47645: always #0
47674: core output to weapons
47704: core output to shield
47733: core output to boost
47761: +X core output at stop
47789: shield capacity
47809: X shield recharge speed
47835: shield recharge delay
47861: shield shutdown duration
47909: armor
47919: X armor repair per kill
47927: +N firepower
47933: +N precision
47939: +N structure
47945: +N utility
47950: +N resistance
47956: +N expertise
47969: +X speed
47979: X booster speed gain
47986: +X boost speed
47995: X booster acceleration
48018: X booster recharge speed
48043: booster energy capacity
48069: booster energy consumption
48098: booster recharge delay
48181: +N handling
48227: +N cargo slots
48282: weapon kinetic dmg
48305: weapon energy dmg
48330: weapon range
48347: weapon dmg radius
48372: weapon fire rate (1/sec)
48393: weapon charge duration
48420: weapon full charge dmg multiplier
48637: weapon projectile velocity
48657: weapon spread, degrees
48675: weapon energy capacity
48702: weapon energy consumption per sec
48732: unknown-1
49058: weapon effect range
49262: weapon projectile capacity
49272: weapon lock duration, sec
49285: unknown-2
49317: scanner ship range
49340: scanner loot range
49399: +N tractor beam range
49362: scanner resource range
49421: +X collision dmg
52080: X energy dmg bypasses armor
52088: +X dmg to armor
52097: (=1) 30% kinetic dmg -> repair hull
52104: X chance to regen 20% hull HP on kill
52111: X chance to jam target weapons for 2 sec
52123: X chance to slow target by 50% for 3 sec
52126: X chance to deal corrosion for 3 sec
52132: X chance to mine more resource
52143: gain +X rare resource on node finish
52155: refund X weapon energy on mining
52185: non-critical hits increase critical chance by X
52195: +X weapon dmg when standing still
52201: resource scan range +X/sec up to +50% on stopped
52218: (=1) last 3 missiles do +100% dmg
52232: X chance for free missile on primary critical
52244: +X dmg for each second missile flies
52256: -X lock duration
52271: X chance to refund ammo
52290: Tag mines at N range
52298: (=1) cannot be intercepted
52317: X chance to disable shield for 2 sec
52325: deal X of energy dmg back to attacker's shield
52371: fire EMP 500m stunning for N sec on shield shutdown
52378: enemy missiles deal half of energy dmg
52389: +X XP per kill
52428: (=1) cannot be damaged
52441: +X dmg against higher level
52571: (=1) start shield recharge on loot pickup
52583: +X/sec dmg up to +100% on held fire
52914: +X dmg against G&B
52939: +X dmg against turrets
52952: +X dmg against capships
52966: criticals have 40% chance to recharge weapon for X energy
53000: +X dmg up to +25% for 8 sec on kill
53011: X chance to refill secondary weapon by 1 on kill
53022: +X energy recharge per enemy within 500m
53045: (=1) no shield recharge delay after depleted
53061: +X boost speed while shield depleted
53080: pulse lasers deal +X dmg
53099: beam lasers deal +X dmg
53117: rail guns deal +X dmg
53134: autocannons deal +X dmg
53152: scatter guns deal +X dmg
53171: blasters deal +X dmg
53206: flaks deal +X dmg
53221: gauss cannons deal +X dmg
53240: coil guns deal +X dmg
53257: missile launchers deal +X dmg
53278: rocket launchers deal +X dmg
53299: mine launchers deal +X dmg
53319: +X corrosion dmg
53339: +X EMP duration
53357: -X device cooldowns
53376: +X ULT generation
53470: +X hull HP
53514: +X critical dmg
53413: +X ULT dmg
53430: +X shield HP
53450: +X armor HP
53489: +X critical chance
53536: +X secondary weapon dmg
53560: +X primary weapon dmg
53583: +X device dmg
53602: +X destabilized dmg
53624: +X primary weapon range
53646: +X secondary weapon range
53669: +X device range
53687: -X weapon energy consumption
53711: -X boost energy consumption
53734: +X dmg while cloaked
53753: +X energy dmg
53772: +X kinetic dmg
53998: going below X hull recharges shield
54015: going below X armor recharges weapon energy
54033: going below X shield recharges boost
54214: +X corrosion injector dmg
54233: X chance to reflect projectile
54246: +X virus dmg per infected target
54264: X chance for instant device cooldown reset
54276: -X shield dmg
54313: -X hull dmg
54331: regen X weapon/shield/boost energy per EMP-stunned enemy
54346: +X secondary weapon dmg when missile defense system active
54371: +X hull repair
54389: +X armor repair
54407: +X shield capacity per equipped support device
54430: +X armor HP per equipped warfare device
54453: -X dmg while boost at 100%
54470: +X speed/handling while shield depleted
54488: X of armor regen on kill applied to hull
54507: fully charged shots destabilize target for N sec
54524: +X lateral boost speed
54540: +X cruise speed
UPD-1: added most IDs, some are still missing though.
