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

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Rabbit54
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Re: X4 Foundations SV v4.00 Steam (GM and More) 2021-Mar-20

Post by Rabbit54 »

Doesn't work for me, cheat engine crash

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

Fred0777
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Re: X4 Foundations SV v4.00 Steam (GM and More) 2021-Mar-20

Post by Fred0777 »

Crash also for me, with the "Full Shield" activated.

God Mode don't crash. :D

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fearmore
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Re: X4 Foundations SV v4.00 Steam (GM and More) 2021-Mar-20

Post by fearmore »

I see update queued on steam so better keep playing atm and hoping game would not crash. :D

Another tip for anyone playing; I've been using both Cheat Engine and FLiNT v1.0 +5 Trainer for the game,
it still works for atleast 2 things:

1. Particularly that Infinite Inventory Items, get 2 items like some Seminars or Modification materials and it ups them to 99999.
2. the game speed hack works, kinda like a semi-SETA but it helps anyways.

Keep in mind that trainer tends to crash the game sometimes so its not 100% reliable so save often!

This new Terran DLC is pretty cool altought there's some bugs but Egosoft is putting out patches like there's no tomorrow.

kurstein
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Re: X4 Foundations SV v4.00 Steam (GM and More) 2021-Mar-20

Post by kurstein »

i still hope that we will get a update for X4: Cradle of Humanity and X4: Foundations 4.00 Hotfix 3 update cant wait to try out Cradle of Humanity

Kaedus
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Re: X4 Foundations SV v4.00 Steam (GM and More) 2021-Mar-20

Post by Kaedus »

kurstein wrote:
Thu May 13, 2021 2:30 am
i still hope that we will get a update for X4: Cradle of Humanity and X4: Foundations 4.00 Hotfix 3 update cant wait to try out Cradle of Humanity
have you tried to run the table and see that everything works?

An2255
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Re: X4 Foundations SV v4.00 Steam (GM and More) 2021-Mar-20

Post by An2255 »

4.10 just dropped today the old 4.0 hotfix 3 table doesn't work anymore at least for me. downgraded back to 4.0 while I wait for the table and my mods to get an update.

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Recifense
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Re: X4 Foundations SV v4.10 Steam (GM and More) 2021-Sep-13

Post by Recifense »

Hi guys,

A table for version 4.10 (458643) was added at the first post.

Cheers!

hornet1
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Re: X4 Foundations SV v4.10 Steam (GM and More) 2021-Sep-13

Post by hornet1 »

Recifense wrote:
Tue Sep 14, 2021 12:25 am
Hi guys,

A table for version 4.10 (458643) was added at the first post.

Cheers!
Can't activate script CE 7.3

gorsan
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Re: X4 Foundations SV v4.10 Steam (GM and More) 2021-Sep-13

Post by gorsan »

i am still learning the game, seems like it is huge.

torus mission
3-6-2-3-5-3-8 should work in every case.
these are some mods that makes life easier
learningallthethings mod is very good for pilot skills

[Link]

gorsan
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Re: X4 Foundations SV v4.10 Steam (GM and More) 2021-Sep-13

Post by gorsan »

i made a mod for yourstations to fill themselves without producing them. The mod is someone elses i just made it fill instead of sink, unrar and extract to extensions folder of x4.
about above post do not use extended satellites it makes the game slow down.
Attachments
TradeStationSink.rar
(2.28 KiB) Downloaded 58 times
Last edited by gorsan on Sat Nov 06, 2021 5:15 pm, edited 3 times in total.

OhHeyItsLee
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Re: X4 Foundations SV v4.10 Steam (GM and More) 2021-Sep-13

Post by OhHeyItsLee »

I've found that the Unlimited Missiles cheat has a tendency to crash the game at random points after the game's been running for a short while.

I could sometimes have the game running for over 4 hours, but I don't think I exceeded much more than that before the game crashed. Sometimes, it'd be as quick as just a few minutes.

The crashes are completely random, and there's no way I can tell what specific events cause the crash, but it's definitely related to the Unlimited Missiles option.

I've been running the game now for 2 days straight (no restarts, neither game nor OS) without the CT option for missiles enabled. God Mode and Full Shields work perfectly without issues.

