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Begging at this point. Anyone able to help fix this old Remove CAW Slider script that broke on 1.08?


JojCeec123

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Hey there everyone, up until the 1.08 update the previous Cheat Table for WWE 2K22 by Greenhouse worked perfectly fine for removing the CCMaxSlider limit. I've attempted finding the values myself and have somewhat found some values, but admittedly, I am not that experienced with it. Does ANYONE at all have any idea on how to either update the previous script or make a new one? 

What I have found so far is this, but I know I'm missing a lot AND it most likely isn't in the right order. Can anyone take a look at this broken ass script? 


pn0WSeB.png



And as I stated above, this was from the Greenhouse Cheat Table on Fearless. I just do not have the knowledge to figure out what I need to do to make it work. 

I'm not sure how Greenhouse feels about the sharing the entire Cheat Table from 2K22, but It's out there if you search WWE 2K22 Cheat Engine. First link. Really just want to get this working again, any help is appreciated highly.

KoVrQq5.png

The previous script that USED to work and doesn't as of 1.08

Edited by JojCeec123
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If it already works as expected but simply needs updating for 1.09 I might be able to do it if you paste the code for the most recent one that worked for you so I can copy and edit it myself.

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6 minutes ago, Dirty Cheater said:

If it already works as expected but simply needs updating for 1.09 I might be able to do it if you paste the code for the most recent one that worked for you so I can copy and edit it myself.

The script that *was* working on 1.07 was this 

 

[ENABLE]
aobscanmodule(get_CCMaxSlider,WWE2K23_x64.exe,48 8B 01 33 ED 48 8B D9)
alloc(newmem,$1000,get_CCMaxSlider)
label(return)

newmem:
cmp [rcx+1A0],(float)10000
jne @f
mov [rcx+1AC],(float)0 //Min
mov [rcx+1B0],(float)500 //Max
mov [rcx+1B8],(float)0.5 //Fast Step Size (When holding the key/button)
//mov [rcx+1D4],(float)0.2 //No Single Step
mov rax,[rcx]
xor ebp,ebp
jmp return

@@:
mov [rcx+1AC],(float)-10 //Min
mov [rcx+1B0],(float)10 //Max
mov [rcx+1B8],(float)0.2 //Fast Step Size (When holding the key/button)
mov [rcx+1D4],(float)0.2 //Single Step Size
mov rax,[rcx]
xor ebp,ebp
jmp return

get_CCMaxSlider:
  jmp newmem
return:
registersymbol(get_CCMaxSlider)

[DISABLE]
get_CCMaxSlider:
  db 48 8B 01 33 ED

unregistersymbol(get_CCMaxSlider)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: WWE2K22_x64.exe+16BFFA4

WWE2K23_x64.exe+16BFF88: 0F 95 C0           - setne al
WWE2K23_x64.exe+16BFF8B: C3                 - ret
WWE2K23_x64.exe+16BFF8C: 33 C0              - xor eax,eax
WWE2K23_x64.exe+16BFF8E: C3                 - ret
WWE2K23_x64.exe+16BFF8F: CC                 - int 3
WWE2K23_x64.exe+16BFF90: 48 89 5C 24 08     - mov [rsp+08],rbx
WWE2K23_x64.exe+16BFF95: 48 89 6C 24 10     - mov [rsp+10],rbp
WWE2K23_x64.exe+16BFF9A: 48 89 74 24 18     - mov [rsp+18],rsi
WWE2K23_x64.exe+16BFF9F: 57                 - push rdi
WWE2K23_x64.exe+16BFFA0: 48 83 EC 40        - sub rsp,40
// ---------- INJECTING HERE ----------
WWE2K23_x64.exe+16BFFA4: 48 8B 01           - mov rax,[rcx]
// ---------- DONE INJECTING  ----------
WWE2K23_x64.exe+16BFFA7: 33 ED              - xor ebp,ebp
WWE2K23_x64.exe+16BFFA9: 48 8B D9           - mov rbx,rcx
WWE2K23_x64.exe+16BFFAC: 8B F5              - mov esi,ebp
WWE2K23_x64.exe+16BFFAE: 8B FD              - mov edi,ebp
WWE2K23_x64.exe+16BFFB0: FF 50 40           - call qword ptr [rax+40]
WWE2K23_x64.exe+16BFFB3: 85 C0              - test eax,eax
WWE2K23_x64.exe+16BFFB5: 0F 85 15 03 00 00  - jne WWE2K22_x64.exe+16C02D0
WWE2K23_x64.exe+16BFFBB: 8B 8B CC 01 00 00  - mov ecx,[rbx+000001CC]
WWE2K23_x64.exe+16BFFC1: C5 F8 29 74 24 30  - vmovaps [rsp+30],xmm6
WWE2K23_x64.exe+16BFFC7: 85 C9              - test ecx,ecx
}

