Cyber Knights: Flashpoint

Upload your cheat tables here (No requests)
User avatar
eggs
Expert Cheater
Expert Cheater
Posts: 130
Joined: Wed Mar 26, 2025 7:35 pm
Reputation: 169

Cyber Knights: Flashpoint

Post by eggs »

Game:
Supported version: 2.0.13
Features:
General:
- Enable Dev Console

Character Creation:
- Inf. Attribute Points At character creation

Safehouse:
- Inf. Money, Free Purchase Cheat
- Inf. Training & Talent Points
- No Heat Gain
- Fast Construction
- Fast Crafting
- Fast Surgery/Detox
- Fast Injury/Wound Recovery
- Fast Token Generation
- Fast Cyberdeck Repair
- Crafting does not use up the Blueprint
- Massive Resources When cancelling crafting project
- Last Interacted Contact pointers (experimental)

Missions (Mission Data are generated upon accepting the mission):
- Exp Reward For Mission Contracts Modifier
- Mission Loot Gen. Modifier (experimental)
- Mission minimum Blueprint Loot Tier (experimental)
- Matrix Dossiers/Account Data/Blueprint Loot Amount

Combat:
- Inf. Action Points
- Inf. Matrix IO Speed (Matrix AP)
- Inf. Skill Charges
- 100% Hitchance
- 100% Critchance
- One-Hit Kill
- Disable Enemy AI
- Inf. Cyberdeck Load Cap
- Inf. Cyberdeck Durability
- Zero Matrix Q-Sec
- Edit Last Hovered Character (HP/AP/Stats, Loyalty, Stress), only works during a combatmision, to make stats persistent, Complete the Mission.
Do NOT Freeze Hovered Character Stats, The Pointers will be used for other Content once you enter the safehouse. This will lead to a crash
Cheat Overview
Image
Regarding the Dev Console

List of Common Console Commands: viewtopic.php?p=410591#p410591


Old Versions (Early Access: viewtopic.php?p=405769#p405769)

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
CyberKnights.CT
v11 2.01 - 2.013
- fixed an issue with fame credits to WintermuteX
- changed to last hovered contact (accessible from the contact menu)
- Edited stats dont require reloading the save now and immidiately take effect after Clicking the >>Update Contact << button
- fixed an issue where "Update Contat" wouldnt uncheck itself.
(279.21 KiB) Downloaded 486 times
CyberKnights.CT
v10 2.01 - 2.013
Safehhouse:
- added last interacted contact pointers (experimental)
Combat:
- added Zero Matrix Q-Sec option
(278.18 KiB) Downloaded 79 times
CyberKnights.CT
v9 2.01 - 2.09
added Fast Injury/Wound Recovery
added Mission Loot reward modifiers (experimental)
(247.12 KiB) Downloaded 303 times
CyberKnights.CT
v8 2.01 - 2.05
added Inf. Training & Talent Points
(232.48 KiB) Downloaded 208 times
CyberKnights.CT
v7 2.01 - 2.05
Safehouse:
added fast Cyberdeck Repair
Combat:
added Inf. Cyberdeck Load Cap
added Inf. Cyberdeck Durability
(231.11 KiB) Downloaded 23 times
CyberKnights.CT
v6 2.01 - 2.05
- added option: Crafting does not use up the Blueprint
- fixed fast crafting not working on secondary armor pieces
(223.88 KiB) Downloaded 18 times
CyberKnights.CT
v5 2.01 - 2.05
- added Fast Surgery/Detox
- fixed fast crafting only working for weapons
- changed combat poiters (100% acc, cit etc..) to scripts so they don't keep resetting
(220.71 KiB) Downloaded 25 times
CyberKnights.CT
v4 2.01
- added fast crafting
- added fast token generation
- removed obsolete debug scripts from table
(213.15 KiB) Downloaded 37 times
CyberKnights.CT
v3 2.01
- updated for 2.01 launch
- fixed 100% hitrate
- fiixed 100% crit
- fixed disable enemy ai
- fixed 1 hit kill
(449.13 KiB) Downloaded 62 times
CyberKnights.CT
v2 1.931-1.957
- updated for 255
- added dev console
(449.12 KiB) Downloaded 30 times
CyberKnights.CT
v1 1.931-1.957
(444.59 KiB) Downloaded 21 times
Last edited by eggs on Sun Jun 08, 2025 1:46 pm, edited 17 times in total.

User avatar
eggs
Expert Cheater
Expert Cheater
Posts: 130
Joined: Wed Mar 26, 2025 7:35 pm
Reputation: 169

Re: Cyber Knights: Flashpoint

Post by eggs »

updated for 2.01 launch

AmyD
Noobzor
Noobzor
Posts: 12
Joined: Tue Nov 08, 2022 1:15 am
Reputation: 1

Re: Cyber Knights: Flashpoint

Post by AmyD »

Working great so far with the launch version (and hotfix). Really hoping someone figures out how to modify talent points, I spent a good hour trying to find it but zero luck.

