Would it be possible to backport the 3rdperson character model and animations from the RE8 third person DLC they did into this? With the release of Resident Evil 2 classic mod with the camera angles, it got me thinking, it'd be badass if someone could do that type of mod for RE7 and 8, but RE7's downfall is the best we've got for third person animations. I bet the RE7 mansion would look phenomenal though with fixed cameras.
I've been wanting to finally give this a try. I got all the way up to getting Cheat Engine running on a Steam Deck, CE detecting RE7 and me providing the CT file.
However, I seem to have stumbled into the error of an incompatible version of RE7 as of April 23rd, 2024. I'm having the following error message when right clicking on the CT file:
<<The array of byte named SCRIPT_ERROR_POSSIBLE_STEAM_UPDATE could not be found>>
For reference, I'm using the latest version of RE7 on Steam with the beta dx11 version selected.
If you need me to test, let me know. I'm up for testing it out so that I can get it working on Steam Deck.
To double-check that there hasn't been a stealth update, I did a fresh downloaded of the beta branch version of the game on steam and it does still work with the dx11 script for me on windows 11.
Just a guess, but this might be an incompatibility issue with the deck's os and how the game loads in its memory. I don't have a deck myself, otherwise I'd be glad to test it out for you. Maybe someone else can confirm if they've ever gotten it to work with theirs.
Thank you for the reply! I forgot to specify a couple of things in my post:
The version I purchased is the Gold Edition (which has the RE8 prompt on the title screen)
Trying out the RT script on the normal non-beta/non-dx11 release prompts a crash (which is why I changed to the dx11 beta)
I changed the beta version to dx11 through the compatibility options to test the other scripts
Trying out the dx11 script on my Gold Edition also prompts a crash, same with RT, and the 2019 script is the only one that doesn't crash, but this is the one that gives the "SCRIPT_ERROR_POSSIBLE_STEAM_UPDATE" error.
It's possible that indeed the memory could be modified due to the game running through Proton perhaps. It could be worth checking out if loading the game through Steam with Proton on Ubuntu or another Linux-based distro could prompt the same result (I'm using Proton GE 9.4 for the cutscene fixes).
For additional information, this is more or less everything I have tried so far to get up to the point of trying to load the CT file on SteamOS, which could also help if trying to load Cheat Engine+CT file on Ubuntu or another Linux system, but the easiest way to try it is with Protonhax for sure: Getting Resident Evil 7 Third Person OTS Script to run on Steam Deck?
Ah, the 2019 script only works with the 2019 build of the game, which is different from the one that is downloaded from the beta branch. The current beta branch version is from the April 27, 2023 beta branch patch.
Fair warning that this might not work and be a waste of time, but downloading the 21gb 2019 build is an option through Steam's console. I'll go ahead an leave instructions for anyone who wants to try in the future.
Following some instructions to download older versions of a steam game here, after having the game installed already (dx11 version recommended), you would first open Steam's console. Enter steam://nav/consolein a web browser while steam is open to do so. You can see all past patches of the worldwide (non-Japan) version of the game here. The 28 January 2019 build of the game is the one that works with any 1.XX version of the script, such as the 2019 script. The command to enter to download it would be download_depot 418370 418371 6416093193300317096as per the app id, depot id, and manifest id. Entering the command will start the download with Downloading depot 418371 (21167 MB) There's no progress bar, but you can see the current download speed if you hover the mouse over the steam icon in the taskbar. You can also throttle the download speed with steam's download options if desired. When it's done, the console will write something like Depot download complete : "C:\Program Files (x86)\Steam\steamapps\content\app_418370\depot_418371" (8 files, manifest 6416093193300317096) or wherever it decided to store the files. Rename the game's folder to something else to back it up and create another RESIDENT EVIL 7 biohazard folder in steamapps\common and put the files in it. The 2019 build of the game will now launch whenever you start RE7 in steam.
You're basically swapping in the old files while steam thinks the current version is already installed. If the old build of the game works fine and you want to reclaim some disk space, you can delete the files from the back up afterwards or you can also keep them to quickly swap between patch versions by just renaming the game folder to its original name in steamapps\common.
