X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

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gitew67710
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Re: X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

Post by gitew67710 »

Updated Table for v7.50.
- God Mode include for satellites & stations (incl. surface elements)
Have played with the updated God Mode for several hours without any crashes, but save often as there is no guarantee all checks I have found are correct. ;)

- Updated Faction Pointer

- NEW: Quick Stations (Module) Building. The minimum is 60s, anything lower is replaced by 60s. ¯\_(ツ)_/¯

- NEW: Station Pointer (incl. attached station modules & their surface elements)
Spoiler
Both injects (ship & station) only get triggered when the hull value in the info panel is shown. So if your best buddy has stations you want to replace with your own, try to set the hull of station module(s) to very low value, then place a space bomb (via space suit) on that module, return to your ship and trigger the space bomb from inside your ship. Apparently, this is not seen as an attack but the low hull will ensure one single space bomb (instead of hundreds) takes out that module. Rinse & repeat to clear sectors of unwanted stations without damaging reputations. :ph34r:
Note:
In the Advanced Options are 3 op codes that load or calculate the building time of ships. Ships seem to not have a unique build time (like station modules) but rather a combined timer of all ship components like engine, shields, weapons etc. These three op codes are used to calculate this but could not figure out how that exactly work, so no script for quick ship building as of yet.

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
Attachments
X4.CT
X4 Foundations 7.50
(1.43 MiB) Downloaded 184 times

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jimrdg
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Re: X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

Post by jimrdg »

good and sad news, 7.6 is up, so far the old table still work, mostly i guess

gitew67710
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Re: X4 Foundations v7.60 (GM and More) 2025-Jun-09

Post by gitew67710 »

Just want to share an updated table for 7.60, nothing major changed.

Just happen that I had to go hunting for the player's inventory. I wiped out Xenons and needed Spacefly Caviar for the PAR plot. While doing that I found a glitch in the "X4 - 4 Bytes" Custom Type no one seem to have noticed. (not sure since when it was there, maybe when the Credits hack to go beyond the 40mil was added)

So there is in 'testing' a script for player inventory whit my findings. It is very basic and more a proof-of-concept rather than a script. I have added notes inside the script for any one who is willing to develop a full script that can automatically rummage through the inventory and ship/station storage and display all the wares (and their memory addresses ;) ) nicely. It would need some nifty coding I am not capable of.

There are also two 'Testing Ship Building' scripts for two injects that calculate somehow ship building time. Still no joy figuring out how that exactly works. All I could find out, the more building drones the wharf/shipyard has the quicker the building times. lol :roll:
Attachments
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X4 Foundations 7.60
(1.48 MiB) Downloaded 57 times

Mezspirit
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Re: X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

Post by Mezspirit »

This update and finding are incredibly cool to look into and observe. I've managed a particular piece of code that can exempt constructions outside of the player being affected by the code from gitew67710's cheat table. Have a look and see:

Testing Construction:

Code: Select all

[ENABLE]

aobscanmodule(testconst,X4.exe,49 8B 00 49 8B C8 FF 50 08 48 83) // should be unique
alloc(newmem,$1000,testconst)

label(code)
label(return)
label(skip)
newmem:

code:
  mov rax,[r8]
  mov rcx,r8
  cmp [rcx+9C],404E0000      //offset of [rcx+98] to form 'double' (60.0) value and compare
  jle skip
  mov [rcx+98],0             //main of [rcx+98] off 'double' into dword
  mov [rcx+9C],404E0000      //offset of [rcx+98] dword
  jmp return

skip:
  jmp return

testconst:
  jmp newmem
  nop
return:
registersymbol(testconst)

[DISABLE]

testconst:
  db 49 8B 00 49 8B C8

unregistersymbol(testconst)
dealloc(newmem)
Note: Do not keep this code enabled. Pause the game and make sure you backup your save.
Go to your station and open the "Plan Build" which takes you to the station module's blueprints and planning interface.
Turn on the code. Switch between the "Logical Overview" and then back to "Plan Build" (the three buttons on the top right, not the "?", "<", or "X" icons, but the "compass tool", "graph", and "C" icons).
There's no indicator or clarity if the effect takes place immediately, until the construction starts. Disable the code before leaving the interface and unpausing the game.

Noticeably, the construction drones progress a plan of the module increment in 'ticks', seeing as the game uses 'double' values. I can't seem to make heads or tails of how the drones utilize the 'wares' (No storage and 'weapon', possibly moving to 'checkpoint' of module to 'que' building) and how they associate with progressions when interacting with a module plan—just my stray thoughts.

Credit to gitew67710 for finding the module and Quick Construction. Helps me narrow this down and circumvent AI getting the benefit from the one-minute construction.
I take no credit for this. I like looking at code being made and how people come together to find and bring something cool. Awesome stuff.

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