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Devilswarchild
Expert Cheater
Posts: 120 Joined: Mon Apr 17, 2017 2:44 pm
Reputation: 8
Post
by Devilswarchild » Thu Aug 16, 2018 2:38 am
what just happened to the website? it just reverted to how the old cheat engine forums looked?
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
klyoml
Noobzor
Posts: 12 Joined: Sat Jul 07, 2018 9:24 am
Reputation: 0
Post
by klyoml » Thu Aug 16, 2018 7:51 pm
Devilswarchild wrote: ↑ Thu Aug 16, 2018 2:38 am
what just happened to the website? it just reverted to how the old cheat engine forums looked?
Is like this since the old time
Devilswarchild
Expert Cheater
Posts: 120 Joined: Mon Apr 17, 2017 2:44 pm
Reputation: 8
Post
by Devilswarchild » Thu Aug 16, 2018 9:05 pm
klyoml wrote: ↑ Thu Aug 16, 2018 7:51 pm
Devilswarchild wrote: ↑ Thu Aug 16, 2018 2:38 am
what just happened to the website? it just reverted to how the old cheat engine forums looked?
Is like this since the old time
wasnt that way day before yesterday, it was all futuristic-ish looking.
STN
Founder
Posts: 4454 Joined: Thu Mar 02, 2017 7:48 pm
Reputation: 3595
Post
by STN » Thu Aug 16, 2018 9:13 pm
Devilswarchild wrote: ↑ Thu Aug 16, 2018 9:05 pm
klyoml wrote: ↑ Thu Aug 16, 2018 7:51 pm
Devilswarchild wrote: ↑ Thu Aug 16, 2018 2:38 am
what just happened to the website? it just reverted to how the old cheat engine forums looked?
Is like this since the old time
wasnt that way day before yesterday, it was all futuristic-ish looking.
Almost half a month back, this was announced
viewtopic.php?f=21&t=7592
Please stop spamming threads with useless comments. The response to every questions since the inception of this website has been in news section with detail. This thread is for NMS, please keep the talk to that.
dec1337
Fearless Donors
Posts: 87 Joined: Thu Mar 30, 2017 7:48 pm
Reputation: 105
Post
by dec1337 » Fri Aug 17, 2018 10:30 pm
Made a script to allow you to place objects when building even if they are highlighted in red - made it because of that annoying 'Player inside object' message feel free to try it out
Also note when script is on everything will highlight in red but can still be placed
mausi125
Cheater
Posts: 36 Joined: Mon Mar 06, 2017 9:04 am
Reputation: 12
Post
by mausi125 » Sat Aug 18, 2018 7:53 pm
igromanru, post: 55676, member: 1599 wrote: Here is the table from [USER=240]@Squall8[/USER] with some fixes and improvements.
I’ve made some scripts more update persistent (made new pattern and used readmem).
Thank you [USER=8355]@cedricvdg[/USER] for your table, I’ve used few scripts and aob’s from you.
Change list:
One Hit Kill - added more persistent pattern
Inf Sprint - used Cedric's script, added new pattern and bytes backup
Inf Jetpack - new pattern and bytes backup
Inf Ammo - new pattern and bytes backup
Inf Grenades - new pattern
Inf Mining Beam - new aob
No Mining Beam Overheat - took Cedric's script
No Ship Overheat - new pattern and bytes backup
Still broken:
Jetpack Power
Working Rocket Boots
Infinite JetPack = game crash
Code: Select all
my script jetpack
[ENABLE]
aobscanmodule(JETPACK,NMS.exe,80 BF 8C 19 00 00 00) // should be unique
alloc(newmem,$1000,"NMS.exe"+11F16A1)
label(code)
label(return)
newmem:
code:
cmp byte ptr [rdi+0000198C],00
jmp return
JETPACK:
cmp byte ptr [rdi+0000198C],01
return:
registersymbol(JETPACK)
[DISABLE]
JETPACK:
db 80 BF 8C 19 00 00 00
unregistersymbol(JETPACK)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "NMS.exe"+11F16A1
"NMS.exe"+11F166F: 0F 2F D1 - comiss xmm2,xmm1
"NMS.exe"+11F1672: 76 0F - jna NMS.exe+11F1683
"NMS.exe"+11F1674: F3 0F 10 05 D8 12 B8 00 - movss xmm0,[NMS.exe+1D72954]
"NMS.exe"+11F167C: F3 0F 5C C2 - subss xmm0,xmm2
"NMS.exe"+11F1680: 0F 28 D0 - movaps xmm2,xmm0
"NMS.exe"+11F1683: F3 0F 5E D1 - divss xmm2,xmm1
"NMS.exe"+11F1687: F3 0F 5C 15 55 0D B8 00 - subss xmm2,[NMS.exe+1D723E4]
"NMS.exe"+11F168F: F3 0F 5E 15 0D F8 B7 00 - divss xmm2,[NMS.exe+1D70EA4]
"NMS.exe"+11F1697: F3 41 0F 5F D6 - maxss xmm2,xmm14
"NMS.exe"+11F169C: F3 41 0F 5D D7 - minss xmm2,xmm15
// ---------- INJECTING HERE ----------
"NMS.exe"+11F16A1: 80 BF 8C 19 00 00 00 - cmp byte ptr [rdi+0000198C],00
// ---------- DONE INJECTING ----------
"NMS.exe"+11F16A8: 75 4F - jne NMS.exe+11F16F9
"NMS.exe"+11F16AA: 0F 28 C2 - movaps xmm0,xmm2
"NMS.exe"+11F16AD: F3 0F 58 C2 - addss xmm0,xmm2
"NMS.exe"+11F16B1: F3 0F 10 0D 67 10 B8 00 - movss xmm1,[NMS.exe+1D72720]
"NMS.exe"+11F16B9: F3 0F 5C C8 - subss xmm1,xmm0
"NMS.exe"+11F16BD: F3 0F 59 D2 - mulss xmm2,xmm2
"NMS.exe"+11F16C1: F3 0F 59 CA - mulss xmm1,xmm2
"NMS.exe"+11F16C5: F3 0F 10 05 6B E0 E4 00 - movss xmm0,[NMS.exe+203F738]
"NMS.exe"+11F16CD: F3 41 0F 5C C7 - subss xmm0,xmm15
"NMS.exe"+11F16D2: F3 0F 59 C8 - mulss xmm1,xmm0
}
igromanru
Table Makers
Posts: 336 Joined: Sat Mar 25, 2017 11:20 pm
Reputation: 478
Post
by igromanru » Sun Aug 19, 2018 11:27 am
Here is again the table from the front page with some fixes,improvements and a new feature.
Change list:
Inf Jetpack - took Cedric's script, added new pattern and code backup mechanism
Build In Red - added dec1337's script, made it update proof (Thank you @dec1337)
Jetpack Power - fixed
Working Rocket Boots - fixed (not sure how it works, but the code seems to be right)
No Pause On Loss Focus - added from RaYRoD table
IIRC anything except experimental features should work with latest update.
@Squall8 feel free to use the table for the front page. Most scripts should persist minor updates.
EDIT: I've added No Pause On Loss Focus from RaYRoD's table, it's very useful in my opinion.
cedricvdg
Table Makers
Posts: 42 Joined: Tue Sep 05, 2017 2:10 pm
Reputation: 43
Post
by cedricvdg » Sun Aug 19, 2018 3:17 pm
I updated my experimental table for 1.57 in my original post as that's what @Squall8 has linked in the opening post:
Here!
cedricvdg
Table Makers
Posts: 42 Joined: Tue Sep 05, 2017 2:10 pm
Reputation: 43
Post
by cedricvdg » Sun Aug 19, 2018 6:29 pm
ElSeto wrote: ↑ Tue Aug 14, 2018 5:26 pm
I have a request which could potentially break the game .... I think ?
Would it be able to expand the building range limit for base building, I want to build into space and make a nice space station but you are only able to get to the Mesosphere at best. So I want no upper limit for base building so to say !
I think this is completely possible, but I don't have the time to go on a debugging spree again right now
. Once I have some more free time I'll work on adding this to the table.
