Page 45 of 54

Re: Divinity Original Sin 2

Posted: Sat Nov 18, 2017 8:22 am
by LuckyGamerTV
AssFatida wrote:
Sat Nov 04, 2017 1:48 am
trying to lower my xp. ive found 3 "RealAddress" for one char. should i change them all or try to narrow it down more somehow. OR maybe there is already table that will do this?
thanks everyone
AF
Try this:
CEScript

Code: Select all

aobscanmodule(XPADDER,EoCApp.exe,01 BB F8 01 00 00) // should be unique
alloc(newmem,$1000,"EoCApp.exe"+16DF3E6)
label(code)
label(return)
newmem:
  mov edi,100000 //SUBBED XP
code:
  sub [rbx+000001F8],edi //Sub from your XP 100000
  jmp return

INJECT7:
  jmp newmem
  nop
return:
registersymbol(XPADDER)
[DISABLE]
XPADDER:
  db 01 BB F8 01 00 00
unregistersymbol(XPADDER)
dealloc(newmem)

Re: Divinity Original Sin 2

Posted: Sat Nov 18, 2017 8:45 am
by LuckyGamerTV
alexandrucel bun wrote:
Thu Nov 16, 2017 5:00 pm
hey guys i want to test something, you know how to change source points to 3 in fort joy? i tried in gm mode but it remains stucked at 1 point. do you know a way ? thx
Op
3SourcePoints

Code: Select all

{ Game   : EoCApp.exe
  Version: 
  Date   : 2017-09-26
  Author : Vee

Got this pointer from Zanzer just work it out so it will be usefull (maybe?)
Anyway enjoy, thank you Zanzer :)
}

[ENABLE]

aobscanmodule(UbahMaxSourcePoint,EoCApp.exe,8B 88 6C 03 00 00) // should be unique
alloc(newmem,$1000,"EoCApp.exe"+146CE76)

label(code)
label(return)

newmem:
  mov [rax+0000036C],#3 //Max Source Point
code:
  mov ecx,[rax+0000036C]
  jmp return

UbahMaxSourcePoint:
  jmp newmem
  nop
return:
registersymbol(UbahMaxSourcePoint)

[DISABLE]

UbahMaxSourcePoint:
  db 8B 88 6C 03 00 00

unregistersymbol(UbahMaxSourcePoint)
dealloc(newmem)


Re: Divinity Original Sin 2

Posted: Sun Nov 19, 2017 11:29 am
by InherentAngle
Cielos please update your table. I absolutely love your beam/skill range mod and the line of sight mod. I basically only use those cheats and the teleport one.

Re: Divinity Original Sin 2

Posted: Sun Nov 19, 2017 2:24 pm
by Elterin
Teleport works - and if it doesn't, just quicksave/quickload and it will work again.

Re: Divinity Original Sin 2

Posted: Mon Nov 20, 2017 3:02 am
by InherentAngle
Sorry I didn't mean to say that the teleport doesn't work. I was just saying that I find Cielos' table to be indispensable, and I would love to have the range and line of sight mods again.

Re: Divinity Original Sin 2

Posted: Wed Nov 22, 2017 6:13 am
by xun468
Can someone explain how Find Item in New Container works? My character has 1 point in lucky charm, I set find item to something like 61:ST_SkillbookEarth, but I cant seem to find the item anywhere lol.

Re: Divinity Original Sin 2

Posted: Wed Nov 22, 2017 6:54 am
by LorgrenBenirus
hoodini wrote:
Sun Nov 05, 2017 12:03 am
thanks, for "find items in new container" i am looking to spawn many multiple items in a single chest hence the request to force divine items, do you know the code ID for it?
i will try to force level 20 items and see if it conflicts with the legendary item code...
Then you may want to head over to Nexus and get this mod:

Megalooot with NEW Supreme Option (may also want to search for "The Cheat Commander" mod)

I have not tried it, but maybe it will work with the table's "set loot level", this way you force the loot level using the table and get boatloads of items thanks to the mod. Note that it will make EVERY container give lots of loot, so you may very soon have way more gear then you'll ever need.