With the 2019 build of the game, you can try any of the 1.XX scripts located in the "RE7TP Old Scripts Archive" .zip on the download page if the "2019 script" also crashes on activation. I'd recommend trying from 1.0 first (RE7 Thirdperson Script-12-1-0) and if it works, try a newer version until you find the latest one that doesn't crash. Heads up that early versions of the script can be extremely buggy. Each version of the script has its changes listed in the "changelog" on the nexus description page.
Iirc, the game can also be prevented from updating by setting its appmanifest file (appmanifest_418370.acf in steamapps folder) to read-only (right-click > properties), but this probably isn't necessary as the game hasn't had an update in almost a year and I try to keep the scripts updated myself anyway.
Since the above will only download the main game, the dlc has its own method (check to see if the main game is working first). If you've got the dx11 version, you should be able to copy the dlc folders over which are 529930, 530610, 530611, and 564190. Each folder goes straight into the game's folder (RESIDENT EVIL 7 biohazard). RT files won't work as they use different formats. If you don't have the dx11 dlc files, they can be downloaded individually (below are the 2019 dlc files). Banned Footage Vol.1 download_depot 418370 529930 182059432009852241Banned Footage Vol.2 download_depot 418370 530610 131579235125118174 End of Zoe download_depot 418370 530611 430871114806224066 Not A Hero download_depot 418370 564190 195970174953257606
hi, I followed the instructions in the video, but when I go to check the box next to the script in Cheat Engine, it won't activate. If I right-click, it says "Error while scanning for AOBs CAM_AFTER_1000...". If I click on that so it brings up the code and I click "ok", I get a message that not all code is injectable and there is an error in line 2274 cmp [rdx+00000171],r14b this instruction cannot be compiled. Any help would be appreciated, thanks in advance!
AOB scan error usually means the build of the game is different from the one the script is looking for. Are you using the latest version of the game on steam with the most recent script? Any of the three scripts will need its matching game version (that's mentioned in their description) to function.
I'm not getting the compile error (cheat engine version up to date?), but I did go ahead and clean up a few lines of code near there and reuploaded the main script. It probably won't change the AOB error if the game version isn't right though.
Tbh, because it's what I'm familiar with. I'm not a programmer that knows much of lua, c+, ect. Just someone that dabbles occasionally with assembly instructions. It's also not in something like trainer form because, afaik, .exes that change memory need mod approval after every upload while .ct files do not as they are just essentially just .xml files (and can be opened and viewed with any text editor). .ct files are also much safer for anyone downloading them as you can view exactly what they will do before running them (with a bit of assembly knowledge), unlike most injection software where you have no idea what exactly it's changing when you load it up. There's also the fact that by making the assembly changes easily viewable and unobfuscated, anyone knowledgeable can tweak the script as they like or just use pieces of it for their own projects. Cheat engine itself is also open source software with the source code publicly available for anyone to browse through for sus activity.
Imo it's a bit less convenient, but very much serviceable and safer all around. That said, if anyone wants to use the .ct file to upload their own plugin/"module", they have my permission (I say as much in the README). I just ask that my work not be monetized and to give credit for the original script at this nexus page.
I assume by the wording it's not the latest steam version which uses the steam RT script. The steam dx11 script is only for the version of the game that gets downloaded from the game's "beta" tab in steam. The old gold script is for the version of the game that HAS not a hero installed and does NOT have the re8 ad on the main menu and has NO Ray Tracing option. No other version of the game is supported as each script is extremely reliant on how re7.exe loads into memory when the game launches.
If you're digging through the old scripts archive, I can't guarantee any of those will work properly with random patch versions of the game. Just a guess, but nvgf.dll sounds like an nvidia reliant thing which iirc a couple of old versions of the script had issue with. To my knowledge, none of the current scripts should give an error like this as I now only modify exe memory and not any driver dlls.
If you're using one of the main 3 scripts and it's not working with its appropriate version of the game, lemme know which specific script it is and I'll double check it.
