@jonaaa - that's beautiful! I haven't had time yet to use Paul's table for this purpose (but I will, in time) but I remember searching for the kill count back in the day with Zanzer's old table and not finding it among the attributes. It's great to know we can tackle this nuisance with the current table by Paul. Exceedingly great!
@Paul44 - you seem to mistake me for a creator of tables, or for a person who even knows how Cheat Engine works. I'm afraid I have to disappoint you. The full extent of my knowledge is how to get CE to hijack a game and load a table someone else created. Beyond that I have no skill, no talent and no inclination. My apologies.
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
^ You don't need to be an expert when you're searching values, the "Evolution" kill count is visible so just keep searching until you get a few values and change it to 1000, that's what i did.
I got a little confused when looking at crafting blueprints:
- Crafting Blueprints: this (ID) list allows you to craft any item - based on its 'UniqueId' - via [Inventory]
(you can use any/most items in your Ship/Station Cargo for this purpose)
Are we supposed to swap IDs from random items to those found in the Crafting Blueprints dump?
Hey guys, thank you so much for all your hard work, now I would like to know if there is a way to spawn items (crafting materials) or edit the ones I already have.
Here's a genuine question, I would like to understand what's happening. Why is it that we can edit most IDs and values and the edits persist after saving and reloading, but some attributes (like the Evolution kill counter) and values (like the number of weapon slots on ships) reset to default after reloading? Is there some code in the engine that actively checks and reverts certain values that the studio deem more important than others?
^ Like I said, do a manual search. "But it's still resetting", try again. I had the same "issue" and after trying again, it was saved.
Plus, just in case, after changing the value, KILL ANOTHER ENEMY so the game can identify and properly save things.
About the other question, "why some attributes are reverted in a reload?", because it's more of an Unreal Engine thing, skipping the technical terms, there are "checks" for these kind of stuff on the code to prevent any problems.
there are "checks" for these kind of stuff on the code
Ah yes, thought so. Thanks for your reply.
P.S. I don't do "manual searches", sorry. The killing of an enemy to make the game recognize the edit sounds like a worthwhile strategy, thanks for the suggestion.
P.P.S. Tried it, didn't work.
^^ "it's more of an Unreal Engine": in my book that's a no-go; UE should NOT have any influence on some game-specific values. If that would be the case, then this is a dev_bug for sure.
Why these attribs get reset: with blueprints in the back of my mind, i'm guessing it is related to that... in that the game keeps some 'blueprint(_template) list - with default/specific values - and whenever tables need to be rebuilt - after eg a jump - it'll pick up these values from there... why do some value(s) DO stick ? probably because these are considered specific to that particular item (thus not part of the "default" template) ?!
That said: #jonaaa does make a good point: manually saving/reloading surely executes differently then the way the game intermittently saves progress. Iow edit them attributes, then play/stay within a system doing your stuff - like collecting/fighting/whatever... - till you see the game saving itself... then jump to another star_system and check if these values "travelled" along...
ps: if my logic is correct, that'll be a no-go; at least after quiting/relaunching game t.i. If these DO stick at some point, then one needs to figure out thàt logic: whèn will it always work...?
@Paul44 - thanks for your reply. So those templates... are they in that "very large file" I sent you a while back? And if so, couldn't we edit them there?