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Re: Curse of the Dead Gods (Early Access 0.19.3.2)

Posted: Wed Sep 16, 2020 6:30 pm
by EyeOfTheMind86
The game has been updated again. By the way, do you know which debugger to use? The game keeps crashing when I try to attach it. Thank you for the work you did so far though.

Re: Curse of the Dead Gods (Early Access 0.19.3.2)

Posted: Wed Sep 16, 2020 8:21 pm
by cfemen
EyeOfTheMind86 wrote:
Wed Sep 16, 2020 6:30 pm
The game has been updated again. By the way, do you know which debugger to use? The game keeps crashing when I try to attach it. Thank you for the work you did so far though.
updated.
im using x64dbg or cheat engine VEH debugger.

Re: Curse of the Dead Gods (Early Access 0.20.0.2)

Posted: Wed Nov 04, 2020 2:31 am
by Satanism
The game just got a new update and the table no longer works.

Re: Curse of the Dead Gods (Early Access 0.20.0.2)

Posted: Fri Nov 13, 2020 4:43 pm
by pgain2004
quite a big update of version 0.21, the latest table no longer works.

Re: Curse of the Dead Gods (Early Access 0.20.0.2)

Posted: Thu Nov 26, 2020 7:40 pm
by gustavoserpa
update of version 0.22.1.4, the latest table no longer works.

Re: Curse of the Dead Gods (Early Access 0.20.0.2)

Posted: Wed Feb 24, 2021 2:03 am
by GRVTY
Any chance of this table getting updated? I really enjoyed the auto parry mod and it seems like no other table or trainer adds this.

Re: Curse of the Dead Gods (Early Access 0.20.0.2)

Posted: Wed Feb 24, 2021 5:38 am
by nyanmaruu182
out of EA now, hope the table is update

Re: Curse of the Dead Gods (Early Access 0.20.0.2)

Posted: Wed Feb 24, 2021 3:36 pm
by Xivos
Game left early access, table need update

Re: Curse of the Dead Gods (1.23.3.6)

Posted: Thu Feb 25, 2021 6:38 pm
by cfemen
table for 1.23.3.6 is online.

there are some changes:
-old damage multiplier is replaced with a Weapon Pointer On Mouse Over so you can give any weapon in your inventory any damage value you want

-didn't update the attribute pointers coz you can edit everything directly ( max health, gold, weapon damage )

-i also didn't update the old Move Speed Mod. script, will maybe update this one later


everything else works like before.
note : don't freeze any of the pointers, game will crash while loading coz of the reallocated player.

edit:
Move Speed Mod. is updated.

Re: Curse of the Dead Gods (1.23.3.6)

Posted: Fri Feb 26, 2021 2:48 am
by nyanmaruu182
Thanks for your work cfmen

Re: Curse of the Dead Gods (1.23.3.6)

Posted: Fri Feb 26, 2021 5:09 pm
by cfemen
so okay restored the old Move Speed Mod. and made a damage multiplier that works temporary without changing the damage value of a weapon.
you can still decide what to use (change the value of a specific weapon or use the multiplier for all weapons)

Re: Curse of the Dead Gods (1.23.3.6)

Posted: Sat Feb 27, 2021 6:58 am
by KS212
Hi and thanks for the table! I'm getting an odd crash with using the Inf HP, Auto Parry, No Corruption, Inf Stamina and Move Speed cheats together. Didn't touch any of the pointers...

The crash is totally random at the end of a room, this is what pops up:
Image

EDIT: Using legit Steam ver

Re: Curse of the Dead Gods (1.23.3.6)

Posted: Sat Feb 27, 2021 3:51 pm
by cfemen
KS212 wrote:
Sat Feb 27, 2021 6:58 am
Hi and thanks for the table! I'm getting an odd crash with using the Inf HP, Auto Parry, No Corruption, Inf Stamina and Move Speed cheats together. Didn't touch any of the pointers...
hey,

okay that took me a bit to find it :lol:
btw : the lua nil error only pops up because the game closes coz of the crash, then my (parry) thread cant access the allocated memory anymore.

but yeah i found a problem in the Inf. Health script:
Inf. Health injects at the "Set" spot to give all entities hitpoints and its also called while loading the next room.
while loading the player gets reallocated and my nullptr check to get the EntityHitPoint can fail if the offset contains random values instead of a pointer.

fixed it and now Enable does directly get the HitPointEntity if the PlayerHeroController exists, reuploaded a new version :)

Re: Curse of the Dead Gods (1.23.3.6)

Posted: Sat Feb 27, 2021 8:16 pm
by KS212
cfemen wrote:
Sat Feb 27, 2021 3:51 pm
hey,

okay that took me a bit to find it :lol:
btw : the lua nil error only pops up because the game closes coz of the crash, then my (parry) thread cant access the allocated memory anymore.

but yeah i found a problem in the Inf. Health script:
Inf. Health injects at the "Set" spot to give all entities hitpoints and its also called while loading the next room.
while loading the player gets reallocated and my nullptr check to get the EntityHitPoint can fail if the offset contains random values instead of a pointer.

fixed it and now Enable does directly get the HitPointEntity if the PlayerHeroController exists, reuploaded a new version :)
Ah, cool, thanks for the fix! Table is awesome especially the Auto Parry option. :)

Re: Curse of the Dead Gods (1.23.3.6)

Posted: Sat Feb 27, 2021 9:26 pm
by KS212
Small request if possible... Could you please make an option for Infinite (or no cost/free) weapon rerolls ie 'infinite divine favors'?

Sometimes the RNG really screws you at these shrines :/