Resident Evil 2

FeelTheMagic
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Re: Resident Evil 2

Post by FeelTheMagic » Sun Apr 28, 2019 12:00 am

You mentioned something that was interesting Frosti when you said that when swapping Leon or Claire into Hunk and into Hunk's stage that zombies, lickers, dogs and Mr. X himself can't attack or grab you and can't do any damage to you whatsoever. If someone could make a code where you can be untouchable from beginning and all the way until the end of the game for both Leon and Claire that would be perfect. :D
Frosti
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Re: Resident Evil 2

Post by Frosti » Sun Apr 28, 2019 4:49 am

yoyotheo wrote:I ran into the same basic thing I guess. I used the cheat to change my character (in the campaign) to the little girl (I forget her name), but quickly realized that was no good, because she can't even hold a weapon!
You mean Sherry? Actually, believe it or not, she can hold a weapon. What she can't do is reload a weapon. (See my screenshot below, which was part of my original post in this thread before I purged it of useless info.) It's kinda hard to make out in the image, but she's holding the infinite minigun, which is literally the only gun worth giving her because it's the only one that you never have to reload. (I'm guessing her inability to reload is due to the fact that she was never intended to wield a gun in the first place.) The other problem with using Sherry this way is that, if you recall, she has the unique ability to crouch when you hold the L2 button...unfortunately, the L2 button also aims your gun. So every time Sherry fires a weapon she crouches at the same time! This is why, in the screenshot, the gun is pointed upwards - when Sherry crouches she pulls her arms to her chest. However, if you look closely, you'll see that the aiming reticle is still pointed in front of her, and the minigun is actually shooting where it's supposed to - at the stairs - despite being held almost vertically. So yeah, lots of things are broken with Sherry, but technically I imagine it could be possible to play through most of the game with her, provided you've got that gun.
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yoyotheo wrote:>It always bugged me when people assumed the only reason anyone would use those products is to make the games easier because they're bad at them. Sure, that's one of the potential uses, but there was so much more you could do with it!

Tell me about it! Not so many years ago, cheat codes were common. Almost everyone loved them. They were published in books and magazines everywhere. But today, you mention on Facebook that you like using videogame cheat codes, or modifying your saves, and everyone attacks you "HACKER!! I HATE HACKERS! You stupid CHEATER!! You must SUCK if you use CHEAT CODES!" I get tired of explaining myself. At least on this forum, most people are on the same side.

I'll be the first to admit, I use cheats mostly to make games easier. But if I want my games to be easy, shouldn't I be allowed that right? I work full time. I have a life. I don't have more than a few hours a week to play video games. I like to enjoy the stories. I also like to feel overpowered, and breeze through games without difficulty. Save Wizard is a god send, for me. I love it. I just wish there was more open communication between the actual people in control, and we the users. I send them saves and other messages, and very often they don't reply. When they do reply, if it's to say they can't help (which is often the case) they won't say why, and won't reply any further. Online, there are plenty of people on hackinformer and NGU that are eager to help, but they don't actually work for Save Wizard. None of them do, as far as I can tell. And so they can't do anything with a game until Save Wizard supports it.

Ted
I'll try to keep this reply brief, so as not to get too off-topic, but I couldn't agree with you more about the general change in attitude toward "cheating." My theory is that this shift is largely due to the birth (and subsequent massive popularity) of online multiplayer games, which turned "cheating" from a victimless crime (the only player being affected was yourself) into something that can potentially negatively impact however many gazillion other players are online with you. Competitiveness/trophies/achievements changed the whole dynamic. I think this is what started and continued to feed into the masses' vilification of "cheating" in general, regardless of whether you're playing something online or offline, single player or multiplayer, making the game easier or just swapping character models. It's a shame, really, and one more reason I still tend to stick to single player games or revisit those from older generations.
FeelTheMagic wrote:You mentioned something that was interesting Frosti when you said that when swapping Leon or Claire into Hunk and into Hunk's stage that zombies, lickers, dogs and Mr. X himself can't attack or grab you and can't do any damage to you whatsoever. If someone could make a code where you can be untouchable from beginning and all the way until the end of the game for both Leon and Claire that would be perfect. :D
Trust me, I was thinking the same thing when it happened. :D I'm still super new to all this stuff, but I'm guessing my invincibility was a side-effect of my character magically spawning close to the end of the 4th Survivor stage, and using parameters that shouldn't be possible when playing Hunk's stage normally. It's like the enemies in the game knew I was there, but the game itself didn't. My point is, I'm not sure there's a way to recreate this particular invincibility effect without putting the "wrong" characters in the "wrong" places.