I'd like to also mention that I'm playing a completely vanilla game, no mods are enabled at all.

fl4khound
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Re: X4 Foundations SV v4.10 Steam (GM and More) 2021-Sep-13

Post by fl4khound »

OhHeyItsLee wrote:
Tue Oct 26, 2021 11:20 am
I've found that the Unlimited Missiles cheat has a tendency to crash the game at random points after the game's been running for a short while...
Interesting; I'd been running into something similar and didn't quite put it together. I used Recifense's table to start poking through the game a little and decided to try rewriting the instructions rather than replacing them with nop. First was the infinite missiles code:

Original:

Code: Select all

mov eax,[rdx+28]
mov r8d,00000001
cmp eax,r8d
cmovb r8d,eax
sub eax,r8d
mov [rdx+28],eax
Update:

Code: Select all

mov eax,[rdx+28]
mov r8d,00000000
cmp eax,r8d
cmovb r8d,eax
sub eax,r8d
mov [rdx+28],eax
By changing the instruction to load a 0 for r8d, we get infinite missiles by changing the "cost" to 0.

I was also able to remove the missile launch timer check by letting the game run the entire check and then forcing the function to return as needed to spam torpedoes. Attaching the debugger and tracing up the stack let me find which function was checking the timer and from that found what to overwrite.

Orig:

Code: Select all

xor al,al
mov rdi,[rsp+000000C8]
mov rsi,[rsp+000000C0]
mov rbx,[rsp+000000D8]
New:

Code: Select all

mov al,1
mov rdi,[rsp+000000C8]
mov rsi,[rsp+000000C0]
mov rbx,[rsp+000000D8]
If you want to try these out you'll need to make the edits to your table manually as these are hacky as heck and will permanently be on; no toggles. Really more a proof of concept than anything. Comment out the existing MOSM lines:

Code: Select all

//AOBScanModule(MOSM,$process,8B 42 28 41 B8 01 00 00 00 41 3B C0 44 0F 42 C0 41 2B C0 89 42 28) //x

// Declaration section
//label(_MonShipMissiles)
//label(_BackMSM)

// Registering Symbols
//registersymbol(iEnableMSM)

//=========================================
MyCode:
// When decreasing Missiles
//_MonShipMissiles:
// mov [pRCX],rcx
//
// cmp dword ptr [iEnableMSM],0
// je _ExitMSM                       // Jump if feature is disabled
//
// cmp rdi,[pShip]
// je _MonSM00
//
// test rdi,rdi
// jz _ExitMSM
//
// mov rcx,[rdi+000002D0]
// cmp rcx,[pCommon]
// jne _ExitMSM
//
//_MonSM00:
// inc dword ptr [rdx+28]
//
//_ExitMSM:
// mov rcx,[pRCX]
//
// mov eax,[rdx+28]                  // Original code
// mov r8d,00000001                  // Original code
// jmp _BackMSM                      // Back to main code

// Hacking Points
MOSM:
// jmp _MonShipMissiles
// nop
// nop
// nop
// nop
//_BackMSM:

// Unregistering Symbols
//unregistersymbol(iEnableMSM)
and add the replacement (the MOLT code removes the timer checks). The MOSM target changes a little so make sure you replace it even if it looks similar!

Code: Select all

AOBScanModule(MOSM,$process,41 B8 01 00 00 00 41 3B C0 44 0F 42 C0 41 2B C0 89 42 28 ?? ?? 49 8B C9) // missile decrement
AOBScanModule(MOLT,$process,32 C0 48 8B BC 24 C8 00 00 00 48 8B B4 24 C0 00 00 00 48 8B 9C 24) // missile launch time 

// Registering Symbols
registersymbol(MOSM)
registersymbol(MOLT)

// Hacking Points
MOSM:
 mov r8d,0
 
MOLT:
 mov al,1

// Unregistering Symbols
unregistersymbol(MOSM)
unregistersymbol(MOLT)
Thank you so much to Recifense for the work so far; there's no way I'd be able to share anything more than bad directions if I couldn't copy their table. I've been running these for a few hours without issue yet so here's hoping! Something is still broken haha; gonna keep looking. Codes work for a while but they will eventually crash.

drigr
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Re: X4 Foundations SV v4.10 Steam (GM and More) 2021-Sep-13

Post by drigr »

It would be nice to have weapon cooldown cheat. I tried my self but did not I succeed :(

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Re: X4 Foundations SV v4.10 Steam (GM and More) 2021-Sep-13

Post by Vanderpants »

First great work on this table Rec, came here as I am a bit confused I am on windows 11, the table was working and now its not no update to the game its same version 458643 the only thing I can think of is I hit some wrong key combo and enabled/disabled something as there are so many hotkeys in the game and I am not sure what I did.

OhHeyItsLee
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Re: X4 Foundations SV v4.10 Steam (GM and More) 2021-Sep-13

Post by OhHeyItsLee »

fl4khound wrote:
Fri Nov 05, 2021 7:19 pm
OhHeyItsLee wrote:
Tue Oct 26, 2021 11:20 am
I've found that the Unlimited Missiles cheat has a tendency to crash the game at random points after the game's been running for a short while...
Interesting; I'd been running into something similar and didn't quite put it together. I used Recifense's table to start poking through the game a little and decided to try rewriting the instructions rather than replacing them with nop. First was the infinite missiles code:

Original:

Code: Select all

mov eax,[rdx+28]
mov r8d,00000001
cmp eax,r8d
cmovb r8d,eax
sub eax,r8d
mov [rdx+28],eax
Update:

Code: Select all

mov eax,[rdx+28]
mov r8d,00000000
cmp eax,r8d
cmovb r8d,eax
sub eax,r8d
mov [rdx+28],eax
By changing the instruction to load a 0 for r8d, we get infinite missiles by changing the "cost" to 0.

I was also able to remove the missile launch timer check by letting the game run the entire check and then forcing the function to return as needed to spam torpedoes. Attaching the debugger and tracing up the stack let me find which function was checking the timer and from that found what to overwrite.

Orig:

Code: Select all

xor al,al
mov rdi,[rsp+000000C8]
mov rsi,[rsp+000000C0]
mov rbx,[rsp+000000D8]
New:

Code: Select all

mov al,1
mov rdi,[rsp+000000C8]
mov rsi,[rsp+000000C0]
mov rbx,[rsp+000000D8]
If you want to try these out you'll need to make the edits to your table manually as these are hacky as heck and will permanently be on; no toggles. Really more a proof of concept than anything. Comment out the existing MOSM lines:

Code: Select all

//AOBScanModule(MOSM,$process,8B 42 28 41 B8 01 00 00 00 41 3B C0 44 0F 42 C0 41 2B C0 89 42 28) //x

// Declaration section
//label(_MonShipMissiles)
//label(_BackMSM)

// Registering Symbols
//registersymbol(iEnableMSM)

//=========================================
MyCode:
// When decreasing Missiles
//_MonShipMissiles:
// mov [pRCX],rcx
//
// cmp dword ptr [iEnableMSM],0
// je _ExitMSM                       // Jump if feature is disabled
//
// cmp rdi,[pShip]
// je _MonSM00
//
// test rdi,rdi
// jz _ExitMSM
//
// mov rcx,[rdi+000002D0]
// cmp rcx,[pCommon]
// jne _ExitMSM
//
//_MonSM00:
// inc dword ptr [rdx+28]
//
//_ExitMSM:
// mov rcx,[pRCX]
//
// mov eax,[rdx+28]                  // Original code
// mov r8d,00000001                  // Original code
// jmp _BackMSM                      // Back to main code

// Hacking Points
MOSM:
// jmp _MonShipMissiles
// nop
// nop
// nop
// nop
//_BackMSM:

// Unregistering Symbols
//unregistersymbol(iEnableMSM)
and add the replacement (the MOLT code removes the timer checks). The MOSM target changes a little so make sure you replace it even if it looks similar!

Code: Select all

AOBScanModule(MOSM,$process,41 B8 01 00 00 00 41 3B C0 44 0F 42 C0 41 2B C0 89 42 28 ?? ?? 49 8B C9) // missile decrement
AOBScanModule(MOLT,$process,32 C0 48 8B BC 24 C8 00 00 00 48 8B B4 24 C0 00 00 00 48 8B 9C 24) // missile launch time 

// Registering Symbols
registersymbol(MOSM)
registersymbol(MOLT)

// Hacking Points
MOSM:
 mov r8d,0
 
MOLT:
 mov al,1

// Unregistering Symbols
unregistersymbol(MOSM)
unregistersymbol(MOLT)
Thank you so much to Recifense for the work so far; there's no way I'd be able to share anything more than bad directions if I couldn't copy their table. I've been running these for a few hours without issue yet so here's hoping! Something is still broken haha; gonna keep looking. Codes work for a while but they will eventually crash.
Wow, I'd have no way of figuring any of that out on my own lol. I'm versed enough with CE to put your edits to use, but I have absolutely zero ability in coding so thanks very much for the time and effort you put into this! I'll try them out promptly.

Edit: it appears as though I'm not as skilled as I thought lol. I can't properly figure out which lines I need to comment out, etc. from your post. I appreciate the time and effort you've spent on it nonetheless.
Last edited by OhHeyItsLee on Tue Dec 07, 2021 8:26 pm, edited 1 time in total.

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