Starfield

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gir489
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Re: Starfield

Post by gir489 »

kidicarus wrote:
Fri Oct 06, 2023 4:42 pm
gir489 wrote:
Fri Oct 06, 2023 4:13 pm
kidicarus wrote:
Fri Oct 06, 2023 4:08 pm
ive checked this entire thread but dont see this, does anyone have a complete list of npc ids? im trying to spawn Diana Brackenridge for a mod but cant find her id anywhere online
[Link]
thank you for the resource, i was googling stuff like "starfield spawn npc diana brackenridge id" i guess i wasnt using the right keywords, thanks again
I used Bing, and it was like the 5th result.

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

KiLLerBoy_001
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Re: Starfield

Post by KiLLerBoy_001 »

I need a way to be able to always place shipparts, Like it will never show red, with that i could actually fill up the M class habs and have a fully working ship with complete interior..

guess it whould be doable with Cheat engine...

outsider2k1
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Re: Starfield

Post by outsider2k1 »

KiLLerBoy_001 wrote:
Sun Oct 08, 2023 1:08 am
I need a way to be able to always place shipparts, Like it will never show red, with that i could actually fill up the M class habs and have a fully working ship with complete interior..

guess it whould be doable with Cheat engine...
I afraid it can't be done as I believe I read that M class ship parts doesn't have interior model done.

KiLLerBoy_001
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Re: Starfield

Post by KiLLerBoy_001 »

outsider2k1 wrote:
Sun Oct 08, 2023 3:21 am
KiLLerBoy_001 wrote:
Sun Oct 08, 2023 1:08 am
I need a way to be able to always place shipparts, Like it will never show red, with that i could actually fill up the M class habs and have a fully working ship with complete interior..

guess it whould be doable with Cheat engine...
I afraid it can't be done as I believe I read that M class ship parts doesn't have interior model done.
I know they dont have interior, or well some do but it doenst link properly..
I'm currently using a full M class with the HAB's but these are mostly empty, what i would love to have is an option to clip parts inside one another, Basilcy the function should always allow placement ( part never goes red ) with thta i can place normal HAD parts inside the empty M class shells and have a working interior through the regular habbs

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gir489
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Re: Starfield

Post by gir489 »

Fixed Always Succeed Contraband Scans for today's update.

Code: Select all

// Game Executable   : Starfield.exe
// Author            : gir489
// Executable Version: 1.7.36.0
// MD5 Signature     : 4005AD9140DDFC1B75687D3C0202F432
// EXE Compile Date  : October 04, 2023 11:47 AM
// Script Date       : October 09, 2023 01:09 PM
[ENABLE]
aobscanmodule(aob_CheckContrabandStatus,Starfield.exe, B8 01 00 00 00 EB 13 C5 F8 2F 05)
registersymbol(aob_CheckContrabandStatus)

aob_CheckContrabandStatus:
  mov eax,-5

aob_CheckContrabandStatus+11:
  mov eax,-5
  nop 4

[DISABLE]
aob_CheckContrabandStatus:
  mov eax,1

aob_CheckContrabandStatus+11:
  db 33 C0 C5 F8 2F F0 0F 92 C0

unregistersymbol(aob_CheckContrabandStatus)

