Quick question, I was told that to paste the scripts provided in these forum pages all I had to do was paste it right into the Cheat Engine window but it's not working. I think I may have done it successfully in the past, but it doesn't seem to be working now for some reason. After I copied the whole code, the "paste" option is there, but it just doesn't paste anything onto the window or table list.
Am I missing something? I'm using the latest 7.5 engine.
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
Quick question, I was told that to paste the scripts provided in these forum pages all I had to do was paste it right into the Cheat Engine window but it's not working. I think I may have done it successfully in the past, but it doesn't seem to be working now for some reason. After I copied the whole code, the "paste" option is there, but it just doesn't paste anything onto the window or table list.
Am I missing something? I'm using the latest 7.5 engine.
It depends. If someone posted the entire XML of the feature, then just pasting it in works. If it's an auto assembly script like I post, then you have to open the Auto Assembly window, paste it in, then click assign to cheat table. Or, you can copy and paste an existing auto assembly script in the table, and then edit the duplicate's script with the one you want to use. It's been quite a while since I posted my updated table anyway, so here's mine. I fixed a lot of crashing that was occurring with one of my scripts, I can't remember which.
It depends. If someone posted the entire XML of the feature, then just pasting it in works. If it's an auto assembly script like I post, then you have to open the Auto Assembly window, paste it in, then click assign to cheat table. Or, you can copy and paste an existing auto assembly script in the table, and then edit the duplicate's script with the one you want to use. It's been quite a while since I posted my updated table anyway, so here's mine. I fixed a lot of crashing that was occurring with one of my scripts, I can't remember which.
How is the auto assembly window opened in the current 7.5 version? I'm no expert on the CE by any means, but if I recall, there used to be more options at the top of the tool bar where more features were nestled within. Now all I see is File--Edit--Table--d3d--help
I tried going through the options but couldn't make much sense of it, especially those in the settings. And I don't see anything that would activate an "assembler window" as far as I noticed.
there are specific codes for weapon rewards or as someone already said you can build them yourself using a base weapon and specific .amods
Ohh i see, thank you very much . That is exactly what i was looking for , so how do i find the others unique items ID ? I tried help but they were'nt correct. By exemple , the one sold by starborn trader :
Terror Inflictor - Rare particle beam pistol
there are specific codes for weapon rewards or as someone already said you can build them yourself using a base weapon and specific .amods
Ohh i see, thank you very much . That is exactly what i was looking for , so how do i find the others unique items ID ? I tried help but they were'nt correct. By exemple , the one sold by starborn trader :
Terror Inflictor - Rare particle beam pistol
Reflection - Rare particle beam rifle
Last Breath: Rare rifle
Avatar: Rare rifle
I searched through a translated starfield ESP-ESM file and whilst there are other weapons mentioned like these here and other uniques e.g Syndicate enforcer (katana) they only show the ID for base weapon. Looks like these may be ones you have to assemble one omod at a time for now.
Here is a spreadsheet that will help massively though, GL.
There is also this [Link] where people put in their contributions related to console command codes. I contributed by adding the Armor Quality and Weapon quality I scrounged on the net.
Lmao, someone put an OMOD inside the contributions page that's the OMOD that's attached to the best armor in the game that gives +50 to all resistances and it fucking stacks.
There's also some armor protection bonuses that also stack. I made a bat script to execute it. Each time you run, it will add a stack. Run it as many times as you want.
Well, check what you're doing, it works fine. Just remember you must select the armor (by clicking on it with the console open) before using it.
I don't think either of us explained how to do it properly, and assumed these people have prior knowledge of how the Creation Kit engine works.
You have to drop the armor onto the ground first, so that the ARMO entity is selectable.
To do this, open the console, put your cursor over the item, and then click on it. It should say ARMO and then FF and then a bunch of numbers. FF designates that it's a child entity of an inherited form. If it doesn't say ARMO or it does say ARMO but doesn't start with FF, use your scroll wheel to cycle through the entities the cursor is above until you do find it. You can now execute the commands against the armor.
Sometimes, after changing the armor's properties, it will sink through the ground. If this happens, or basically, when you turn off the console and the armor is gone, type moveto player into the console, and that should teleport it back to you, it should be near your feet. I've had this happen to me more than a few times. It's very annoying.
My game kept crashing for an unexplained reason that was never documented in the reliability report, which means it was an intentional crash, so I looked into it.
The game has a lot of balancing/sanity/OOB/etc checks it runs for various (stupid) things. If one of them fails, it tries to signal to the debugger about it. This is usually done in the smoke testing phase of a product to have it present the error in the debug log, so that the QA tester can sift through the log and determine if something needs to be changed. It seems, however, that they expected the debugger to just capture the exception and then print the message and continue execution. However, I assume they were supposed to be converted to console prints for the production build, but some were left in the production build, because Bethesda just fucking SUCKS ASS at coding. To disable this, simply run this script: