[Table | Steam | NMS] - No Man's Sky - Steam - YoucefHam

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kingqi0725
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Re: [Table | Steam | NMS] - No Man's Sky - Steam - YoucefHam

Post by kingqi0725 »

update 5.0 please bro

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

Saucison78
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Re: [Table | Steam | NMS] - No Man's Sky - Steam - YoucefHam

Post by Saucison78 »

Hoping someone can find the time to update it, would be much appreciated.

I would if i knew how.

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Re: [Table | Steam | NMS] - No Man's Sky - Steam - YoucefHam

Post by ddirodas »

The best NMS cheat so far, please update. Much appreciated

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Re: [Table | Steam | NMS] - No Man's Sky - Steam - YoucefHam

Post by totalabyss »

waiting for an update as well. :)

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Re: [Table | Steam | NMS] - No Man's Sky - Steam - YoucefHam

Post by tfigment »

Here is a fix for INVENTORY EDITOR / Set All Slots to Supercharged. And a Last Moved Item editor for 5.02 (126423)
Set All Slots to Supercharged

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>48201</ID>
      <Description>"Set All Slots to Supercharged"</Description>
      <Options moAlwaysHideChildren="1"/>
      <Color>FF00FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{$lua}
if syntaxcheck then return end
if getAddressSafe('inv2') == nil or readPointer(getAddressSafe('inv2')) == 0 then error('ERROR',2) end
[ENABLE]
local Address = 'inv2'
local Rows = ReadSmallInteger(readPointer(getAddress(Address))+0x82)
local Columns = ReadSmallInteger(readPointer(getAddress(Address))+0x80)
if readInteger(readPointer(getAddress(Address))+0xAC) == Rows * Columns then
	error('Already Supercharged !!!',2)
end
local Super_Charged_List_2 = allocateMemory(0x1000,readPointer(getAddress(Address)))
registerSymbol('Super_Charged_List_2',Super_Charged_List_2)
local a = ''
for r = 0, Rows - 1 do
	for c = 0, Columns - 1 do
		a = getAddress('Super_Charged_List_2') + c * 3 * 4 + r * Columns * 3 * 4
		writeInteger(a+0,c)
		writeInteger(a+4,r)
		writeInteger(a+8,4)
	end
end
writeQword(readPointer(getAddress(Address))+0xB0,getAddress('Super_Charged_List_2'))
writeInteger(readPointer(getAddress(Address))+0xAC,Rows * Columns)
--Crash The Game
--[=[deAlloc(getAddress('Super_Charged_List_2'))]=]
unregisterSymbol('Super_Charged_List_2')
error('OK',2)
[DISABLE]
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>48199</ID>
          <Description>"Supercharged Slots Count"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>008000</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>inv2</Address>
          <Offsets>
            <Offset>AC</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>48235</ID>
              <Description>"Supercharged Slots List"</Description>
              <ShowAsHex>1</ShowAsHex>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>808000</Color>
              <VariableType>8 Bytes</VariableType>
              <Address>inv2</Address>
              <Offsets>
                <Offset>B0</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Here is quick editor for Last Moved Inventory Item. Have to actually move item to another slot to work.
Last Moved Inventory Item

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>42361</ID>
      <Description>"Last Moved Inventory Item"</Description>
      <Options moHideChildren="1"/>
      <Color>8000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(LastMovedInventoryItem,NMS.exe,8B 44 19 18 41 3B 45 18) // should be unique
alloc(newmem,$1000,LastMovedInventoryItem)

label(code)
label(return)
label(lastmoveditem)
newmem:
lastmoveditem:
  dq 0

code:
  mov [lastmoveditem], r13
  mov eax,[rcx+rbx+18]
  cmp eax,[r13+18]
  jmp return

LastMovedInventoryItem:
  jmp code
  nop 3
return:
registersymbol(LastMovedInventoryItem)
registersymbol(lastmoveditem)
[DISABLE]

LastMovedInventoryItem:
  db 8B 44 19 18 41 3B 45 18

unregistersymbol(LastMovedInventoryItem)
unregistersymbol(lastmoveditem)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: NMS.exe+58F991