Thanks for the table too.

User avatar
eggs
Expert Cheater
Expert Cheater
Posts: 130
Joined: Wed Mar 26, 2025 7:35 pm
Reputation: 169

Re: Cyber Knights: Flashpoint

Post by eggs »

AmyD wrote:
Tue Jun 03, 2025 1:21 am
Working great so far with the launch version (and hotfix). Really hoping someone figures out how to modify talent points, I spent a good hour trying to find it but zero luck.

Thanks for the table too.
added in v8 but it's widely untested, might affect (should not) generic character creation//respeccing, I'd recommend disabling it when not using.
Only thing i made sure of is that it doesn't corrupt savefiles.

AmyD
Noobzor
Noobzor
Posts: 12
Joined: Tue Nov 08, 2022 1:15 am
Reputation: 1

Re: Cyber Knights: Flashpoint

Post by AmyD »

eggs wrote:
Tue Jun 03, 2025 2:26 am
AmyD wrote:
Tue Jun 03, 2025 1:21 am
Working great so far with the launch version (and hotfix). Really hoping someone figures out how to modify talent points, I spent a good hour trying to find it but zero luck.

Thanks for the table too.
added in v8 but it's widely untested, might affect (should not) generic character creation//respeccing, I'd recommend disabling it when not using.
Only thing i made sure of is that it doesn't corrupt savefiles.
Just tried it out, gave myself a bunch of talents, ran a mission. No problems so far. Seems to be working great. Thank you!

shuiko
Expert Cheater
Expert Cheater
Posts: 81
Joined: Tue Feb 13, 2018 8:21 am
Reputation: 0

Re: Cyber Knights: Flashpoint

Post by shuiko »

thanks thanks

User avatar
eggs
Expert Cheater
Expert Cheater
Posts: 130
Joined: Wed Mar 26, 2025 7:35 pm
Reputation: 169

Cyber Knights: Flashpoint Console Commands

Post by eggs »

The dev console is opened with Tilde ~, on an Non-US-Eng Keyboard it might be a different key. You only need Cheatengine to activate it once.
all-commands will list all available commands.
some commands, such as money can only be executed from the safehouse while other commands such as room-win can only be executed from combat.

As of now, the Dev console does not invalidate Steam Achievements. (This might change in the future)
QC Console
Image
This is only a list of console commands i personally found useful, if you find out any other ones feel free to add them here.

Safehouse


money <amount> gives you money
data-items lists all items
data-blueprints lists all blueprints
add-item-inventory <itemid> adds an item or blueprint to your safehouse inventory - can only accept items listed in items-data, which are consumeables
characters-random-mutation starts an event to give a character or contact a trait level-up
character-list lists all characters
character-level-up <characterid> levels up a character
character-level-up-all levels up all characters
character-hype <characterid> <hypeamount> gives character x hype
character-hype-all <hypeamount> gives all characters x hype
contacts-list lists all contact IDs
contacts-addservice <contactid> <serviceid> adds a vendor service to a contact (starts at lowest level)

Service IDs for contacts credits to Crusher Bob

Notes:
For most things services each level unlocks a specific list of things, so you shouldn't just unlock level 4 (or whatever), you want to input codes for level 1,2,3, and 4.
guns and gun mods
1000 one off e-rifle
1001 one off e-rifle (seems to be the same, just a 2nd e-rifle)

4 street weapon mods 1
40 street weapon mods 2
41 street weapon mods 3
48 street weapon mods 4

42 imported weapon mods
43 imported weapon mods 2
44 imported weapon mods 3
45 imported weapon mods 4
46 imported weapon mods 5
47 imported weapon mods 6

1 street smuggled weapons 1
2 street smuggled weapons 2
15 street smuggled weapons 3
13000 street smuggled weapons 4

30 smuggled foreign weaponry
31 smuggled foreign weaponry 2
32 smuggled foreign weaponry 3
33 smuggled foreign weaponry 4

13007 Rook guns 4
13008 Rook guns 5
13009 Rook guns 6
13010 Rook guns 7
13011 Rook guns 8

13012 fadelight blades 1
13013 fadelight blades 2
13014 fadelight blades 3
13015 fadelight blades 4
13016 fadelight blades 5

13026 hydra arms 1
13027 hydra arms 2
13028 hydra arms 3
13029 hydra arms 4
13030 hydra arms 5

13031 ventri arms 1
13032 ventri arms 2
13033 ventri arms 3
13034 ventri arms 4
13035 ventri arms 5

13036 cascade arms 1
13037 cascade arms 2
13038 cascade arms 3
13039 cascade arms 4
13040 cascade arms 5
decks and programs
10 cyberdecks
4002 Cyberdecks 2
4003 Cyberdecks 3
4004 Cyberdecks 4
4005 Cyberdecks 5
4006 Cyberdecks 6

39 programs
4000 Programs 2
4001 programs lvl 3
4010 programs lvl 4

4007 utility programs 1
4008 utility programs 2
4009 utility programs 3

4011 special decks 1?
4012 special decks 2?
4013 special decks 3?

