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CoSMOS Gamehacking Tool

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[CoSMOS Script] The Evil Within 2
 
rdtg  posted on Oct 12, 2017 11:02:20 AM - Report post

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Hello all!

DO NOT DOWNLOAD THIS TABLE, the latest version is now on page 3 of this threat

The updated table includes:

Unlimited ammo
Unlimited everything picked up
Infinite health
Sprint modifier

Please read the instructions on that post.

[Edited by rdtg, 10/12/2017 6:08:22 PM]

[Edited by rdtg, 10/13/2017 11:27:41 AM]

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CoSMOS Script Attachment  (0MB)  .  downloaded 50 times.
 
 
rdtg  posted on Oct 12, 2017 11:44:04 AM - Report post

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Please use the working cheat table posted on page 2.

[Edited by rdtg, 10/12/2017 6:12:28 PM]

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0x90  posted on Oct 12, 2017 1:11:25 PM - Report post

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Your table will not work for others as the addresses you found by scanning are not static (they will change on restart and on different computers). You could avoid this by finding a valid pointer or writing a script using the debugger and memory viewer.

I've attached a script which prevents your ammo from decreasing.

File Attached
CoSMOS Script Attachment  (0MB)  .  downloaded 12 times.
 
 
0x90  posted on Oct 12, 2017 1:30:46 PM - Report post

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And here is a short video showing what I've done. Started by finding out what writes to our ammo, then nop (delete) the code that writes to our ammo to see if it works. Then do the same in a script.

 
rdtg  posted on Oct 12, 2017 1:52:15 PM - Report post

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Oh snap! Thank you! This is my first time using this tool. I've used Cheat Engine a bunch in the past but I never made any real savable tables with it so most of my work was just finding and changing. Thanks for the video link too, I'm finding this more and more interesting to the point its almost taking over my interest over the game itself :P
 
rdtg  posted on Oct 12, 2017 2:08:07 PM - Report post

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That video helped a ton! Now, with something like the parts or gel, would that be a nop as well or would I set it up to inject a value first? (Sorry if this is the wrong area for this I can move this help part somewhere else)
 
0x90  posted on Oct 12, 2017 3:19:33 PM - Report post

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You can do the same for parts or gel as well or change it so it writes your own value instead. For the no reload script you would instead of removing all the existing lines, just add a new one one line after the "codecave:":

Link

Then the ammo would be set to 99 before the shot bullet gets subtracted.
Alternatively or even on top of that, you can store the value and add a reference to it by using the symbols. Why should you do that? Because then you will no longer need to search for the value yourself. You will always get the address of your ammo whenever the script is executed.

For this you use the registered symbol snippet:

Link

Then enter a name for example ammo.
You will need to change the space in memory that holds your ammo to 8 bytes (because game is 64bit).

Link

Now all you need to do is to save the script, enable it and add a new address to the scanner called "[ammo]+10" without quotes and change the type to 8 bytes. That means it reads the value inside ammo which is the base of our ammo address and add 10 offset to it. Remember the original function was [rcx+10] ? We stored RCX inside ammo but we still have to add the 10.

Link

Now go ingame and shoot once so our script gets executed and voila

Link

My current ammo is 2, now I could change this or freeze it or whatever. And no matter on which computer and how many times you restart the game, you will always have your ammo address instantly without a single scan. You can do this for gel and parts.

 
Dope Lemon  posted on Oct 12, 2017 4:06:15 PM - Report post

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Good job lads
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