Pathfinder: Kingmaker (Steam)

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IceLancer
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Posts: 25
Joined: Thu Oct 05, 2017 1:54 pm
Reputation: 0

Re: Pathfinder: Kingmaker (Steam)

Post by IceLancer »

Hey guys!
I run into game breaking bug and its obviously not going to be fixed any time soon. I was wondering is there a hacky way to fix it?

I went to troll capital , 1 day there, 1 day back and when i got back it says " failed to claim south nacramarches as time has run out" wtf....
i had "claim time modifier and never fail event on" i tried to modify "event started on etc, but none seems to affect region claim. Any solution without me going back 5 hours back into the save game?

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

Rexx
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Posts: 19
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Re: Pathfinder: Kingmaker (Steam)

Post by Rexx »

Niedzielan wrote:
Mon Oct 22, 2018 2:45 pm
Rexx wrote:
Mon Oct 22, 2018 2:10 pm
I am having this problem: I used 161 to edit kingdom speed. I changed 0 to 1. Now I cannot move in any room or Zone if cheat engine is running and I have "GAME" selected. I have tried previous save games and the same thing happens. I tried to load 160 to see if that works, but it does not. Also when I am on the map screen to do any kingdom work, the days will not increase. No matter what I do. How can fix my movement problem?
Thank you
I can't reproduce this. Are you using the latest version of the game?
The stuff you modify in the "Game" script shouldn't affect earlier saves, nor should changing the kingdom speed make you unable to move or days to not pass (I just tested it and can move fine). Does setting it back to 0 let you move?
The "Game" script being activated should also have no bearing on whether you can move or not, so this issue sounds rather worrisome...
I was afraid this would be the case. It started in the area where you meet the team who try to take you as a slave. I had just changed all my characters to speed 50, which worked perfectly. Then had the bright idea I would see if changing kingdom speed would increase my speed moving on the map. Nope. I could not fight the league at all. Just stood frozen. I tried setting back to 0. Did not fix the issue. Only thing that works for me is NOT clicking on "Game" in the script.

Now if I take my party to the map screen I can select "game", make changes, save, exit game. Reboot. Start game. Start cheat engine, select "script" and my 3 options listed below and i am fine. If i go into any zone and click "game" I am frozen to the spot. I cannot move. Period. I have to exit and completely reboot. Earlier game saves have the same issues. Earlier characters have the same issue.

Please note i always play with 3 things running under script. Unlimited spell, unlimited special ability usage and always light encumbrance. At the time this happened i may have been carrying a lot of stuff.

How do the kingdom speed and 1 right above it work? Fid i try to use it wrong?

Thank you very much for taking the time to reapond. Greatly appreciated. I really like this script. Oh and i am typing on my ohone at work. My apologies if there are spelling errors i didn't catch.

**I play on Steam. I autoupdate to most current version

Rexx
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Re: Pathfinder: Kingmaker (Steam)

Post by Rexx »

HakariTenrai wrote:
Mon Oct 22, 2018 2:37 pm
Rexx wrote:
Mon Oct 22, 2018 4:11 am
Corrected below
This happened to me once... I got angry, and just kept clicking to wait for next day in the kingdom management screen, eventhough nothing was happening, and no time was passing... I clicked on it like 30 times, because I was angry and frustrated, and then suddenly, with one of the clicks, a day passed, and time just started working again... like it had to catch up or something... I don't know if it will work for you... but you can try doing that, and it might work?...
I am so trying this tonight when i get home from work!!!!! Will let you know if this works for me. Thanks for this!

Westfire
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Posts: 15
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Re: Pathfinder: Kingmaker (Steam)

Post by Westfire »

Has there been an update to the table since the game updated? If so, could someone post the link?

fihnakis
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Posts: 5
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Re: Pathfinder: Kingmaker (Steam)

Post by fihnakis »

Any chance one of you knowledgeable individuals could write a dummies guide to adding a feat to the party.json file? If I'm understanding it correctly we have to find the highest "id" number but not sure how I can do that with Notepad++. But once that number is found we add 1 and then is it a matter of just taking say, Weapon Focus "Longsword" from the feat list and adding that to the .json file but using the new highest "id" number?

astonerii
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Re: Pathfinder: Kingmaker (Steam)

Post by astonerii »

jhl1989 wrote:
Mon Oct 22, 2018 3:48 am
astonerii wrote:
Sun Oct 21, 2018 2:16 pm
vitaeexmorte wrote:
Sun Oct 21, 2018 10:18 am
Since adding items comes up again and again and talking about third party mods is okay, let me point you to fearlessrevolution again.

Bag Of Tricks
Yeah, I got some nifty things in the first scene with that.
Then I modded them and I have a bow that does 2d6 +2d6 acid +1d6 fire +2d8 Cold +2d6 holy vs evil with a x4 crit. I found a weapon with +4d8 cold damage that I am probably going to take that out of and replace the +2d8. I also want to find a +2d6 fire and something with electricity...

I also modded a belt of perfection+8 to include the bonuses from the headband of perfection +8. So now I get a +8 across the board with one item. Leaving room on my head for something cool. Thinking of combining the round helmet immunity to criticals with an immunity to mind spells if I can find something with that ability.

If you are an archer the next item that makes you pretty powerful is an ancient quiver which makes all your arrows cold iron. Then you should be ready for anything! Unfortunately, the quivers do not have added powers to them so you can combine them...

I created a 0a89ba823d7eab045949d98cf22dcd2c.json file with all the best items on the floor of the starting mansion... Including my hacked bow and belt. I put it on nexus mods if anyone wants to look at it.
How do you mod an item?
I only want to make a:
Name Six Storms if possible
Shortspear +5
Keen
Unstoppable
Destructive
Greater Speed
Shock
Sonic (if possible)
Sacrificial
It is kind of involved, but what i do is I create items that have the abilities I want to add to a new item and I drop them on the floor of the starting throne room.
Here is some of the code pulled from items I used to make the super bow... I put notes between each item telling what it is, so the first is
+5 composite longbow
+5
The italics bold is what the bow is...
Inside that you will find different properties.
I highlighted the entirety of a single property with bold italics in the Devourer of Metal item below. It is the nominal items +1 enchantment bonus.

Overall, I read about 5 different posts on how to edit the json files, and I came up with a method to the madness and figured out how to create new personal weapons.
I do the work in notepad++ using the json tool
The 222 below has to match the "$id": "xxx" of the base item which is the first number you see for each item. So, if you copy from one item into another item, you need to update this number.
"Owner": {
"$ref": "222"
},
That is about the best I can do for now.
Spoiler
+5 composite longbow
+5


{
"$id": "222",
"$type": "Kingmaker.Items.ItemEntityWeapon, Assembly-CSharp",
"Second": null,
"m_Blueprint": "5f17ce231ff46b94397ea269c5393dfe",
"m_Count": 1,
"m_InventorySlotIndex": 0,
"m_Enchantments": {
"$id": "223",
"m_Facts": [{
"$id": "224",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "c3209eb058d471548928a200d70765e0",
"m_ComponentsData": [{
"$id": "225",
"ComponentName": "$WeaponDamageMultiplierStatReplacement$0c0776ac-6832-4bc3-bba6-9be70b963566"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "222"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}, {
"$id": "226",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "bdba267e951851449af552aa9f9e3992",
"m_ComponentsData": [{
"$id": "227",
"ComponentName": "$WeaponEnhancementBonus$f1459788-04d5-4128-ad25-dace4b8dee42"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "222"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}
],
"Owner": {
"$ref": "222"
},
"ActiveByDefault": false
},
"m_DescriptionViewed": false,
"m_FactsAppliedToWielder": null,
"m_SkinningSuccessful": false,
"m_IdentifyRolls": [],
"ForceSecondary": false,
"IsSecondPartOfDoubleWeapon": false,
"IsShield": false,
"Collection": {
"$ref": "221"
},
"Wielder": null,
"HoldingSlot": null,
"Time": "12:01:57.9690000",
"Ability": null,
"ActivatableAbility": null,
"Charges": 0,
"IsIdentified": true,
"SellTime": null,
"IsNonRemovable": false
},



Devourer of metal (composite longbow)
+1
oversized (2d6)
2d6 acid

{
"$id": "228",
"$type": "Kingmaker.Items.ItemEntityWeapon, Assembly-CSharp",
"Second": null,
"m_Blueprint": "1d3e5519d0840ed4d96378d6a07cc9d1",
"m_Count": 1,
"m_InventorySlotIndex": 1,
"m_Enchantments": {
"$id": "229",
"m_Facts": [{
"$id": "230",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "c3209eb058d471548928a200d70765e0",
"m_ComponentsData": [{
"$id": "231",
"ComponentName": "$WeaponDamageMultiplierStatReplacement$0c0776ac-6832-4bc3-bba6-9be70b963566"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "228"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}, {
"$id": "232",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "d42fc23b92c640846ac137dc26e000d4",
"m_ComponentsData": [{
"$id": "233",
"ComponentName": "$WeaponEnhancementBonus$f1459788-04d5-4128-ad25-dace4b8dee42"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "228"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
},
{
"$id": "234",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "d0c3002b7efc3b647993df15b3bcb65d",
"m_ComponentsData": [{
"$id": "235",
"ComponentName": "$WeaponEnergyDamageDice$ee15d70c-0ad3-41e4-ae81-2adca2336751"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "228"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}, {
"$id": "236",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "d8e1ebc1062d8cc42abff78783856b0d",
"m_ComponentsData": [{
"$id": "237",
"ComponentName": "$WeaponOversized$4e351706-9aad-4c2b-8d6e-445037d37be9"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "228"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}
],
"Owner": {
"$ref": "228"
},
"ActiveByDefault": false
},
"m_DescriptionViewed": false,
"m_FactsAppliedToWielder": null,
"m_SkinningSuccessful": false,
"m_IdentifyRolls": [],
"ForceSecondary": false,
"IsSecondPartOfDoubleWeapon": false,
"IsShield": false,
"Collection": {
"$ref": "221"
},
"Wielder": null,
"HoldingSlot": null,
"Time": "12:01:57.9690000",
"Ability": null,
"ActivatableAbility": null,
"Charges": 0,
"IsIdentified": true,
"SellTime": null,
"IsNonRemovable": false
},

Elemental Punisher
+5
Speed
1d6 electric
1d6 fire
1d6 acid
1d6 sonic
Chance to Blind

{
"$id": "238",
"$type": "Kingmaker.Items.ItemEntityWeapon, Assembly-CSharp",
"Second": null,
"m_Blueprint": "fa1a55ef0cacce14ab2841569226675e",
"m_Count": 1,
"m_InventorySlotIndex": 2,
"m_Enchantments": {
"$id": "239",
"m_Facts": [{
"$id": "240",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "bdba267e951851449af552aa9f9e3992",
"m_ComponentsData": [{
"$id": "241",
"ComponentName": "$WeaponEnhancementBonus$f1459788-04d5-4128-ad25-dace4b8dee42"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "238"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}, {
"$id": "242",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "0bf0156eb3687254b9fb0f6b4067da20",
"m_ComponentsData": [{
"$id": "243",
"ComponentName": "$AddUnitFeatureEquipment$1c9278b6-9ca9-4441-b3e2-26fb2e513bf8",
"m_AppliedFact": null
}, {
"$id": "244",
"ComponentName": "$WeaponCriticalEdgeIncrease$9a66d361-8d4b-4b5a-a599-7420599d2d09"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "238"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}, {
"$id": "245",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "f1c0c50108025d546b2554674ea1c006",
"m_ComponentsData": [{
"$id": "246",
"ComponentName": "$WeaponExtraAttack$35d7d1ec-c494-4d26-ab01-cafaa995d77d"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "238"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}
],
"Owner": {
"$ref": "238"
},
"ActiveByDefault": false
},
"m_DescriptionViewed": false,
"m_FactsAppliedToWielder": null,
"m_SkinningSuccessful": false,
"m_IdentifyRolls": [],
"ForceSecondary": false,
"IsSecondPartOfDoubleWeapon": false,
"IsShield": false,
"Collection": {
"$ref": "221"
},
"Wielder": null,
"HoldingSlot": null,
"Time": "12:01:57.9690000",
"Ability": null,
"ActivatableAbility": null,
"Charges": 0,
"IsIdentified": true,
"SellTime": null,
"IsNonRemovable": false
},


Graveyard of Giants
Oversized
+4
Furious
No Penalty
2d6 cold

{
"$id": "247",
"$type": "Kingmaker.Items.ItemEntityWeapon, Assembly-CSharp",
"Second": null,
"m_Blueprint": "4d7aa1669e8c192478337e4ce2f4c213",
"m_Count": 1,
"m_InventorySlotIndex": 3,
"m_Enchantments": {
"$id": "248",
"m_Facts": [{
"$id": "249",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "d8e1ebc1062d8cc42abff78783856b0d",
"m_ComponentsData": [{
"$id": "250",
"ComponentName": "$WeaponOversized$4e351706-9aad-4c2b-8d6e-445037d37be9"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "247"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}, {
"$id": "251",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "783d7d496da6ac44f9511011fc5f1979",
"m_ComponentsData": [{
"$id": "252",
"ComponentName": "$WeaponEnhancementBonus$f1459788-04d5-4128-ad25-dace4b8dee42"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "247"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}, {
"$id": "253",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "83e7559124cb78a4c9d61360d3a4c3c2",
"m_ComponentsData": [{
"$id": "254",
"ComponentName": "$WeaponEnergyDamageDice$077d2129-bb6a-4092-ae10-554f046d1f4f"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "247"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}, {
"$id": "255",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "b606a3f5daa76cc40add055613970d2a",
"m_ComponentsData": [{
"$id": "256",
"ComponentName": "$WeaponConditionalEnhancementBonus$c3420665-b0ee-4913-85da-cf1c29966347"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "247"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}
],
"Owner": {
"$ref": "247"
},
"ActiveByDefault": false
},
"m_DescriptionViewed": false,
"m_FactsAppliedToWielder": null,
"m_SkinningSuccessful": false,
"m_IdentifyRolls": [],
"ForceSecondary": false,
"IsSecondPartOfDoubleWeapon": false,
"IsShield": false,
"Collection": {
"$ref": "221"
},
"Wielder": null,
"HoldingSlot": null,
"Time": "12:01:57.9690000",
"Ability": null,
"ActivatableAbility": null,
"Charges": 0,
"IsIdentified": true,
"SellTime": null,
"IsNonRemovable": false
},

Redeemer (+5 holy flame longsword)
Holy
+5
Destructive (+1 critical multiplier)
1d6 fire

{
"$id": "257",
"$type": "Kingmaker.Items.ItemEntityWeapon, Assembly-CSharp",
"Second": null,
"m_Blueprint": "50e7f5c17e327e2438f8878a0af1cc8c",
"m_Count": 1,
"m_InventorySlotIndex": 4,
"m_Enchantments": {
"$id": "258",
"m_Facts": [{
"$id": "259",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "28a9964d81fedae44bae3ca45710c140",
"m_ComponentsData": [{
"$id": "260",
"ComponentName": "$WeaponDamageAgainstAlignment$3ac2acd7-5e33-4bca-a82e-e0f9805d79ce"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "257"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}, {
"$id": "261",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "30f90becaaac51f41bf56641966c4121",
"m_ComponentsData": [{
"$id": "262",
"ComponentName": "$WeaponEnergyDamageDice$077d2129-bb6a-4092-ae10-554f046d1f4f"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "257"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}, {
"$id": "263",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "bdba267e951851449af552aa9f9e3992",
"m_ComponentsData": [{
"$id": "264",
"ComponentName": "$WeaponEnhancementBonus$f1459788-04d5-4128-ad25-dace4b8dee42"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "257"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}, {
"$id": "265",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "5b1550c536bd09740bf43a6ddd1ad919",
"m_ComponentsData": [{
"$id": "266",
"ComponentName": "$WeaponCriticalMultiplierIncrease$877c2a29-704e-425b-8892-365d91dfbce3"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "257"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}
],
"Owner": {
"$ref": "257"
},
"ActiveByDefault": false
},
"m_DescriptionViewed": true,
"m_FactsAppliedToWielder": null,
"m_SkinningSuccessful": false,
"m_IdentifyRolls": [],
"ForceSecondary": false,
"IsSecondPartOfDoubleWeapon": false,
"IsShield": false,
"Collection": {
"$ref": "221"
},
"Wielder": null,
"HoldingSlot": null,
"Time": "12:01:57.9690000",
"Ability": null,
"ActivatableAbility": null,
"Charges": 1,
"IsIdentified": true,
"SellTime": null,
"IsNonRemovable": false
},