{
// ORIGINAL CODE - INJECTION POINT: Starfield.exe+2B39F58

Starfield.exe+2B39F18: 5E                       - pop rsi
Starfield.exe+2B39F19: 5D                       - pop rbp
Starfield.exe+2B39F1A: C3                       - ret
Starfield.exe+2B39F1B: CC                       - int 3
Starfield.exe+2B39F1C: 48 89 5C 24 08           - mov [rsp+08],rbx
Starfield.exe+2B39F21: 57                       - push rdi
Starfield.exe+2B39F22: 48 83 EC 30              - sub rsp,30
Starfield.exe+2B39F26: 83 64 24 50 00           - and dword ptr [rsp+50],00
Starfield.exe+2B39F2B: 8A DA                    - mov bl,dl
Starfield.exe+2B39F2D: C5 F8 29 74 24 20        - vmovaps [rsp+20],xmm6
Starfield.exe+2B39F33: 48 8B F9                 - mov rdi,rcx
Starfield.exe+2B39F36: E8 85 2D 00 00           - call Starfield.exe+2B3CCC0
Starfield.exe+2B39F3B: 4C 8D 44 24 50           - lea r8,[rsp+50]
Starfield.exe+2B39F40: 8A D3                    - mov dl,bl
Starfield.exe+2B39F42: 48 8B CF                 - mov rcx,rdi
Starfield.exe+2B39F45: C5 F8 28 F0              - vmovaps xmm6,xmm0
Starfield.exe+2B39F49: E8 B6 2D 00 00           - call Starfield.exe+2B3CD04
Starfield.exe+2B39F4E: 83 C8 FF                 - or eax,-01
Starfield.exe+2B39F51: 83 7C 24 50 00           - cmp dword ptr [rsp+50],00
Starfield.exe+2B39F56: 76 07                    - jna Starfield.exe+2B39F5F
// ---------- INJECTING HERE ----------
Starfield.exe+2B39F58: B8 01 00 00 00           - mov eax,00000001
// ---------- DONE INJECTING  ----------
Starfield.exe+2B39F5D: EB 13                    - jmp Starfield.exe+2B39F72
Starfield.exe+2B39F5F: C5 F8 2F 05 79 F9 3E 01  - vcomiss xmm0,[Starfield.exe+3F298E0]
Starfield.exe+2B39F67: 76 09                    - jna Starfield.exe+2B39F72
Starfield.exe+2B39F69: 33 C0                    - xor eax,eax
Starfield.exe+2B39F6B: C5 F8 2F F0              - vcomiss xmm6,xmm0
Starfield.exe+2B39F6F: 0F 92 C0                 - setb al
Starfield.exe+2B39F72: 48 8B 5C 24 40           - mov rbx,[rsp+40]
Starfield.exe+2B39F77: C5 F8 28 74 24 20        - vmovaps xmm6,[rsp+20]
Starfield.exe+2B39F7D: 48 83 C4 30              - add rsp,30
Starfield.exe+2B39F81: 5F                       - pop rdi
Starfield.exe+2B39F82: C3                       - ret
Starfield.exe+2B39F83: CC                       - int 3
Starfield.exe+2B39F84: 48 8B C4                 - mov rax,rsp
Starfield.exe+2B39F87: 48 89 68 10              - mov [rax+10],rbp
Starfield.exe+2B39F8B: 48 89 70 20              - mov [rax+20],rsi
Starfield.exe+2B39F8F: 57                       - push rdi
Starfield.exe+2B39F90: 41 56                    - push r14
Starfield.exe+2B39F92: 41 57                    - push r15
Starfield.exe+2B39F94: 48 83 EC 40              - sub rsp,40
Starfield.exe+2B39F98: C5 F8 29 70 D8           - vmovaps [rax-28],xmm6
}

KiLLerBoy_001
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Re: Starfield

Post by KiLLerBoy_001 »

KiLLerBoy_001 wrote:
Sun Oct 08, 2023 9:45 am
outsider2k1 wrote:
Sun Oct 08, 2023 3:21 am
KiLLerBoy_001 wrote:
Sun Oct 08, 2023 1:08 am
I need a way to be able to always place shipparts, Like it will never show red, with that i could actually fill up the M class habs and have a fully working ship with complete interior..

guess it whould be doable with Cheat engine...
I afraid it can't be done as I believe I read that M class ship parts doesn't have interior model done.
I know they dont have interior, or well some do but it doenst link properly..
I'm currently using a full M class with the HAB's but these are mostly empty, what i would love to have is an option to clip parts inside one another, Basilcy the function should always allow placement ( part never goes red ) with thta i can place normal HAD parts inside the empty M class shells and have a working interior through the regular habbs

NVM i found a way...
command : SetINISetting "fShipBuilderModuleOverlapTolerance:Spaceship" "-50"


Would still rather have it in a cheat table but this does the job, With this the part wil always be able to be placed.. meaning you can build up normal Habs, and just put the Large M Class habs around it as a exterior shell..
Finally a fully working "ECS Constant" with a cargobay and a fully working interior so i can walk from one way to the other and run up to my cockpit

AlbertHP
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Re: Starfield

Post by AlbertHP »

Would it be possible to make a cheat that disables the game not allowing you to lift certain havoked objects or carcasses? I'm no expert but it seems to me that the only reason that we can't move certain objects or bodies that does have physics is because the game impose some kind of prohibition on it, not because the in-game physics itself can't be used to affect them. This is the only explanation for why most of the settings related to moving objects that i have found doesn't work on these "forbidden" bodies and objects.