4014 special programs 1?
4015 special programs 2?
4016 special programs 3?
4017 special programs 4?
cyberware
8 cybernetics lvl 1
9 cybernetics lvl 2
6002 cybernetics lvl 3
6004 cybernetics lvl 4

6000 imported cybernetics 3
6001 imported cybernetics 4
6068 imported cybernetics 5

6050 street wetware 2
6051 street wetware 3
6069 street wetware 4
`
6052 black market matrixware 1
6053 black market matrixware 2
6054 black market matrixware 3
6055 black market matrixware 4

6056 gamma clinic 1
6057 gamma clinic 2
6058 gamma clinic 3
6059 gamma clinic 4

6060 brain surgeon 1
6061 brain surgeon 2
6062 brain surgeon 3
6063 brain surgeon 4

6064 battletank project 1
6065 battletank project 2
6066 battletank project 3
6067 battletank project 4
consumables
7 medical items 1
5004 medical items 2
5008 medical items 3

28 street military items
5002 street military items 2
5003 street military items 3
5005 street military items 4 (HTE Grenade)

29 anti security items (B-liquify)
5007 anti security items 2 (nothing?)
5013 anti security items 3 (nothing?)

5000 milsec items 1
5001 milsec items 2
5009 milsec items 3
5010 milsec items 4 (boosted echo jammer)
5011 milsec items 5 (nothing?)
5012 milsec items 6 (nothing?)
other odds and ends
2000 buy all accounts
3000 buy all files
Combat


add-sec-tally <amount> adds tally
add-item <itemid> same as add-item-inventory, just for in-game use
room-win wins the current room scenario
room-fail fails the current room scenario
reset-ap resets your AP
reset-hp resets your HP
Last edited by eggs on Sun Jun 08, 2025 10:06 am, edited 4 times in total.

User avatar
eggs
Expert Cheater
Expert Cheater
Posts: 130
Joined: Wed Mar 26, 2025 7:35 pm
Reputation: 169

added mission loot modifier cheats

Post by eggs »

added mission loot modifier cheats, those are fairly experimental and only work (most of the time) in order to not override Missioncritical loot. If you still encounter bugs where you can not find missioncritical items lmk (and gimme a savefile if possible). (you can always pass the mission with console-> room-win)

This will also conclude all features of my table.

WintermuteX
Expert Cheater
Expert Cheater
Posts: 55
Joined: Sun Oct 29, 2017 10:20 am
Reputation: 13

Re: Cyber Knights: Flashpoint Console Commands

Post by WintermuteX »

eggs wrote:
Tue Jun 03, 2025 10:52 pm
data-items lists all items
data-blueprints lists all blueprints
add-item-inventory <itemid> adds an item or blueprint to your safehouse inventory
Could you please give an example of an working itemid? It doesn't work for me.
I tried, as example, 206004 and 6004 for the "XCAN Supressor" and didn't get anything in the inventory or blueprint coldstorage.

User avatar
eggs
Expert Cheater
Expert Cheater
Posts: 130
Joined: Wed Mar 26, 2025 7:35 pm
Reputation: 169

Re: Cyber Knights: Flashpoint Console Commands

Post by eggs »

WintermuteX wrote:
Wed Jun 04, 2025 7:20 am
Could you please give an example of an working itemid? It doesn't work for me.
I tried, as example, 206004 and 6004 for the "XCAN Supressor" and didn't get anything in the inventory or blueprint coldstorage.
you are correct, I only superficially tested the functions and automatically assumed that the command could also accept blueprints which is not the case. If i find the time i can see if i can add a function to add blueprints, no promises though. (..like.. why add the command to list all bps if there is none to add them)

WintermuteX
Expert Cheater
Expert Cheater
Posts: 55
Joined: Sun Oct 29, 2017 10:20 am
Reputation: 13

