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Cheat Engine's generated EXE trainer isn't able to attach

 
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gir489
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PostPosted: Wed Feb 15, 2023 3:21 pm    Post subject: Cheat Engine's generated EXE trainer isn't able to attach Reply with quote

I made a Fallout New Vegas trainer years ago, and it was working on my machine until I reinstalled Windows. Ever since, the EXE version refuses to find FalloutNV.exe, despite it being in the process list. If I load the .CT file into Cheat Engine 7.5, it's able to find the process when it loads. I thought maybe the EXE was out of date, it was generated in 2020, so I generated a new EXE, but it too can not find the EXE when FONV boots.
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AylinCE
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PostPosted: Wed Feb 15, 2023 3:45 pm    Post subject: Reply with quote

Get two different production printouts.
Build and try in 32 and 64 bit versions.
The exe that is successful is yours.

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gir489
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PostPosted: Wed Feb 15, 2023 3:54 pm    Post subject: Reply with quote

That doesn't make any fucking sense, because the game is 32-bit and it was working before the Windows reinstall.
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AylinCE
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PostPosted: Wed Feb 15, 2023 4:15 pm    Post subject: Reply with quote

I witnessed a situation like this;
I created 64 bit Trainer.exe and when I select process in 32 bit browser, Trainer was closing.
But it doesn't do this for 32 bit Trainer.exe and it was working successfully.
My recommendation; Create and try 32 bit Trainer.exe. Wink

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gir489
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PostPosted: Wed Feb 15, 2023 4:19 pm    Post subject: Reply with quote

Again, that doesn't make any sense, because it was WORKING BEFORE. The trainer was originally generated on a 32-bit version of Cheat Engine 7.2 targeting a 32-bit process.
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ParkourPenguin
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PostPosted: Wed Feb 15, 2023 6:40 pm    Post subject: Reply with quote

Try renaming the exe. There were problems in the past if both the trainer and the game had the same name.

You could try figuring out why it isn't working. Is it attaching to any process? If so, what's the PID? Make a label or something to display this info.

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++METHOS
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PostPosted: Wed Feb 15, 2023 7:06 pm    Post subject: Reply with quote

Assuming that you reinstalled the exact same version of windows, and that this is not a permission issue or an AV issue, and you were not running the target under a different name before, then you might try opening the trainer first and vice versa.

Also check to see if the trainer is running in your task manager. If it is, disable the process(es) and try again. If it is not, then try to see what is blocking it. You can also try moving the trainer file to your desktop and running it from there, if you haven't already.
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gir489
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PostPosted: Wed Feb 15, 2023 11:01 pm    Post subject: Reply with quote

ParkourPenguin wrote:
Try renaming the exe. There were problems in the past if both the trainer and the game had the same name.

Its name is fonv_gir489.exe and it's looking for FalloutNV.exe. Nothing changed for that between environments.

ParkourPenguin wrote:
You could try figuring out why it isn't working. Is it attaching to any process? If so, what's the PID? Make a label or something to display this info.

There really isn't much in the way of getting information out of the trainer when it's running in production mode. I have it set to play a chiptune while the trainer is in scanning mode, and it's supposed to stop playing once it's found the EXE it's looking for. However, it does not stop playing.

It's using the standard Lua function getAutoAttachList().add("FalloutNV.exe") to try and find the game.

++METHOS wrote:
Assuming that you reinstalled the exact same version of windows, and that this is not a permission issue or an AV issue, and you were not running the target under a different name before, then you might try opening the trainer first and vice versa.

I checked all that before, and yes I basically went from Windows 10 22H2 to Windows 10 22H2. I had to reinstall because I tried one of those stupid debloatter scripts and it caused so many problems on my system I had to reinstall, although I seem to be fighting just as many problems after I've reinstalled. I can't run FONV then the trainer, as the game is highly unstable and once you ALT+TAB out the game is very likely to crash and does crash for me.

++METHOS wrote:
Also check to see if the trainer is running in your task manager. If it is, disable the process(es) and try again. If it is not, then try to see what is blocking it. You can also try moving the trainer file to your desktop and running it from there, if you haven't already.

I'm not sure what you mean by "disable the processes" here? The trainer is running in memory, and seems to be actively alive. The XMPlaayer is running and still playing the chiptune.
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++METHOS
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PostPosted: Wed Feb 15, 2023 11:23 pm    Post subject: Reply with quote

I just mean try to end task on all of the trainer/CE processes and try again. You can even try to reboot.
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Dark Byte
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PostPosted: Thu Feb 16, 2023 1:20 am    Post subject: Reply with quote

try adding some print/printf lua statements

it'll also open the lua engine and then you can do some more checking like calling getOpenedProcessID() and see what it has opened

or do openProcess() and see if it works or gives an error

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gir489
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PostPosted: Thu Feb 16, 2023 9:21 am    Post subject: Reply with quote

Dark Byte wrote:
try adding some print/printf lua statements

it'll also open the lua engine and then you can do some more checking like calling getOpenedProcessID() and see what it has opened

or do openProcess() and see if it works or gives an error

Well like I mentioned before, the condition doesn't occur when I load the CT file into Cheat Engine. So putting the print statements into the Lua file would only tell me what I already know, that the trainer works in Cheat Engine land, but not in production EXE. What's even more fucked is my other trainers work, but only my FONV trainer doesn't, which shits me off the most because it's really the only one I still use. I've since graduated from making Cheat Engine trainers to writing my own in C# as Cheat Engine trainers always set off anti-viruses. If I generate a new trainer from the original CT file, it actually works and finds the process, it just hates my old .CT file for some reason and I can't figure out why. If you'd like I can send you the CT file to debug, although I have a sneaking suspicion that both the CT and generated EXE versions are going to work for you. At this rate, I don't feel compelled to keep chasing this nonsense issue, as it does "work" if I just load the CT file into Cheat Engine and use it that way. Since I'm the only user still using this, I really can't be assed to keep further chasing this issue. All I really need it to do is just auto attach to FONV once the EXE is found and enable my keybinds so I can turn on the features without ALT+TABing.

If you're wondering how I even got this table made in the first placed, it was made during 2013 when I was still on Windows 7, but Fallout New Vegas has become incredibly unstable on newer versions of Windows.
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++METHOS
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PostPosted: Thu Feb 16, 2023 2:21 pm    Post subject: Reply with quote

Do you still have the version of CE installed that was used to compile the trainer?

And you tried to run the trainer from your desktop and checked that it had admin privileges?
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AylinCE
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PostPosted: Fri Feb 17, 2023 1:53 pm    Post subject: Re: Cheat Engine's generated EXE trainer isn't able to attac Reply with quote

gir489 wrote:
CT file into Cheat Engine 7.5, it's able to find the process when it loads.

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byteburner
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PostPosted: Sat Feb 18, 2023 8:21 am    Post subject: Reply with quote

gir489 wrote:
If I generate a new trainer from the original CT file, it actually works and finds the process, it just hates my old .CT


you lost me here. so if you can generate a new trainer from the old CT and its working what is the problem ?
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gir489
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PostPosted: Mon Feb 20, 2023 6:13 pm    Post subject: Reply with quote

byteburner wrote:
gir489 wrote:
If I generate a new trainer from the original CT file, it actually works and finds the process, it just hates my old .CT


you lost me here. so if you can generate a new trainer from the old CT and its working what is the problem ?

I'd have to remake and recode all the UI elements I did for the trainer.
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