Starfield

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gir489
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Re: Starfield

Post by gir489 »

Zanzer wrote:
Mon Sep 04, 2023 6:05 am
viewtopic.php?p=313155#p313155
Added to v9:
Ignore Weapon Count Limit
Ignore Weapon Power Limit
Ignore Weapon Type Limit
Ignore Engine Power Limit
Ignore Shield Count Limit
Ignore Reactor Count Limit
Ignore Reactor Class Restriction
Spoiler
Image
Thank you for this. Now my ship is symmetrically complete.

Image
Image

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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Cielos
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Joined: Fri Mar 03, 2017 4:35 am
Reputation: 1797

Re: Starfield

Post by Cielos »

"slow motion mod"
- CE default speedhack would crash the game sooner or later. hence this script.
- many settings are hardcoded for my preference, not customize-friendly.
- should wait until the game world is fully loaded before you activate this script.
- when activated:
-- press Alt+MouseButton5 to slow down time (0.5)
-- press Alt+MouseButton4 to reset (1.0)
-- holding RightMouseButton (fine aim)to slow down time more (0.31)
- all hotkeys are using CE's own hotkey function. the hotkeys are on "x?", just press Ctrl-H while highlighting the entry. should only change the hotkeys though, don't change the value of the hotkey.
- won't affect hover slow motion aim skill (Boost Assult Training Rank 4 Perk), it would slow down time as the skill intended.
- activate "don't slowdown sound" together if you don't want the sound to be slowed down as well. again, this won't affect the hove slow motion aim skill, the sound would still be slow down when using that skill.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>214</ID>
      <Description>"slow motion mod"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <LastState Activated="1"/>
      <Color>FFFF00</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(entitesTimeMultiReadAOB,Starfield.exe,48 8B ** ** ** ** ** E8 ** ** ** ** C5 ** ** ** E8 ** ** ** ** C5 ** ** ** ** ** ** ** 48)
registersymbol(entitesTimeMultiReadAOB)

label(bRMBPressed)
registersymbol(bRMBPressed)
label(dCustGlobalTimeMultiplier)
registersymbol(dCustGlobalTimeMultiplier)

alloc(newmem,2048,entitesTimeMultiReadAOB+c) //"Starfield.exe"+25A961D)
label(returnhere)
label(originalcode_entitesTimeMultiReadAOB)
registersymbol(originalcode_entitesTimeMultiReadAOB)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
push rbx
mov rbx,dCustGlobalTimeMultiplier
vmovss xmm0,[rbx]
cmp dword ptr [rbx],3f800000
je @f
cmp dword ptr [rbx],3f000000
je @f
minss xmm0,[rax]
@@:
vmovss [rax],xmm0

pop rbx
readmem(entitesTimeMultiReadAOB+c,4)
//vmovss xmm0,[rax]
reassemble(entitesTimeMultiReadAOB+10)
//call Starfield.exe+17E0330
jmp exit

originalcode_entitesTimeMultiReadAOB:
readmem(entitesTimeMultiReadAOB+c,9)
//vmovss xmm0,[rax]
//call Starfield.exe+17E0330

exit:
jmp returnhere

///
bRMBPressed:
dd 0
dCustGlobalTimeMultiplier:
dd (float)1
///

entitesTimeMultiReadAOB+c: //"Starfield.exe"+25A961D:
jmp newmem
nop 4
returnhere:

///*******************************************************///
aobscanmodule(nonEntitesMasterTimeMultiReadAOB,Starfield.exe,C5 ** ** ** ** ** ** ** EB 08 C5 ** ** ** ** ** ** ** C5 ** ** ** ** ** ** ** 74 ** C6)
registersymbol(nonEntitesMasterTimeMultiReadAOB)

alloc(newmem2,2048,nonEntitesMasterTimeMultiReadAOB+a) //"Starfield.exe"+1CFD02F)
label(returnhere2)
label(originalcode2_nonEntitesMasterTimeMultiReadAOB)
registersymbol(originalcode2_nonEntitesMasterTimeMultiReadAOB)
label(exit2)

