Starfield

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Blueskadoo
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Re: Starfield

Post by Blueskadoo »

Zanzer wrote:
Sat Sep 16, 2023 11:38 pm
viewtopic.php?p=313155#p313155

Updates in v16:
Ship Design 'Bays' Category Shows All Modules
Ignore Skill Check for Ship Modules

Probably a mod that does it better.
Don't know if it's actually "all" modules, but seemed like a lot.
Even a bunch of class M modules.
Haven't tested anywhere outside of New Atlantis.
You werent kidding when it showed all the modules. Kinda hard to navigate though without UI mods.
DrunkenNelson wrote:
Sun Sep 17, 2023 1:18 pm
Bad news - i couldnt find any way to decrease character lvl... Console doenst work, changing by CE doesnt work too. Any ideas?
Likely due to some limitations, you cannot level down. If it can't be done through console then you can't do it.

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

Zanzer
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Re: Starfield

Post by Zanzer »

Set my XP multiplier to negative -1000 and go kill something? :)

And then go set your level lower.

PeDaGaNG
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Re: Starfield

Post by PeDaGaNG »

Zanzer wrote:
Sat Sep 16, 2023 11:38 pm
viewtopic.php?p=313155#p313155

Updates in v16:
Ship Design 'Bays' Category Shows All Modules
Ignore Skill Check for Ship Modules

Probably a mod that does it better.
Don't know if it's actually "all" modules, but seemed like a lot.
Even a bunch of class M modules.
Haven't tested anywhere outside of New Atlantis.
Proud owner of M Class Starship here.... :D :D :D

Exinani
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Re: Starfield

Post by Exinani »

Is there anything that can edit the crew members of your ship? Like the amount you can have on whatever ship your using? Some of the default ships look like they can hold way more than what the game allows.

PeDaGaNG
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Re: Starfield

Post by PeDaGaNG »

Exinani wrote:
Sun Sep 17, 2023 6:24 pm
Is there anything that can edit the crew members of your ship? Like the amount you can have on whatever ship your using? Some of the default ships look like they can hold way more than what the game allows.
from another thread posted by jonaaa viewtopic.php?p=313893#p313893

Follow that steps and use the console command:

Code: Select all

player.setav SpaceshipCrewCommandSlots 15
setav SpaceshipCrewRating 15
setav SpaceshipCrewSlots 15
I put 15 crew members, of course you can put more but someone did mention more than 20 can break the game.

kronkality
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Re: Starfield

Post by kronkality »

There any way to use cheat engine to get more credits? I was able to get it to work the first few days the game came out, but now it no longer does.

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jonaaa
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Re: Starfield

Post by jonaaa »

kronkality wrote:
Sun Sep 17, 2023 8:42 pm
There any way to use cheat engine to get more credits? I was able to get it to work the first few days the game came out, but now it no longer does.
Do yourself a favor and use the console.

player.additem f <creditsamount>

kronkality
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Re: Starfield

Post by kronkality »

jonaaa wrote:
Sun Sep 17, 2023 9:00 pm
kronkality wrote:
Sun Sep 17, 2023 8:42 pm
There any way to use cheat engine to get more credits? I was able to get it to work the first few days the game came out, but now it no longer does.
Do yourself a favor and use the console.

player.additem f <creditsamount>
Doing that disables achievements, I know there's a mod to fix that, but it seemed annoying to install lol

PeDaGaNG
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Re: Starfield

Post by PeDaGaNG »

kronkality wrote:
Sun Sep 17, 2023 9:44 pm

Doing that disables achievements, I know there's a mod to fix that, but it seemed annoying to install lol
There are civil wars in regards of this and yet here you're asking the same questions again :P , you can get your answers in quote from here

viewtopic.php?p=315155#p315155

Blueskadoo
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Re: Starfield

Post by Blueskadoo »

Zanzer wrote:
Sat Sep 16, 2023 11:38 pm
viewtopic.php?p=313155#p313155

Updates in v16:
Ship Design 'Bays' Category Shows All Modules
Ignore Skill Check for Ship Modules

Probably a mod that does it better.
Don't know if it's actually "all" modules, but seemed like a lot.
Even a bunch of class M modules.
Haven't tested anywhere outside of New Atlantis.

