z Everspace 2

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thecynabal
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Re: z Everspace 2

Post by thecynabal »

Thanks so much for this table, Sorry for the noob question but is it possible to have modules keep the modified attributes changed via the item tooltip pointer? i changed the sensor to 20km which worked saved my game but when when i loaded my save it was back to the original stats?

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

Zanzer
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Re: z Everspace 2

Post by Zanzer »

Only the ValuePositionInRange saves.
You can set it to a value higher than 1.0 and that works for certain stats.
Or you could simply set the item's level to 100 and see how high that scales the stats.
Save and reload the game for the changes to take effect.

zed110400
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Re: z Everspace 2

Post by zed110400 »

Hi,

My "Unlimited Materials" does not turn on

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p1tbull
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Re: z Everspace 2

Post by p1tbull »

zed110400 wrote:
Mon Apr 10, 2023 5:25 pm
Hi,

My "Unlimited Materials" does not turn on
The Unlimited Materials works as long as you have at least 1 of each resources, if for example you want to upgrade a Perk, that requires 6 Supra Gel Component but you only have 3, you can repeat the process twice as those 3 won't be gone from your inventory for real

acecel
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Re: z Everspace 2

Post by acecel »

Raticus79 wrote:
Mon Apr 10, 2023 3:52 am

For legendary drops outside ancient rifts, it has to be "nightmare" difficulty, not "very hard" - only unlocks after beating the game once. I don't think setting it to nightmare via the table works before it's unlocked
[Link]
Ah fuck that suck so bad :(

If anyone find a way it would be awesome even if there is little hope.

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jonaaa
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Re: z Everspace 2

Post by jonaaa »

Raticus79 wrote:
Mon Apr 10, 2023 3:52 am
jonaaa wrote:
Mon Apr 10, 2023 2:32 am
acecel wrote:
Mon Apr 10, 2023 2:15 am
Question to everyone, do you think it's possible to edit the number of weapons, consumables, devices and cargo of a ship ? Did anyone found a way to do it and tried ?
I don't think so, if it would be possible, the game would probably revert back to the original values after reloading a save anyways.
acecel wrote:
Mon Apr 10, 2023 2:15 am
About legendary items I'm not sure to understand what are the conditions for legendaries to drop while killing enemies, i need to be in very high difficulty and then what ? :mrgreen:
I got only one legendary item but after doing a lot of side quests for an NPC, besides that, i heard you can get from Ancient Rifts or in Very Hard difficulty, i tried the difficulty but no success, i guess the way to go are the Ancient Rifts.
For legendary drops outside ancient rifts, it has to be "nightmare" difficulty, not "very hard" - only unlocks after beating the game once. I don't think setting it to nightmare via the table works before it's unlocked
[Link]
That's a bummer. I'll probably play the game again after completing but it seems they really don't want to see you using legendary stuff hah.

acecel
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Re: z Everspace 2

Post by acecel »

I switched the difficulty to Nightmare so i will tell if i drop a legendary at some point :mrgreen:

Edit: Fuck it's really harder :D

Edit 2 : About drop rate, does anyone managed to significantly increase the drop rate quantity and quality ? If so can you share the values you set in the table to do so, please ? ;)

Edit 3 : Any way to edit Renown in the table ? I haven't so far but i have already missed a few things in the past so i prefer to ask :mrgreen: (Renown is the exp you get from doing jobs, which increase ranks and give rewards)

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jonaaa
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Re: z Everspace 2

Post by jonaaa »

Affix IDs for Modules:

96602 - Primed (Shields)
96595 - Accelerated (Shields)
96584 - Tuned (Energy Core)
96581 - Eco (Boosters)
96588 - Overcharged (Shields)

Attribute IDs for Signal Decoders:

89515 - Mines on Death
89594 - Two Bosses
89710 - Evolution
89525 - Enemy Regen
89582 - No EMP
89642 - Jarred Sensors
89685 - Strength in Death (this one is special, you can probably mess with values to make it more intense)

Useful if you want to create signal decoders and have a 'custom' challenge for yourself:

Image

You can put any level you want and the enemies will be the level you set.
Last edited by jonaaa on Tue Apr 11, 2023 3:53 am, edited 2 times in total.

Darkensteele
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Re: z Everspace 2

Post by Darkensteele »

How does the experience pointer reflect current experience? The table says 8914.xxxxxx, and my actual ingame experience is 381/5219.