newmem2: //this is allocated memory, you have read,write,execute access
//place your code here

push rbx
mov rbx,dCustGlobalTimeMultiplier
vmovss xmm6,[rbx]
cmp dword ptr [Starfield.exe+501C188],3E99999A
je @f
cmp dword ptr [rbx],3f800000
je end2
cmp dword ptr [rbx],3f000000
je end2
@@:
minss xmm6,[Starfield.exe+501C188]
end2:
vmovss [Starfield.exe+501C188],xmm6
pop rbx
reassemble(nonEntitesMasterTimeMultiReadAOB+a)
jmp exit2

//vmovss xmm6,[dCustGlobalTimeMultiplier]
//vmovss [Starfield.exe+501C188],xmm6

originalcode2_nonEntitesMasterTimeMultiReadAOB:
readmem(nonEntitesMasterTimeMultiReadAOB+a,8)
//vmovss xmm6,[Starfield.exe+501C188]

exit2:
jmp returnhere2

///

nonEntitesMasterTimeMultiReadAOB+a: //"Starfield.exe"+1CFD02F:
jmp newmem2
nop 3
returnhere2:

///*******************************************************///
aobscanmodule(enviromentTimeMultiReadAOB,Starfield.exe,C5 ** ** ** ** E9 ** ** ** ** CC CC 48 ** ** ** E9 EB FF FF FF)
registersymbol(enviromentTimeMultiReadAOB)

alloc(newmem3,2048,enviromentTimeMultiReadAOB) //"Starfield.exe"+17E03E0)
label(returnhere3)
label(originalcode3_enviromentTimeMultiReadAOB)
registersymbol(originalcode3_enviromentTimeMultiReadAOB)
label(exit3)

newmem3: //this is allocated memory, you have read,write,execute access
//place your code here
push rbx
mov rbx,dCustGlobalTimeMultiplier
vmovss xmm0,[rbx]
cmp dword ptr [rbx],3f800000
je @f
cmp dword ptr [rbx],3f000000
je @f
minss xmm0,[rcx+10]
@@:
vmovss [rcx+10],xmm0
pop rbx

originalcode3_enviromentTimeMultiReadAOB:
readmem(enviromentTimeMultiReadAOB,5)
//vmovss xmm0,[rcx+10]

exit3:
jmp returnhere3

///

enviromentTimeMultiReadAOB: //"Starfield.exe"+17E03E0:
jmp newmem3
returnhere3:

///*******************************************************///


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
entitesTimeMultiReadAOB+c: //"Starfield.exe"+25A961D:
readmem(originalcode_entitesTimeMultiReadAOB,9)
//db C5 FA 10 00 E8 0A 6D 23 FF
//vmovss xmm0,[rax]
//call Starfield.exe+17E0330
unregistersymbol(originalcode_entitesTimeMultiReadAOB)

unregistersymbol(bRMBPressed)
unregistersymbol(dCustGlobalTimeMultiplier)

///*******************************************************///
dealloc(newmem2)
nonEntitesMasterTimeMultiReadAOB+a: //"Starfield.exe"+1CFD02F:
readmem(originalcode2_nonEntitesMasterTimeMultiReadAOB,8)
//db C5 FA 10 35 51 F1 31 03
//vmovss xmm6,[Starfield.exe+501C188]
unregistersymbol(originalcode2_nonEntitesMasterTimeMultiReadAOB)

///*******************************************************///
dealloc(newmem3)
enviromentTimeMultiReadAOB: //"Starfield.exe"+17E03E0:
readmem(originalcode3_enviromentTimeMultiReadAOB,5)
//db C5 FA 10 41 10
//vmovss xmm0,[rcx+10]
unregistersymbol(originalcode3_enviromentTimeMultiReadAOB)

