X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

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sicwan
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Re: X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

Post by sicwan »

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?
  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

eidng8
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Re: X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

Post by eidng8 »

Updated to v7.10

=============
Updated to v7.0.0

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.
Attachments
X4-7.10.CT
7.10 update
(2.75 MiB) Downloaded 1140 times
v7.00.txt
a little update
(4.16 KiB) Downloaded 356 times
X4-7.00.CT
add back mod scripts
(2.44 MiB) Downloaded 495 times
X4-7.00.CT
(2.14 MiB) Downloaded 438 times
v7.00.txt
(3.82 KiB) Downloaded 191 times
Last edited by eidng8 on Sun Aug 11, 2024 4:43 am, edited 3 times in total.

sicwan
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Re: X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

Post by sicwan »

testers_666 wrote:
Thu May 16, 2024 2:41 pm
Is it possible to update this table atleast with ship pointer?

Updated myself -> Fixed ship stats editing including crew for 7.0 Beta


x4_70_beta2.CT

Fixed also relations hack and merged with other working tables (infinite items, infinite trading etc)


x4_70_beta22.CT
has anyone tested this on the 7.1 beta?

eidng8
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Re: X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

Post by eidng8 »


babushkin
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Re: X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

Post by babushkin »

eidng8 wrote:
Wed Jul 03, 2024 3:12 pm
Updated to v7.0.0

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

sicwan
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Posts: 126
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Re: X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

Post by sicwan »

babushkin wrote:
Tue Jul 09, 2024 9:10 pm
eidng8 wrote:
Wed Jul 03, 2024 3:12 pm
Updated to v7.0.0

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

babushkin
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Re: X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

Post by babushkin »

sicwan wrote:
Wed Jul 10, 2024 4:11 am
babushkin wrote:
Tue Jul 09, 2024 9:10 pm
eidng8 wrote:
Wed Jul 03, 2024 3:12 pm
Updated to v7.0.0

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

eidng8
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Re: X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

Post by eidng8 »

It seems that weapon machanism has been changed quite a lot in 7.00. I'm expecting 7.10 will break something else too. Fingers cross...

I'm still struggling with missile reload and weapon overhit, couldn't figure it out yet );

Caedes91
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Re: X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

Post by Caedes91 »

Can anybody add in all paintjobs?

75$ for such a script alone!

viewtopic.php?f=2&t=29798&p=359298#p359298

Jaddman
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Re: X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

Post by Jaddman »

I've been using a table from viewtopic.php?p=361023#p361023

Sadly it appears that locking player faction shields and hull, as well as "find ship MOD values" options no longer work on 7.10

Locking credits and item quantity however do still work

eidng8
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Re: X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

Post by eidng8 »


Sticktothebrick
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Re: X4 Foundations SV v5.10 (476551) Steam (GM and More) 2022-Apr-16

Post by Sticktothebrick »

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?

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