Vanquisher
+5
Increased critical range
+10 damage
{
"$id": "267",
"$type": "Kingmaker.Items.ItemEntityWeapon, Assembly-CSharp",
"Second": null,
"m_Blueprint": "294c4eb7e8d6f2c41b7696ce5fb28413",
"m_Count": 1,
"m_InventorySlotIndex": 5,
"m_Enchantments": {
"$id": "268",
"m_Facts": [{
"$id": "269",
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"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "bdba267e951851449af552aa9f9e3992",
"m_ComponentsData": [{
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"ComponentName": "$WeaponEnhancementBonus$f1459788-04d5-4128-ad25-dace4b8dee42"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
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},
"Initialized": true,
"Active": false,
"SourceItem": null,
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}, {
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"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
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}, {
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}
],
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"RemoveOnUnequipItem": false,
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},
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"Active": false,
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}
],
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},
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},
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"m_SkinningSuccessful": false,
"m_IdentifyRolls": [],
"ForceSecondary": false,
"IsSecondPartOfDoubleWeapon": false,
"IsShield": false,
"Collection": {
"$ref": "221"
},
"Wielder": null,
"HoldingSlot": null,
"Time": "12:01:57.9690000",
"Ability": null,
"ActivatableAbility": null,
"Charges": 0,
"IsIdentified": true,
"SellTime": null,
"IsNonRemovable": false
}
],
"Owner": null
},
"m_KnownItems": [],
"PlayersClose": [],
"AlreadyUnlocked": true,
"Enabled": true,
"TriggeredTake": false,
"TriggeredClose": false,
"IsViewed": true
}
},
All those items were used to create the following, which is the bow I alluded to. If you can replace this for another item and change the first ID to a weapon you like, it will have the same powers...
Spoiler
{
"$id": "228",
"$type": "Kingmaker.Items.ItemEntityWeapon, Assembly-CSharp",
"Second": null,
"m_Blueprint": "1d3e5519d0840ed4d96378d6a07cc9d1",
"m_Count": 1,
"m_InventorySlotIndex": 1,
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"Blueprint": "bdba267e951851449af552aa9f9e3992",
"m_ComponentsData": [{
"$id": "233",
"ComponentName": "$WeaponEnhancementBonus$f1459788-04d5-4128-ad25-dace4b8dee42"
}
],
"EndTime": "00:00:00",
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},
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"Active": false,
"SourceItem": null,
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}, {
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"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
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"Blueprint": "d8e1ebc1062d8cc42abff78783856b0d",
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}
],
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},
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}, {
"$id": "255",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
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"Blueprint": "b606a3f5daa76cc40add055613970d2a",
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}
],
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},
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}, {
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"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
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"Blueprint": "c3209eb058d471548928a200d70765e0",
"m_ComponentsData": [{
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}
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},
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}, {
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"Blueprint": "f1c0c50108025d546b2554674ea1c006",
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"ComponentName": "$WeaponExtraAttack$35d7d1ec-c494-4d26-ab01-cafaa995d77d"
}
],
"EndTime": "00:00:00",
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},
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}, {
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"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "5b1550c536bd09740bf43a6ddd1ad919",
"m_ComponentsData": [{
"$id": "266",
"ComponentName": "$WeaponCriticalMultiplierIncrease$877c2a29-704e-425b-8892-365d91dfbce3"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "228"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}, {
"$id": "242",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "0bf0156eb3687254b9fb0f6b4067da20",
"m_ComponentsData": [{
"$id": "243",
"ComponentName": "$AddUnitFeatureEquipment$1c9278b6-9ca9-4441-b3e2-26fb2e513bf8",
"m_AppliedFact": null
}, {
"$id": "244",
"ComponentName": "$WeaponCriticalEdgeIncrease$9a66d361-8d4b-4b5a-a599-7420599d2d09"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "228"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
"SourceCutscene": null
}, {
"$id": "271",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "0b245c8943990304da76d2058d635787",
"m_ComponentsData": [{
"$id": "272",
"ComponentName": "$WeaponCriticalEdgeStackable$8c187637-1259-4057-907b-e91253975566"
}, {
"$id": "273",
"ComponentName": "$AddStatBonusEquipment$2b2f47d4-22f6-45c9-8fe8-b6e8016a0a6d"
}
],
"EndTime": "00:00:00",
"RemoveOnUnequipItem": false,
"Owner": {
"$ref": "228"
},
"Initialized": true,
"Active": false,
"SourceItem": null,
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}, {
"$id": "259",
"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
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"Blueprint": "28a9964d81fedae44bae3ca45710c140",
"m_ComponentsData": [{
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"ComponentName": "$WeaponDamageAgainstAlignment$3ac2acd7-5e33-4bca-a82e-e0f9805d79ce"
}
],
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},
"Initialized": true,
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}, {
"$id": "234",
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},
"Initialized": true,
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}, {
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"$type": "Kingmaker.Blueprints.Items.Ecnchantments.ItemEnchantment, Assembly-CSharp",
"m_ParentContext": null,
"m_CurrentContext": null,
"Blueprint": "83e7559124cb78a4c9d61360d3a4c3c2",
"m_ComponentsData": [{
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}
],
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},
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"SourceItem": null,
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}, {
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],
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},
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}
],
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},
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"IsShield": false,
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"$ref": "221"
},
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"Time": "12:01:57.9690000",
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"IsIdentified": true,
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"IsNonRemovable": false
},