///*******************************************************///
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>343</ID>
          <Description>"don't slowdown sound"</Description>
          <LastState Activated="1"/>
          <Color>FFFF00</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(soundTimeMultiReadAOB,Starfield.exe,E8 ** ** ** ** EB 02 33 C0 48 ** ** 74 ** F3 ** ** ** 0F ** ** 74)
registersymbol(soundTimeMultiReadAOB)

alloc(newmem,2048,soundTimeMultiReadAOB+e) //"Starfield.exe"+86291E)
label(returnhere)
label(originalcode_soundTimeMultiReadAOB)
registersymbol(originalcode_soundTimeMultiReadAOB)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
push rbx
movss [rax],xmm7
mov ebx,(float)1
movd xmm7,ebx
comiss xmm7,[rax]
jb end
xorps xmm7,xmm7
comiss xmm7,[rax]
ja end

cmp dword ptr [Starfield.exe+501C188],3E99999A
je end

@@:
mov ebx,(Float)1
movd xmm7,ebx
//movss xmm6,xmm7
movss [rax],xmm7

end:
pop rbx
movss xmm7,[rax]
ucomiss xmm6,xmm7
jmp exit

originalcode_soundTimeMultiReadAOB:
readmem(soundTimeMultiReadAOB+e,7)
//movss [rax],xmm7
//ucomiss xmm6,xmm7

exit:
jmp returnhere

///

soundTimeMultiReadAOB+e: //"Starfield.exe"+86291E:
jmp newmem
nop 2
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
soundTimeMultiReadAOB+e: //"Starfield.exe"+86291E:
readmem(originalcode_soundTimeMultiReadAOB,7)
//db F3 0F 11 38 0F 2E F7
//movss [rax],xmm7
//ucomiss xmm6,xmm7
unregistersymbol(originalcode_soundTimeMultiReadAOB)
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>344</ID>
          <Description>"x?"</Description>
          <LastState Value="0.5" RealAddress="7FF636A60050"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>dCustGlobalTimeMultiplier</Address>
          <Hotkeys>
            <Hotkey>
              <Action>Set Value</Action>
              <Keys>
                <Key>18</Key>
                <Key>5</Key>
              </Keys>
              <Value>1</Value>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Set Value</Action>
              <Keys>
                <Key>18</Key>
                <Key>6</Key>
              </Keys>
              <Value>0.5</Value>
              <ID>1</ID>
            </Hotkey>
            <Hotkey OnlyWhileDown="1">
              <Action>Set Value</Action>
              <Keys>
                <Key>2</Key>
              </Keys>
              <Value>0.31</Value>
              <ID>2</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Last edited by Cielos on Mon Sep 04, 2023 2:14 pm, edited 1 time in total.

djkunn
Expert Cheater
Expert Cheater
Posts: 74
Joined: Tue Sep 19, 2017 1:19 am
Reputation: 16

Re: Starfield

Post by djkunn »

Zanzer wrote:
Fri Sep 01, 2023 7:00 pm
Here are my contributions.

Player Pointer
Container Pointer
Experience Multiplier
Zero Weight
Research Ignores Skill Check
Free Research
Free Build
Free Craft
Free Mod
Ignore Skill Challenge
Unlimited Dialog Turns
Unlimited Boost Pack
Unlimited Oxygen
No Reload
Ignore Weapon Count Limit new
Ignore Weapon Power Limit new
Ignore Weapon Type Limit new
Ignore Engine Power Limit new
Ignore Shield Count Limit new
Ignore Reactor Count Limit new
Ignore Reactor Class Restriction new
Ship Systems Run at Full Power
Unlimited Ship Weapons
Stealth Always Active
Stealth Meter Always Visible
Unlimited Inventory
Is there any way to change our Biometric ID to one of the npc's we find around....like a shop npc in the new atlantis?

Symgot
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What is cheating?
Posts: 1
Joined: Tue Nov 10, 2020 4:37 pm
Reputation: 0

Re: Starfield

Post by Symgot »

Hey, I have the following issue: When I open the file, I get the following error message: "Failure loading the trainer. Reason: This is not a valid cheat table (Error reading TableSettings.ParentBackground: Unknown property: "ParentBackground")". This also happens when I don't have Starfield open. Does anyone know what I should do then?

enarb
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What is cheating?
Posts: 3
Joined: Sat Sep 12, 2020 6:44 pm
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Re: Starfield

Post by enarb »

I'm also encountering the same issues that Symgot is having" "Failure loading the trainer. Reason: This is not a valid cheat table (Error reading TableSettings.ParentBackground: Unknown property: "ParentBackground")".