NMS.exe+58F970: 48 8B 4D F8     - mov rcx,[rbp-08]
NMS.exe+58F974: 48 8D 55 80     - lea rdx,[rbp-80]
NMS.exe+58F978: 48 83 C1 10     - add rcx,10
NMS.exe+58F97C: 49 03 CF        - add rcx,r15
NMS.exe+58F97F: E8 CC 1E FF 00  - call NMS.exe+1581850
NMS.exe+58F984: 84 C0           - test al,al
NMS.exe+58F986: 74 4F           - je NMS.exe+58F9D7
NMS.exe+58F988: 4D 85 ED        - test r13,r13
NMS.exe+58F98B: 74 2B           - je NMS.exe+58F9B8
NMS.exe+58F98D: 48 8B 4D F8     - mov rcx,[rbp-08]
// ---------- INJECTING HERE ----------
NMS.exe+58F991: 8B 44 19 18     - mov eax,[rcx+rbx+18]
// ---------- DONE INJECTING  ----------
NMS.exe+58F995: 41 3B 45 18     - cmp eax,[r13+18]
NMS.exe+58F999: 7F 1D           - jg NMS.exe+58F9B8
NMS.exe+58F99B: 7C 15           - jl NMS.exe+58F9B2
NMS.exe+58F99D: 49 8B 45 08     - mov rax,[r13+08]
NMS.exe+58F9A1: 48 39 44 19 08  - cmp [rcx+rbx+08],rax
NMS.exe+58F9A6: 75 0A           - jne NMS.exe+58F9B2
NMS.exe+58F9A8: 49 8B 45 00     - mov rax,[r13+00]
NMS.exe+58F9AC: 48 39 04 19     - cmp [rcx+rbx],rax
NMS.exe+58F9B0: 74 0E           - je NMS.exe+58F9C0
NMS.exe+58F9B2: C6 47 52 03     - mov byte ptr [rdi+52],03
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>42362</ID>
          <Description>"Inventory Item"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <GroupHeader>1</GroupHeader>
          <Address>lastmoveditem</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>42363</ID>
              <Description>"Name"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>String</VariableType>
              <Length>16</Length>
              <Unicode>0</Unicode>
              <CodePage>0</CodePage>
              <ZeroTerminate>1</ZeroTerminate>
              <Address>+0</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>42364</ID>
              <Description>"Count"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>+18</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>42365</ID>
              <Description>"Max Count"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>+20</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Rogzca
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Re: [Table | Steam | NMS] - No Man's Sky - Steam - YoucefHam

Post by Rogzca »

Update for Items x999/Max?

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Re: [Table | Steam | NMS] - No Man's Sky - Steam - YoucefHam

Post by TheLawwd »

Any updates?

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Re: [Table | Steam | NMS] - No Man's Sky - Steam - YoucefHam

Post by Zatara03 »

Think new update broke last moved.

tfigment wrote:
Sat Jul 27, 2024 11:17 pm
Here is a fix for INVENTORY EDITOR / Set All Slots to Supercharged. And a Last Moved Item editor for 5.02 (126423)
Set All Slots to Supercharged

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>48201</ID>
      <Description>"Set All Slots to Supercharged"</Description>
      <Options moAlwaysHideChildren="1"/>
      <Color>FF00FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{$lua}
if syntaxcheck then return end
if getAddressSafe('inv2') == nil or readPointer(getAddressSafe('inv2')) == 0 then error('ERROR',2) end
[ENABLE]
local Address = 'inv2'
local Rows = ReadSmallInteger(readPointer(getAddress(Address))+0x82)
local Columns = ReadSmallInteger(readPointer(getAddress(Address))+0x80)
if readInteger(readPointer(getAddress(Address))+0xAC) == Rows * Columns then
	error('Already Supercharged !!!',2)
end
local Super_Charged_List_2 = allocateMemory(0x1000,readPointer(getAddress(Address)))
registerSymbol('Super_Charged_List_2',Super_Charged_List_2)
local a = ''
for r = 0, Rows - 1 do
	for c = 0, Columns - 1 do
		a = getAddress('Super_Charged_List_2') + c * 3 * 4 + r * Columns * 3 * 4
		writeInteger(a+0,c)
		writeInteger(a+4,r)
		writeInteger(a+8,4)
	end
end
writeQword(readPointer(getAddress(Address))+0xB0,getAddress('Super_Charged_List_2'))
writeInteger(readPointer(getAddress(Address))+0xAC,Rows * Columns)
--Crash The Game
--[=[deAlloc(getAddress('Super_Charged_List_2'))]=]
unregisterSymbol('Super_Charged_List_2')
error('OK',2)
[DISABLE]
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>48199</ID>
          <Description>"Supercharged Slots Count"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>008000</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>inv2</Address>
          <Offsets>
            <Offset>AC</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>48235</ID>
              <Description>"Supercharged Slots List"</Description>
              <ShowAsHex>1</ShowAsHex>
              <ShowAsSigned>0</ShowAsSigned>
              <Color>808000</Color>
              <VariableType>8 Bytes</VariableType>
              <Address>inv2</Address>
              <Offsets>
                <Offset>B0</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Here is quick editor for Last Moved Inventory Item. Have to actually move item to another slot to work.
Last Moved Inventory Item

