Starfield

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AlbertHP
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Re: Starfield

Post by AlbertHP »

Quick question, I was told that to paste the scripts provided in these forum pages all I had to do was paste it right into the Cheat Engine window but it's not working. I think I may have done it successfully in the past, but it doesn't seem to be working now for some reason. After I copied the whole code, the "paste" option is there, but it just doesn't paste anything onto the window or table list.

Am I missing something? I'm using the latest 7.5 engine.

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

Sigan
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Re: Starfield

Post by Sigan »

Here's my contribution:
Infinite Auto-Slot (Lockpicking)
{ Game : Starfield.exe
Date : 2023-09-11
Author : Sigan
}

[ENABLE]

aobscanmodule(INJECT,Starfield.exe,C5 FA 5C C1 C5 FA 11 80 F0 0D 00 00) // should be unique
alloc(newmem,$1000,INJECT)

label(code)
label(return)

newmem:

code:
// vsubss xmm0,xmm0,xmm1
vmovss [rax+00000DF0],xmm0
jmp return

INJECT:
jmp newmem
nop 7
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
db C5 FA 5C C1 C5 FA 11 80 F0 0D 00 00

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Starfield.exe+21A74B1

Starfield.exe+21A7484: 89 43 38 - mov [rbx+38],eax
Starfield.exe+21A7487: 48 8B 43 20 - mov rax,[rbx+20]
Starfield.exe+21A748B: B2 01 - mov dl,01
Starfield.exe+21A748D: 48 8D 4B 20 - lea rcx,[rbx+20]
Starfield.exe+21A7491: FF 50 48 - call qword ptr [rax+48]
Starfield.exe+21A7494: 48 8B 05 8D D8 3E 03 - mov rax,[Starfield.exe+5594D28]
Starfield.exe+21A749B: C5 FA 10 80 F0 0D 00 00 - vmovss xmm0,[rax+00000DF0]
Starfield.exe+21A74A3: C5 FA 10 0D 39 E4 D7 01 - vmovss xmm1,[Starfield.exe+3F258E4]
Starfield.exe+21A74AB: C5 F8 2F C1 - vcomiss xmm0,xmm1
Starfield.exe+21A74AF: 72 13 - jb Starfield.exe+21A74C4
// ---------- INJECTING HERE ----------
Starfield.exe+21A74B1: C5 FA 5C C1 - vsubss xmm0,xmm0,xmm1
// ---------- DONE INJECTING ----------
Starfield.exe+21A74B5: C5 FA 11 80 F0 0D 00 00 - vmovss [rax+00000DF0],xmm0
Starfield.exe+21A74BD: 48 8B 05 64 D8 3E 03 - mov rax,[Starfield.exe+5594D28]
Starfield.exe+21A74C4: C5 FA 10 B0 F0 0D 00 00 - vmovss xmm6,[rax+00000DF0]
Starfield.exe+21A74CC: 48 8B 5C 24 70 - mov rbx,[rsp+70]
Starfield.exe+21A74D1: 48 81 C3 A0 00 00 00 - add rbx,000000A0
Starfield.exe+21A74D8: 48 8B 4B 08 - mov rcx,[rbx+08]
Starfield.exe+21A74DC: 48 85 C9 - test rcx,rcx
Starfield.exe+21A74DF: 74 17 - je Starfield.exe+21A74F8
Starfield.exe+21A74E1: 48 8B 01 - mov rax,[rcx]
Starfield.exe+21A74E4: FF 50 30 - call qword ptr [rax+30]
}

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gir489
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Re: Starfield

Post by gir489 »

AlbertHP wrote:
Tue Sep 12, 2023 7:44 am
Quick question, I was told that to paste the scripts provided in these forum pages all I had to do was paste it right into the Cheat Engine window but it's not working. I think I may have done it successfully in the past, but it doesn't seem to be working now for some reason. After I copied the whole code, the "paste" option is there, but it just doesn't paste anything onto the window or table list.