Some clarifications:
* to add list to CE, remove empty lines, right-click on "Attribute ID" and select "Set/change dropdown selection options" and paste the list there; don't forget to tick the "Make the record display values like the dropdown list" checkbox;
* X means multiplier: value of 0.1 means 10% and so on;
* N means immediate value ("+N tractor beam range" with N = 73 means the TB range will be 73 meters longer whatever it was before).
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
Hi guys, thanks for the IDs.
I gave myself some "Tears of the Mad" resources using the tooltip function of jonaaa's table. It appeared to work fine, but when I reloaded the resources had reset to what they were before.
Gideon's table viewtopic.php?p=206794#p206794 had a script named "Massive Resources added to inventory" or something like that and it worked well, even after saving and reloading. Perhaps the script could be adapted and incorporated into the current table? Just a thought. Thanks!
A little free-resources script that was handy while determining those boring attributes. Works without crashes, but still better be hotkeyed and used only when necessary. Works for both crafting and perk donations (can be a little confusing with perks, but yeah - it works).
47645: always #0
47674: core output to weapons
47704: core output to shield
47733: core output to boost
47761: +X core output at stop
47789: shield capacity
47809: X shield recharge speed
47835: shield recharge delay
47861: shield shutdown duration
47909: armor
47919: X armor repair per kill
47927: +N firepower
47933: +N precision
47939: +N structure
47945: +N utility
47950: +N resistance
47956: +N expertise
47969: +X speed
47979: X booster speed gain
47986: +X boost speed
47995: X booster acceleration
48018: X booster recharge speed
48043: booster energy capacity
48069: booster energy consumption
48098: booster recharge delay
48181: +N handling
48227: +N cargo slots
48282: weapon kinetic dmg
48305: weapon energy dmg
48330: weapon range
48347: weapon dmg radius
48372: weapon fire rate (1/sec)
48393: weapon charge duration
48420: weapon full charge dmg multiplier
48637: weapon projectile velocity
48657: weapon spread, degrees
48675: weapon energy capacity
48702: weapon energy consumption per sec
48732: unknown-1
49058: weapon effect range
49262: weapon projectile capacity
49272: weapon lock duration, sec
49285: unknown-2
49317: scanner ship range
49340: scanner loot range
49399: +N tractor beam range
49362: scanner resource range
49421: +X collision dmg
52080: X energy dmg bypasses armor
52088: +X dmg to armor
52097: (=1) 30% kinetic dmg -> repair hull
52104: X chance to regen 20% hull HP on kill
52111: X chance to jam target weapons for 2 sec
52123: X chance to slow target by 50% for 3 sec
52126: X chance to deal corrosion for 3 sec
52132: X chance to mine more resource
52143: gain +X rare resource on node finish
52155: refund X weapon energy on mining
52185: non-critical hits increase critical chance by X
52195: +X weapon dmg when standing still
52201: resource scan range +X/sec up to +50% on stopped
52218: (=1) last 3 missiles do +100% dmg
52232: X chance for free missile on primary critical
52244: +X dmg for each second missile flies
52256: -X lock duration
52271: X chance to refund ammo
52290: Tag mines at N range
52298: (=1) cannot be intercepted
