Re: No Mans Sky 1.38 (Steam)
Posted: Thu Aug 16, 2018 2:38 am
what just happened to the website? it just reverted to how the old cheat engine forums looked?
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
Devilswarchild wrote: ↑Thu Aug 16, 2018 2:38 amwhat just happened to the website? it just reverted to how the old cheat engine forums looked?
klyoml wrote: ↑Thu Aug 16, 2018 7:51 pmDevilswarchild wrote: ↑Thu Aug 16, 2018 2:38 amwhat just happened to the website? it just reverted to how the old cheat engine forums looked?
Is like this since the old time
Almost half a month back, this was announcedDevilswarchild wrote: ↑Thu Aug 16, 2018 9:05 pmklyoml wrote: ↑Thu Aug 16, 2018 7:51 pmDevilswarchild wrote: ↑Thu Aug 16, 2018 2:38 amwhat 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.
Infinite JetPack = game crashigromanru, 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:Still broken:
- 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
- Jetpack Power
- Working Rocket Boots
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
}
I think this is completely possible, but I don't have the time to go on a debugging spree again right now . Once I have some more free time I'll work on adding this to the table.ElSeto wrote: ↑Tue Aug 14, 2018 5:26 pmI 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 !
Code: Select all
<Property name="MaxBuildHeight" value="64" />
Code: Select all
<Property name="DisableBaseBuilding" value="False" />
<Property name="DisableBaseBuildingLimits" value="False" />
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" />
Why do you need it?
Why do you need it?
Maybe I'll fix it later, if I'll find time for it.username1120 wrote: ↑Tue Aug 21, 2018 3:39 pmYeah, 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.
Ive updated item gathering multiplier, original script by Squall ive just updated aob/some code