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Everspace 2 (1.0, Steam)

Posted: Tue Jan 19, 2021 4:50 pm
by Master_Builder


Targets ES2 v1.0.33633 - v1.0.33691.
  • 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 Device/Ultimate Duration - Doesn't affect ultimates, but they will reset instantly with the above script.
  • 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.)
  • Infinite Tractor Beam Range - Technically it's 10,000km, but is effectively larger than the stages.
  • 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.
  • Ignore Legendary Equip Limit - Equip as many as you want. (Vanilla limit is 2.)
  • Override Max Stack Size - 500 by default but changable. This will affect mainframe components, but you can change the quantity from 3 to 500 and then activate them.
  • 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.
  • Everything in HUD Always Visible - Makes all markers on the HUD visible. Sensor range is effectively unlimited. You'll see everything. Noisy AF. You'll see all the hidden stashes, race waypoints, empty containers, etc; by everything, I mean everything.
  • 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.
    • Grade: Normal, Prototype, Starforged
    • Scripts to update level/grade without having to save/load.
    • Prefixes (Catalysts): I've added a bunch but there's more. Need to save/load after changing them.
    • 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 some 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 Mainframe Expansion Count - Gets the current mainframe expansion count. Add/remove any mainframe expansions 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.
  • Set Loot Quality - Override the value directly. For newly generated loot.
  • Loot Quality Multiplier - For newly generated loot. This and the set one are mutually exclusive.
  • Unlock All Colors - Unlocks all colors for ship customization. (Irreversible)
  • Unlock All Decals - Unlocks all decals for ship customization. (Irreversible.)
  • Unlock All Modules - Unlocks all modules for ship customization. (Irreversible.)
  • Ship Dealer Restock Delay - Works in theory, not sure what triggers it in-game though. (Note: Static address of a float that's 600 by default. This WILL break on game updates.)
  • Pointers:
    • Player: Credits, level, xp, difficulty.
    • Ship: Name, Modules, & Appearance (Colors/Material/Lights).
    • Can copy color presets across the 5 color sets. You can copy the byte array of colors from original to one of your own to alter that. Original sets tend to use colors outside of selectable ranges, you can also just edit the color floats directly.
    • Modules: You can change the passives in this list and I've added ids for vindicator/gunship


Getting high stats on items:
  • Set a high level. (The higher, the grater the stat change.)
  • Use the "-- Set New Level" script and you don't have to reload after.
  • 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.

Made in CE 7.5. 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.

As I've seen a few of you without the PDB or with a mismatched one. Here are some versions of it:
PDBs
If your exe hash matches mine and your PDB doesn't, grab one of these. (I'd verify the hash after DLing/extracting it.)

v1.0.33633
ES2-Win64-Shipping.exe: E902DFA8E7F82A8B3AA24644226CF56F
ES2-Win64-Shipping.pdb: 0DF713A32E830A575801C2031F9F68C3
[Link]

v1.0.33691
ES2-Win64-Shipping.exe: AC7E208C64DD8BB3068B14BB5598A08D
ES2-Win64-Shipping.pdb: 74429DBD23F839586852391A379A9E4A
[Link]

GamePass is not supported! Some of it may work, if not, oh well.
(If the GP exe hash matches the above, you can put the PDB in the same folder as it and everything should work. If not, there's nothing I can do.)

v19 - Changed Everything in HUD Always Visible to a more variable AoB scan that's hopefully more compatible with different versions/updates.
Old Versions
v18 - Fixed Infinite Health not working. No other changes needed to support v1.0.33691.
v18 (1.0.33633 - 1.0.33691).ct
(328.16 KiB) Downloaded 289 times

v17 - Updated for v1.0.33633. Added Everything in HUD Always Visible, Set Loot Quality, Loot Quality Multiplier. Fixed a few scripts that broke and hopefully adjusted the AoB scans to break less.
v17 (1.0.33633).ct
(326.4 KiB) Downloaded 1097 times

v16 -Added Ignore Legendary Equip Limit.
v16 (1.0.33479).ct
(311.5 KiB) Downloaded 692 times

v15 - Updated for v1.0.33479. Lots of stuff changed/fixed/added.
v15 (1.0.33479).ct
(301.29 KiB) Downloaded 294 times

v14 - Updated for v0.7.22328. Fixed: Infinite Weapon Energy.
0FRes2 v14 (0.7.22328).ct
(126.95 KiB) Downloaded 3198 times

