup super
  mov [r10+rcx*4+000017EC-8],#49 // common sample
  mov [r10+rcx*4+000017EC-4],#30 // rare sample
  mov [r10+rcx*4+000017EC],#20 // super sample
  lea rax,[rdx+00000099]
  jmp samples_return


samples_code:
  add [r10+rcx*4+000017EC],r14d
  lea rax,[rdx+00000099]
  jmp samples_return

samples:
  jmp far samples_newmem
  nop
samples_return:


[DISABLE]
once you pickup any sample you get a number of all 3 sample types.
the amount is predefined to 49 common, 30 rare and 20 super. (you can change if you like but stay below 100 total)
also its "mov" and not "add" so you cannot overpick to go above 100 total (49 + 30 + 20 = 99 :D )
but to be sure i would not use it while playing with other people because i did not test the behaviour there.
you can still lose the samples if you die. just pick em up if that happens.

btw. you can use it even on difficulty 1 mission where only common samples exists and farm all types anyway with one pickup.

Image
It's amazing. Maybe on the same principle we could get 100 super credits from each card?

Dazza08
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Re: HELLDIVERS 2

Post by Dazza08 »

Anyone happen to have the Orbital Gas Strike Weapon/Damage ID?

cexx
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Re: HELLDIVERS 2

Post by cexx »

Everyone is crazy about Super Credit. Just start the mission and run around. That way, I earned 2000 Super Credits in a day.

User avatar
adi_a12
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Re: HELLDIVERS 2

Post by adi_a12 »

just for info after update of the game for ZoDDeL sample cheat table, you will only get sample from the diff of mission,
common+rare sample start from challenging, all sample start from suicide mission

solarboy2012
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Re: HELLDIVERS 2

Post by solarboy2012 »

ZoDDeL wrote:
Mon Apr 15, 2024 10:02 pm
s4boi wrote:
Mon Apr 15, 2024 6:33 pm
ayturos wrote:
Mon Apr 15, 2024 11:50 am
Can someone post a sample script? It is capped to 100 samples for each type (otherwise it won´t count anything for the mission on extraction and naturally afterwards too). Would really appreciate it :D
Its less than 100 samples TOTAL combined, not 100 samples each.

Here's the script that adds 48 samples per sample type picked up.
That being said if you pick common it will add 48+1 common samples, if you pick up rare it will add 48+1 rare samples and same goes for super samples. Its a bit inconvenient since you need to hunt for specific sample types that you want to get.

-snip-
here i have clean script for samples i just wrote.

Code: Select all

{ Game   : helldivers2.exe
  Version: 
  Date   : 2024-04-15
  Author : ZoDDeL

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(samples,game.dll,45 01 B4 8A EC 17 00 00 48 8D 82 99 00 00 00) // should be unique
alloc(samples_newmem,$1000)

label(samples_code)
label(samples_return)

samples_newmem:
  cmp rcx,0
  je samples_common
  cmp rcx,1
  je samples_rare
  cmp rcx,2
  je samples_super
  jmp samples_code

// keep common + rare + super below 100!!!

samples_common: // when you pickup common
  mov [r10+rcx*4+000017EC],#49 // common sample
  mov [r10+rcx*4+000017EC+4],#30 // rare sample
  mov [r10+rcx*4+000017EC+8],#20 // super sample
  lea rax,[rdx+00000099]
  jmp samples_return

samples_rare: // when you pickup rare
  mov [r10+rcx*4+000017EC-4],#49 // common sample
  mov [r10+rcx*4+000017EC],#30 // rare sample
  mov [r10+rcx*4+000017EC+4],#20 // super sample
  lea rax,[rdx+00000099]
  jmp samples_return

samples_super: // when you pickup super
  mov [r10+rcx*4+000017EC-8],#49 // common sample
  mov [r10+rcx*4+000017EC-4],#30 // rare sample
  mov [r10+rcx*4+000017EC],#20 // super sample
  lea rax,[rdx+00000099]
  jmp samples_return


samples_code:
  add [r10+rcx*4+000017EC],r14d
  lea rax,[rdx+00000099]
  jmp samples_return

samples:
  jmp far samples_newmem
  nop
samples_return:


[DISABLE]
once you pickup any sample you get a number of all 3 sample types.
the amount is predefined to 49 common, 30 rare and 20 super. (you can change if you like but stay below 100 total)
also its "mov" and not "add" so you cannot overpick to go above 100 total (49 + 30 + 20 = 99 :D )
but to be sure i would not use it while playing with other people because i did not test the behaviour there.
you can still lose the samples if you die. just pick em up if that happens.

btw. you can use it even on difficulty 1 mission where only common samples exists and farm all types anyway with one pickup.

Image
Thanks for the share, I want to change it a bit to match the sample ratio needed to upgrade. Hope u can explain this formula for me r10+rcx*4+000017EC so i know which part i can change and calculate how much i get. From the code i guess base on which sample rarity u pick up the amount is different which is why the add and remove at the end is not the same for 3 case.

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