IceLancer
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Re: Pathfinder: Kingmaker (Steam)

Post by IceLancer »

IceLancer wrote:
Mon Oct 22, 2018 8:47 pm
Hey guys!
I run into game breaking bug and its obviously not going to be fixed any time soon. I was wondering is there a hacky way to fix it?

I went to troll capital , 1 day there, 1 day back and when i got back it says " failed to claim south nacramarches as time has run out" wtf....
i had "claim time modifier and never fail event on" i tried to modify "event started on etc, but none seems to affect region claim. Any solution without me going back 5 hours back into the save game?
i guess not..
so i went 8 hours (turns out) back into the game save redid the troll quest , went back to capital and now that same quest "claim region south" is there and showing -14 days to complite, Odd, because i dont have cheat engine active. I dont know what triggered bug in the first place

sicwan
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Re: Pathfinder: Kingmaker (Steam)

Post by sicwan »

IceLancer wrote:
Mon Oct 22, 2018 11:15 pm
IceLancer wrote:
Mon Oct 22, 2018 8:47 pm
Hey guys!
I run into game breaking bug and its obviously not going to be fixed any time soon. I was wondering is there a hacky way to fix it?

I went to troll capital , 1 day there, 1 day back and when i got back it says " failed to claim south nacramarches as time has run out" wtf....
i had "claim time modifier and never fail event on" i tried to modify "event started on etc, but none seems to affect region claim. Any solution without me going back 5 hours back into the save game?
i guess not..
so i went 8 hours (turns out) back into the game save redid the troll quest , went back to capital and now that same quest "claim region south" is there and showing -14 days to complite, Odd, because i dont have cheat engine active. I dont know what triggered bug in the first place
I bet at some point you had CE active w/ the kingdom times edited, the event came in, and then it broke at that time.. I had this happen with one of my companion quests, everything was fine, until I got a message sayin i failed the quest ((it hadn't even came in then)) so I shutdown my game, closed CE and restarted from a save 5min back, and sure enough, w/o CE active and the kingdom codes on, the event came in and i was able to finish it

you might have to see about editing the start date on that one so it starts "the next day" or on your current day maybe?

lunasmeow
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Re: Pathfinder: Kingmaker (Steam)

Post by lunasmeow »

Alright, I'm having a tough time figuring this one out for some reason. I'm normally not so bad at this but... screw it.

I'm trying to remove an "ability". Basically, I've leveled as both a Paladin and a Monk, and I want to remove the "Alignment Restriction" ability from my character so that I can continue leveling and playing without any alignment issues, and without needing to keep the trainer open for the whole game since the game is already buggy enough. Anyone feel like giving me a hand here?