v13 - Updated for v0.7.22035. (This is the experimental build, but I don't expect much to change for the stable release.)
0FRes2 v13 (0.7.22035).ct
(127.47 KiB) Downloaded 168 times

v12 - Updated for v0.6.20298. Added: Infinite Device Duration.
0FRes2 v12 (0.6.20298).ct
(123.84 KiB) Downloaded 119 times

v11 - Added: Instant Missile Lock, Instant Device/Ultimate Cooldown, Instant Consumable Cooldown, Ignore "Planetary Obstruction" Warning.
0FRes2 v11.ct
(118.85 KiB) Downloaded 120 times

v10 - Fixed `No Invested Materials Consumed` not working. Also added some modifier identifiers so you can switch them around.
0FRes 2 v10.ct
(105.24 KiB) Downloaded 114 times

v9 - Updated for v0.5.18181 (experimental). Also works with 0.5.18292.
0FRes2 v9 (0.5.18181 experimental).ct
(87.39 KiB) Downloaded 119 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.
0FRes2 v8.ct
(87.59 KiB) Downloaded 118 times

v7 - Added No Crafting XP Required, Ignore Cruise "Obstacle Detected" Warning, & Ignore Cruise "Hostiles Detected" Warning. Last version for v0.4.16214.
0FRes2 v7.ct
(88.93 KiB) Downloaded 112 times

v6 - Finally found a proper infinite boost. Renamed instant boost since it applies to shields/weapon energy too.
0FRes2 v6.ct
(78.21 KiB) Downloaded 120 times

v5 - Added Infinite Health, Get Augmentation Module Count, Unlock All Colors, Unlock All Decals, & ship pointers: Name, Modules, & Appearance
0FRes2 v5.ct
(75.68 KiB) Downloaded 111 times

v4 - Changed Get Equipped Item to Get Hovered Item. Added Infinite Consumables, Instant Boost Recharge, and No Invested Materials Consumed.
0FRes2 v4.ct
(42.91 KiB) Downloaded 111 times

v3 - Fixed Infinite Weapon Energy not working for charged weapons (like the rail gun). Added some pointers.
0FRes2 v3.ct
(32.43 KiB) Downloaded 118 times

v2 - Added Get Equipped Item.
0FR0FRes2 v2.ct
(28.56 KiB) Downloaded 129 times

v1 - Initial version. (Targets v0.4.16214)
0FR0FRes2 v1.ct
(18.79 KiB) Downloaded 128 times

Re: Everspace 2 (Early Acces, Steam)

Posted: Wed Jan 20, 2021 2:23 am
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.

Re: Everspace 2 (Early Acces, Steam)

Posted: Wed Jan 20, 2021 5:40 am
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.

Re: Everspace 2 (Early Acces, Steam)

Posted: Wed Jan 20, 2021 8:35 am
by Empress_Ravenna
were you able to find the Pointer value for the Shields and Hull points? or toggle invulnerability?

Re: Everspace 2 (Early Acces, Steam)

Posted: Wed Jan 20, 2021 2:19 pm
by enpoping
nice. im waiting for this.

Re: Everspace 2 (Early Acces, Steam)

Posted: Wed Jan 20, 2021 6:25 pm
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+

Re: Everspace 2 (Early Acces, Steam)

Posted: Thu Jan 21, 2021 6:12 am
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.

Re: Everspace 2 (Early Acces, Steam)

Posted: Fri Jan 22, 2021 12:08 am
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

Re: Everspace 2 (Early Acces, Steam)

Posted: Fri Jan 22, 2021 1:05 pm
by TheStranger81
What about money?

Re: Everspace 2 (Early Acces, Steam)

Posted: Fri Jan 22, 2021 5:23 pm
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

Re: Everspace 2 (Early Acces, Steam)

Posted: Sat Jan 23, 2021 1:32 am
by SunBeam
Game's pretty straight forward to hack, especially since they've also shipped the symbols ;) win:win. UE 4.25.4.

Re: Everspace 2 (Early Acces, Steam)

Posted: Sat Jan 23, 2021 6:39 am
by MadQuila
Thank You

Re: Everspace 2 (Early Acces, Steam)

Posted: Sat Jan 23, 2021 7:33 am
by michaelanglo.l
emmmm, when i use it then the pointer to player will be '??????' and do not work.

Re: Everspace 2 (Early Acces, Steam)

Posted: Sat Jan 23, 2021 2:58 pm
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.

Re: Everspace 2 (Early Acces, Steam)

Posted: Sat Jan 23, 2021 9:54 pm
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: