No Mans Sky (Steam)

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Devilswarchild
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Re: No Mans Sky 1.38 (Steam)

Post by Devilswarchild » Thu Aug 16, 2018 2:38 am

what just happened to the website? it just reverted to how the old cheat engine forums looked?

klyoml
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Re: No Mans Sky 1.38 (Steam)

Post by klyoml » Thu Aug 16, 2018 7:51 pm

Devilswarchild wrote:
Thu Aug 16, 2018 2:38 am
what just happened to the website? it just reverted to how the old cheat engine forums looked?


Is like this since the old time

Devilswarchild
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Re: No Mans Sky 1.38 (Steam)

Post by Devilswarchild » Thu Aug 16, 2018 9:05 pm

klyoml wrote:
Thu Aug 16, 2018 7:51 pm
Devilswarchild wrote:
Thu Aug 16, 2018 2:38 am
what just happened to the website? it just reverted to how the old cheat engine forums looked?


Is like this since the old time

wasnt that way day before yesterday, it was all futuristic-ish looking.

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STN
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Re: No Mans Sky 1.38 (Steam)

Post by STN » Thu Aug 16, 2018 9:13 pm

Devilswarchild wrote:
Thu Aug 16, 2018 9:05 pm
klyoml wrote:
Thu Aug 16, 2018 7:51 pm
Devilswarchild wrote:
Thu Aug 16, 2018 2:38 am
what just happened to the website? it just reverted to how the old cheat engine forums looked?


Is like this since the old time

wasnt that way day before yesterday, it was all futuristic-ish looking.
Almost half a month back, this was announced
viewtopic.php?f=21&t=7592

Please stop spamming threads with useless comments. The response to every questions since the inception of this website has been in news section with detail. This thread is for NMS, please keep the talk to that.
For site updates, follow FRF's official Twitter, Facebook

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dec1337
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Re: No Mans Sky 1.38 (Steam)

Post by dec1337 » Fri Aug 17, 2018 10:30 pm

Made a script to allow you to place objects when building even if they are highlighted in red - made it because of that annoying 'Player inside object' message feel free to try it out

Also note when script is on everything will highlight in red but can still be placed
NMS-BuildInRed.CT
(873 Bytes) Downloaded 60 times

mausi125
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Re: No Mans Sky Next (Steam)

Post by mausi125 » Sat Aug 18, 2018 7:53 pm

igromanru, post: 55676, member: 1599 wrote:Here is the table from [USER=240]@Squall8[/USER] with some fixes and improvements.
I’ve made some scripts more update persistent (made new pattern and used readmem).
Thank you [USER=8355]@cedricvdg[/USER] for your table, I’ve used few scripts and aob’s from you.

Change list:
  • One Hit Kill - added more persistent pattern
  • Inf Sprint - used Cedric's script, added new pattern and bytes backup
  • Inf Jetpack - new pattern and bytes backup
  • Inf Ammo - new pattern and bytes backup
  • Inf Grenades - new pattern
  • Inf Mining Beam - new aob
  • No Mining Beam Overheat - took Cedric's script
  • No Ship Overheat - new pattern and bytes backup
Still broken:
  • Jetpack Power
  • Working Rocket Boots
Infinite JetPack = game crash

Code: Select all

my script jetpack
[ENABLE]

aobscanmodule(JETPACK,NMS.exe,80 BF 8C 19 00 00 00) // should be unique
alloc(newmem,$1000,"NMS.exe"+11F16A1)

label(code)
label(return)

newmem:

code:
  cmp byte ptr [rdi+0000198C],00
  jmp return

JETPACK:
  cmp byte ptr [rdi+0000198C],01
return:
registersymbol(JETPACK)

[DISABLE]

JETPACK:
  db 80 BF 8C 19 00 00 00

unregistersymbol(JETPACK)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "NMS.exe"+11F16A1