52317: X chance to disable shield for 2 sec
52325: deal X of energy dmg back to attacker's shield
52371: fire EMP 500m stunning for N sec on shield shutdown
52378: enemy missiles deal half of energy dmg
52389: +X XP per kill
52428: (=1) cannot be damaged
52441: +X dmg against higher level
52571: (=1) start shield recharge on loot pickup
52583: +X/sec dmg up to +100% on held fire
52914: +X dmg against G&B
52939: +X dmg against turrets
52952: +X dmg against capships
52966: criticals have 40% chance to recharge weapon for X energy
53000: +X dmg up to +25% for 8 sec on kill
53011: X chance to refill secondary weapon by 1 on kill
53022: +X energy recharge per enemy within 500m
53045: (=1) no shield recharge delay after depleted
53061: +X boost speed while shield depleted
53080: pulse lasers deal +X dmg
53099: beam lasers deal +X dmg
53117: rail guns deal +X dmg
53134: autocannons deal +X dmg
53152: scatter guns deal +X dmg
53171: blasters deal +X dmg
53206: flaks deal +X dmg
53221: gauss cannons deal +X dmg
53240: coil guns deal +X dmg
53257: missile launchers deal +X dmg
53278: rocket launchers deal +X dmg
53299: mine launchers deal +X dmg
53319: +X corrosion dmg
53339: +X EMP duration
53357: -X device cooldowns
53376: +X ULT generation
53470: +X hull HP
53514: +X critical dmg
53413: +X ULT dmg
53430: +X shield HP
53450: +X armor HP
53489: +X critical chance
53536: +X secondary weapon dmg
53560: +X primary weapon dmg
53583: +X device dmg
53602: +X destabilized dmg
53624: +X primary weapon range
53646: +X secondary weapon range
53669: +X device range
53687: -X weapon energy consumption
53711: -X boost energy consumption
53734: +X dmg while cloaked
53753: +X energy dmg
53772: +X kinetic dmg
53998: going below X hull recharges shield
54015: going below X armor recharges weapon energy
54033: going below X shield recharges boost
54214: +X corrosion injector dmg
54233: X chance to reflect projectile
54246: +X virus dmg per infected target
54264: X chance for instant device cooldown reset
54276: -X shield dmg
54313: -X hull dmg
54331: regen X weapon/shield/boost energy per EMP-stunned enemy
54346: +X secondary weapon dmg when missile defense system active
54371: +X hull repair
54389: +X armor repair
54407: +X shield capacity per equipped support device
54430: +X armor HP per equipped warfare device
54453: -X dmg while boost at 100%
54470: +X speed/handling while shield depleted
54488: X of armor regen on kill applied to hull
54507: fully charged shots destabilize target for N sec
54524: +X lateral boost speed
54540: +X cruise speed
UPD-1: added most IDs, some are still missing though.
Some clarifications:
* to add list to CE, remove empty lines, right-click on "Attribute ID" and select "Set/change dropdown selection options" and paste the list there; don't forget to tick the "Make the record display values like the dropdown list" checkbox;
* X means multiplier: value of 0.1 means 10% and so on;
* N means immediate value ("+N tractor beam range" with N = 73 means the TB range will be 73 meters longer whatever it was before).
With your permission I can include your ID list on the table I posted but only with your permission.
Hi guys, thanks for the IDs.
I gave myself some "Tears of the Mad" resources using the tooltip function of jonaaa's table. It appeared to work fine, but when I reloaded the resources had reset to what they were before.