Can move it not to [BAYS] but either to the [EQUIPMENT], [REACTOR] or [ENGINE] tab? Its harder to design the ship when you have to scroll down when making the basic build framework of the ship.

kronkality wrote:
Sun Sep 17, 2023 8:42 pm
There any way to use cheat engine to get more credits? I was able to get it to work the first few days the game came out, but now it no longer does.
There is another guy with his table for that. I think you should look cheat engine's Starfield table.

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gir489
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Re: Starfield

Post by gir489 »

Zanzer wrote:
Sat Sep 16, 2023 11:38 pm
viewtopic.php?p=313155#p313155

Updates in v16:
Ship Design 'Bays' Category Shows All Modules
Ignore Skill Check for Ship Modules

Probably a mod that does it better.
Don't know if it's actually "all" modules, but seemed like a lot.
Even a bunch of class M modules.
Haven't tested anywhere outside of New Atlantis.
Certain items that do a status check on the player, like to see if you're in the Vanguard don't show, like the Vanguard Starseeker laser and the Vanguard Bulkwark shield do not show.

PeDaGaNG
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Re: Starfield

Post by PeDaGaNG »

found this somewhere in reddit which allow you to build M Class and everything seems in proper category;

To enable:

Code: Select all

set 00155F4A to 1 
To Disable

Code: Select all

set 00155F4A to 0 
but Zanzer Table give almost all spaceship components including M Class.

Blueskadoo
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Re: Starfield

Post by Blueskadoo »

There is also an INI configuration that I learned from a mod that allows free crafting even if you don't have any ingredients. But it will consume the item if its present on your inventory/cargo.

in StarfieldCustom.ini

add:

Code: Select all

[Crafting]
bFreeItemCrafting=1

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gir489
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Re: Starfield

Post by gir489 »

Blueskadoo wrote:
Mon Sep 18, 2023 7:28 am
There is also an INI configuration that I learned from a mod that allows free crafting even if you don't have any ingredients. But it will consume the item if its present on your inventory/cargo.

in StarfieldCustom.ini

add:

Code: Select all

[Crafting]
bFreeItemCrafting=1
This essentially does the same exact thing as Zanzer's implementation of Ignore Craft Materials. It doesn't allow you do Workshop builds for free, so that sucks. If you want to debug what it's doing for yourself, the setting is stored at Starfield.exe+5594698.

EDIT: BTW someone fixed the weapon swap bug on nexus. The mod is called Weapon Swap Stuttering Fix. It's a pain in the ass to install though.

EDIT: I got fed the fuck up with having to add resources into my inventory and then remove them, so here's a script that makes it extremely similar to Ignore Craft Materials, except for workshop shit.

Code: Select all

// Game Executable   : Starfield.exe
// Author            : gir489
// Executable Version: 1.7.29.0
// MD5 Signature     : 74B8EE179586633226FC7C7EFEDBCA73
// EXE Compile Date  : September 06, 2023 09:23 PM
// Script Date       : September 18, 2023 02:52 PM
[ENABLE]
aobscanmodule(aob_DoesHaveResources,Starfield.exe, 90 8B C7 4C 8D 9C 24 C0 00 00 00)
registersymbol(aob_DoesHaveResources)
aobscanmodule(aob_GetResourcesTotal,Starfield.exe,0F 84 EA 01 00 00 48 8B 01 48)
registersymbol(aob_GetResourcesTotal)

aob_DoesHaveResources+01:
  inc eax

aob_GetResourcesTotal:
  db 90 E9

[DISABLE]

aob_DoesHaveResources+01:
  db 8B C7 4C 8D 9C 24 C0 00 00 00

aob_GetResourcesTotal:
  db 0F 84

unregistersymbol(aob_DoesHaveResources)
unregistersymbol(aob_GetResourcesTotal)