User avatar
gir489
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Posts: 684
Joined: Mon May 08, 2017 4:08 am
Reputation: 506

Re: Starfield

Post by gir489 »

Zanzer wrote:
Sun Sep 03, 2023 9:55 pm
You must possess the materials. It simply won't consume them.
Can you bypass this check somehow? My computer seems to choke hardcore when I have all the materials in my inventory, and I try swapping weapons. I tried hooking GetItemCount and seeing what calls its internal function, but no luck, seems to be an abstract of the function.

Escanors
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What is cheating?
Posts: 1
Joined: Mon Sep 04, 2023 4:47 pm
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Re: Starfield

Post by Escanors »

Cielos wrote:
Mon Sep 04, 2023 2:06 pm
"slow motion mod"
- CE default speedhack would crash the game sooner or later. hence this script.
- many settings are hardcoded for my preference, not customize-friendly.
- should wait until the game world is fully loaded before you activate this script.
- when activated:
-- press Alt+MouseButton5 to slow down time (0.5)
-- press Alt+MouseButton4 to reset (1.0)
-- holding RightMouseButton (fine aim)to slow down time more (0.31)
- all hotkeys are using CE's own hotkey function. the hotkeys are on "x?", just press Ctrl-H while highlighting the entry. should only change the hotkeys though, don't change the value of the hotkey.
- won't affect hover slow motion aim skill (Boost Assult Training Rank 4 Perk), it would slow down time as the skill intended.
- activate "don't slowdown sound" together if you don't want the sound to be slowed down as well. again, this won't affect the hove slow motion aim skill, the sound would still be slow down when using that skill.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>214</ID>
      <Description>"slow motion mod"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <LastState Activated="1"/>
      <Color>FFFF00</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(entitesTimeMultiReadAOB,Starfield.exe,48 8B ** ** ** ** ** E8 ** ** ** ** C5 ** ** ** E8 ** ** ** ** C5 ** ** ** ** ** ** ** 48)
registersymbol(entitesTimeMultiReadAOB)

label(bRMBPressed)
registersymbol(bRMBPressed)
label(dCustGlobalTimeMultiplier)
registersymbol(dCustGlobalTimeMultiplier)

alloc(newmem,2048,entitesTimeMultiReadAOB+c) //"Starfield.exe"+25A961D)
label(returnhere)
label(originalcode_entitesTimeMultiReadAOB)
registersymbol(originalcode_entitesTimeMultiReadAOB)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
push rbx
mov rbx,dCustGlobalTimeMultiplier
vmovss xmm0,[rbx]
cmp dword ptr [rbx],3f800000
je @f
cmp dword ptr [rbx],3f000000
je @f
minss xmm0,[rax]
@@:
vmovss [rax],xmm0

pop rbx
readmem(entitesTimeMultiReadAOB+c,4)
//vmovss xmm0,[rax]
reassemble(entitesTimeMultiReadAOB+10)
//call Starfield.exe+17E0330
jmp exit

originalcode_entitesTimeMultiReadAOB:
readmem(entitesTimeMultiReadAOB+c,9)
//vmovss xmm0,[rax]
//call Starfield.exe+17E0330

exit:
jmp returnhere

///
bRMBPressed:
dd 0
dCustGlobalTimeMultiplier:
dd (float)1
///

entitesTimeMultiReadAOB+c: //"Starfield.exe"+25A961D:
jmp newmem
nop 4
returnhere:

