^ @Momber: "undocking ship": hence the Readme ...
As for Rank & Legendary: yep, will not work for every item; the game does test on specific (?) features for sure
@jonaaa: I'll have a (very) quick look at that 'Penumbra'; but unless it is something easy to "fix", you - and pretty much everybody else - will have to lve with that...
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
I'm not in the habit of reading the readme EVERY TIME there is an incremental update. Perhaps that is a mistake.
Thanks for the updated table... again
EDIT: so I read the readme for today's update. If I understand it correctly, I can increase the storage size of my already-maxed homebase if I first reset Tareen's perks, then edit the slot number, then run Tareen's upgrade process again? And you even tested this with the Golden Ace? Wow! I don't know what to say. Sounds almost too good to be true - THANK YOU SO MUCH! I'll test this later (or maybe tomorrow) and report back.
Holy smokes, this actually worked! I managed to set my homebase storage slots to "300", even though the perk had already been maxed out before. Amazing! Paul, you are a genius! Thank you!
One small thing: the script to "set all ascendant items to max" now returns some errors. It should be noted that it still successfully maxed the items so this might just be a "cosmetic" problem. At the time I was floating in space and had no editable items in my cargo hold, but remote-edited a bunch of them which were parked in homebase storage. I had set the script to upgrade itmes to 7 (default: 6) via the greyed-out function.
Spoiler
Error:[string "local syntaxcheck,memrec=...
..."]:66: bad argument #1 to 'tonumber' (string expected, got nil)
stack traceback: : in function 'tonumber'
[string "local syntaxcheck,memrec=...
..."]:66: in function 'execRoutine'
[string "local syntaxcheck,memrec=...
..."]:215: in function 'removeRecycleBin'
[string "local syntaxcheck,memrec=...
..."]:15: in function 'runFormScripts'
[string "-- You must accept to execute
..."]:1368: in function 'Form_Actions'
Error:[string "local syntaxcheck,memrec=...
..."]:66: bad argument #1 to 'tonumber' (string expected, got nil)
stack traceback:
[C]: in function 'tonumber'
[string "local syntaxcheck,memrec=...
..."]:66: in function 'execRoutine'
[string "local syntaxcheck,memrec=...
..."]:215: in function 'removeRecycleBin'
[string "local syntaxcheck,memrec=...
..."]:15: in function 'runFormScripts'
[string "-- You must accept to execute
..."]:1368: in function 'Form_Actions'
[/spoiler]
^ i see you are using CE v7.6 (a blessing AND a curse when it comes to bug_reporting )...
anywho: that one is fixed in the test_table i've sent to #Jonaaa (and which i will probably upload by coming weekend latest)
> why this error now: you might have noticed that some items can no longer be edited (~ their address is no longer sitting between { }, and this script was not taking that into account... yet)
=> the current rank_upgrade also has/had a bug here; assuming that any 'customdata' was actually an ascendant_item ?! That's what #Jonaa brought to my attention, and this got fixed now...
PLUS: no idea what could happen with them 'incorrect' edits for non-ascendant items (see here: [ [Link] ]) ?!
Since nobody reported errors in that regard, i guess no harm done (~since i assume that once awards are "given" the game will set some flag accordingly... and no longer accesses that info - well, that's how i would do it )
=> anyhow: most of them '8' (in the pic) are NOT ascendants, and are reported correctly now...
> also: i no longer show 'attributes' for certain sections - such as Resources - simply because it had no real practical use (~ only showed selling price; and who cares about that one when you can edit credits all day long )
> and: also introduced better check for 'reset storage perk' (no issue when one already got past full upgrade)
PS: since i looked into this, i now also understand how these are managed. Bottomline: i can easily edit/change/upgrade/complete these at will now. And before you ask: hey, you are still playing a game, right ?!
(iow not anytime soon)
And before you ask: hey, you are still playing a game, right ?!
Yes I am. How about you? You wrote earlier you're no longer interested in this particular game...
Be that as it may, it sounds like you have everything under control (as I knew you would). The script error I reported earlier is no dealbreaker at all, I noticed the script fails to max out ascendant items when they are in the ship, but those items already transferred to the homebase get maxed out just fine so that's very workable for the time being.
