Cheat table script is failing on line 6 (byte content assertion). Looks like the memory address may have changed after the update earlier in the year. Anybody know how to find the new memory address?
*FIX* I found the new address. In cheat engine, right click the entry and select "change script". Change line 1 to: define(address,"GRB.exe"+34FDD36) Change line 9 to: jmp GRB.exe+34FDD3D
1. Load the cheat table from this mod & hook cheat engine into the GRB process. 2. Right click the No Auto Reload entry and select "Change script". 3. On line 2, copy the 10 hex digits (5 sets of 2 digits). 4. Close the script editor and in the top right memory scan section of the cheat engine, paste the 10 hex digits. 5. Select byte array (it might say "array of bytes") as the data type and then scan memory. If it asks for size, choose 5 bytes.
When I did this, I got multiple results back. I looked for the closest memory address to the one defined on line 1 of the script. Luckily the closest memory address was the correct one, but if it's not, you may have to try them one-by-one. I updated the script with the memory address found in the scan and then enabled the mod and tried it out. There may be a better way but I'm not experienced with this at all.
If you paste the byte array value in the text field before setting the value type to "Array of byte", it changes the value in the text field (at least for me). Make sure hex the value is exactly "75 05 41 B6 01" (I downloaded the vulkan table and the script has the same data as d3d).
Make sure the "writable" check box is either checked, or has a gray square in it.
Here's a screenshot of my cheat engine window. https://ibb.co/CBJVWq3
Alright now it seems to work I just need to find the correct memory address, thanks for the help so far.
I tested all of the memory addresses, activating and deactivating the script with every memory address but it seems the character continues to automatically reload the weapon.
Be sure that you use the correct address on line 9. In the d3d version, the address on line 9 is 7 larger than the address on line 1. So replace line 1 with the address found from scanning and then add 7 to it and replace line 9. Keep in mind the addresses are in base16 (hexadecimal). You can find online hex calculators if needed.
Here's the Vulkan values for anyone who needs them: Change line 1 to: define(address,"GRB_vulkan.exe"+351DB36) Change line 9 to: jmp GRB_vulkan.exe+351DB3D
whats so confusing is this worked the first time i tried it, then next time i booted it up, im getting the error again despite making the change you wrote
Just curious what the uninstall method is...just in case. The mod is working fine for me by the way. Just wondering in case I ever wish or need to revert back. I utilized the "Directly inject modifications in GRB.exe file using a python script." method of installation. Thank you.
Hey BlackEagle. Great idea! Keen to install but want to ask first: were you able to have the gun make a "clicking" sound when you try to fire with an empty Magazine?
I love this but I reckon I'll get really frustrated when I get into an empty mag situation and have no audio indicator that the guns empty...
49 comments
*FIX*
I found the new address. In cheat engine, right click the entry and select "change script".
Change line 1 to: define(address,"GRB.exe"+34FDD36)
Change line 9 to: jmp GRB.exe+34FDD3D
Should work now (probably different for vulkan).
1. Load the cheat table from this mod & hook cheat engine into the GRB process.
2. Right click the No Auto Reload entry and select "Change script".
3. On line 2, copy the 10 hex digits (5 sets of 2 digits).
4. Close the script editor and in the top right memory scan section of the cheat engine, paste the 10 hex digits.
5. Select byte array (it might say "array of bytes") as the data type and then scan memory. If it asks for size, choose 5 bytes.
When I did this, I got multiple results back. I looked for the closest memory address to the one defined on line 1 of the script. Luckily the closest memory address was the correct one, but if it's not, you may have to try them one-by-one. I updated the script with the memory address found in the scan and then enabled the mod and tried it out. There may be a better way but I'm not experienced with this at all.
Make sure you have the "Hex" checkbox checked.
If you paste the byte array value in the text field before setting the value type to "Array of byte", it changes the value in the text field (at least for me). Make sure hex the value is exactly "75 05 41 B6 01" (I downloaded the vulkan table and the script has the same data as d3d).
Make sure the "writable" check box is either checked, or has a gray square in it.
Here's a screenshot of my cheat engine window.
https://ibb.co/CBJVWq3
I tested all of the memory addresses, activating and deactivating the script with every memory address but it seems the character continues to automatically reload the weapon.
I'll try again later to see if I have more luck.
Here's the Vulkan values for anyone who needs them:
Change line 1 to: define(address,"GRB_vulkan.exe"+351DB36)
Change line 9 to: jmp GRB_vulkan.exe+351DB3D
fyi, in case anyone else is an idiot like me, you need to click "ok" when you've made the changes, not try to save it 😅
I have updated my combined mod accordingly: Combined CE files for GR:B
I love this but I reckon I'll get really frustrated when I get into an empty mag situation and have no audio indicator that the guns empty...