It is however part of a larger script if you need that as well I can just drop the download to it if needed. I would really appreciate it if you can take a crack at it. 😄

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59 minutes ago, Dirty Cheater said:

If it already works as expected but simply needs updating for 1.09 I might be able to do it if you paste the code for the most recent one that worked for you so I can copy and edit it myself.

If it helps, this one for whatever reason still works just not in the opposite direction. So only removes max slider just doesn't go below zero 

 

[ENABLE]
aobscanmodule(get_maxCC,WWE2K22_x64.exe,89 83 * * 00 00 C5 FA 10 83 * * 00 00 C5 F8 2F 83 * * 00 00 0F)
registersymbol(get_maxCC)
alloc(get_maxCCS,8)
registersymbol(get_maxCCS)

get_maxCCS:
readmem(get_maxCC+6,8)

get_maxCC+6:
db 0F 57 C0 90 90 90 90 90
 
[DISABLE]
get_maxCC+6:
readmem(get_maxCCS,8)

unregistersymbol(*)
dealloc(*)

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Just now, Dirty Cheater said:

What's the advantage of it being able to go to negative numbers like -10?

For example, if I wanted to make a celebrity, wrestler not in the game, or just a wild creation, going below those numbers allows me to fine tune the wrestlers to match their real life counterparts more accurately. Now, I may have described it poorly initially, but the way that it used to work pre-1.08 was when I would edit 

mov [rcx+1AC],(float)0 //Min
mov [rcx+1B0],(float)500 //Max
mov [rcx+1B8],(float)0.5 //Fast Step Size (When holding the key/button)
//mov [rcx+1D4],(float)0.2 //No Single Step

and 

mov [rcx+1AC],(float)-10 //Min
mov [rcx+1B0],(float)10 //Max
mov [rcx+1B8],(float)0.2 //Fast Step Size (When holding the key/button)
mov [rcx+1D4],(float)0.2 //Single Step Size

to something like 

mov [rcx+1AC],(float)-500 //Min
mov [rcx+1B0],(float)500 //Max
mov [rcx+1B8],(float)0.1//Fast Step Size (When holding the key/button)
//mov [rcx+1D4],(float)0.1 //No Single Step

and 

mov [rcx+1AC],(float)-50 //Min
mov [rcx+1B0],(float)50 //Max
mov [rcx+1B8],(float)0.1 //Fast Step Size (When holding the key/button)
mov [rcx+1D4],(float)0.1 //Single Step Size

(Changed values are bold)

It wouldn't actually make the sliders go below zero it would just maintain the effects of going up and down on the sliders just with the actual slider moving MUCH MUCH slower allowing for a incredibly wider option of both VERY low values and VERY high values. Say for example, I begin at 50 on the nose. Editing the values to what I edited them at, the nose by default will start at some random number, say 28 after changing the values, for some reason. However, when I tap right or left on the D-pad on the controller, it will then make almost no physical change to the slider itself (may even stay at 28) unless I tap for example 10 more times. Only until then will the slider number and slider itself physically change to 29 HOWEVER, the facial feature, the nose in this example, is still effected by the 10 taps. It's almost as if each single tap on the D-Pad went from 28.00 -> 29.00 where 1 tap was .01 added to the value. Sorry if that doesn't make much sense. I tried to explain it as much as possible. 

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I'm not sure I understand, but I made a couple changes.  See if this does what it's supposed to do but back up your save file first just in case this is modifying the wrong stuff. 