So I was thinking, if somehow whatever it is that prohibits us to move these bodies/objects can be turned off (specifically, whatever causes the warning "Object too heavy to lift") then we can perhaps manipulate these things after all.

Atros
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Re: Starfield

Post by Atros »

Could we get infinite ship shields or ship health for this excellent table? Would help much with the T6 space simulation exam, as well as with some boarding actions, when you don't need to hurry for the incoming damage problem...

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gir489
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Re: Starfield

Post by gir489 »

Atros wrote:
Wed Oct 11, 2023 6:55 pm
Could we get infinite ship shields or ship health for this excellent table? Would help much with the T6 space simulation exam, as well as with some boarding actions, when you don't need to hurry for the incoming damage problem...
Just use tgm in console for the exam.

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igromanru
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Re: Starfield

Post by igromanru »

Here is my "Longer Names" script. It increases maximum allowed names length of your Outposts, Ships and Items up to 250 characters.

Code: Select all

{ Game   : Starfield
  Version: all versions
  Date   : 2023-10-13
  Author : igromanru

  Longer Names (Ships, Outposts and Items)
  Increases the maximum allowed names length to 250 characters
}

[ENABLE]
aobscanmodule(longerNamesScan,$process,48 8B 81 ?? ?? ?? ?? 48 8B 88 ?? ?? ?? ?? 44 89 81)
aobscanmodule(maxNameLenCheck,$process,3B 3D ?? ?? ?? ?? 0F 87 ?? ?? ?? ?? F6 43 ?? 02)
define(longerNames, longerNamesScan + $14)
alloc(newmem,$100,longerNames)

label(longerNamesBackUp)
label(maxNameLenCheckBackUp)
label(return)

newmem:
  mov r8d, (int)250
longerNamesBackUp:
  readMem(longerNames, 7)
  jmp return
maxNameLenCheckBackUp:
  readMem(maxNameLenCheck, 6)

longerNames:
  jmp newmem
  nop 2
return:

maxNameLenCheck:
  cmp edi,(int)250

registersymbol(longerNames)
registersymbol(longerNamesBackUp)
registersymbol(maxNameLenCheck)
registersymbol(maxNameLenCheckBackUp)

[DISABLE]
longerNames:
  readMem(longerNamesBackUp, 7)
maxNameLenCheck:
  readMem(maxNameLenCheckBackUp, 6)

unregistersymbol(longerNames)
unregistersymbol(longerNamesBackUp)
unregistersymbol(maxNameLenCheck)
unregistersymbol(maxNameLenCheckBackUp)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Starfield.exe+FFD56C

Starfield_.exe+FFD559: CC                    - int 3 
Starfield_.exe+FFD55A: CC                    - int 3 
Starfield_.exe+FFD55B: CC                    - int 3 
Starfield_.exe+FFD55C: CC                    - int 3 
Starfield_.exe+FFD55D: CC                    - int 3 
Starfield_.exe+FFD55E: CC                    - int 3 
Starfield_.exe+FFD55F: CC                    - int 3 
Starfield_.exe+FFD560: 45 85 C0              - test r8d,r8d
Starfield_.exe+FFD563: 78 15                 - js Starfield_.exe+FFD57A
Starfield_.exe+FFD565: 48 8B 81 88 00 00 00  - mov rax,[rcx+00000088]
Starfield_.exe+FFD56C: 48 8B 88 E0 00 00 00  - mov rcx,[rax+000000E0]
// ---------- INJECTING HERE ----------
Starfield_.exe+FFD573: 44 89 81 C8 00 00 00  - mov [rcx+000000C8],r8d
// ---------- DONE INJECTING  ----------
Starfield_.exe+FFD57A: C3                    - ret 
Starfield_.exe+FFD57B: CC                    - int 3 
Starfield_.exe+FFD57C: CC                    - int 3 
Starfield_.exe+FFD57D: CC                    - int 3 
Starfield_.exe+FFD57E: CC                    - int 3 
Starfield_.exe+FFD57F: CC                    - int 3 
Starfield_.exe+FFD580: CC                    - int 3 
Starfield_.exe+FFD581: CC                    - int 3 
Starfield_.exe+FFD582: CC                    - int 3 
}
{
// ORIGINAL CODE - INJECTION POINT: Starfield_.exe+200D2DE