Am I missing something? I'm using the latest 7.5 engine.
It depends. If someone posted the entire XML of the feature, then just pasting it in works. If it's an auto assembly script like I post, then you have to open the Auto Assembly window, paste it in, then click assign to cheat table. Or, you can copy and paste an existing auto assembly script in the table, and then edit the duplicate's script with the one you want to use. It's been quite a while since I posted my updated table anyway, so here's mine. I fixed a lot of crashing that was occurring with one of my scripts, I can't remember which.
Attachments
Starfield.CT
(181.08 KiB) Downloaded 709 times

nikburnt
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Re: Starfield

Post by nikburnt »

Hello everyone ! Did anyone found a way to change power level? I’ve missed one bugged temple in my first playthrouh😢

AlbertHP
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Re: Starfield

Post by AlbertHP »

gir489 wrote:
Tue Sep 12, 2023 1:01 pm
It depends. If someone posted the entire XML of the feature, then just pasting it in works. If it's an auto assembly script like I post, then you have to open the Auto Assembly window, paste it in, then click assign to cheat table. Or, you can copy and paste an existing auto assembly script in the table, and then edit the duplicate's script with the one you want to use. It's been quite a while since I posted my updated table anyway, so here's mine. I fixed a lot of crashing that was occurring with one of my scripts, I can't remember which.
How is the auto assembly window opened in the current 7.5 version? I'm no expert on the CE by any means, but if I recall, there used to be more options at the top of the tool bar where more features were nestled within. Now all I see is File--Edit--Table--d3d--help

I tried going through the options but couldn't make much sense of it, especially those in the settings. And I don't see anything that would activate an "assembler window" as far as I noticed.

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gir489
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Re: Starfield

Post by gir489 »

AlbertHP wrote:
Tue Sep 12, 2023 2:09 pm
How is the auto assembly window opened in the current 7.5 version?
Memory View -> Tools -> Auto Assemble

julienayheva
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Re: Starfield

Post by julienayheva »

M4YON wrote:
Tue Sep 12, 2023 3:46 am
julienayheva wrote:
Tue Sep 12, 2023 1:53 am
I can't seem to add unique looking weapons like Deadeye, Justifier or Ember with the console command . Anyone have the ID for those unique weapons ?
Here are the ones i could find for you.


Fiscal Quarter - 000019F5
Davis Wilson's Rifle - 000367C5
Keelhauler - 0008D850
Revenant - 0008AF62
Tempest - 003CE4B0
Unfair Advantage - 003CE4B1
Memento Mori - 00316416
Peacemaker - 000E7ED1
Sir Livingstone's Pistol - 001F27F5
The Mutineer - 0000CAB0
Ashta Tamer - 0031FCBF
Heller's Cutter - 0032046A
Fiscal Quarter - 000019F5
Gallow's Reach - 0032046C
Unrestrained Vengeance - 000019F7
Fortune's Glory - 0032046E
Experiment A-7 - 0031F257
Eternity's Gat - 00329ABB
Unmitigated Violence - 001F02EF
The Last Priest - 0031F25A
Peacekeeper - 001A52E5
Despondent Assassin - 0014920B
Solace - 0008AF68
Ember - 002F99FF
Ambassador - 001EEE4F
X-989 Microgun - 0008AF5D
Jake's Hangover Cure - 002BD871
Justifier - 0026D8A5
Hard Target - 00546CC
XM-2311 - 0024561C



there are specific codes for weapon rewards or as someone already said you can build them yourself using a base weapon and specific .amods
Ohh i see, thank you very much . That is exactly what i was looking for , so how do i find the others unique items ID ? I tried help but they were'nt correct. By exemple , the one sold by starborn trader :
Terror Inflictor - Rare particle beam pistol

Reflection - Rare particle beam rifle

Last Breath: Rare rifle

Avatar: Rare rifle

M4YON
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Re: Starfield

Post by M4YON »

julienayheva wrote:
Tue Sep 12, 2023 4:12 pm
M4YON wrote:
Tue Sep 12, 2023 3:46 am
julienayheva wrote:
Tue Sep 12, 2023 1:53 am
I can't seem to add unique looking weapons like Deadeye, Justifier or Ember with the console command . Anyone have the ID for those unique weapons ?
Here are the ones i could find for you.


