Quick question, is this trainer marking the game as modified? I used a save editor and it didn't appear to, but now that I'm a few hours in, the game is showing the auto-saves as being modified. Just trying to figure out which one of the two is flagging the save
Edit:
Looks like it was the save editor, even tho its said not to, time for the hard way lol
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
I've left old scripts in place, just ignore them if you are not interested. Also, there are headers maked with "Dev", those are not for normal uses, and you should not change or lock them, otherwise it may break.
The text file is just my notes, to anyone maybe interested.
Something more:
+ lock credits and do some trading to see it goes up constantly
+ go to a mod bench, pause the game, lock inv qty, ressemble any mod to see qty increasing
+ for anyone doesn't aware of, enable the custom value type script, then you can search with X4 4-byte & 8-byte directly for, e.g. cargo qty.
8 Jul, 24, update
* add ship mod scripts, all mods are lock to max outcome, but for negative values such as ship drag, disable the script before rolling
* rearrange hull & shield: current both owned ship & surface elements are locked, but locking shield without locking hull makes damage bypass shield and subtract hull directly, hence the arrangement.
I've left old scripts in place, just ignore them if you are not interested. Also, there are headers maked with "Dev", those are not for normal uses, and you should not change or lock them, otherwise it may break.
The text file is just my notes, to anyone maybe interested.
Something more:
+ lock credits and do some trading to see it goes up constantly
+ go to a mod bench, pause the game, lock inv qty, ressemble any mod to see qty increasing
+ for anyone doesn't aware of, enable the custom value type script, then you can search with X4 4-byte & 8-byte directly for, e.g. cargo qty.
8 Jul, 24, update
* add ship mod scripts, all mods are lock to max outcome, but for negative values such as ship drag, disable the script before rolling
* rearrange hull & shield: current both owned ship & surface elements are locked, but locking shield without locking hull makes damage bypass shield and subtract hull directly, hence the arrangement.
Just so you know the Unlimited Deploys in archive section script still works fine for most of deployables like adv sattelites
I've left old scripts in place, just ignore them if you are not interested. Also, there are headers maked with "Dev", those are not for normal uses, and you should not change or lock them, otherwise it may break.
The text file is just my notes, to anyone maybe interested.
Something more:
+ lock credits and do some trading to see it goes up constantly
+ go to a mod bench, pause the game, lock inv qty, ressemble any mod to see qty increasing
+ for anyone doesn't aware of, enable the custom value type script, then you can search with X4 4-byte & 8-byte directly for, e.g. cargo qty.
8 Jul, 24, update
* add ship mod scripts, all mods are lock to max outcome, but for negative values such as ship drag, disable the script before rolling
* rearrange hull & shield: current both owned ship & surface elements are locked, but locking shield without locking hull makes damage bypass shield and subtract hull directly, hence the arrangement.
Just so you know the Unlimited Deploys in archive section script still works fine for most of deployables like adv sattelites
I've been using the 22 script from here, viewtopic.php?p=352932#p352932 it was updated for the beta of 7.0 and everything seems to work nicely that i've been able to try, however w/ the 7.1 beta update, the unlimited deploys stopped working for laser towers and mines, not sure if they worked pre 7.1, but i'm guessing there's a difference in military and civilian deployables. I have yet to unlock ship mods so I've not tested those in the script I use
I've left old scripts in place, just ignore them if you are not interested. Also, there are headers maked with "Dev", those are not for normal uses, and you should not change or lock them, otherwise it may break.
The text file is just my notes, to anyone maybe interested.
Something more:
+ lock credits and do some trading to see it goes up constantly
+ go to a mod bench, pause the game, lock inv qty, ressemble any mod to see qty increasing
+ for anyone doesn't aware of, enable the custom value type script, then you can search with X4 4-byte & 8-byte directly for, e.g. cargo qty.
8 Jul, 24, update
* add ship mod scripts, all mods are lock to max outcome, but for negative values such as ship drag, disable the script before rolling
* rearrange hull & shield: current both owned ship & surface elements are locked, but locking shield without locking hull makes damage bypass shield and subtract hull directly, hence the arrangement.
Just so you know the Unlimited Deploys in archive section script still works fine for most of deployables like adv sattelites
I've been using the 22 script from here, viewtopic.php?p=352932#p352932 it was updated for the beta of 7.0 and everything seems to work nicely that i've been able to try, however w/ the 7.1 beta update, the unlimited deploys stopped working for laser towers and mines, not sure if they worked pre 7.1, but i'm guessing there's a difference in military and civilian deployables. I have yet to unlock ship mods so I've not tested those in the script I use
Unlimited deploys only worked for satellites and such for me since 6.1 could never have any offensive deployables unlimited
Hi all. Really appreciate all the work done by Recifence, Zanz and eidng8. It's great what you do for so many people.
I do have a question about the most recent table from eidng8. I can't seem to find the values for the service crew skills. I recall using this feature aaages ago and for the life of me, I can't recall how to go about it.
Is there anyone who might be able to shine a light on what I need to do to get that service crew skills list to populate so I can max my crews skills?