I should add that, after the game crashed at the end of my 4th Survivor run, I noticed on the PS4 home screen that I'd been awarded the "Grim Reaper" trophy for "completing" the stage! :lol: Sadly, I only got the PS trophy and didn't unlock the in-game achievement, but still...
2424marco
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Re: Resident Evil 2

Post by 2424marco » Sun Apr 28, 2019 1:34 pm

Frosti wrote:
yoyotheo wrote:
Frosti wrote:EDIT: Okay, so I'm a big idiot. I only just figured out that you can add/edit codes in Save Wizard's "Quick Mode,"
Don't feel bad. I still don't understand Advanced Mode, and only recently learned about entering Quick Codes, and I've been using Save Wizard ever since PS4 came out, and Game Genie for years before that. I'd love to be able to find my own codes, but I've watched a few videos about it, and my head gets dizzy after a few minutes. So now I just regularly watch these forums on HackInformer and NGU to see what codes people have come up with.

Your idea with the infinite ammo ears sounds great. Hope someone can make it work.

Ted
Thanks for going easy on me. I was so excited when I was composing my first post here, thinking it was going to be this epic & helpful explanation for fellow PS4 users who are new to save modding...imagine my dismay when I realized shortly thereafter that almost everything I had written about and taken screenshots of had been done long before, and in a far more efficient manner. Oh well, my heart was in the right place!

On the subject of more old-school modding software, some of the most fun I ever had with a console was courtesy of my Action Replay Max for the GameCube. Oh man, the codes that people came up with for Resident Evil 4 were mindblowing and made that game even more replayable than it already was. (It always bugged me when people assumed the only reason anyone would use those products is to make the games easier because they're bad at them. Sure, that's one of the potential uses, but there was so much more you could do with it! With the right codes, you could virtually create a whole new gaming experience by turning every enemy of type X to type Y, switch the character you were playing as, and so on. Heck, lots of the codes were actually designed to make the games more challenging.)

Anyway, to get back on the topic of the RE2 Remake: after messing around with the character- and stage-swapping codes, I managed to swap Claire with Katherine Warren inside the RPD's main hall with the cat ears accessory on. However, the only way I could do this was by making the game think I was playing one of the 4 "Ghost Survivors" stages, and since none of those are set in the RPD (Hunk's & Tofu's stage is separate and doesn't allow the use of the unlockable accessories), none of the doors could be opened and nothing was interactable (not to mention the fact that you start with nothing in your inventory, rendering the infinite ammo perk useless). So via trial & error, the conclusion I've reached is that the accessories - cat ears and all the others - can only be worn in those 4 DLC stages, and therefore my idea of having Leon or Claire wear them in the main story is likely impossible, at least for someone as new to modding as I am. Obviously, the game has the ability to grant every weapon infinite ammo, but how to force it to apply that change to the main story instead of the DLC is beyond me. I can't make heads or tails of the system saves, beyond basic things like character & accessory codes.

One interesting experience I had during my experimentation was when I took a main story save and swapped the main character with Hunk and the stage with Hunk's stage. This started me out in the RPD's main hall, which is part of the route Hunk takes in his 4th Survivor stage, and therefore the doors could be opened this time. Sadly, my inventory was still empty, so I figured I was a goner when I encountered the first few zombies...until I discovered that even though all the enemies could see me and tried their best to attack me, I was literally untouchable. I was able to run the whole route - past hordes of lickers & dogs and even Mr. X himself - without taking any damage. Upon reaching the stage exit, the game crashed, but if anyone is feeling frustrated with The 4th Survivor and wants to experience the joy of casually strolling through the stage without fearing for your life, this might be a cathartic option between legitimate attempts.