Starfield_.exe+200D2BE: EB 05                 - jmp Starfield_.exe+200D2C5
Starfield_.exe+200D2C0: 8B 43 08              - mov eax,[rbx+08]
Starfield_.exe+200D2C3: 8B F8                 - mov edi,eax
Starfield_.exe+200D2C5: 85 C0                 - test eax,eax
Starfield_.exe+200D2C7: 0F 84 1F 01 00 00     - je Starfield_.exe+200D3EC
Starfield_.exe+200D2CD: F6 43 14 02           - test byte ptr [rbx+14],02
Starfield_.exe+200D2D1: 74 0B                 - je Starfield_.exe+200D2DE
Starfield_.exe+200D2D3: 48 8B 4B 08           - mov rcx,[rbx+08]
Starfield_.exe+200D2D7: E8 18 FD 83 FE        - call Starfield_.exe+84CFF4
Starfield_.exe+200D2DC: 8B F8                 - mov edi,eax
// ---------- INJECTING HERE ----------
Starfield_.exe+200D2DE: 3B 3D B4 2B 55 03     - cmp edi,[Starfield_.exe+555FE98]
// ---------- DONE INJECTING  ----------
Starfield_.exe+200D2E4: 0F 87 02 01 00 00     - ja Starfield_.exe+200D3EC
Starfield_.exe+200D2EA: F6 43 14 02           - test byte ptr [rbx+14],02
Starfield_.exe+200D2EE: 74 0B                 - je Starfield_.exe+200D2FB
Starfield_.exe+200D2F0: 48 8B 4B 08           - mov rcx,[rbx+08]
Starfield_.exe+200D2F4: E8 2F DF 83 FE        - call Starfield_.exe+84B228
Starfield_.exe+200D2F9: EB 04                 - jmp Starfield_.exe+200D2FF
Starfield_.exe+200D2FB: 48 8D 43 18           - lea rax,[rbx+18]
Starfield_.exe+200D2FF: 48 8B D0              - mov rdx,rax
Starfield_.exe+200D302: 48 8B 0D BF 3B 8F 03  - mov rcx,[Starfield_.exe+5900EC8]
Starfield_.exe+200D309: E8 DA 3C E7 00        - call Starfield_.exe+2E80FE8
}

adamg11
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Re: Starfield

Post by adamg11 »

maybe someone could do something with mind control and Xenosociology to increase the chances of success?

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ModEngine
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Re: Starfield

Post by ModEngine »

AlbertHP wrote:
Tue Oct 10, 2023 6:25 am
Would it be possible to make a cheat that disables the game not allowing you to lift certain havoked objects or carcasses? I'm no expert but it seems to me that the only reason that we can't move certain objects or bodies that does have physics is because the game impose some kind of prohibition on it, not because the in-game physics itself can't be used to affect them. This is the only explanation for why most of the settings related to moving objects that i have found doesn't work on these "forbidden" bodies and objects.

So I was thinking, if somehow whatever it is that prohibits us to move these bodies/objects can be turned off (specifically, whatever causes the warning "Object too heavy to lift") then we can perhaps manipulate these things after all.
What benefit could that possibility have?

PantherX82
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Re: Starfield

Post by PantherX82 »

cheat engine wrote:
Tue Oct 17, 2023 11:44 am
AlbertHP wrote:
Tue Oct 10, 2023 6:25 am
Would it be possible to make a cheat that disables the game not allowing you to lift certain havoked objects or carcasses? I'm no expert but it seems to me that the only reason that we can't move certain objects or bodies that does have physics is because the game impose some kind of prohibition on it, not because the in-game physics itself can't be used to affect them. This is the only explanation for why most of the settings related to moving objects that i have found doesn't work on these "forbidden" bodies and objects.

So I was thinking, if somehow whatever it is that prohibits us to move these bodies/objects can be turned off (specifically, whatever causes the warning "Object too heavy to lift") then we can perhaps manipulate these things after all.
What benefit could that possibility have?
Sometimes there are items that are in the way but they are too heavy to move and it's just in the way.

jackal1234
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Re: Starfield

Post by jackal1234 »

hard to believe that at this point there is no authoritative table with ship health values in it. it's not like fearlessrevolution trainers already covered it

AlbertHP
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Re: Starfield

Post by AlbertHP »

--
Last edited by AlbertHP on Fri Oct 20, 2023 2:36 pm, edited 2 times in total.

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