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Been digging through my local archives and found this build for Chivalry 2. A few of you were asking about the ChivApocalypse project—it has been dead for a while since the updates broke the offsets, but the source and the pak creation method remain solid for anyone trying to reverse engineer the game logic.
Technical Overview:
This was a .PAK-based modification. For those who aren't familiar with how Chivalry 2 handles its memory, modifying these files allows for direct interaction with the game's movement and combat parameters without needing a high-overhead internal injector.
Current Status:
Do not expect this to be Undetected (UD). Since the game received structural updates, these specific paks are likely flagged or simply outdated. The main value here is the method of creating your own .PAK files. If you're trying to learn how to manipulate Unreal Engine-based titles, looking at how the hooks were structured in these files is a good starting point.
Reversing Perspective:
If you are planning to fork this or build your own version, focus on:
I'm moving on to other projects, but the .PAK creation guide linked in the original research is still the best way to get started if you want to experiment with client-side modifications without dealing with the headache of external kernel drivers or risky DLL injections.
Has anyone here managed to get a fresh dump of the current build, or are you guys sticking to DMA for this title? Curious to hear if anyone has successfully bypassed the current integrity checks on the .PAK files. Drop your findings below.
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Technical Overview:
This was a .PAK-based modification. For those who aren't familiar with how Chivalry 2 handles its memory, modifying these files allows for direct interaction with the game's movement and combat parameters without needing a high-overhead internal injector.
- V1 Features: Noclip, Respawn, Chat disturb, One Tap.
- V2 Features: Added Aimbot, Fast Arrow, Sieges Noclip, Fly Speed, Speedhack, RGB Chat Color, Infinite Dash, Horse Noclip, and various troll functions.
- Implementation: Relied on custom UI hooks for keybind personalization, utilizing support code for the interface design.
Current Status:
Do not expect this to be Undetected (UD). Since the game received structural updates, these specific paks are likely flagged or simply outdated. The main value here is the method of creating your own .PAK files. If you're trying to learn how to manipulate Unreal Engine-based titles, looking at how the hooks were structured in these files is a good starting point.
Reversing Perspective:
If you are planning to fork this or build your own version, focus on:
- Viewmatrix analysis: Crucial if you're trying to re-implement the aimbot functionality.
- Offset Updates: You will need to dump the new addresses, as the old ones are definitely patched.
- Stability: The speedhack features were prone to triggering server-side desyncs, which is a fast track to a manual ban.
I'm moving on to other projects, but the .PAK creation guide linked in the original research is still the best way to get started if you want to experiment with client-side modifications without dealing with the headache of external kernel drivers or risky DLL injections.
Has anyone here managed to get a fresh dump of the current build, or are you guys sticking to DMA for this title? Curious to hear if anyone has successfully bypassed the current integrity checks on the .PAK files. Drop your findings below.
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