![the outer worlds cheat engine the outer worlds cheat engine](https://i.playground.ru/e/JNWTTi5eVZyxImuYWZos4Q.png)
Returns the selected leased fleet to its original ownerĪdds of robot pops to the selected celestial body, only works if the empire has the technology to build robot popsĪdds of Energy Credits, defaults 5000 Takes control of all worlds and starbases of target
The outer worlds cheat engine upgrade#
NOTE: Spawned juggernauts will not be able to build, upgrade or repair shipsĪdds of infiltration progress on Īdds of time, valid units are days, months and yearsĪdds to, entering only the leader ID reveals all trait IDs for that classĪdd_trait_leader 1 leader_trait_gale_speed Same relic can be added multiple times.Ĭreates a fleet with one ship of, pressing tab reveals the NPC ship names Grants, writing all instead of the ID grants all relics. Increases the empire's Opinion of the empire by, default 40Ĭreates of pops from on the selected celestial body, entering without ID reveals all species IDs
![the outer worlds cheat engine the outer worlds cheat engine](https://i.imgur.com/CJtrRjM.png)
![the outer worlds cheat engine the outer worlds cheat engine](https://1.bp.blogspot.com/-owwVcwFJYYc/X1yFa8HTB1I/AAAAAAAAC08/tyYJLaofXtgOaVqbVr5fIX9gtwDMl1K5ACLcBGAsYHQ/s1600/The%2BOuter%2BWorlds%2BPeril%2Bon%2BGorgon%2BThe%2BCheat%2BScript.jpg)
If a modded starting system was not used the player's starting leaders will always be 0 (ruler), 1 (governor) and 2-4 (scientists). Leader IDs can be read by hovering over a leader in the leaders or empire menus.If a modded starting system was not used the player's species will always be 0 for the main species and 1 for the syncretic/cyborg/bio-trophy/prepatent species. Species IDs can be read by hovering over a species in the species menu.Species, leader, empire and pop IDs however are defined when the game is created and have to be found with the debugtooltip command. Just something I found right now as I was looking at char creation.Įdit: Nevermind, misread Attributes instead of Skills.Most IDs are predefined and can be found on the ID page. So allocate 2 skills, then set the value to 0, then allocate 2 more, then set to 0, etc. By setting it to 0, you trick the game into thinking you haven't spent any yet. So however many you have allocated is the value you use.Īllocate 2 points, then search for value "2"Įventually you will get a single address that is the number of skill points spent. Values still are highlighted as if the skill is selected though.Ĭan you clarify this a bit more? do you spend any points, refund any points or search for 0 right off the bat?īasically you're finding a 4byte that is the number of skill points spent instead of the number of skill points available.
![the outer worlds cheat engine the outer worlds cheat engine](http://cfcambodge.org/wp-content/uploads/2020/12/the-outer-worlds-unlimited-xp-skill-points-hack-cheat-engine-8.png)
It's a bit funky with the UI of the allocation screen though as you will see. So find the address then set it to 0 to then be able to allocate 2 more skills. It's a 4-byte that tracks the number of points spent rather than points available. At character creation, you can mess with CE to allow more Skills to be allocated.