"NMS.exe"+11F166F: 0F 2F D1                 -  comiss xmm2,xmm1
"NMS.exe"+11F1672: 76 0F                    -  jna NMS.exe+11F1683
"NMS.exe"+11F1674: F3 0F 10 05 D8 12 B8 00  -  movss xmm0,[NMS.exe+1D72954]
"NMS.exe"+11F167C: F3 0F 5C C2              -  subss xmm0,xmm2
"NMS.exe"+11F1680: 0F 28 D0                 -  movaps xmm2,xmm0
"NMS.exe"+11F1683: F3 0F 5E D1              -  divss xmm2,xmm1
"NMS.exe"+11F1687: F3 0F 5C 15 55 0D B8 00  -  subss xmm2,[NMS.exe+1D723E4]
"NMS.exe"+11F168F: F3 0F 5E 15 0D F8 B7 00  -  divss xmm2,[NMS.exe+1D70EA4]
"NMS.exe"+11F1697: F3 41 0F 5F D6           -  maxss xmm2,xmm14
"NMS.exe"+11F169C: F3 41 0F 5D D7           -  minss xmm2,xmm15
// ---------- INJECTING HERE ----------
"NMS.exe"+11F16A1: 80 BF 8C 19 00 00 00     -  cmp byte ptr [rdi+0000198C],00
// ---------- DONE INJECTING  ----------
"NMS.exe"+11F16A8: 75 4F                    -  jne NMS.exe+11F16F9
"NMS.exe"+11F16AA: 0F 28 C2                 -  movaps xmm0,xmm2
"NMS.exe"+11F16AD: F3 0F 58 C2              -  addss xmm0,xmm2
"NMS.exe"+11F16B1: F3 0F 10 0D 67 10 B8 00  -  movss xmm1,[NMS.exe+1D72720]
"NMS.exe"+11F16B9: F3 0F 5C C8              -  subss xmm1,xmm0
"NMS.exe"+11F16BD: F3 0F 59 D2              -  mulss xmm2,xmm2
"NMS.exe"+11F16C1: F3 0F 59 CA              -  mulss xmm1,xmm2
"NMS.exe"+11F16C5: F3 0F 10 05 6B E0 E4 00  -  movss xmm0,[NMS.exe+203F738]
"NMS.exe"+11F16CD: F3 41 0F 5C C7           -  subss xmm0,xmm15
"NMS.exe"+11F16D2: F3 0F 59 C8              -  mulss xmm1,xmm0
}

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igromanru
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Re: No Mans Sky Next (Steam)

Post by igromanru » Sun Aug 19, 2018 11:27 am

Here is again the table from the front page with some fixes,improvements and a new feature.

Change list:
  • Inf Jetpack - took Cedric's script, added new pattern and code backup mechanism
  • Build In Red - added dec1337's script, made it update proof (Thank you @dec1337)
  • Jetpack Power - fixed
  • Working Rocket Boots - fixed (not sure how it works, but the code seems to be right)
  • No Pause On Loss Focus - added from RaYRoD table
IIRC anything except experimental features should work with latest update.

@Squall8 feel free to use the table for the front page. Most scripts should persist minor updates.

EDIT: I've added No Pause On Loss Focus from RaYRoD's table, it's very useful in my opinion.
No Man's Sky.CT
No Man's Sky NEXT
(228.42 KiB) Downloaded 239 times

cedricvdg
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Re: No Mans Sky Next (Steam)

Post by cedricvdg » Sun Aug 19, 2018 3:17 pm

I updated my experimental table for 1.57 in my original post as that's what @Squall8 has linked in the opening post: Here!

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Re: No Mans Sky Next (Steam)

Post by cedricvdg » Sun Aug 19, 2018 6:29 pm

ElSeto wrote:
Tue Aug 14, 2018 5:26 pm
I have a request which could potentially break the game .... I think ?



Would it be able to expand the building range limit for base building, I want to build into space and make a nice space station but you are only able to get to the Mesosphere at best. So I want no upper limit for base building so to say !
I think this is completely possible, but I don't have the time to go on a debugging spree again right now :P. Once I have some more free time I'll work on adding this to the table.