Gideon's table viewtopic.php?p=206794#p206794 had a script named "Massive Resources added to inventory" or something like that and it worked well, even after saving and reloading. Perhaps the script could be adapted and incorporated into the current table? Just a thought. Thanks!
Alternatively you can go to any shop and change the ID of the item it's being sold to anything you want, like resources, etc, the amount will also stick.
Hello,
thanks for the table.
I sorted the attribute-list from Old Fisher based on to which equipment they stick.
Also includes some of the missing ones, feel free to use it if you want to release an update for your table.
Not 100% sure if the list is complete.
00000: ----------------MODULES (ALL)----------------
47927: +N firepower
47933: +N precision
47939: +N structure
47945: +N utility
47950: +N resistance
47956: +N expertise
53319: +X corrosion dmg
53339: +X EMP duration
53357: -X device cooldowns
53376: +X ULT generation
53395: +X ULT duration
53413: +X ULT dmg
53430: +X shield HP
53450: +X armor HP
53470: +X hull HP
54276: -X shield dmg
54295: -X armor dmg
54313: -X hull dmg
53489: +X critical chance
53514: +X critical dmg
53560: +X primary weapon dmg
53536: +X secondary weapon dmg
53583: +X device dmg
53602: +X destabilized dmg
53624: +X primary weapon range
53646: +X secondary weapon range
53669: +X device range
53687: -X weapon energy consumption
53711: -X boost energy consumption
53734: +X dmg while cloaked
53753: +X energy dmg
53772: +X kinetic dmg
52428: (=1) cannot be damaged
00000: ----------------ENERGY CORES----------------
49399: +N tractor beam range
47761: +X core output at stop
53998: going below X hull recharges shield
54015: going below X armor recharges weapon energy
54033: going below X shield recharges boost
00000: ----------------SHIELDS----------------
52325: deal X of energy dmg back to attacker's shield
52378: enemy missiles deal half of energy dmg
52371: fire EMP 500m stunning for N sec on shield shutdown
53022: +X energy recharge per enemy within 500m
53045: (=1) no shield recharge delay after depleted
54233: X chance to reflect projectile
53061: +X boost speed while shield depleted
54470: +X speed/handling while shield depleted
00000: ----------------PLATINGS----------------
49421: -X collision dmg
00000: ----------------SENSORS----------------
52201: resource scan range +X/sec up to +50% on stopped
49399: +N tractor beam range
52290: Tag mines at N range
53080: pulse lasers deal +X dmg
53099: beam lasers deal +X dmg
53117: rail guns deal +X dmg
53134: autocannons deal +X dmg
53152: scatter guns deal +X dmg
53171: blasters deal +X dmg
53206: flaks deal +X dmg
53221: gauss cannons deal +X dmg
53240: coil guns deal +X dmg
53257: missile launchers deal +X dmg
53278: rocket launchers deal +X dmg
53299: mine launchers deal +X dmg
00000: ----------------BOOSTERS----------------
48181: +N handling
53022: +X energy recharge per enemy within 500m
52195: +X weapon dmg when standing still
00000: ----------------CARGO UNITS----------------
48181: +N handling
49399: +N tractor beam range
47969: +X speed
47986: +X boost speed
52571: (=1) start shield recharge on loot pickup
00000: ---------------------------------------------
00000: ----------------WEAPONS (ALL)----------------
52441: +X dmg against higher level
52914: +X dmg against G&B
52901: +X dmg against outlaws
52926: +X dmg against Okkar
52887: +X dmg against Ancient & Ancient controlled
52939: +X dmg against turrets
52952: +X dmg against capships
52428: (=1) cannot be damaged
00000: ----------------PRIMARY WEAPONS (ALL)----------------
52389: +X XP per kill
52097: (=1) 30% kinetic dmg -> repair hull
52104: X chance to regen 20% hull HP on kill
52071: X kinetic dmg bypasses shield
52080: X energy dmg bypasses armor
52088: +X dmg to armor
53000: +X dmg up to +25% for 8 sec on kill
53011: X chance to refill secondary weapon by 1 on kill
52966: criticals have 40% chance to recharge weapon for X energy
53022: +X energy recharge per enemy within 500m
52111: X chance to jam target weapons for 2 sec
52123: X chance to slow target by 50% for 3 sec
52126: X chance to deal corrosion for 3 sec
52317: X chance to disable shield for 2 sec
00000: ----------------AUTOCANONS----------------
52583: +X/sec dmg up to +100% on held fire
00000: ----------------BEAM LASERS----------------
52132: X chance to mine more resource
52166: gain +X resource on node finish
52143: gain +X rare resource on node finish
52155: refund X weapon energy on mining
00000: ----------------FLAKS----------------
52985: 500% more damage on last shot
00000: ----------------RAIL GUNS----------------
52178: X% chance to increase all damage dealt to hull for 5s
00000: ----------------THERMO GUNS & BLASTERS----------------
52853: X chance to reflect shot within 300m
52868: X chance to inflict area damage
00000: ----------------PULSE LASERS----------------
52185: non-critical hits increase critical chance by X
52178: X% chance to increase all damage dealt to hull for 5s
52853: X chance to reflect shot within 300m
52868: X chance to inflict area damage
52985: 500% more damage on last shot
00000: ----------------SECUNDARY WEAPONS----------------
52271: X chance to refund ammo
52317: X chance to disable shield for 2 sec
52244: +X dmg for each second missile flies
52232: X chance for free missile on primary critical
52256: -X lock duration
52218: (=1) last 3 missiles do +100% dmg
52282: Mines fly towards enemies in 500m radius
52298: (=1) cannot be intercepted
52428: (=1) cannot be damaged
00000: ---------------------------------------------
00000: ----------------FIXED ATTRIBUTES (MODULES)----------------
47674: core output to weapons
47704: core output to shield
47733: core output to boost
47789: shield capacity
47809: X shield recharge speed
47835: shield recharge delay
47861: shield shutdown duration
47909: armor
47919: X armor repair per kill
49317: scanner ship range
49340: scanner loot range
49362: scanner resource range
47979: X booster speed gain
47995: X booster acceleration
48018: X booster recharge speed
48043: booster energy capacity
48069: booster energy consumption
48098: booster recharge delay
48227: +N cargo slots
00000: ----------------FIXED ATTRIBUTES (WEAPONS)----------------
48282: weapon kinetic dmg
48305: weapon energy dmg
48330: weapon range
48347: weapon dmg radius
48372: weapon fire rate (1/sec)
48393: weapon charge duration
48420: weapon full charge dmg multiplier
48637: weapon projectile velocity
48657: weapon spread, degrees
48675: weapon energy capacity
48702: weapon energy consumption per sec
49058: weapon effect range
49262: weapon projectile capacity
49272: weapon lock duration, sec
00000: ----------------SIGNAL DECODER ATTRIBUTES----------------
49860: Mines of Death (+60%)
49870: Enemy Regen (+40%)
49896: Evasive (+100%)
49907: Overheated Systems (+60%)
49916: Overleveled (+100%)
49927: No EMP (+60%)
49939: Double Trouble (+140%)
49949: Corrosive Death (+60%)
49987: Jarred Sensors (+30%)
49998: Hidden Health (+40%)
50008: Explosive Death (+0%)
50020: Repair on Kill (+60%)
50030: Strengh in death (+120%)
50040: Turrents on Asteroids (+40%)
50055: Evolution (+100%)
49962: G&P Allies (-30%)
50115: Wealthy Foes (-30%)
00000: ----------------OTHERS----------------
47645: always #0
48732: unknown-1
49285: unknown-2
54214: +X corrosion injector dmg
54246: +X virus dmg per infected target
54264: X chance for instant device cooldown reset
54331: regen X weapon/shield/boost energy per EMP-stunned enemy
54346: +X secondary weapon dmg when missile defense system active
54371: +X hull repair
54389: +X armor repair
54407: +X shield capacity per equipped support device
54430: +X armor HP per equipped warfare device
54453: -X dmg while boost at 100%
54488: X of armor regen on kill applied to hull
54507: fully charged shots destabilize target for N sec
54524: +X lateral boost speed
54540: +X cruise speed
I also have a list of all modules and weapon IDs.