Fiscal Quarter - 000019F5
Davis Wilson's Rifle - 000367C5
Keelhauler - 0008D850
Revenant - 0008AF62
Tempest - 003CE4B0
Unfair Advantage - 003CE4B1
Memento Mori - 00316416
Peacemaker - 000E7ED1
Sir Livingstone's Pistol - 001F27F5
The Mutineer - 0000CAB0
Ashta Tamer - 0031FCBF
Heller's Cutter - 0032046A
Fiscal Quarter - 000019F5
Gallow's Reach - 0032046C
Unrestrained Vengeance - 000019F7
Fortune's Glory - 0032046E
Experiment A-7 - 0031F257
Eternity's Gat - 00329ABB
Unmitigated Violence - 001F02EF
The Last Priest - 0031F25A
Peacekeeper - 001A52E5
Despondent Assassin - 0014920B
Solace - 0008AF68
Ember - 002F99FF
Ambassador - 001EEE4F
X-989 Microgun - 0008AF5D
Jake's Hangover Cure - 002BD871
Justifier - 0026D8A5
Hard Target - 00546CC
XM-2311 - 0024561C



there are specific codes for weapon rewards or as someone already said you can build them yourself using a base weapon and specific .amods
Ohh i see, thank you very much . That is exactly what i was looking for , so how do i find the others unique items ID ? I tried help but they were'nt correct. By exemple , the one sold by starborn trader :
Terror Inflictor - Rare particle beam pistol

Reflection - Rare particle beam rifle

Last Breath: Rare rifle

Avatar: Rare rifle
I searched through a translated starfield ESP-ESM file and whilst there are other weapons mentioned like these here and other uniques e.g Syndicate enforcer (katana) they only show the ID for base weapon. Looks like these may be ones you have to assemble one omod at a time for now.

Here is a spreadsheet that will help massively though, GL.

[Link]

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iethanhuntz
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Re: Starfield

Post by iethanhuntz »

gir489 wrote:
Thu Sep 07, 2023 10:38 pm
Blueskadoo wrote:
Thu Sep 07, 2023 7:59 am
There is also this [Link] where people put in their contributions related to console command codes. I contributed by adding the Armor Quality and Weapon quality I scrounged on the net.
Lmao, someone put an OMOD inside the contributions page that's the OMOD that's attached to the best armor in the game that gives +50 to all resistances and it fucking stacks.

Image
Image

There's also some armor protection bonuses that also stack. I made a bat script to execute it. Each time you run, it will add a stack. Run it as many times as you want.

Code: Select all

amod 0x002C38BF
amod 0x0003AF82
amod 0x0003AF81
amod 0x0003AF7E
amod 0x002EC4B9
I ran the command but nothing happened.

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jonaaa
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Re: Starfield

Post by jonaaa »

iethanhuntz wrote:
Tue Sep 12, 2023 8:59 pm
gir489 wrote:
Thu Sep 07, 2023 10:38 pm
Blueskadoo wrote:
Thu Sep 07, 2023 7:59 am
...
...
I ran the command but nothing happened.
Well, check what you're doing, it works fine. Just remember you must select the armor (by clicking on it with the console open) before using it.

Image

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gir489
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Re: Starfield

Post by gir489 »

jonaaa wrote:
Tue Sep 12, 2023 10:27 pm
Well, check what you're doing, it works fine. Just remember you must select the armor (by clicking on it with the console open) before using it.

Image
I don't think either of us explained how to do it properly, and assumed these people have prior knowledge of how the Creation Kit engine works.

You have to drop the armor onto the ground first, so that the ARMO entity is selectable.

Image

To do this, open the console, put your cursor over the item, and then click on it. It should say ARMO and then FF and then a bunch of numbers. FF designates that it's a child entity of an inherited form. If it doesn't say ARMO or it does say ARMO but doesn't start with FF, use your scroll wheel to cycle through the entities the cursor is above until you do find it. You can now execute the commands against the armor.

Sometimes, after changing the armor's properties, it will sink through the ground. If this happens, or basically, when you turn off the console and the armor is gone, type moveto player into the console, and that should teleport it back to you, it should be near your feet. I've had this happen to me more than a few times. It's very annoying.

PeDaGaNG
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Re: Starfield

Post by PeDaGaNG »

iethanhuntz wrote:
Tue Sep 12, 2023 8:59 pm
I ran the command but nothing happened.
Drop item to the ground.
Open console and click on that armour.
When you see "ARMO (XXXXXX)"
run the script, type "bat lol" without " "

EDIT: same post as above at the same time. Gir489 explained in details.