For now I'll leave some useful outtakes from the internal scripting engine here for you more experienced guys to look for. You can already get the base address of the global script variables from my experimental table:
Player Globals:
Code: Select all
<Property name="MaxBuildHeight" value="64" />
Debug Globals:
Code: Select all
<Property name="DisableBaseBuilding" value="False" />
<Property name="DisableBaseBuildingLimits" value="False" />
Building Globals:
Code: Select all
<Property name="MinRadiusForBases" value="150" />
<Property name="BaseRadiusExtension" value="50" />
<Property name="MaxRadiusForBases" value="1000" />
<Property name="BuildingPlacementMaxDistance" value="50" />
<Property name="BuildingPlacementSphereCastRadius" value="1.25" />
<Property name="BuildingPlacementSphereCastBefore" value="30" />
<Property name="BuildingPlacementSphereCastAfter" value="5" />
<Property name="BuildingPlacementAngleOffset" value="0.8" />
<Property name="BuildingPlacementAnglePower" value="1" />
<Property name="BuildingPlacementDepthPower" value="2" />
<Property name="BuildingPlacementDepthScale" value="0.02" />
<Property name="BuildingPlacementTwistScale" value="0.5" />
<Property name="BuildingPlacementDeviancePower" value="2" />
<Property name="BuildingPlacementMaxScore" value="1000" />
<Property name="VisibleComplexityLimit" value="1000000" />
<Property name="InactiveVisibleComplexityLimit" value="800000" />
<Property name="MaximumComplexityDensity" value="20000" />
<Property name="ComplexityDensityTestRange" value="30" />
<Property name="ComplexityDensitySigmaSquared" value="80" />
username1120
What is cheating?
Posts: 2 Joined: Sun Sep 24, 2017 6:49 pm
Reputation: 0
Post
by username1120 » Mon Aug 20, 2018 5:34 pm
What happened to the Element Gathering Modifier?
igromanru
Table Makers
Posts: 336 Joined: Sat Mar 25, 2017 11:20 pm
Reputation: 478
Post
by igromanru » Mon Aug 20, 2018 9:27 pm
username1120 wrote: ↑ Mon Aug 20, 2018 5:34 pm
What happened to the Element Gathering Modifier?
Why do you need it?
I have took a quick look, but I don't know exactly how Squall8 has found it.
I suggest you to use "Highlighted Item Pointers" instead and increase the Quantity of the item.
username1120
What is cheating?
Posts: 2 Joined: Sun Sep 24, 2017 6:49 pm
Reputation: 0
Post
by username1120 » Tue Aug 21, 2018 3:39 pm
igromanru wrote: ↑ Mon Aug 20, 2018 9:27 pm
username1120 wrote: ↑ Mon Aug 20, 2018 5:34 pm
What happened to the Element Gathering Modifier?
Why do you need it?
I have took a quick look, but I don't know exactly how Squall8 has found it.
I suggest you to use "Highlighted Item Pointers" instead and increase the Quantity of the item.
Why do you need it?
I have took a quick look, but I don't know exactly how Squall8 has found it.
Yeah, I haven't had much luck pin pointing it either. Manually increasing is fine, but the automatic multiplier would have been nice to use. Bummer it's busted.
igromanru
Table Makers
Posts: 336 Joined: Sat Mar 25, 2017 11:20 pm
Reputation: 478
Post
by igromanru » Tue Aug 21, 2018 6:26 pm
username1120 wrote: ↑ Tue Aug 21, 2018 3:39 pm
Yeah, I haven't had much luck pin pointing it either. Manually increasing is fine, but the automatic multiplier would have been nice to use. Bummer it's busted.
Maybe I'll fix it later, if I'll find time for it.
But I have no use for it since I'm using the
[Link] and setting Quantity of the items to Total with the Highlighted Item Pointer. The mod increases the resources stack to 1250.
dec1337
Fearless Donors
Posts: 87 Joined: Thu Mar 30, 2017 7:48 pm
Reputation: 105
Post
by dec1337 » Wed Aug 22, 2018 1:56 am
username1120 wrote: ↑ Mon Aug 20, 2018 5:34 pm
What happened to the Element Gathering Modifier?
Ive updated item gathering multiplier, original script by Squall ive just updated aob/some code
Note:You will see original item count still when gathering, but if you check inventory you are actually getting multiplied value
igromanru
Table Makers
Posts: 336 Joined: Sat Mar 25, 2017 11:20 pm
Reputation: 478
Post
by igromanru » Wed Aug 22, 2018 5:31 pm
dec1337 wrote: ↑ Wed Aug 22, 2018 1:56 am
Ive updated item gathering multiplier, original script by Squall ive just updated aob/some code
Thanks, I've made it more update persistent.
Change list:
Element Gathering Multiplier - fixed by dec1337, I've made it mostly update proof