Re: Cyber Knights: Flashpoint Console Commands

Post by WintermuteX »

eggs wrote:
Wed Jun 04, 2025 8:12 am
WintermuteX wrote:
Wed Jun 04, 2025 7:20 am
Could you please give an example of an working itemid? It doesn't work for me.
I tried, as example, 206004 and 6004 for the "XCAN Supressor" and didn't get anything in the inventory or blueprint coldstorage.
you are correct, I only superficially tested the functions and automatically assumed that the command could also accept blueprints which is not the case. If i find the time i can see if i can add a function to add blueprints, no promises though. (..like.. why add the command to list all bps if there is none to add them)
Thank you very much for checking :)
If you fnd the time and if you feel like it, than it would be indeed great to add blueprints via CE. Also it would be great to edit the influence of contacts as "contacts-influence-limit" for some dumb reasons don't accept the contacts ID and randomly buffs also enemy contacts. %)

However: your table is great as it is and I much appreciate your effort. :)

Helios2216
Novice Cheater
Novice Cheater
Posts: 18
Joined: Fri Oct 16, 2020 4:01 am
Reputation: 7

Re: Cyber Knights: Flashpoint

Post by Helios2216 »

BS:64 OOO:U 8:3 8:5 2:4
reaction, tech, will
will+8 = strength
For character creation higher stats.

asdfen
Cheater
Cheater
Posts: 48
Joined: Sun Oct 21, 2018 7:10 am
Reputation: 13

Re: Cyber Knights: Flashpoint

Post by asdfen »

thanks

WintermuteX
Expert Cheater
Expert Cheater
Posts: 55
Joined: Sun Oct 29, 2017 10:20 am
Reputation: 13

Re: Cyber Knights: Flashpoint

Post by WintermuteX »

Unfortunately I can't find a way to edit the contacts. I find an array of data, but it seems this is only a temporary array and doesn't save into the savefile and gets overwritten when it is accessed later but maybe someone find this usefull:

Search for changes in "Favors" (8 Byte), when you found the address (everything is 8 Bytes and relative to the "Favors" address):
+08 is Obligations
-08 is Trust (0-100, Signed Value)
-28 is Exposure (a value of 1 means 10%, a value of 10 means 100%, a value of 0 means 0%)
-30 is Influence (a value of 1 means 10%, a value of 10 means 100%, a value of 0 means 0%)
-38 is Power (this seems to be a somehow scaled factor. The Integer translates to the value before the comma but is also further influenced)
Maybe someone can find something usefull.

There also was a table for their (Trese Brothers) last game (Star Traders) which somehow found the decoded SQLite table in memory and let us edit it via SQL commands.

viewtopic.php?f=4&t=5650

As far as I can see, they also used an encrypted SQLite database again. But as they use Unity for the game this time it might be a problem to adapt.

Edit:
Ok, I think I found a way which worked.
You need the Counter-Intel Pod. There you need at least 2 Tokens to spend.
  1. Select your contact
  2. Search for the Favor value (8 Bytes) you have with the contact (so works best if you already have some Favor)
  3. Spend a Token to increase the Favor by one with the contact
  4. Search the new Favor value and hopefully you find only one address if not you can check by my offsets description above if the address makes sense
  5. Edit the values according to the offsets I described
  6. Spend another Token to buy another Favor with the same contact
Don't leave the Counter-Intel Pod UI at the whole process! For me at least the changes stick if you follow these steps.

User avatar
eggs
Expert Cheater
Expert Cheater
Posts: 130
Joined: Wed Mar 26, 2025 7:35 pm
Reputation: 169

Re: Cyber Knights: Flashpoint

Post by eggs »

WintermuteX wrote:
Fri Jun 06, 2025 8:23 am
//
in V10 i've added a last contact interact function, it includes a button where you can directly update the contact that you just edited. The game UI DOES NOT always fetch a contact from the DB when browsing contacts but will always do so when you do missions, sell stuff, have a dialogue etc etc...
maybe i can find a more reliable method to grab contact data (wont have too much time in the comming weeks)

I've was aware that the game was operating on a sqlite DB on the backend.
also looked at the startraders table you linked. I'm simply unwilling to commit the effort to write a full fledged Database Query builder with UI inside of CE. So I have included a DB-Debug section with pointers to SqlNado.SQLiteDatabase class the path of your safefile and other things i thought might be helpful. If you are interessted you could have a look at it.
The SqlNado.SQLiteDatabase class contains all necessary methods to execute and commit sqlqueries in case you want to use Melonloader/BeepInEx/Cheatengine to make a DB browser
If you want to try out an external browser (you will have to try out the encryption keys) since the database is encrypted. SqlNado uses the following password: "7bb07b8d471d642e" (looks very AES) , this has not changed since version 2.01. Goodluck!

Post Reply

Who is online

Users browsing this forum: Baesik, BLEXBot, CuriousOne, f1sted, Google [Bot], Google Adsense [Bot], Majestic-12 [Bot], Salju, slayervergil, slySevens, SYNAX, worgwolf, Zeroneos