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>42361</ID>
      <Description>"Last Moved Inventory Item"</Description>
      <Options moHideChildren="1"/>
      <Color>8000FF</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(LastMovedInventoryItem,NMS.exe,8B 44 19 18 41 3B 45 18) // should be unique
alloc(newmem,$1000,LastMovedInventoryItem)

label(code)
label(return)
label(lastmoveditem)
newmem:
lastmoveditem:
  dq 0

code:
  mov [lastmoveditem], r13
  mov eax,[rcx+rbx+18]
  cmp eax,[r13+18]
  jmp return

LastMovedInventoryItem:
  jmp code
  nop 3
return:
registersymbol(LastMovedInventoryItem)
registersymbol(lastmoveditem)
[DISABLE]

LastMovedInventoryItem:
  db 8B 44 19 18 41 3B 45 18

unregistersymbol(LastMovedInventoryItem)
unregistersymbol(lastmoveditem)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: NMS.exe+58F991

NMS.exe+58F970: 48 8B 4D F8     - mov rcx,[rbp-08]
NMS.exe+58F974: 48 8D 55 80     - lea rdx,[rbp-80]
NMS.exe+58F978: 48 83 C1 10     - add rcx,10
NMS.exe+58F97C: 49 03 CF        - add rcx,r15
NMS.exe+58F97F: E8 CC 1E FF 00  - call NMS.exe+1581850
NMS.exe+58F984: 84 C0           - test al,al
NMS.exe+58F986: 74 4F           - je NMS.exe+58F9D7
NMS.exe+58F988: 4D 85 ED        - test r13,r13
NMS.exe+58F98B: 74 2B           - je NMS.exe+58F9B8
NMS.exe+58F98D: 48 8B 4D F8     - mov rcx,[rbp-08]
// ---------- INJECTING HERE ----------
NMS.exe+58F991: 8B 44 19 18     - mov eax,[rcx+rbx+18]
// ---------- DONE INJECTING  ----------
NMS.exe+58F995: 41 3B 45 18     - cmp eax,[r13+18]
NMS.exe+58F999: 7F 1D           - jg NMS.exe+58F9B8
NMS.exe+58F99B: 7C 15           - jl NMS.exe+58F9B2
NMS.exe+58F99D: 49 8B 45 08     - mov rax,[r13+08]
NMS.exe+58F9A1: 48 39 44 19 08  - cmp [rcx+rbx+08],rax
NMS.exe+58F9A6: 75 0A           - jne NMS.exe+58F9B2
NMS.exe+58F9A8: 49 8B 45 00     - mov rax,[r13+00]
NMS.exe+58F9AC: 48 39 04 19     - cmp [rcx+rbx],rax
NMS.exe+58F9B0: 74 0E           - je NMS.exe+58F9C0
NMS.exe+58F9B2: C6 47 52 03     - mov byte ptr [rdi+52],03
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>42362</ID>
          <Description>"Inventory Item"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <GroupHeader>1</GroupHeader>
          <Address>lastmoveditem</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
          <CheatEntries>
            <CheatEntry>
              <ID>42363</ID>
              <Description>"Name"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>String</VariableType>
              <Length>16</Length>
              <Unicode>0</Unicode>
              <CodePage>0</CodePage>
              <ZeroTerminate>1</ZeroTerminate>
              <Address>+0</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>42364</ID>
              <Description>"Count"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>+18</Address>
            </CheatEntry>
            <CheatEntry>
              <ID>42365</ID>
              <Description>"Max Count"</Description>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>+20</Address>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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yuqin2024
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Re: [Table | Steam | NMS] - No Man's Sky - Steam - YoucefHam

Post by yuqin2024 »

Very comprehensive form, the designer is not only very professional in game engineering, but also has an understanding of the game that is second to none

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Re: [Table | Steam | NMS] - No Man's Sky - Steam - YoucefHam

Post by Uaifai »

Thank you! Great work! Great work! Maybe in a future version the "Show More Unknown Building" option will work, this would help to locate portals on a planet more quickly.

Thanks for the effort in developing all this!

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Re: [Table | Steam | NMS] - No Man's Sky - Steam - YoucefHam

Post by BigJit901 »

Here's a remade version of "Ship Engine ( Speed )". It's easier to read the code in my opinion and will be easy for the next person to update with added comments. I don't know how his script functioned in Echos since I didn't have the game, so this script might not be 1:1. Someone will have to let me know.
Attachments
Remade Ship Speed.ct
Ship Speed Modification
(5.08 KiB) Downloaded 38 times

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