///*******************************************************///
aobscanmodule(nonEntitesMasterTimeMultiReadAOB,Starfield.exe,C5 ** ** ** ** ** ** ** EB 08 C5 ** ** ** ** ** ** ** C5 ** ** ** ** ** ** ** 74 ** C6)
registersymbol(nonEntitesMasterTimeMultiReadAOB)

alloc(newmem2,2048,nonEntitesMasterTimeMultiReadAOB+a) //"Starfield.exe"+1CFD02F)
label(returnhere2)
label(originalcode2_nonEntitesMasterTimeMultiReadAOB)
registersymbol(originalcode2_nonEntitesMasterTimeMultiReadAOB)
label(exit2)

newmem2: //this is allocated memory, you have read,write,execute access
//place your code here

push rbx
mov rbx,dCustGlobalTimeMultiplier
vmovss xmm6,[rbx]
cmp dword ptr [Starfield.exe+501C188],3E99999A
je @f
cmp dword ptr [rbx],3f800000
je end2
cmp dword ptr [rbx],3f000000
je end2
@@:
minss xmm6,[Starfield.exe+501C188]
end2:
vmovss [Starfield.exe+501C188],xmm6
pop rbx
reassemble(nonEntitesMasterTimeMultiReadAOB+a)
jmp exit2

//vmovss xmm6,[dCustGlobalTimeMultiplier]
//vmovss [Starfield.exe+501C188],xmm6

originalcode2_nonEntitesMasterTimeMultiReadAOB:
readmem(nonEntitesMasterTimeMultiReadAOB+a,8)
//vmovss xmm6,[Starfield.exe+501C188]

exit2:
jmp returnhere2

///

nonEntitesMasterTimeMultiReadAOB+a: //"Starfield.exe"+1CFD02F:
jmp newmem2
nop 3
returnhere2:

///*******************************************************///
aobscanmodule(enviromentTimeMultiReadAOB,Starfield.exe,C5 ** ** ** ** E9 ** ** ** ** CC CC 48 ** ** ** E9 EB FF FF FF)
registersymbol(enviromentTimeMultiReadAOB)

alloc(newmem3,2048,enviromentTimeMultiReadAOB) //"Starfield.exe"+17E03E0)
label(returnhere3)
label(originalcode3_enviromentTimeMultiReadAOB)
registersymbol(originalcode3_enviromentTimeMultiReadAOB)
label(exit3)

newmem3: //this is allocated memory, you have read,write,execute access
//place your code here
push rbx
mov rbx,dCustGlobalTimeMultiplier
vmovss xmm0,[rbx]
cmp dword ptr [rbx],3f800000
je @f
cmp dword ptr [rbx],3f000000
je @f
minss xmm0,[rcx+10]
@@:
vmovss [rcx+10],xmm0
pop rbx

originalcode3_enviromentTimeMultiReadAOB:
readmem(enviromentTimeMultiReadAOB,5)
//vmovss xmm0,[rcx+10]

exit3:
jmp returnhere3

///

enviromentTimeMultiReadAOB: //"Starfield.exe"+17E03E0:
jmp newmem3
returnhere3:

///*******************************************************///


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
entitesTimeMultiReadAOB+c: //"Starfield.exe"+25A961D:
readmem(originalcode_entitesTimeMultiReadAOB,9)
//db C5 FA 10 00 E8 0A 6D 23 FF
//vmovss xmm0,[rax]
//call Starfield.exe+17E0330
unregistersymbol(originalcode_entitesTimeMultiReadAOB)

unregistersymbol(bRMBPressed)
unregistersymbol(dCustGlobalTimeMultiplier)

///*******************************************************///
dealloc(newmem2)
nonEntitesMasterTimeMultiReadAOB+a: //"Starfield.exe"+1CFD02F:
readmem(originalcode2_nonEntitesMasterTimeMultiReadAOB,8)
//db C5 FA 10 35 51 F1 31 03
//vmovss xmm6,[Starfield.exe+501C188]
unregistersymbol(originalcode2_nonEntitesMasterTimeMultiReadAOB)