Edit for future reference: Old gold is not for ray tracing compatible re7. I'll change the descriptions on the download page to help prevent confusion.
Ah, I think that would be the June 13th, 2022 RT build (20220613) which I never made a proper full-featured script for. The first RT script (6.0) was for the following October 6th patch as noted in the changelogs.
I'll go ahead and move a testing script (STEAM RT WIP) that should work with that version out of nexus' archives into the old files section but I can't guarantee how well it will work as I don't remember how complete it is. Next time I refresh the "RE7TP Old Scripts Archive", I'll put a copy in there.
The old gold script (which will probably work better than the testing script) is for the Jan. 28th, 2019 build.
@goldedtoad Thought I'd update you. The script you just uploaded works perfectly with the version I'm using. Many thanks! However it won't work with anyone other than Ethan for some reason
For non-Ethan thirdperson, you'd have to go into "Autodisable by Character" (check the box beside it), and change each character's autodisable to Off (double-click the "On" text and use the dropdown box).
That script was made before AfroJackX's side character placeholder models were uploaded, so thirdperson was set to off by default for all the non-Ethan ones at the time.
Edit: I went ahead and turned the defaults of all of the side character's autodisables to off when I stuck it in the "RE7TP Old Scripts Archive".
196 comments
However, I seem to have stumbled into the error of an incompatible version of RE7 as of April 23rd, 2024.
I'm having the following error message when right clicking on the CT file:
<<The array of byte named SCRIPT_ERROR_POSSIBLE_STEAM_UPDATE could not be found>>
For reference, I'm using the latest version of RE7 on Steam with the beta dx11 version selected.
If you need me to test, let me know. I'm up for testing it out so that I can get it working on Steam Deck.
Just a guess, but this might be an incompatibility issue with the deck's os and how the game loads in its memory. I don't have a deck myself, otherwise I'd be glad to test it out for you. Maybe someone else can confirm if they've ever gotten it to work with theirs.
It's possible that indeed the memory could be modified due to the game running through Proton perhaps.
It could be worth checking out if loading the game through Steam with Proton on Ubuntu or another Linux-based distro could prompt the same result (I'm using Proton GE 9.4 for the cutscene fixes).
For additional information, this is more or less everything I have tried so far to get up to the point of trying to load the CT file on SteamOS, which could also help if trying to load Cheat Engine+CT file on Ubuntu or another Linux system, but the easiest way to try it is with Protonhax for sure:
Getting Resident Evil 7 Third Person OTS Script to run on Steam Deck?
The current beta branch version is from the April 27, 2023 beta branch patch.
Fair warning that this might not work and be a waste of time, but downloading the 21gb 2019 build is an option through Steam's console.
I'll go ahead an leave instructions for anyone who wants to try in the future.
Following some instructions to download older versions of a steam game here, after having the game installed already (dx11 version recommended), you would first open Steam's console.
Enter
steam://nav/console
in a web browser while steam is open to do so.You can see all past patches of the worldwide (non-Japan) version of the game here.
The 28 January 2019 build of the game is the one that works with any 1.XX version of the script, such as the 2019 script.
The command to enter to download it would be
download_depot 418370 418371 6416093193300317096
as per the app id, depot id, and manifest id.Entering the command will start the download with
Downloading depot 418371 (21167 MB)
There's no progress bar, but you can see the current download speed if you hover the mouse over the steam icon in the taskbar.You can also throttle the download speed with steam's download options if desired.
When it's done, the console will write something like
Depot download complete : "C:\Program Files (x86)\Steam\steamapps\content\app_418370\depot_418371" (8 files, manifest 6416093193300317096)
or wherever it decided to store the files.Rename the game's folder to something else to back it up and create another
RESIDENT EVIL 7 biohazard
folder in steamapps\common and put the files in it.The 2019 build of the game will now launch whenever you start RE7 in steam.
You're basically swapping in the old files while steam thinks the current version is already installed.
If the old build of the game works fine and you want to reclaim some disk space, you can delete the files from the back up afterwards or you can also keep them to quickly swap between patch versions by just renaming the game folder to its original name in steamapps\common.
