Everspace 2 (Early Acces, Steam)

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Master_Builder
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Everspace 2 (Early Acces, Steam)

Post by Master_Builder »



Targets ES2 v0.5.18292.
  • Infinite Health - Prevents health from being damaged. (Not armor nor shields.)
    The outer script gets the pointer, the inner script does the job. Needs reactivation after loading screens (the pointer changes).
  • Infinite Weapon Energy - Firing weapons won't drain the ship's energy.
  • Infinite Boost Energy - Boost as long as you want. It never drains.
  • Instant Boost/Shield/Weapon Recharge - As soon as things normally start recharging, it recharges to full. (You still have to wait out the recharge delay.) This may also affect enemy ships. Untested.
  • Infinite Secondary Ammo - Firing secondaries (e.g. missiles) won't reduce the ammo count.
  • Instant Missile Lock - You still have to pick a target.
  • Instant Device/Ultimate Cooldown - Exactly what it says it does.
  • Infinite Consumables - Amount doesn't decrease on use.
  • Instant Consumable Cooldown - Exactly what it says it does.
  • Infinite Modifications - Upgrading a weapon won't mark it as 'modified' so you can modify it again.
  • No Crafting Materials Consumed - Upgrading (modifying) will consume no resources. (You still need the resources to start the upgrade.)
  • No Crafting XP Required - Unlock crafting blueprints for free.
  • No Invested Materials Consumed - Only enable when needed. Prevents item amounts from changing. They still visibly decrease when investing, but close/open the perks menu and you'll see it's unchanged.
  • Get Hovered Item - Hover over an item to get a pointer to it (unequip before changing values).
    • Name, level, rarity, amount, ammo, was modified, can be used with any level, condition, overheat duration, etc.
    • Modifiers:
      • Stat changes don't persist through save/load. If you want them to be powerful, give the item a high level.
      • I've added ids for a bunch of the modifiers so you can change them around, some seem locked to certain types of equipment.
      • After you change the id, save/load the game and it'll reflect the change.
  • Get Augmentation Module Count - Gets the current augmentation module count. Add/remove any augmentation modules to update.
    Do NOT edit it when the value is 0. This happens when you spend the last point. The pointer we've captured remains, but it's been freed by the game.
  • Unlock All Colors - Unlocks all colors for ship customization. (Irreversible)
  • Unlock All Decals - Unlocks all decals for ship customization. (Irreversible. They are also already all unlocked. I just found a method for it so here you go.)
  • Ignore Cruise "Obstacle Detected" Warning - Exactly what it says it does.
  • Ignore Cruise "Hostiles Detected" Warning - Exactly what it says it does.
  • Ignore "Planetary Obstruction" Warning - Exactly what it says it does.
  • Pointers:
    • Player: Credits, level, xp, difficulty.
    • Ship: Name, Modules, & Appearance (Colors/Material/Lights).


Getting high stats on items:
  • Set a high level. (The higher, the grater the stat change.)
  • Set "Can Be Used With Any Level" to true. (Equivalent to 'adapting' the item.)
  • Save/load or do something in-game to trigger the stats to refresh. (Like modifying it.)
e.g. I have a lvl 50 cargo unit with +27 slots. At lvl 8 this was +6.

A way of getting legendary items:
SunBeam wrote:
Thu Jan 28, 2021 8:39 pm
You can acquire decoders from High Risk Areas. When you do, BEFORE you activate them to show ANOTHER area, use the table and change rarity of the decoder ("Get Hovered Item" script) to 5. Meaning Legendary. Move mouse away, then back to the decoder and it'll turn orange. Now activate it. Check your map and you'll have activated a High Risk Area that's now golden. Go there, kill everyone. The boss will still be a level 13, boring fight, but once killed, it will drop LEGIT Legendary items. With randomized properties, but cool names :) Find more, repeat, and so on.

All of the below were generated by the game Engine, not manually modified by hand via the table:

Image
Made in CE 7.2. Other versions untested.

Some scripts in this table (like the pointers section) require CE to be able to load the game symbols. If you have `ES2-Win64-Shipping.pdb` in the same folder as `ES2-Win64-Shipping.exe`, this should work automatically. (This is also distributed with the game so you should have this file by default.)
I don't know if this file will match or load in pirated copies, and I won't be changing those few scripts to compensate for pirated copies. If you have a legit copy and are missing the pdb, please comment and let me know what version of the game, region, etc. I'd love to know what version you have that doesn't include this file.

v11 - Added: Instant Missile Lock, Instant Device/Ultimate Cooldown, Instant Consumable Cooldown, Ignore "Planetary Obstruction" Warning.
Old Versions
v10 - Fixed `No Invested Materials Consumed` not working. Also added some modifier identifiers so you can switch them around.
es 2 v10.ct
(105.24 KiB) Downloaded 51 times

v9 - Updated for v0.5.18181 (experimental). Also works with 0.5.18292.
es2 v9 (0.5.18181 experimental).ct
(87.39 KiB) Downloaded 49 times

v8 - Updated for v0.4.16428. (Updated Infinite Weapon Energy, No Crafting Materials Consumed, & Get Hovered Item.) I made them more agnostic and this update should, in theory, be backwards compatible with v0.4.16214, and more likely to not break in future versions.
es2 v8.ct
(87.59 KiB) Downloaded 676 times

v7 - Added No Crafting XP Required, Ignore Cruise "Obstacle Detected" Warning, & Ignore Cruise "Hostiles Detected" Warning. Last version for v0.4.16214.
es2 v7.ct
(88.93 KiB) Downloaded 838 times

v6 - Finally found a proper infinite boost. Renamed instant boost since it applies to shields/weapon energy too.
es2 v6.ct
(78.21 KiB) Downloaded 278 times

v5 - Added Infinite Health, Get Augmentation Module Count, Unlock All Colors, Unlock All Decals, & ship pointers: Name, Modules, & Appearance
es2 v5.ct
(75.68 KiB) Downloaded 365 times

v4 - Changed Get Equipped Item to Get Hovered Item. Added Infinite Consumables, Instant Boost Recharge, and No Invested Materials Consumed.
es2 v4.ct
(42.91 KiB) Downloaded 282 times

v3 - Fixed Infinite Weapon Energy not working for charged weapons (like the rail gun). Added some pointers.
es2 v3.ct
(32.43 KiB) Downloaded 84 times

v2 - Added Get Equipped Item.
es2 v2.ct
(28.56 KiB) Downloaded 109 times

v1 - Initial version. (Targets v0.4.16214)
es2 v1.ct
(18.79 KiB) Downloaded 121 times


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
es2 v11.ct
(118.85 KiB) Downloaded 423 times
Last edited by Master_Builder on Fri Apr 30, 2021 5:30 am, edited 18 times in total.

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Turk
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Re: Everspace 2 (Early Acces, Steam)

Post by Turk »

Looks like the best way to get overpowered stats on a weapon or module is to make a gray version of it. Then pump up the level (I only tried level 25 as a max) and then Increase the Rarity via modifying the item. Once it is superior you can then Adapt it so you can use it. I've got some pretty sick stuff doing this. This does stick when you reload. Awesome table.

Master_Builder
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Re: Everspace 2 (Early Acces, Steam)

Post by Master_Builder »

Turk wrote:
Wed Jan 20, 2021 2:23 am
Looks like the best way to get overpowered stats on a weapon or module is to make a gray version of it. Then pump up the level (I only tried level 25 as a max) and then Increase the Rarity via modifying the item. Once it is superior you can then Adapt it so you can use it. I've got some pretty sick stuff doing this. This does stick when you reload. Awesome table.
Adapting an item basically just sets "Can Be Used With Any Level" to true.
As far as I can tell, stats (modifiers) are reset on reload, but the other stuff isn't. So a faster way would probably be:
Set a high level, and set "Can Be Used With Any Level" to true. Then just reload (or modify it) and it'll be a usable high-level item.

I haven't tried getting into mapping the modifier id, but I know where they are. Adding them would be a bitch and a half, but changing the id might be doable. Depends on if the game crashes or not when I do change it.

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Empress_Ravenna
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Re: Everspace 2 (Early Acces, Steam)

Post by Empress_Ravenna »

were you able to find the Pointer value for the Shields and Hull points? or toggle invulnerability?

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enpoping
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Re: Everspace 2 (Early Acces, Steam)

Post by enpoping »

nice. im waiting for this.

Ashar
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Re: Everspace 2 (Early Acces, Steam)

Post by Ashar »

i just set my level to 100 made some superior items, then set my lvl back again, and adapted everything, i now have shields and armor at 700k hull at 40k and other stats 5000+

Master_Builder
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Re: Everspace 2 (Early Acces, Steam)

Post by Master_Builder »

Empress_Ravenna wrote:
Wed Jan 20, 2021 8:35 am
were you able to find the Pointer value for the Shields and Hull points? or toggle invulnerability?
The problem with shields/armor/health is being able to identify it as the player's stuff taking damage.
I've got something that works now for health, it just needs re-activation after load screens. (Like entering a new area.)
Honestly, if you want invincibility, make a super high level shield item or something.

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Empress_Ravenna
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Re: Everspace 2 (Early Acces, Steam)

Post by Empress_Ravenna »

Master_Builder wrote:
Thu Jan 21, 2021 6:12 am
Empress_Ravenna wrote:
Wed Jan 20, 2021 8:35 am
were you able to find the Pointer value for the Shields and Hull points? or toggle invulnerability?
The problem with shields/armor/health is being able to identify it as the player's stuff taking damage.
I've got something that works now for health, it just needs re-activation after load screens. (Like entering a new area.)
Honestly, if you want invincibility, make a super high level shield item or something.
working perfect so far, same for the item level changes etc

TheStranger81
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Re: Everspace 2 (Early Acces, Steam)

Post by TheStranger81 »

What about money?

Master_Builder
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Re: Everspace 2 (Early Acces, Steam)

Post by Master_Builder »

TheStranger81 wrote:
Fri Jan 22, 2021 1:05 pm
What about money?
You didn't read all of the options, did you?
Spoiler
Pointers: Player: Credits

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SunBeam
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Re: Everspace 2 (Early Acces, Steam)

Post by SunBeam »

Game's pretty straight forward to hack, especially since they've also shipped the symbols ;) win:win. UE 4.25.4.

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MadQuila
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Re: Everspace 2 (Early Acces, Steam)

Post by MadQuila »

Thank You

michaelanglo.l
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Re: Everspace 2 (Early Acces, Steam)

Post by michaelanglo.l »

emmmm, when i use it then the pointer to player will be '??????' and do not work.

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SunBeam
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Re: Everspace 2 (Early Acces, Steam)

Post by SunBeam »

^ He said you need to re-enable the first script in the table with each screen loading. If you see the 3 squares at mid-bottom, thus loading a map or a shop, then you need to re-enable first script after that.

Miss the days when people actually tested everything they could, then reported some issue. Today it's click, see ??, go post.

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Empress_Ravenna
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Re: Everspace 2 (Early Acces, Steam)

Post by Empress_Ravenna »

yep I never understood people like that, the Instructions are Very simple and easy to read!..

great work Master_Builder! boost works perfect, unlimited :wink:

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