///*******************************************************///
dealloc(newmem3)
enviromentTimeMultiReadAOB: //"Starfield.exe"+17E03E0:
readmem(originalcode3_enviromentTimeMultiReadAOB,5)
//db C5 FA 10 41 10
//vmovss xmm0,[rcx+10]
unregistersymbol(originalcode3_enviromentTimeMultiReadAOB)

///*******************************************************///
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>343</ID>
          <Description>"don't slowdown sound"</Description>
          <LastState Activated="1"/>
          <Color>FFFF00</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(soundTimeMultiReadAOB,Starfield.exe,E8 ** ** ** ** EB 02 33 C0 48 ** ** 74 ** F3 ** ** ** 0F ** ** 74)
registersymbol(soundTimeMultiReadAOB)

alloc(newmem,2048,soundTimeMultiReadAOB+e) //"Starfield.exe"+86291E)
label(returnhere)
label(originalcode_soundTimeMultiReadAOB)
registersymbol(originalcode_soundTimeMultiReadAOB)
label(exit)

newmem: //this is allocated memory, you have read,write,execute access
//place your code here
push rbx
movss [rax],xmm7
mov ebx,(float)1
movd xmm7,ebx
comiss xmm7,[rax]
jb end
xorps xmm7,xmm7
comiss xmm7,[rax]
ja end

cmp dword ptr [Starfield.exe+501C188],3E99999A
je end

@@:
mov ebx,(Float)1
movd xmm7,ebx
//movss xmm6,xmm7
movss [rax],xmm7

end:
pop rbx
movss xmm7,[rax]
ucomiss xmm6,xmm7
jmp exit

originalcode_soundTimeMultiReadAOB:
readmem(soundTimeMultiReadAOB+e,7)
//movss [rax],xmm7
//ucomiss xmm6,xmm7

exit:
jmp returnhere

///

soundTimeMultiReadAOB+e: //"Starfield.exe"+86291E:
jmp newmem
nop 2
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
soundTimeMultiReadAOB+e: //"Starfield.exe"+86291E:
readmem(originalcode_soundTimeMultiReadAOB,7)
//db F3 0F 11 38 0F 2E F7
//movss [rax],xmm7
//ucomiss xmm6,xmm7
unregistersymbol(originalcode_soundTimeMultiReadAOB)
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>344</ID>
          <Description>"x?"</Description>
          <LastState Value="0.5" RealAddress="7FF636A60050"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>dCustGlobalTimeMultiplier</Address>
          <Hotkeys>
            <Hotkey>
              <Action>Set Value</Action>
              <Keys>
                <Key>18</Key>
                <Key>5</Key>
              </Keys>
              <Value>1</Value>
              <ID>0</ID>
            </Hotkey>
            <Hotkey>
              <Action>Set Value</Action>
              <Keys>
                <Key>18</Key>
                <Key>6</Key>
              </Keys>
              <Value>0.5</Value>
              <ID>1</ID>
            </Hotkey>
            <Hotkey OnlyWhileDown="1">
              <Action>Set Value</Action>
              <Keys>
                <Key>2</Key>
              </Keys>
              <Value>0.31</Value>
              <ID>2</ID>
            </Hotkey>
          </Hotkeys>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
have an accelerated version?Thanks

Melraki
Cheater
Cheater
Posts: 31
Joined: Thu Mar 16, 2017 7:39 pm
Reputation: 14

Re: Starfield

Post by Melraki »

Zanzer wrote:
Mon Sep 04, 2023 6:05 am
viewtopic.php?p=313155#p313155
Added to v9:
Ignore Weapon Count Limit
Ignore Weapon Power Limit
Ignore Weapon Type Limit
Ignore Engine Power Limit
Ignore Shield Count Limit
Ignore Reactor Count Limit
Ignore Reactor Class Restriction
Spoiler
Image
Nice,
It's possible to bypass the max ship size (~44m)?