P.S. I have a question for any of the more experienced modders here: why does simply swapping the character model - without changing any other bit of code - always cause my character to begin somewhere far away from the place where I saved the game, and why does it wipe out their inventory and remove all extra inventory slots? Is it that something locked away in a system save automatically applies these changes based on the character alone? If so, why doesn't Katherine Warren at least start with her default loadout from her "Runaway" stage, for example? I mentioned above that the game somehow knew to put the cat ears accessory on her, even though she was playing a different stage, yet it didn't give her any inventory and still put her in the RPD's main hall instead of the default starting point of the stage I'd swapped in. It's really frustrating to only be able to change some things, but not the things that would make it playable. I'd love to at least have an explanation, so I can be sure it's not just me being stupid (again) and so I don't waste weeks of my life trying to achieve the impossible.
When you swap characters create new item slots, but is possible use old slots characters without lost any weapons or items....only change one byte..i found it one month ago but no have yet time for explaine how it work...i hope make a video tut with all my research/secret that i found. :)
Frosti
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Re: Resident Evil 2

Post by Frosti » Mon Apr 29, 2019 10:02 am

2424marco wrote:When you swap characters create new item slots, but is possible use old slots characters without lost any weapons or items....only change one byte..i found it one month ago but no have yet time for explaine how it work...i hope make a video tut with all my research/secret that i found. :)
Oh wow, that's great news! That should solve a lot of the problems I've been running into lately. I can't wait to learn more about it when you're able to make your tutorial. Thanks for the info! :cool:
I decided to double-check whether or not Sherry could potentially be used for most of the game (aside from the cutscenes that are a problem with almost every character model), and took a few screenshots that demonstrate her unique approach to firearms:
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She almost looks normal holding the Lightning Hawk

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The shotgun is taller than she is

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Not really a "minigun" in this situation

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Never leave anti-tank rocket launchers lying around where children could find them

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Proof that Sherry is able to (literally) fire a weapon
One thing I didn't notice the last time I used Sherry is that, while she can shoot a gun, for some reason she always does so extremely rapidly - much more rapidly than is possible with anyone else. At the slightest touch of the R2 button, she'll go through all 8 shotgun shells. It really feels as though you're using a turbo controller on its fastest setting. This would be kind of awesome if she was capable of reloading, but as soon as the ammo count hits zero that weapon is useless. I was hoping such speed might be handy with the sub-weapons - imagine being able to toss 3 grenades virtually at once, or slashing the infinite knife so quickly that the enemy has no chance to attack - but the turbo effect is so extreme that she's barely begun her animation before she starts it over again (meaning no grenade gets thrown and no knife is wielded). Luckily, she is still able to use both to defend herself when being grabbed.

I also wondered if she might be effectively invincible, since the game never puts her in a position where she can be killed (or even wounded), so at the end of my experiment I let myself get repeatedly chomped on by a zombie. It turns out I was half-right...
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Could this be the end for Sherry?!? :O (click to find out!)
Funny how the game will allow some things that you'd think are impossible (e.g. Sherry having her throat ripped out, with her own graphic death animation), but then it will remember what's supposed to be happening and throw in a twist ending - don't worry, she only got "trapped"! She was in the Orphanage the whole time!

Honestly, as frustrating as it can be trying to get some of these mods to work the way I'd like, it's just these kinds of wacky, broken, unpredictable moments that got me into this stuff in the first place. Speaking of which, here's a triumphant screenshot of my "Grim Reaper" trophy being awarded at the same time the game was crashing:
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:D
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Aladore
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Re: Resident Evil 2

Post by Aladore » Sun Feb 23, 2020 9:10 pm

Hey guys.

Anyone dug into Advanced Mode? I'm interested in modding system save data to edit the Results screens.

I could easily change the amount of ammo of the No Way Out campaign, and the amount of enemies killed.

But don't have a clue how to search time based data.

Cheers.
wesker0404
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Re: Resident Evil 2

Post by wesker0404 » Wed Sep 23, 2020 8:38 pm

someone to find out how to have infinite ammo and infinite life in story mode with cat ears ?

someone to find out how to have infinite life in dlc mod Hunk Tofu and Ghost ?

Thanks excuse my bad english i'm French
Aeramis
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Re: Resident Evil 2

Post by Aeramis » Wed Sep 23, 2020 9:05 pm

Well, I guess these forums are finally working. WTH happened?
wesker0404
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Re: Resident Evil 2

Post by wesker0404 » Thu Sep 24, 2020 7:58 pm

We are always looking for a way to have infinite health infinite ammo for Léon & Claire in story mode
infinite health and ammo without cat ear dlc ghost and Hunk mode.
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Lakell00
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Re: Resident Evil 2

Post by Lakell00 » Tue Jan 12, 2021 1:09 pm

did anyone find a quick code for max flash grenades and hand grenades thanks
wesker0404
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Re: Resident Evil 2

Post by wesker0404 » Fri Feb 05, 2021 8:50 pm

No one in this forum anymore ?
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