Re: Divinity Original Sin 2

Posted: Wed Nov 22, 2017 12:10 pm
by LuckyGamerTV
InherentAngle wrote:
Sun Nov 19, 2017 11:29 am
Cielos please update your table. I absolutely love your beam/skill range mod and the line of sight mod. I basically only use those cheats and the teleport one.
Here ->

I'm edit script for new version but i can't understedn how he find float 30 value...are how did he go on instruction. if anybody know, say plz)
SuperRange

Code: Select all

[ENABLE]
aobscanmodule(RangeAttack1,EoCApp.exe,F3xxxxxx0F2Fxx73xx0F28xxF3xxxxxx48xxxxxxxx0F28xxxxxx48xxxxxxxx48xxxxxx41xxxxxxxx) // should be unique
alloc(newmem1,$1000,"EoCApp.exe"+117E7D7)
label(code1)
label(return1)

newmem1:

code1:
  mov [rbx],(float)60
  movss xmm0,[rbx]
  comiss xmm6,xmm0
  jmp return1

RangeAttack1:
  jmp newmem1
  nop
  nop
return1:
registersymbol(RangeAttack1)


aobscanmodule(INJECT,EoCApp.exe,F3xxxxxxxxxx48xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx40xx48xxxxxx48xxxxBAxxxxxxxx48xxxxxxxxxxxxE8xxxxxxxx84xx74xx48xxxxxxxxxxxx0F57xx48xxxxxxxxxxxx48xxxx4Cxxxxxxxxxxxx48xxxxxxxxxxxx48xxxxxx33xx45xxxx49xxxx49xxxxxx4Cxxxxxx4Dxxxx)
alloc(newmem,$1000,"EoCApp.exe"+EA3224)

label(code)
label(return)

newmem:
  mov [r8+10],(float)60
code:
  movss xmm0,[r8+10]
  jmp return

INJECT:
  jmp newmem
  nop
return:
registersymbol(INJECT)

[DISABLE]

RangeAttack1:
  db F3 0F 10 03 0F 2F F0

unregistersymbol(RangeAttack1)
dealloc(newmem1)

INJECT:
  db F3 41 0F 10 40 10

unregistersymbol(INJECT)
dealloc(newmem)

Re: Divinity Original Sin 2

Posted: Thu Nov 23, 2017 4:04 am
by rlurking
xun468 wrote:
Wed Nov 22, 2017 6:13 am
Can someone explain how Find Item in New Container works? My character has 1 point in lucky charm, I set find item to something like 61:ST_SkillbookEarth, but I cant seem to find the item anywhere lol.
You need lucky charm 5.

Re: Divinity Original Sin 2

Posted: Thu Nov 23, 2017 2:08 pm
by lampuiho
Does anyone know an easy way to downgrade the game. Can I just ask someone for an exe of lower version and expect it to run without problem? I want to use the item editor but it seems locked out in the latest version of the game.

Re: Divinity Original Sin 2

Posted: Thu Nov 23, 2017 4:36 pm
by Zanzer
Use GM mode to edit items.

Re: Divinity Original Sin 2

Posted: Fri Nov 24, 2017 3:22 am
by lampuiho
Zanzer wrote:
Thu Nov 23, 2017 4:36 pm
Use GM mode to edit items.
I clicked on manage with the latest version. UI doesn't seem to pop up.

Re: Divinity Original Sin 2

Posted: Fri Dec 01, 2017 12:31 pm
by sumner9384
Can this still be used for .151 still? It's stuck on .150

Re: Divinity Original Sin 2

Posted: Tue Dec 05, 2017 4:46 pm
by Kronoss
It seems the new update broke some of the options that were working before like GM mode and the new container options, could we get an update please??

Re: Divinity Original Sin 2

Posted: Wed Dec 06, 2017 6:39 am
by Imperator
I would also like to see an update for v3.0.158.595 that was just released today. Is there also a possibility for more options in the GM mode part of the table?

I've noticed that some status effects are missing in GM mode, as well as several other functions such as adding permanent buffs (Wings, Erratic Wisp, etc.) to weapons and armor.