{
// ORIGINAL CODE - INJECTION POINT: Starfield.exe+2B8A381

Starfield.exe+2B8A33B: 48 8B 45 D7              - mov rax,[rbp-29]
Starfield.exe+2B8A33F: 48 8B 55 CF              - mov rdx,[rbp-31]
Starfield.exe+2B8A343: 48 8B 4D EF              - mov rcx,[rbp-11]
Starfield.exe+2B8A347: E9 97 FE FF FF           - jmp Starfield.exe+2B8A1E3
Starfield.exe+2B8A34C: 48 8D 4D 07              - lea rcx,[rbp+07]
Starfield.exe+2B8A350: E8 1F 37 CA FD           - call Starfield.exe+82DA74
Starfield.exe+2B8A355: 83 FF FF                 - cmp edi,-01
Starfield.exe+2B8A358: 73 05                    - jae Starfield.exe+2B8A35F
Starfield.exe+2B8A35A: 40 84 F6                 - test sil,sil
Starfield.exe+2B8A35D: 75 02                    - jne Starfield.exe+2B8A361
Starfield.exe+2B8A35F: 33 FF                    - xor edi,edi
Starfield.exe+2B8A361: 48 83 7D AF 00           - cmp qword ptr [rbp-51],00
Starfield.exe+2B8A366: 74 19                    - je Starfield.exe+2B8A381
Starfield.exe+2B8A368: 44 8B 45 9F              - mov r8d,[rbp-61]
Starfield.exe+2B8A36C: 33 D2                    - xor edx,edx
Starfield.exe+2B8A36E: 48 8D 4D 9F              - lea rcx,[rbp-61]
Starfield.exe+2B8A372: E8 41 B4 73 FE           - call Starfield.exe+12C57B8
Starfield.exe+2B8A377: 48 8D 4D 9F              - lea rcx,[rbp-61]
Starfield.exe+2B8A37B: E8 A8 DF 0F 00           - call Starfield.exe+2C88328
Starfield.exe+2B8A380: 90                       - nop 
// ---------- INJECTING HERE ----------
Starfield.exe+2B8A381: 8B C7                    - mov eax,edi
// ---------- DONE INJECTING  ----------
Starfield.exe+2B8A383: 4C 8D 9C 24 C0 00 00 00  - lea r11,[rsp+000000C0]
Starfield.exe+2B8A38B: 49 8B 5B 30              - mov rbx,[r11+30]
Starfield.exe+2B8A38F: 49 8B 73 38              - mov rsi,[r11+38]
Starfield.exe+2B8A393: 49 8B 7B 40              - mov rdi,[r11+40]
Starfield.exe+2B8A397: 49 8B E3                 - mov rsp,r11
Starfield.exe+2B8A39A: 41 5F                    - pop r15
Starfield.exe+2B8A39C: 41 5E                    - pop r14
Starfield.exe+2B8A39E: 41 5D                    - pop r13
Starfield.exe+2B8A3A0: 41 5C                    - pop r12
Starfield.exe+2B8A3A2: 5D                       - pop rbp
Starfield.exe+2B8A3A3: C3                       - ret 
Starfield.exe+2B8A3A4: 48 89 5C 24 08           - mov [rsp+08],rbx
Starfield.exe+2B8A3A9: 57                       - push rdi
Starfield.exe+2B8A3AA: 48 83 EC 30              - sub rsp,30
Starfield.exe+2B8A3AE: 48 8B D9                 - mov rbx,rcx
Starfield.exe+2B8A3B1: 48 8D 3D 90 66 9D 02     - lea rdi,[Starfield.exe+5560A48]
Starfield.exe+2B8A3B8: 45 33 D2                 - xor r10d,r10d
Starfield.exe+2B8A3BB: 48 89 7C 24 20           - mov [rsp+20],rdi
Starfield.exe+2B8A3C0: 48 8D 0D 71 66 9D 02     - lea rcx,[Starfield.exe+5560A38]
Starfield.exe+2B8A3C7: 45 8B DA                 - mov r11d,r10d
}