For now I'll leave some useful outtakes from the internal scripting engine here for you more experienced guys to look for. You can already get the base address of the global script variables from my experimental table:

Player Globals:

Code: Select all

  <Property name="MaxBuildHeight" value="64" />
Debug Globals:

Code: Select all

  <Property name="DisableBaseBuilding" value="False" />
  <Property name="DisableBaseBuildingLimits" value="False" />
Building Globals:

Code: Select all

  <Property name="MinRadiusForBases" value="150" />
  <Property name="BaseRadiusExtension" value="50" />
  <Property name="MaxRadiusForBases" value="1000" />
  <Property name="BuildingPlacementMaxDistance" value="50" />
  <Property name="BuildingPlacementSphereCastRadius" value="1.25" />
  <Property name="BuildingPlacementSphereCastBefore" value="30" />
  <Property name="BuildingPlacementSphereCastAfter" value="5" />
  <Property name="BuildingPlacementAngleOffset" value="0.8" />
  <Property name="BuildingPlacementAnglePower" value="1" />
  <Property name="BuildingPlacementDepthPower" value="2" />
  <Property name="BuildingPlacementDepthScale" value="0.02" />
  <Property name="BuildingPlacementTwistScale" value="0.5" />
  <Property name="BuildingPlacementDeviancePower" value="2" />
  <Property name="BuildingPlacementMaxScore" value="1000" />
  <Property name="VisibleComplexityLimit" value="1000000" />
  <Property name="InactiveVisibleComplexityLimit" value="800000" />
  <Property name="MaximumComplexityDensity" value="20000" />
  <Property name="ComplexityDensityTestRange" value="30" />
  <Property name="ComplexityDensitySigmaSquared" value="80" />
  

username1120
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Re: No Mans Sky Next (Steam)

Post by username1120 » Mon Aug 20, 2018 5:34 pm

What happened to the Element Gathering Modifier?

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igromanru
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Re: No Mans Sky Next (Steam)

Post by igromanru » Mon Aug 20, 2018 9:27 pm

username1120 wrote:
Mon Aug 20, 2018 5:34 pm
What happened to the Element Gathering Modifier?
Why do you need it?
I have took a quick look, but I don't know exactly how Squall8 has found it.

I suggest you to use "Highlighted Item Pointers" instead and increase the Quantity of the item.

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Re: No Mans Sky Next (Steam)

Post by username1120 » Tue Aug 21, 2018 3:39 pm

igromanru wrote:
Mon Aug 20, 2018 9:27 pm
username1120 wrote:
Mon Aug 20, 2018 5:34 pm
What happened to the Element Gathering Modifier?
Why do you need it?
I have took a quick look, but I don't know exactly how Squall8 has found it.

I suggest you to use "Highlighted Item Pointers" instead and increase the Quantity of the item.
Why do you need it?
I have took a quick look, but I don't know exactly how Squall8 has found it.


Yeah, I haven't had much luck pin pointing it either. Manually increasing is fine, but the automatic multiplier would have been nice to use. Bummer it's busted.

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igromanru
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Re: No Mans Sky Next (Steam)

Post by igromanru » Tue Aug 21, 2018 6:26 pm

username1120 wrote:
Tue Aug 21, 2018 3:39 pm
Yeah, I haven't had much luck pin pointing it either. Manually increasing is fine, but the automatic multiplier would have been nice to use. Bummer it's busted.
Maybe I'll fix it later, if I'll find time for it.

But I have no use for it since I'm using the Stack size increase mod and setting Quantity of the items to Total with the Highlighted Item Pointer. The mod increases the resources stack to 1250.

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dec1337
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Re: No Mans Sky Next (Steam)

Post by dec1337 » Wed Aug 22, 2018 1:56 am

username1120 wrote:
Mon Aug 20, 2018 5:34 pm
What happened to the Element Gathering Modifier?
Ive updated item gathering multiplier, original script by Squall ive just updated aob/some code

Note:You will see original item count still when gathering, but if you check inventory you are actually getting multiplied value
NMS-GatherMultiplier.CT
(1.26 KiB) Downloaded 46 times

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igromanru
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Re: No Mans Sky Next (Steam)

Post by igromanru » Wed Aug 22, 2018 5:31 pm

dec1337 wrote:
Wed Aug 22, 2018 1:56 am
Ive updated item gathering multiplier, original script by Squall ive just updated aob/some code
Thanks, I've made it more update persistent.


Change list:
  • Element Gathering Multiplier - fixed by dec1337, I've made it mostly update proof
No Man's Sky.CT
No Man's Sky NEXT
(229.99 KiB) Downloaded 173 times

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