AlbertHP
Cheater
Cheater
Posts: 34
Joined: Sat Dec 25, 2021 5:55 am
Reputation: 0

Re: Starfield

Post by AlbertHP »

Zanzer wrote:
Fri Sep 01, 2023 7:00 pm
Ignore Weapon Count Limit new
Ignore Weapon Power Limit new
Ignore Weapon Type Limit new
Ignore Engine Power Limit new
Ignore Shield Count Limit new
Ignore Reactor Count Limit new
Holy hell, this is what I've been waiting for. Is it possible to add no restriction on Gravity Drives? I'm curious how it would affect flight paths if we're able to jump real far :D

User avatar
QuarryTen
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Expert Cheater
Posts: 89
Joined: Wed Sep 25, 2019 1:21 am
Reputation: 51

Re: Starfield

Post by QuarryTen »

Zanzer wrote:
Sat Sep 02, 2023 4:04 am
Wombleinc wrote:
Sat Sep 02, 2023 3:52 am
Snip
From the item in the container. Then break and trace to find the start of it when hovering over the container.
Zanzer, are most of your cheats found by break and tracing if simple value searching isn't feasible? Your tables tend to have a large variety of useful cheats that I can't even begin to understand how to search for them.

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STN
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Re: Starfield

Post by STN »

Zanzer wrote:
Fri Sep 01, 2023 1:32 pm
..
I made your post second in the topic for greater exposure. In case you were wondering where it disappeared :D

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gir489
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Re: Starfield

Post by gir489 »

I found a decent way to deal with the weapon swap bug.

Put the two text files into the Starfield directory that RUNE's installer made, and then execute bat addres emplace the materials into your inventory, then after building use bat remres to remove them. Up arrow key will also show console history, so once you enter them into the console you can just use the previous history to recall the command.
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remres.txt
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vgoy1082
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Re: Starfield

Post by vgoy1082 »

Zanzer wrote:
Fri Sep 01, 2023 1:32 pm
Here are my contributions.

Player Pointer
Container Pointer
Experience Multiplier
Zero Weight
Research Ignores Skill Check
Free Research
Free Build
Free Craft
Free Mod
Ignore Skill Challenge
Unlimited Dialog Turns
Unlimited Boost Pack
Unlimited Oxygen
No Reload
Ignore Weapon Count Limit new
Ignore Weapon Power Limit new
Ignore Weapon Type Limit new
Ignore Engine Power Limit new
Ignore Shield Count Limit new
Ignore Reactor Count Limit new
Ignore Reactor Class Restriction new
Ship Systems Run at Full Power
Unlimited Ship Weapons
Stealth Always Active
Stealth Meter Always Visible
Unlimited Inventory
been using ur bg3 table glad to see ur on this game as well!! thank u for ur hard work!

UchihaInc
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Re: Starfield

Post by UchihaInc »

Zanzer wrote:
Mon Sep 04, 2023 6:05 am
viewtopic.php?p=313155#p313155
Added to v9:
Ignore Weapon Count Limit
Ignore Weapon Power Limit
Ignore Weapon Type Limit
Ignore Engine Power Limit
Ignore Shield Count Limit
Ignore Reactor Count Limit
Ignore Reactor Class Restriction
Spoiler
Image
Any possibility of trying to find a way to edit carry weight without the use of console? it blocks the achievements on the gamepass version, thanks!

roguewoa
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Re: Starfield

Post by roguewoa »

Zanzer wrote:
Fri Sep 01, 2023 1:32 pm
Here are my contributions.

Player Pointer
Container Pointer
Experience Multiplier
Zero Weight
Research Ignores Skill Check
Free Research
Free Build
Free Craft
Free Mod
Ignore Skill Challenge
Unlimited Dialog Turns
Unlimited Boost Pack
Unlimited Oxygen
No Reload
Ignore Weapon Count Limit new
Ignore Weapon Power Limit new
Ignore Weapon Type Limit new
Ignore Engine Power Limit new
Ignore Shield Count Limit new
Ignore Reactor Count Limit new
Ignore Reactor Class Restriction new
Ship Systems Run at Full Power
Unlimited Ship Weapons
Stealth Always Active
Stealth Meter Always Visible
Unlimited Inventory
Possible to add something that guarantees legendaries to drop off every dead body, or increase the chances?

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