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gir489
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Re: Starfield

Post by gir489 »

My game kept crashing for an unexplained reason that was never documented in the reliability report, which means it was an intentional crash, so I looked into it.

The game has a lot of balancing/sanity/OOB/etc checks it runs for various (stupid) things. If one of them fails, it tries to signal to the debugger about it. This is usually done in the smoke testing phase of a product to have it present the error in the debug log, so that the QA tester can sift through the log and determine if something needs to be changed. It seems, however, that they expected the debugger to just capture the exception and then print the message and continue execution. However, I assume they were supposed to be converted to console prints for the production build, but some were left in the production build, because Bethesda just fucking SUCKS ASS at coding. To disable this, simply run this script:

Code: Select all

// Game Executable   : Starfield.exe
// Author            : gir489
// Executable Version: 1.7.23.0
// MD5 Signature     : 3403DA43E33E9773D9D4B8C8DE8F43D9
// EXE Compile Date  : August 21, 2023 04:58 PM
// Script Date       : September 12, 2023 08:59 PM
[ENABLE]
aobscanmodule(aob_example,Starfield.exe,FF 15 9D 2C 65 03)
registersymbol(aob_example)

aob_example:
  nop 6
return_example:

[DISABLE]
aob_example:
  db FF 15 9D 2C 65 03

unregistersymbol(aob_example)
dealloc(newmem_example)

{
// ORIGINAL CODE - INJECTION POINT: Starfield.exe.text+8553DD

Starfield.exe.text+8553A5: CC                       - int 3 
Starfield.exe.text+8553A6: CC                       - int 3 
Starfield.exe.text+8553A7: CC                       - int 3 
Starfield.exe.text+8553A8: CC                       - int 3 
Starfield.exe.text+8553A9: CC                       - int 3 
Starfield.exe.text+8553AA: CC                       - int 3 
Starfield.exe.text+8553AB: CC                       - int 3 
Starfield.exe.text+8553AC: CC                       - int 3 
Starfield.exe.text+8553AD: CC                       - int 3 
Starfield.exe.text+8553AE: CC                       - int 3 
Starfield.exe.text+8553AF: CC                       - int 3 
Starfield.exe.text+8553B0: 48 83 EC 48              - sub rsp,48
Starfield.exe.text+8553B4: C7 44 24 20 00 10 00 00  - mov [rsp+20],00001000
Starfield.exe.text+8553BC: 48 89 54 24 28           - mov [rsp+28],rdx
Starfield.exe.text+8553C1: 89 4C 24 30              - mov [rsp+30],ecx
Starfield.exe.text+8553C5: C7 44 24 34 00 00 00 00  - mov [rsp+34],00000000
Starfield.exe.text+8553CD: 4C 8D 4C 24 20           - lea r9,[rsp+20]
Starfield.exe.text+8553D2: 33 D2                    - xor edx,edx
Starfield.exe.text+8553D4: 44 8D 42 03              - lea r8d,[rdx+03]
Starfield.exe.text+8553D8: B9 88 13 6D 40           - mov ecx,406D1388
// ---------- INJECTING HERE ----------
Starfield.exe.text+8553DD: FF 15 9D 2C 65 03        - call qword ptr [Starfield.exe.rdata+1080] //KERNELBASE.RaiseException
// ---------- DONE INJECTING  ----------
Starfield.exe.text+8553E3: EB 00                    - jmp Starfield.exe.text+8553E5
Starfield.exe.text+8553E5: 48 83 C4 48              - add rsp,48
Starfield.exe.text+8553E9: C3                       - ret 
Starfield.exe.text+8553EA: CC                       - int 3 
Starfield.exe.text+8553EB: CC                       - int 3 
Starfield.exe.text+8553EC: CC                       - int 3 
Starfield.exe.text+8553ED: CC                       - int 3 
Starfield.exe.text+8553EE: CC                       - int 3 
Starfield.exe.text+8553EF: CC                       - int 3 
Starfield.exe.text+8553F0: 48 89 5C 24 08           - mov [rsp+08],rbx
Starfield.exe.text+8553F5: 57                       - push rdi
Starfield.exe.text+8553F6: 48 83 EC 20              - sub rsp,20
Starfield.exe.text+8553FA: 48 8B D9                 - mov rbx,rcx
Starfield.exe.text+8553FD: E8 0E B4 0B 00           - call Starfield.exe.text+910810
Starfield.exe.text+855402: FF 15 08 1F 65 03        - call qword ptr [Starfield.exe.rdata+310]
Starfield.exe.text+855408: 89 05 D2 6E BB 04        - mov [Starfield.exe+540D2E0],eax
Starfield.exe.text+85540E: E8 0D 84 03 00           - call Starfield.exe.text+88D820
Starfield.exe.text+855413: B8 02 01 00 00           - mov eax,00000102
Starfield.exe.text+855418: BF FF FF FF FF           - mov edi,FFFFFFFF
Starfield.exe.text+85541D: 0F 1F 00                 - nop dword ptr [rax]
}
"The least bugs ever." ~ [Link].