With the 2019 build of the game, you can try any of the 1.XX scripts located in the "RE7TP Old Scripts Archive" .zip on the download page if the "2019 script" also crashes on activation.
I'd recommend trying from 1.0 first (RE7 Thirdperson Script-12-1-0) and if it works, try a newer version until you find the latest one that doesn't crash.
Heads up that early versions of the script can be extremely buggy.
Each version of the script has its changes listed in the "changelog" on the nexus description page.
Iirc, the game can also be prevented from updating by setting its appmanifest file (appmanifest_418370.acf in steamapps folder) to read-only (right-click > properties), but this probably isn't necessary as the game hasn't had an update in almost a year and I try to keep the scripts updated myself anyway.
Since the above will only download the main game, the dlc has its own method (check to see if the main game is working first).
If you've got the dx11 version, you should be able to copy the dlc folders over which are 529930, 530610, 530611, and 564190.
Each folder goes straight into the game's folder (RESIDENT EVIL 7 biohazard).
RT files won't work as they use different formats.
If you don't have the dx11 dlc files, they can be downloaded individually (below are the 2019 dlc files).
Banned Footage Vol.1
download_depot 418370 529930 182059432009852241
Banned Footage Vol.2download_depot 418370 530610 131579235125118174
End of Zoedownload_depot 418370 530611 430871114806224066
Not A Herodownload_depot 418370 564190 195970174953257606
Is there a Linux version of Cheat Engine (or alternative) I could run to get this mod working on the Steam Deck?
Thanks
Are you using the latest version of the game on steam with the most recent script?
Any of the three scripts will need its matching game version (that's mentioned in their description) to function.
I'm not getting the compile error (cheat engine version up to date?), but I did go ahead and clean up a few lines of code near there and reuploaded the main script. It probably won't change the AOB error if the game version isn't right though.
I love this mod so much
or will this Mod Script will crash the game, if tried to be used with another trainer?
What I mean by other trainer, is a trainer that is used for getting infinite ammo, infinite health etc.
Imo it's a bit less convenient, but very much serviceable and safer all around. That said, if anyone wants to use the .ct file to upload their own plugin/"module", they have my permission (I say as much in the README). I just ask that my work not be monetized and to give credit for the original script at this nexus page.
The steam dx11 script is only for the version of the game that gets downloaded from the game's "beta" tab in steam.
The old gold script is for the version of the game that HAS not a hero installed and does NOT have the re8 ad on the main menu and has NO Ray Tracing option.
No other version of the game is supported as each script is extremely reliant on how re7.exe loads into memory when the game launches.
If you're digging through the old scripts archive, I can't guarantee any of those will work properly with random patch versions of the game. Just a guess, but nvgf.dll sounds like an nvidia reliant thing which iirc a couple of old versions of the script had issue with. To my knowledge, none of the current scripts should give an error like this as I now only modify exe memory and not any driver dlls.
If you're using one of the main 3 scripts and it's not working with its appropriate version of the game, lemme know which specific script it is and I'll double check it.
Edit for future reference:
Old gold is not for ray tracing compatible re7. I'll change the descriptions on the download page to help prevent confusion.
For reference, It's from the FitGirl site. None of the main scripts seem to be working
I'll go ahead and move a testing script (STEAM RT WIP) that should work with that version out of nexus' archives into the old files section but I can't guarantee how well it will work as I don't remember how complete it is. Next time I refresh the "RE7TP Old Scripts Archive", I'll put a copy in there.
The old gold script (which will probably work better than the testing script) is for the Jan. 28th, 2019 build.
For non-Ethan thirdperson, you'd have to go into "Autodisable by Character" (check the box beside it), and change each character's autodisable to Off (double-click the "On" text and use the dropdown box).
That script was made before AfroJackX's side character placeholder models were uploaded, so thirdperson was set to off by default for all the non-Ethan ones at the time.
Edit:
I went ahead and turned the defaults of all of the side character's autodisables to off when I stuck it in the "RE7TP Old Scripts Archive".