I've only really seen talk on adding feats and the like, nothing about Special Abilities from the classes, let alone removing them, which I'd think was easier but...
Attachments
Manual_1_Banquet_Hall___14_Gozran__IV__4710___12_08_16.rar
(598.68 KiB) Downloaded 49 times

Rexx
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Re: Pathfinder: Kingmaker (Steam)

Post by Rexx »

Rexx wrote:
Mon Oct 22, 2018 8:48 pm
Niedzielan wrote:
Mon Oct 22, 2018 2:45 pm
Rexx wrote:
Mon Oct 22, 2018 2:10 pm
I am having this problem: I used 161 to edit kingdom speed. I changed 0 to 1. Now I cannot move in any room or Zone if cheat engine is running and I have "GAME" selected. I have tried previous save games and the same thing happens. I tried to load 160 to see if that works, but it does not. Also when I am on the map screen to do any kingdom work, the days will not increase. No matter what I do. How can fix my movement problem?
Thank you
I can't reproduce this. Are you using the latest version of the game?
The stuff you modify in the "Game" script shouldn't affect earlier saves, nor should changing the kingdom speed make you unable to move or days to not pass (I just tested it and can move fine). Does setting it back to 0 let you move?
The "Game" script being activated should also have no bearing on whether you can move or not, so this issue sounds rather worrisome...
I was afraid this would be the case. It started in the area where you meet the team who try to take you as a slave. I had just changed all my characters to speed 50, which worked perfectly. Then had the bright idea I would see if changing kingdom speed would increase my speed moving on the map. Nope. I could not fight the league at all. Just stood frozen. I tried setting back to 0. Did not fix the issue. Only thing that works for me is NOT clicking on "Game" in the script.

Now if I take my party to the map screen I can select "game", make changes, save, exit game. Reboot. Start game. Start cheat engine, select "script" and my 3 options listed below and i am fine. If i go into any zone and click "game" I am frozen to the spot. I cannot move. Period. I have to exit and completely reboot. Earlier game saves have the same issues. Earlier characters have the same issue.

Please note i always play with 3 things running under script. Unlimited spell, unlimited special ability usage and always light encumbrance. At the time this happened i may have been carrying a lot of stuff.

How do the kingdom speed and 1 right above it work? Fid i try to use it wrong?

Thank you very much for taking the time to reapond. Greatly appreciated. I really like this script. Oh and i am typing on my ohone at work. My apologies if there are spelling errors i didn't catch.

**I play on Steam. I autoupdate to most current version
So I pulled up a previous game under a different character I got stuck on and the calendar thing started working. So I saved that game went back into my current game so now the calendar works. But I still have the same problem with cheat engine. When I start Cheat engine and select game I cannot move in Barony. I cannot reach the table and no matter how many times I click, I don't move.

I shut down cheat engine. I leveled up a character and it auto saved. So I loaded that. Still frozen.

Exited to main menu and loaded the same game again before the character update. I cannot even click anywhere now. I cannot move.

Exited the game altogether. Reloaded. Now I can move. Game works. But I know if I load Cheat and select Game, it will freeze again.

I am running version 1.0.11b

NanoPaladin
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Re: Pathfinder: Kingmaker (Steam)

Post by NanoPaladin »

HakariTenrai wrote:
Sun Oct 21, 2018 4:04 am
HakariTenrai wrote:
Sat Oct 20, 2018 3:39 am
Hrm... I was really hopeing that it was something as simple as the $id... Going through the other things, one at a time, as a checklist will take some time... so, let me take a few hours to play around with my own files, and see if I can figure out what might have gone wrong...

EDIT: Something has come up, I got an emergency call for work... so I may not be able to get to this today... I'll try as soon as possible.
Okay... I'm going to have to apologize... I understand the basics of how coding works, and how to read coding.... and I understand how to edit the files... but... while this apparently worked in version 1.0.2, both of the people that I have spoken with who had changed their NPC portraits before, say that they have been broken for several updates now... I'm not sure what changed... or how to fix it... but apparently the devs changed something, and now there is only one known way to change NPC portraits... it is really hard to do, and involves finding the original portrait asset the game uses, and replacing it... I have no idea how to do that. I'm sorry... I spent about 6 hours trying to figure out what the hell is wrong, before I messaged the others who had changed their NPCs...

This infuriates me, because now I cannot do my Overlord playthrough that I was planning on. :(
Ah I see, it happens. Do you happen to have a link to that method though? I am curious to see it.