Kami101
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Re: z Everspace 2

Post by Kami101 »

acecel wrote:
Mon Apr 10, 2023 9:53 pm
I switched the difficulty to Nightmare so i will tell if i drop a legendary at some point :mrgreen:

Edit: Fuck it's really harder :D

Edit 2 : About drop rate, does anyone managed to significantly increase the drop rate quantity and quality ? If so can you share the values you set in the table to do so, please ? ;)

Edit 3 : Any way to edit Renown in the table ? I haven't so far but i have already missed a few things in the past so i prefer to ask :mrgreen: (Renown is the exp you get from doing jobs, which increase ranks and give rewards)
You can edit renown easily, it is a 4 byte. Keeping doing jobs and keep searching for the values, once you have 1-2 values, change it to 1500 and you will have all the rewards.

acecel
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Re: z Everspace 2

Post by acecel »

Kami101 wrote:
Tue Apr 11, 2023 3:51 am
You can edit renown easily, it is a 4 byte. Keeping doing jobs and keep searching for the values, once you have 1-2 values, change it to 1500 and you will have all the rewards.
But how you can you find the value without knowing the value itself ? Is there a place in the menu where the exact value is shown ?
I have tried to find it but was not able. All i was able to find is when you look at a mission it approximately show you how many you have but there is not a value shown.

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jonaaa
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Re: z Everspace 2

Post by jonaaa »

acecel wrote:
Tue Apr 11, 2023 4:03 am
Kami101 wrote:
Tue Apr 11, 2023 3:51 am
You can edit renown easily, it is a 4 byte. Keeping doing jobs and keep searching for the values, once you have 1-2 values, change it to 1500 and you will have all the rewards.
But how you can you find the value without knowing the value itself ? Is there a place in the menu where the exact value is shown ?
I have tried to find it but was not able. All i was able to find is when you look at a mission it approximately show you how many you have but there is not a value shown.
Go to Data.

Image

acecel
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Re: z Everspace 2

Post by acecel »

jonaaa wrote:
Tue Apr 11, 2023 4:05 am
Go to Data.

Image
Ah thanks, i hadn't seen that ;)


I created a small script that multiply credits gain by 10 (from missions, loot and selling), I'm still in the process of trying it so it may have issues, and it also apply when you sell stuff so be wary of that.


Script - multiply credits gain by 10 :

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>217685</ID>
      <Description>"Credit Gain Multiplier x10"</Description>
      <Options moAlwaysHideChildren="1"/>
      <LastState/>
      <Color>00FFFF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : ES2-Win64-Shipping.exe
  Version:
  Date   : 2023-04-11
  Author : acecel

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(aob_credits,ES2-Win64-Shipping.exe,48 63 FA 44 8B 89 18 01 00 00) // should be unique
alloc(newmem,$1000,aob_credits)

alloc(multiplier,$8)
registersymbol(multiplier)

label(code)
label(return)

multiplier:
dd 10

newmem:
  movsxd rdi,edx
  cmp rdi,0
  jle code
  imul rdi,A

code:
  mov r9d,[rcx+00000118]
  jmp return

aob_credits:
  jmp newmem
  nop 5
return:
registersymbol(aob_credits)

[DISABLE]

aob_credits:
  db 48 63 FA 44 8B 89 18 01 00 00

unregistersymbol(multiplier)
unregistersymbol(aob_credits)
dealloc(multiplier)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: ES2-Win64-Shipping.UPlayerData::ChangeCredits+27

ES2-Win64-Shipping.UPlayerData::ChangeCredits+2: 0F 84 AF 01 00 00     - je ES2-Win64-Shipping.UPlayerData::ChangeCredits+1B7
ES2-Win64-Shipping.UPlayerData::ChangeCredits+8: 48 89 5C 24 18        - mov [rsp+18],rbx
ES2-Win64-Shipping.UPlayerData::ChangeCredits+D: 55                    - push rbp
ES2-Win64-Shipping.UPlayerData::ChangeCredits+E: 56                    - push rsi
ES2-Win64-Shipping.UPlayerData::ChangeCredits+F: 57                    - push rdi
ES2-Win64-Shipping.UPlayerData::ChangeCredits+10: 48 83 EC 60           - sub rsp,60
ES2-Win64-Shipping.UPlayerData::ChangeCredits+14: 48 8B 05 AD 42 92 04  - mov rax,[ES2-Win64-Shipping.__security_cookie]
ES2-Win64-Shipping.UPlayerData::ChangeCredits+1B: 48 33 C4              - xor rax,rsp
ES2-Win64-Shipping.UPlayerData::ChangeCredits+1E: 48 89 44 24 50        - mov [rsp+50],rax
ES2-Win64-Shipping.UPlayerData::ChangeCredits+23: 41 0F B6 F1           - movzx esi,r9b
// ---------- INJECTING HERE ----------
ES2-Win64-Shipping.UPlayerData::ChangeCredits+27: 48 63 FA              - movsxd  rdi,edx
// ---------- DONE INJECTING  ----------
ES2-Win64-Shipping.UPlayerData::ChangeCredits+2A: 44 8B 89 18 01 00 00  - mov r9d,[rcx+00000118]
ES2-Win64-Shipping.UPlayerData::ChangeCredits+31: 41 8B E8              - mov ebp,r8d
ES2-Win64-Shipping.UPlayerData::ChangeCredits+34: 44 03 CF              - add r9d,edi
ES2-Win64-Shipping.UPlayerData::ChangeCredits+37: 45 33 C0              - xor r8d,r8d
ES2-Win64-Shipping.UPlayerData::ChangeCredits+3A: 45 85 C9              - test r9d,r9d
ES2-Win64-Shipping.UPlayerData::ChangeCredits+3D: 48 8B D9              - mov rbx,rcx
ES2-Win64-Shipping.UPlayerData::ChangeCredits+40: 45 0F 4E C8           - cmovle r9d,r8d
ES2-Win64-Shipping.UPlayerData::ChangeCredits+44: 44 89 89 18 01 00 00  - mov [rcx+00000118],r9d
ES2-Win64-Shipping.UPlayerData::ChangeCredits+4B: 85 D2                 - test edx,edx
ES2-Win64-Shipping.UPlayerData::ChangeCredits+4D: 7E 07                 - jle ES2-Win64-Shipping.UPlayerData::ChangeCredits+56
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>217688</ID>
          <Description>"Multiplier"</Description>
          <LastState Value="10" RealAddress="7FF753B01000"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>multiplier</Address>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Edit : Question to table makers, i wanted to set the multiplier as a modifiable value so that users can decide what they want but for some reason it doesn't work when i replace the fixed value with the variable, even if i move it to a register and use it instead. Can someone send me the code fixed using the variable "multiplier"' inside ? I'm still a big newbie regarding assembler :mrgreen:
Last edited by acecel on Tue Apr 11, 2023 11:51 pm, edited 3 times in total.

Kami101
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Re: z Everspace 2

Post by Kami101 »

jonaaa wrote:
Tue Apr 11, 2023 12:39 am
Affix IDs for Modules:

96602 - Primed (Shields)
96595 - Accelerated (Shields)
96584 - Tuned (Energy Core)
96581 - Eco (Boosters)
96588 - Overcharged (Shields)

Attribute IDs for Signal Decoders:

89515 - Mines on Death
89594 - Two Bosses
89710 - Evolution
89525 - Enemy Regen
89582 - No EMP
89642 - Jarred Sensors
89685 - Strength in Death (this one is special, you can probably mess with values to make it more intense)

Useful if you want to create signal decoders and have a 'custom' challenge for yourself:

Image

You can put any level you want and the enemies will be the level you set.
89571 - Overleveled
89604 - Corrosive Death

kane2077
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Re: z Everspace 2

Post by kane2077 »

acecel wrote:
Mon Apr 10, 2023 9:53 pm
I switched the difficulty to Nightmare so i will tell if i drop a legendary at some point :mrgreen:

Edit: Fuck it's really harder :D

Edit 2 : About drop rate, does anyone managed to significantly increase the drop rate quantity and quality ? If so can you share the values you set in the table to do so, please ? ;)

Edit 3 : Any way to edit Renown in the table ? I haven't so far but i have already missed a few things in the past so i prefer to ask :mrgreen: (Renown is the exp you get from doing jobs, which increase ranks and give rewards)
I switched the difficulty to nightmare with the table, switched rarity of signal decoders to legendary, and legendary drop chance in table to 1/1, and HRA bosses gave me legendary gear, one piece from one HRA boss. But I didn't get any legendaries from any normal enemies of my level or higher in the open world. Before that I tried same thing but on very hard and got 0 legs. So I thing it's kind of bug that difficulty settings affects only HRA, if difficulty changed via table, not in the game. And I don't know does the rarity of decoders affects it.

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