heir
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Re: Starfield

Post by heir »

This is a real time-saver. Thanks a bunch!
Sigan wrote:
Tue Sep 12, 2023 11:20 am
Here's my contribution:
Infinite Auto-Slot (Lockpicking)
{ Game : Starfield.exe
Date : 2023-09-11
Author : Sigan
}

[ENABLE]

aobscanmodule(INJECT,Starfield.exe,C5 FA 5C C1 C5 FA 11 80 F0 0D 00 00) // should be unique
alloc(newmem,$1000,INJECT)

label(code)
label(return)

newmem:

code:
// vsubss xmm0,xmm0,xmm1
vmovss [rax+00000DF0],xmm0
jmp return

INJECT:
jmp newmem
nop 7
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
db C5 FA 5C C1 C5 FA 11 80 F0 0D 00 00

unregistersymbol(INJECT)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Starfield.exe+21A74B1

Starfield.exe+21A7484: 89 43 38 - mov [rbx+38],eax
Starfield.exe+21A7487: 48 8B 43 20 - mov rax,[rbx+20]
Starfield.exe+21A748B: B2 01 - mov dl,01
Starfield.exe+21A748D: 48 8D 4B 20 - lea rcx,[rbx+20]
Starfield.exe+21A7491: FF 50 48 - call qword ptr [rax+48]
Starfield.exe+21A7494: 48 8B 05 8D D8 3E 03 - mov rax,[Starfield.exe+5594D28]
Starfield.exe+21A749B: C5 FA 10 80 F0 0D 00 00 - vmovss xmm0,[rax+00000DF0]
Starfield.exe+21A74A3: C5 FA 10 0D 39 E4 D7 01 - vmovss xmm1,[Starfield.exe+3F258E4]
Starfield.exe+21A74AB: C5 F8 2F C1 - vcomiss xmm0,xmm1
Starfield.exe+21A74AF: 72 13 - jb Starfield.exe+21A74C4
// ---------- INJECTING HERE ----------
Starfield.exe+21A74B1: C5 FA 5C C1 - vsubss xmm0,xmm0,xmm1
// ---------- DONE INJECTING ----------
Starfield.exe+21A74B5: C5 FA 11 80 F0 0D 00 00 - vmovss [rax+00000DF0],xmm0
Starfield.exe+21A74BD: 48 8B 05 64 D8 3E 03 - mov rax,[Starfield.exe+5594D28]
Starfield.exe+21A74C4: C5 FA 10 B0 F0 0D 00 00 - vmovss xmm6,[rax+00000DF0]
Starfield.exe+21A74CC: 48 8B 5C 24 70 - mov rbx,[rsp+70]
Starfield.exe+21A74D1: 48 81 C3 A0 00 00 00 - add rbx,000000A0
Starfield.exe+21A74D8: 48 8B 4B 08 - mov rcx,[rbx+08]
Starfield.exe+21A74DC: 48 85 C9 - test rcx,rcx
Starfield.exe+21A74DF: 74 17 - je Starfield.exe+21A74F8
Starfield.exe+21A74E1: 48 8B 01 - mov rax,[rcx]
Starfield.exe+21A74E4: FF 50 30 - call qword ptr [rax+30]
}

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Re: Starfield

Post by AlbertHP »

gir489 wrote:
Tue Sep 12, 2023 2:45 pm
AlbertHP wrote:
Tue Sep 12, 2023 2:09 pm
How is the auto assembly window opened in the current 7.5 version?
Memory View -> Tools -> Auto Assemble
Thank you

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