Feel free to include those in a dropdown menu too (for TemplateID, some Legendaries require a 2 or 3 in the VariantID field:
Hello,
thanks for the table.
I sorted the attribute-list from Old Fisher based on to which equipment they stick.
Also includes some of the missing ones, feel free to use it if you want to release an update for your table.
Not 100% sure if the list is complete.
00000: MODULES (ALL)
47927: +N firepower
47933: +N precision
47939: +N structure
47945: +N utility
47950: +N resistance
47956: +N expertise
53319: +X corrosion dmg
53339: +X EMP duration
53357: -X device cooldowns
53376: +X ULT generation
53395: +X ULT duration
53413: +X ULT dmg
53430: +X shield HP
53450: +X armor HP
53470: +X hull HP
54276: -X shield dmg
54295: -X armor dmg
54313: -X hull dmg
53489: +X critical chance
53514: +X critical dmg
53560: +X primary weapon dmg
53536: +X secondary weapon dmg
53583: +X device dmg
53602: +X destabilized dmg
53624: +X primary weapon range
53646: +X secondary weapon range
53669: +X device range
53687: -X weapon energy consumption
53711: -X boost energy consumption
53734: +X dmg while cloaked
53753: +X energy dmg
53772: +X kinetic dmg
52428: (=1) cannot be damaged
00000: ENERGY CORES
49399: +N tractor beam range
47761: +X core output at stop
53998: going below X hull recharges shield
54015: going below X armor recharges weapon energy
54033: going below X shield recharges boost
00000: SHIELDS
52325: deal X of energy dmg back to attacker's shield
52378: enemy missiles deal half of energy dmg
52371: fire EMP 500m stunning for N sec on shield shutdown
53022: +X energy recharge per enemy within 500m
53045: (=1) no shield recharge delay after depleted
54233: X chance to reflect projectile
53061: +X boost speed while shield depleted
54470: +X speed/handling while shield depleted
00000: PLATINGS
49421: +X collision dmg
00000: SENSORS
52201: resource scan range +X/sec up to +50% on stopped
49399: +N tractor beam range
52290: Tag mines at N range
53080: pulse lasers deal +X dmg
53099: beam lasers deal +X dmg
53117: rail guns deal +X dmg
53134: autocannons deal +X dmg
53152: scatter guns deal +X dmg
53171: blasters deal +X dmg
53206: flaks deal +X dmg
53221: gauss cannons deal +X dmg
53240: coil guns deal +X dmg
53257: missile launchers deal +X dmg
53278: rocket launchers deal +X dmg
53299: mine launchers deal +X dmg
00000: BOOSTERS
49399: +N tractor beam range
48181: +N handling
53022: +X energy recharge per enemy within 500m
52195: +X weapon dmg when standing still
00000: CARGO UNITS
48181: +N handling
49399: +N tractor beam range
47969: +X speed
47986: +X boost speed
52571: (=1) start shield recharge on loot pickup
00000: WEAPONS (ALL)
52441: +X dmg against higher level
52914: +X dmg against G&B
52901: +X dmg against outlaws
52926: +X dmg against Okkar
52887: +X dmg against Ancient & Ancient controlled
52939: +X dmg against turrets
52952: +X dmg against capships
52428: (=1) cannot be damaged
00000: PRIMARY WEAPONS (ALL)
52389: +X XP per kill
52097: (=1) 30% kinetic dmg -> repair hull
52104: X chance to regen 20% hull HP on kill
52071: X kinetic dmg bypasses shield
52080: X energy dmg bypasses armor
52088: +X dmg to armor
53000: +X dmg up to +25% for 8 sec on kill
53011: X chance to refill secondary weapon by 1 on kill
52966: criticals have 40% chance to recharge weapon for X energy
53022: +X energy recharge per enemy within 500m
52111: X chance to jam target weapons for 2 sec
