I don't know if this file will match or load in pirated copies, and I won't be changing those few scripts to compensate for pirated copies. (This is also distributed with the game so you should have this file by default.) If you have `ES2-Win64-Shipping.pdb` in the same folder as `ES2-Win64-Shipping.exe`, this should work automatically. Some scripts in this table (like the pointers section) require CE to be able to load the game symbols. With randomized properties, but cool names Find more, repeat, and so on.Īll of the below were generated by the game Engine, not manually modified by hand via the table: The boss will still be a level 13, boring fight, but once killed, it will drop LEGIT Legendary items. Check your map and you'll have activated a High Risk Area that's now golden. Move mouse away, then back to the decoder and it'll turn orange. When you do, BEFORE you activate them to show ANOTHER area, use the table and change rarity of the decoder ("Get Hovered Item" script) to 5. Thu 8:39 pmYou can acquire decoders from High Risk Areas. I have a lvl 50 cargo unit with +27 slots. Save/load or do something in-game to trigger the stats to refresh.Set "Can Be Used With Any Level" to true.(The higher, the grater the stat change.) Like a better way of forcing legendary items to drop. There's a little overlap, but there's a lot there that's not here. Gideon25's excellent table: viewtopic.php?f=4&t=17085 Ship: Name, Modules, & Appearance (Colors/Material/Lights).Player: Credits, level, xp, difficulty.Ignore "Planetary Obstruction" Warning - Exactly what it says it does.Ignore Cruise "Hostiles Detected" Warning - Exactly what it says it does.Ignore Cruise "Obstacle Detected" Warning - Exactly what it says it does.I just found a method for it so here you go.) Unlock All Decals - Unlocks all decals for ship customization.Unlock All Colors - Unlocks all colors for ship customization.The pointer we've captured remains, but it's been freed by the game. This happens when you spend the last point. Add/remove any augmentation modules to update.ĭo NOT edit it when the value is 0. Get Augmentation Module Count - Gets the current augmentation module count.After you change the id, save/load the game and it'll reflect the change.I've added ids for a bunch of the modifiers so you can change them around, some seem locked to certain types of equipment.If you want them to be powerful, give the item a high level. Stat changes don't persist through save/load.Name, level, rarity, amount, ammo, was modified, can be used with any level, condition, overheat duration, etc.Get Hovered Item - Hover over an item to get a pointer to it (unequip before changing values).They still visibly decrease when investing, but close/open the perks menu and you'll see it's unchanged. No Invested Materials Consumed - Only enable when needed.
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