No Mans Sky 1.38 (Steam)

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sunnymouse
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Re: No Mans Sky 1.35 (Steam)

Post by sunnymouse » Sun Sep 10, 2017 9:14 pm

Fabulous! Ty for the answer :)

MojoW
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Re: No Mans Sky 1.35 (Steam)

Post by MojoW » Wed Sep 13, 2017 12:17 am

Only product stack 1 is working on 1.36 (Experimental) and stacking is pretty much all i want.
Would appreciate it if you can update those.

Thanks for the table btw!

amoebae
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Re: No Mans Sky 1.35 (Steam)

Post by amoebae » Wed Sep 13, 2017 4:01 pm

MojoW wrote:
Wed Sep 13, 2017 12:17 am
Only product stack 1 is working on 1.36 (Experimental) and stacking is pretty much all i want.
Would appreciate it if you can update those.

Thanks for the table btw!
Isn't it best waiting until the patch goes official before updating the table, since a) not everyone uses the experimental branch, and b) it's still open to change before release?

Squall8
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Re: No Mans Sky 1.35 (Steam)

Post by Squall8 » Thu Sep 14, 2017 8:36 am

amoebae wrote:
Wed Sep 13, 2017 4:01 pm
Exactly!
MojoW wrote:
Wed Sep 13, 2017 12:17 am
Just as amoebae said, it might be a waste in the end to make an update for the experimental patch. However if you think you're up for it, I can guide you through on fixing the stack modifier script.

MojoW
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Re: No Mans Sky 1.35 (Steam)

Post by MojoW » Thu Sep 14, 2017 2:48 pm

Squall8 wrote:
Thu Sep 14, 2017 8:36 am
amoebae wrote:
Wed Sep 13, 2017 4:01 pm
Exactly!
MojoW wrote:
Wed Sep 13, 2017 12:17 am
Just as amoebae said, it might be a waste in the end to make an update for the experimental patch. However if you think you're up for it, I can guide you through on fixing the stack modifier script.
Well i am up for it as i need to learn this anyway because i'm in the process of making an internal that gets loaded by a proxy wrapper that i've allready made.
And i thought that a good pattern/AOB doesnt get outdated that fast as the stack script is AOB based right?

sunnymouse
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Re: No Mans Sky 1.35 (Steam)

Post by sunnymouse » Fri Sep 15, 2017 8:33 pm

version 1.37 was released and of course they had to break my stacking toys. LOL
Any update to the table would be highly appreciated. Thanks in advance. :-)

Squall8
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Re: No Mans Sky 1.35 (Steam)

Post by Squall8 » Sat Sep 16, 2017 4:01 am

sunnymouse wrote:
Fri Sep 15, 2017 8:33 pm
Updated!

sunnymouse
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Re: No Mans Sky 1.35 (Steam)

Post by sunnymouse » Sat Sep 16, 2017 4:13 am

Thank youuu !! :)

MojoW
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Re: No Mans Sky 1.37 (Steam)

Post by MojoW » Thu Sep 21, 2017 7:04 pm

it didnt i made a mistake guess i wasnt paying attention.

cedricvdg
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Re: No Mans Sky 1.37 (Steam)

Post by cedricvdg » Fri Sep 22, 2017 7:41 pm

Hi @squall8,

Here's a new script for you :). I was getting fed up not having my ship after using a portal, so this script portals the ship with you :D.

Just activate it, go through portal and your ship should spawn right beside you on the other side!

Enjoy!
Attachments
NMS_shiptransfer.CT
(3.05 KiB) Downloaded 35 times

Squall8
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Re: No Mans Sky 1.37 (Steam)

Post by Squall8 » Sat Sep 23, 2017 1:23 pm

MojoW wrote:
Thu Sep 21, 2017 7:04 pm
If you're talking about the Stack Modifier script, it did break. But all that needed to be done was to remove the last 2 bytes from the 3rd aob.
cedricvdg wrote:
Fri Sep 22, 2017 7:41 pm
Hey cedricvdg! Added a link to your post in the credits section. I'll add it to the table on the next update.

cedricvdg
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Re: No Mans Sky 1.37 (Steam)

Post by cedricvdg » Thu Sep 28, 2017 7:53 am

Squall8 wrote:
Sat Sep 23, 2017 1:23 pm
Here's another new script. Enabling this script will summon a freighter battle ever time you warp, so easy farming of S-Class freighters.

Enjoy!

Edit:

An additional script to make farming freighters that much easier. This script while turned on kills all pirates on exiting warp, finishing the battle and allows you to quickly check out the freighter :P
Attachments
NMS_killpirates.CT
(1.14 MiB) Downloaded 26 times
NMS_freighterfarm.CT
(3.68 KiB) Downloaded 30 times

Squall8
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Re: No Mans Sky 1.37 (Steam)

Post by Squall8 » Fri Sep 29, 2017 10:40 am

cedricvdg wrote:
Thu Sep 28, 2017 7:53 am
Updated main post!

fatassguy
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Re: No Mans Sky 1.37 (Steam)

Post by fatassguy » Thu Oct 12, 2017 2:19 am

Still trying to figure out good ways to update the whole table to 1.38, but if you want to mess with it yourselves:

No Overheat, address changed from F3 0F 11 87 D0 10 00 00 41 to F3 0F 11 87 E0 10 00 00 41
Inf Jetpack, address changed from F3 0F 11 87 E4 16 00 00 44 to F3 0F 11 87 F4 16 00 00 44


I'll look for sprint if I have to run a bunch somewhere...

Squall8
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Re: No Mans Sky 1.37 (Steam)

Post by Squall8 » Thu Oct 12, 2017 4:00 am

Table updated for 1.38. I haven't tested everything yet, so if anything isn't working right just let me know.

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