{
// ORIGINAL CODE - INJECTION POINT: Starfield.exe+1D0AC59

Starfield.exe+1D0AC27: CC                          - int 3
Starfield.exe+1D0AC28: CC                          - int 3
Starfield.exe+1D0AC29: CC                          - int 3
Starfield.exe+1D0AC2A: CC                          - int 3
Starfield.exe+1D0AC2B: CC                          - int 3
Starfield.exe+1D0AC2C: CC                          - int 3
Starfield.exe+1D0AC2D: CC                          - int 3
Starfield.exe+1D0AC2E: CC                          - int 3
Starfield.exe+1D0AC2F: CC                          - int 3
Starfield.exe+1D0AC30: 48 89 5C 24 08              - mov [rsp+08],rbx
Starfield.exe+1D0AC35: 48 89 6C 24 18              - mov [rsp+18],rbp
Starfield.exe+1D0AC3A: 48 89 54 24 10              - mov [rsp+10],rdx
Starfield.exe+1D0AC3F: 56                          - push rsi
Starfield.exe+1D0AC40: 57                          - push rdi
Starfield.exe+1D0AC41: 41 56                       - push r14
Starfield.exe+1D0AC43: 48 83 EC 60                 - sub rsp,60
Starfield.exe+1D0AC47: C5 F8 29 74 24 50           - vmovaps [rsp+50],xmm6
Starfield.exe+1D0AC4D: C5 F8 29 7C 24 40           - vmovaps [rsp+40],xmm7
Starfield.exe+1D0AC53: 4C 8B F1                    - mov r14,rcx
Starfield.exe+1D0AC56: 48 85 D2                    - test rdx,rdx
// ---------- INJECTING HERE ----------
Starfield.exe+1D0AC59: 0F 84 EA 01 00 00           - je Starfield.exe+1D0AE49
// ---------- DONE INJECTING  ----------
Starfield.exe+1D0AC5F: 48 8B 01                    - mov rax,[rcx]
Starfield.exe+1D0AC62: 48 8B 18                    - mov rbx,[rax]
Starfield.exe+1D0AC65: 41 8B C0                    - mov eax,r8d
Starfield.exe+1D0AC68: C5 F8 57 C0                 - vxorps xmm0,xmm0,xmm0
Starfield.exe+1D0AC6C: C4 E1 FA 2A C0              - vcvtsi2ss xmm0,rax,rax
Starfield.exe+1D0AC71: C5 FA 11 84 24 98 00 00 00  - vmovss [rsp+00000098],xmm0
Starfield.exe+1D0AC7A: 33 ED                       - xor ebp,ebp
Starfield.exe+1D0AC7C: 8D 7D 01                    - lea edi,[rbp+01]
Starfield.exe+1D0AC7F: 48 85 DB                    - test rbx,rbx
Starfield.exe+1D0AC82: 0F 84 44 01 00 00           - je Starfield.exe+1D0ADCC
Starfield.exe+1D0AC88: 48 8B 83 C0 00 00 00        - mov rax,[rbx+000000C0]
Starfield.exe+1D0AC8F: 48 85 C0                    - test rax,rax
Starfield.exe+1D0AC92: 74 0A                       - je Starfield.exe+1D0AC9E
Starfield.exe+1D0AC94: 8B 48 30                    - mov ecx,[rax+30]
Starfield.exe+1D0AC97: E8 D8 87 00 00              - call Starfield.exe+1D13474
Starfield.exe+1D0AC9C: EB 03                       - jmp Starfield.exe+1D0ACA1
Starfield.exe+1D0AC9E: 48 8B C5                    - mov rax,rbp
Starfield.exe+1D0ACA1: C5 FA 10 35 17 5A 85 03     - vmovss xmm6,[Starfield.exe+55606C0]
Starfield.exe+1D0ACA9: 48 8B 0D C8 5A 85 03        - mov rcx,[Starfield.exe+5560778]
Starfield.exe+1D0ACB0: C5 FA 10 3D 2C BC 21 02     - vmovss xmm7,[Starfield.exe+3F268E4]
}

KiLLerBoy_001
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Re: Starfield

Post by KiLLerBoy_001 »

Still missing theUnlimited jetpack from the v1.3

original code by Zanzer

Code: Select all


[ENABLE]
aobscanmodule(jumpjet,$process,C5 C0 ?? 05 ?? ?? ?? ?? C4 C1 ?? ?? ?? 48 8B)
alloc(jumpjetBkp,8)
jumpjetBkp:
  readmem(jumpjet,8)
jumpjet:
  xorps xmm0,xmm0
  nop 5
registersymbol(jumpjet)
registersymbol(jumpjetBkp)

[DISABLE]
jumpjet:
  readmem(jumpjetBkp,8)
unregistersymbol(jumpjet)
unregistersymbol(jumpjetBkp)
dealloc(jumpjetBkp)


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