[ENABLE]
aobscanmodule(get_CCMaxSlider,WWE2K23_x64.exe,48 8B 01 33 ED 48 8B D9)
alloc(newmem,$1000,get_CCMaxSlider)
label(return)

newmem:
cmp [rcx+1B0],(float)10000
jne @f
mov [rcx+1BC],(float)0 //Min
mov [rcx+1C0],(float)500 //Max
mov [rcx+1C8],(float)0.5 //Fast Step Size (When holding the key/button)
//mov [rcx+214],(float)0.2 //No Single Step
mov rax,[rcx]
xor ebp,ebp
jmp return

@@:
mov [rcx+1BC],(float)-10 //Min
mov [rcx+1C0],(float)10 //Max
mov [rcx+1C8],(float)0.2 //Fast Step Size (When holding the key/button)
//mov [rcx+214],(float)0.2 //Single Step Size
mov rax,[rcx]
xor ebp,ebp
jmp return

get_CCMaxSlider:
  jmp newmem
return:
registersymbol(get_CCMaxSlider)

[DISABLE]
get_CCMaxSlider:
  db 48 8B 01 33 ED

unregistersymbol(get_CCMaxSlider)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: WWE2K22_x64.exe+16BFFA4

WWE2K23_x64.exe+16BFF88: 0F 95 C0           - setne al
WWE2K23_x64.exe+16BFF8B: C3                 - ret
WWE2K23_x64.exe+16BFF8C: 33 C0              - xor eax,eax
WWE2K23_x64.exe+16BFF8E: C3                 - ret
WWE2K23_x64.exe+16BFF8F: CC                 - int 3
WWE2K23_x64.exe+16BFF90: 48 89 5C 24 08     - mov [rsp+08],rbx
WWE2K23_x64.exe+16BFF95: 48 89 6C 24 10     - mov [rsp+10],rbp
WWE2K23_x64.exe+16BFF9A: 48 89 74 24 18     - mov [rsp+18],rsi
WWE2K23_x64.exe+16BFF9F: 57                 - push rdi
WWE2K23_x64.exe+16BFFA0: 48 83 EC 40        - sub rsp,40
// ---------- INJECTING HERE ----------
WWE2K23_x64.exe+16BFFA4: 48 8B 01           - mov rax,[rcx]
// ---------- DONE INJECTING  ----------
WWE2K23_x64.exe+16BFFA7: 33 ED              - xor ebp,ebp
WWE2K23_x64.exe+16BFFA9: 48 8B D9           - mov rbx,rcx
WWE2K23_x64.exe+16BFFAC: 8B F5              - mov esi,ebp
WWE2K23_x64.exe+16BFFAE: 8B FD              - mov edi,ebp
WWE2K23_x64.exe+16BFFB0: FF 50 40           - call qword ptr [rax+40]
WWE2K23_x64.exe+16BFFB3: 85 C0              - test eax,eax
WWE2K23_x64.exe+16BFFB5: 0F 85 15 03 00 00  - jne WWE2K22_x64.exe+16C02D0
WWE2K23_x64.exe+16BFFBB: 8B 8B CC 01 00 00  - mov ecx,[rbx+000001CC]
WWE2K23_x64.exe+16BFFC1: C5 F8 29 74 24 30  - vmovaps [rsp+30],xmm6
WWE2K23_x64.exe+16BFFC7: 85 C9              - test ecx,ecx
}

 

Edited by Dirty Cheater
  • Yes! 1
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8 minutes ago, Dirty Cheater said:

I'm not sure I understand, but I made a couple changes.  See if this does what it's supposed to do but back up your save file first just in case this is modifying the wrong stuff. 

[ENABLE]
aobscanmodule(get_CCMaxSlider,WWE2K23_x64.exe,48 8B 01 33 ED 48 8B D9)
alloc(newmem,$1000,get_CCMaxSlider)
label(return)

newmem:
cmp [rcx+1B0],(float)10000
jne @f
mov [rcx+1BC],(float)0 //Min
mov [rcx+1C0],(float)500 //Max
mov [rcx+1C8],(float)0.5 //Fast Step Size (When holding the key/button)
//mov [rcx+214],(float)0.2 //No Single Step
mov rax,[rcx]
xor ebp,ebp
jmp return

@@:
mov [rcx+1BC],(float)-10 //Min
mov [rcx+1C0],(float)10 //Max
mov [rcx+1C8],(float)0.2 //Fast Step Size (When holding the key/button)
//mov [rcx+214],(float)0.2 //Single Step Size
mov rax,[rcx]
xor ebp,ebp
jmp return

get_CCMaxSlider:
  jmp newmem
return:
registersymbol(get_CCMaxSlider)

[DISABLE]
get_CCMaxSlider:
  db 48 8B 01 33 ED

unregistersymbol(get_CCMaxSlider)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: WWE2K22_x64.exe+16BFFA4