52123: X chance to slow target by 50% for 3 sec
52126: X chance to deal corrosion for 3 sec
52317: X chance to disable shield for 2 sec
00000: AUTOCANONS
52583: +X/sec dmg up to +100% on held fire
00000: BEAM LASERS
52132: X chance to mine more resource
52166: gain +X resource on node finish
52143: gain +X rare resource on node finish
52155: refund X weapon energy on mining
00000: FLAKS
52985: 500% more damage on last shot
00000: RAIL GUNS
52178: X% chance to increase all damage dealt to hull for 5s
00000: THERMO GUNS & BLASTERS
52853: X chance to reflect shot within 300m
52868: X chance to inflict area damage
00000: PULSE LASERS
52185: non-critical hits increase critical chance by X
52178: X% chance to increase all damage dealt to hull for 5s
52853: X chance to reflect shot within 300m
52868: X chance to inflict area damage
52985: 500% more damage on last shot
00000: SECUNDARY WEAPONS
52271: X chance to refund ammo
52317: X chance to disable shield for 2 sec
52244: +X dmg for each second missile flies
52232: X chance for free missile on primary critical
52256: -X lock duration
52218: (=1) last 3 missiles do +100% dmg
52298: (=1) cannot be intercepted
52428: (=1) cannot be damaged
00000: FIXED ATTRIBUTES (MODULES)
47674: core output to weapons
47704: core output to shield
47733: core output to boost
47789: shield capacity
47809: X shield recharge speed
47835: shield recharge delay
47861: shield shutdown duration
47909: armor
47919: X armor repair per kill
49317: scanner ship range
49340: scanner loot range
49362: scanner resource range
47979: X booster speed gain
47995: X booster acceleration
48018: X booster recharge speed
48043: booster energy capacity
48069: booster energy consumption
48098: booster recharge delay
48227: +N cargo slots
00000: FIXED ATTRIBUTES (WEAPONS)
48282: weapon kinetic dmg
48305: weapon energy dmg
48330: weapon range
48347: weapon dmg radius
48372: weapon fire rate (1/sec)
48393: weapon charge duration
48420: weapon full charge dmg multiplier
48637: weapon projectile velocity
48657: weapon spread, degrees
48675: weapon energy capacity
48702: weapon energy consumption per sec
49058: weapon effect range
49262: weapon projectile capacity
49272: weapon lock duration, sec
00000: OTHERS
47645: always #0
48732: unknown-1
49285: unknown-2
54214: +X corrosion injector dmg
54246: +X virus dmg per infected target
54264: X chance for instant device cooldown reset
54331: regen X weapon/shield/boost energy per EMP-stunned enemy
54346: +X secondary weapon dmg when missile defense system active
54371: +X hull repair
54389: +X armor repair
54407: +X shield capacity per equipped support device
54430: +X armor HP per equipped warfare device
54453: -X dmg while boost at 100%
54488: X of armor regen on kill applied to hull
54507: fully charged shots destabilize target for N sec
54524: +X lateral boost speed
54540: +X cruise speed
I also have a list of all modules and weapon IDs.
Feel free to include those in a dropdown menu too (for TemplateID, some Legendaries require a 2 or 3 in the VariantID field:
I would be very grateful for a working script "Everything in HUD Always Visible". This is the only cheat I used, but in the latest version of the game they do not work :с
Updated for the Titans DLC, i'm not 100% about the VariantID (probably the VariantID isn't necessary anymore?), Seed and Seed Name if they're correct or not so if anyone can help me with testing, it would help a lot.