And who really cares about those four or five challenge reward items anyway? Just a few hours later we can have looted Penumbras coming out of our ears if we want them.
Just answered you. By the way, the testing table Paul sent me fixed the issue with the reward items, i guess the table should be stable enough for now, the only thing "missing" are the IDs, i can share some of them (that i like to use) so people can explore even further, other than that, the table is pretty much perfect. (at least for my use)
IDs? So that we can turn an item into a different item altogether? Like we used to be able to do with this brillant table, which no longer works? That would be sweet! I could help with IDs, I have a savegame where I've collected a copy of pretty much every item in the game, including the new Okkar ones.
Yeah, you can swap IDs with Paul's table as well, although, you need to change a few things inside the script (not a big deal, just copy and paste some code around), some Attribute IDs i like to use:
Yes, thank you, I saw they changed the IDs yet again but I couldn't keep the game running long enough with Zanzer's old table to retrieve them. I had a beautiful txt document with all IDs that are useful, like "weapon xxx does +20% damage" for the sensors, or "+10% Critical Hit dmg" and the like. Not to mention the IDs of all good weapons and modules, superior or legendary. Sigh. All useless now.
^^ @jonaaa: "the only thing "missing" are the IDs,": you've mentioned this already a few times, but - and i did check topic - you do not mention when/where (how) you did that. Well, you did mention editing the script to allow editing them Ids, but nothing "practical"... (itemId and/or attribId)
=> Iow: mind working out some images on how you edit these Ids for 1 specific item, and showing obtained its result ?
==> i'm in particular interested to see how you can change to a different item; since still looking for that 'polymorph alloy'...
(a good incentive on my end to see if i can produce an itemlist ?)
==> i'm in particular interested to see how you can change to a different item; since still looking for that 'polymorph alloy'...
(a good incentive on my end to see if i can produce an itemlist ?)
I don't know how jonaaa does it now. But the way I used to do it was with Zanzer's old table, specifically the Tooltip Edior. With this script running, you would point on an item (any item) in your inventory and then you were able to retrieve (and edit!) ANY information about this item, including IDs and attributes. That's why I subtly linked the thread to this table in my post above The latest version of the table with partial fixes by a user (not the author) is here. Unfortunately the outdated script makes the current Unreal Engine crash almost instantly. If you can bring your immense skill to bear and prevent the table from crashing the game, you will have everything you need!
==> we acquire Polymorphic Alloy by dismantling an Ascendant item. You can then use your own wonderful table to edit the quantity of the alloy in your crafting inventory. Is that what you wanted to know? Seems almost too easy...
It's very simple. I'll skip the part i edited your script, i guess you know how your own script works so let's jump straight to the ID part, of course, i'll be using your own table (not other tables here, just yours and yours only.)
Before we get into it, i'll be using these structures for this:
I would make a text tutorial but i guess a video should be better:
Like i mentioned a few pages back, there are three or four IDs, which you can use them to swap things, and it seems these "IDs" are very similar to what i saw with Remnant 2, at least where to loosely find them.
Oh and i must mention, the "VariantID" is exclusive to Legendary items (that's the 'fourth' ID i mentioned earlier), i really don't know if they're still being used.
So, let's quickly remember again:
TemplateID -> The ITEM itself, you can swap to anything, from a weapon to a shield, from a shield, to a plate, etc.
VariantID -> Exclusive to Legendary, i remember IT WAS necessary or the item would disappear?
AffixID -> This one is a bit confusing, Affixes are like, 'small buffs' to the item, let's say X item has a "Supercharged" affix, this item will have slightly increased (or decreased) stats, it's like a 'buff/debuff' situation, this ID is totally optional.
AttributeID (or just 'ID' inside your script) -> ID of X attribute, also used to swap attributes, just like with items, you can swap with anything plus, SOME attributes can have ridiculous values like Handling, Speed, Structure, Utility, Expertise if you change the ValuePositionInRange, it won't work with EVERY attribute, just some of them.