WWE2K23_x64.exe+16BFF88: 0F 95 C0           - setne al
WWE2K23_x64.exe+16BFF8B: C3                 - ret
WWE2K23_x64.exe+16BFF8C: 33 C0              - xor eax,eax
WWE2K23_x64.exe+16BFF8E: C3                 - ret
WWE2K23_x64.exe+16BFF8F: CC                 - int 3
WWE2K23_x64.exe+16BFF90: 48 89 5C 24 08     - mov [rsp+08],rbx
WWE2K23_x64.exe+16BFF95: 48 89 6C 24 10     - mov [rsp+10],rbp
WWE2K23_x64.exe+16BFF9A: 48 89 74 24 18     - mov [rsp+18],rsi
WWE2K23_x64.exe+16BFF9F: 57                 - push rdi
WWE2K23_x64.exe+16BFFA0: 48 83 EC 40        - sub rsp,40
// ---------- INJECTING HERE ----------
WWE2K23_x64.exe+16BFFA4: 48 8B 01           - mov rax,[rcx]
// ---------- DONE INJECTING  ----------
WWE2K23_x64.exe+16BFFA7: 33 ED              - xor ebp,ebp
WWE2K23_x64.exe+16BFFA9: 48 8B D9           - mov rbx,rcx
WWE2K23_x64.exe+16BFFAC: 8B F5              - mov esi,ebp
WWE2K23_x64.exe+16BFFAE: 8B FD              - mov edi,ebp
WWE2K23_x64.exe+16BFFB0: FF 50 40           - call qword ptr [rax+40]
WWE2K23_x64.exe+16BFFB3: 85 C0              - test eax,eax
WWE2K23_x64.exe+16BFFB5: 0F 85 15 03 00 00  - jne WWE2K22_x64.exe+16C02D0
WWE2K23_x64.exe+16BFFBB: 8B 8B CC 01 00 00  - mov ecx,[rbx+000001CC]
WWE2K23_x64.exe+16BFFC1: C5 F8 29 74 24 30  - vmovaps [rsp+30],xmm6
WWE2K23_x64.exe+16BFFC7: 85 C9              - test ecx,ecx
}

 

Wow! Thank you so much! It works exactly how I wanted it to! You're amazing! By using what you've posted and changing the following areas 


From
mov [rcx+1AC],(float)0 //Min
mov [rcx+1B0],(float)500 //Max
mov [rcx+1B8],(float)0.5 //Fast Step Size (When holding the key/button)
//mov [rcx+1D4],(float)0.2 //No Single Step
To 
cmp [rcx+1B0],(float)10000
jne @f
mov [rcx+1BC],(float)-1000 //Min
mov [rcx+1C0],(float)1000 //Max
mov [rcx+1C8],(float)0.1 //Fast Step Size (When holding the key/button)
//mov [rcx+214],(float)0.2 //No Single Step

I was able to effect the face while the slider barely moved. I appreciate you so much! 
B5T8KWS.png


As for your script as well for your other tables, I am interested in trying those as well. I have a buddy of mine who would be super interested in the stun script so him and I will probably test that out and let you know of any issues that we may find. 
 

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2 minutes ago, Dirty Cheater said:

OMFG that face LMFAO!!!  What have I done!  Delete that script!!! 

LOL but yeah glad to help! 

You are an absolute godsend! I promise I'm not using it for nefarious reasons! Just funny or really accurate and good looking wrestlers! If you don't mind me asking, how'd you make it work? Don't need a step by step, I can probably figure it out from the table, but was I just way off lol I was sitting here for days messing with the slider and checking values and got nothin. I see the rcx and stuff was changed, how was that found? With just the scan or memory table viewer? 

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While on a slider in the game, I went to that instruction (mov rax,[rcx]) and checked to see what RCX was and went to view that region in the memory view window of CE.  By changing that region view to float and expanding the window a bit I could see red numbers changing a little lower when I'd move the slider left or right.  From there use some investigating to see which addresses match each of the desired ones in the AA script.  Calculate their new difference/offset from that base address of RCX and replace the bad offsets in the old script.

Edited by Dirty Cheater
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Ah ok yeah I was having trouble not only finding where to look at on the memory table but also neglected to expand the window to see if any changes would even show up. I appreciate you so much for sharing this knowledge and info. I've been looking for so long in regards to this specifically. I hope this thread may help others in the future one day as well as somewhat of a starting point. Thank you! 

  • Woo 1
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