HakariTenrai
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Re: Pathfinder: Kingmaker (Steam)

Post by HakariTenrai »

NanoPaladin wrote:
Tue Oct 23, 2018 5:56 am
Ah I see, it happens. Do you happen to have a link to that method though? I am curious to see it.
Sorry man,... I just spent the last two hours scowering through the steam forums, and I was only able to find one thread that talked about replacing the original asset portraits, and that thread was too deep for me... talking about … well... this kind of stuff:

Reordering the $id keys in the JSON array. I bet that's it. Then it would still follow the sequential nature of things and not break any $ref keys:

Code: Select all

import re

f = open('test.json', 'r')
l = f.readline()

r = re.compile('\"\$id\\":\"\d+\"')
matchObj = re.findall(r, l)
print(matchObj)
c =  len(matchObj)
for i in reversed(matchObj):
    print(i)
    l = l.replace(i, '"$id":"{}"'.format(c))
    c = c - 1
print(l)
So, take the total number of $id fields after making your changes to the JSON for custom portraits as length. Then reverse iterate through the array replacing $id fields with the correct numeric sequence.

you would have to update the $ref keys as well since they relay on correct numeric sequence as well.

if Slot 40 in JSON is "$id":"3442", then you'd have to make your m_CustomPortraitId 3443. Using previous logic, you'd correctly order the $id fields. But $ref fields don't have to be sequential and there can be multiple $ref fields that point to a single $id field.

So, you'd have to pivot on the 3443 integer. If the $ref value is greater than or equal to the m_CustomPortraitId integer, you would take it's value and add 1, if not, then it remains the same.

With that done, after compressing the directory and giving the .zks extension, it should load without Invalid Reference ID errors or infinite loop loading. I think. Haven't gotten a chance to test.
It sounds to me like they're talking about changing thousands of characters in the codeing of the .json... I have no idea... that mess completely lost me. In the end though, it looked like they were saying that in order to change the original assets, that they would have to figure out how the game calls the files in the first place...

At least, the very last post on this thread seem to point to that:

[Link]

I messaged FeartheFog, and he said that there was a youtube video of a guy who had changed all of his NPCs... but that might have been from an earlier version, when changing the NPC portraits was still possible...

Sorry that I wasn't any help in the end... I really tried...

HakariTenrai
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Re: Pathfinder: Kingmaker (Steam)

Post by HakariTenrai »

Rexx wrote:
Tue Oct 23, 2018 3:12 am

Exited the game altogether. Reloaded. Now I can move. Game works. But I know if I load Cheat and select Game, it will freeze again.

I am running version 1.0.11b
This may not work, but at the very least, it's worth a try... download an older version of the table, like the one before the current one, and try to tick the game option there... see what happens?...

Alternatively… have you checked to see if maybe you have something permanently ticked "on" under game?... possibly try unticking all of the sub-tick boxes for everything... ?

Just a couple of off-hand thoughts...

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Re: Pathfinder: Kingmaker (Steam)

Post by IceLancer »

sicwan wrote:
Mon Oct 22, 2018 11:41 pm
I bet at some point you had CE active w/ the kingdom times edited, the event came in, and then it broke at that time.. I had this happen with one of my companion quests, everything was fine, until I got a message sayin i failed the quest ((it hadn't even came in then)) so I shutdown my game, closed CE and restarted from a save 5min back, and sure enough, w/o CE active and the kingdom codes on, the event came in and i was able to finish it

you might have to see about editing the start date on that one so it starts "the next day" or on your current day maybe?
it wasnt possible to restore functionality of event. I kept getting "failed due time" across event screen.
I realized that some of event codes might have triggered bug. So right now i am turning off all event related codes immediately after i am done with the event that requires it

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Re: Pathfinder: Kingmaker (Steam)

Post by Necrosx »

Im a little lost on how to add feats/features via save editing. Im looking to add the undead trait from Jaethal to my main character, since someone found it, but Im really not sure how to do that. Would someone be willing to walk me through it, or make the changes if I provided my party file? Obviously I'd prefer to learn how to do it myself, but so far everything seems to make it out to be really complicated. Thanks ahead of time.

Also posted this in the save editing thread, but this one is more active so I figured it might be better to mention it here as well.

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