I don't know if this would be possible but I've run into an issue where I cannot get some map areas to appear. In particular, I've not been able to get the site for the lost brother quest near varnhold to appear. Has anyone found a way to force the reveal of areas on the map?
not complaining or anything. But with I dont know if it was Niedzielan table or something else but for some reason ally units seem to not take any damage when i turn on the godmode script stuff.. Fun to watch the mites and kobolds just fighting agaisnt each other without dying.
Oops, fixed.
why, i like it, it prevent ally forces from being killed.
Unfortunately it's not quite so simple. The bug in my script made any non-player deal 0 damage to other non-players. That means your allies would be doing zero damage to enemies too. Coding it so just allies have godmode is difficult in cheatengine. The game has a simple yes/no for whether a creature is in the party, but otherwise it compares the list of factions the creature can attack. fireundubh could do it with his patchwork stuff though.
A lot of new cheats and mods were added, in addition to some from Niedzielan's table. ([Link])
Hey Niedzielan, [Link]. Basically, if the initiator and the target are in the player faction, damage is zeroed out. This works for all attacks, spells, abilities, and items, including targeted and area-of-effect attacks, spells, abilities, and items.
Inspired by your dialogue restrictions cheat, I also added that, along with toggles for removing alignment, class, and stat restrictions from equipment, and all restrictions from settlement buildings.
After I update to 1.0.5 and test these mods on that version, I'll release binaries.
Nice work
The reason I didn't do no-friendly-fire that way is that status effects could still trigger. No idea if that's a big issue in this game or not.
Dunno if you have found this out or not, but just found out that your experimental extra feats/abilities script works on Character Creation and you can have all 7 Aasimar Heritages.
why, i like it, it prevent ally forces from being killed.
Unfortunately it's not quite so simple. The bug in my script made any non-player deal 0 damage to other non-players. That means your allies would be doing zero damage to enemies too. Coding it so just allies have godmode is difficult in cheatengine. The game has a simple yes/no for whether a creature is in the party, but otherwise it compares the list of factions the creature can attack. fireundubh could do it with his patchwork stuff though.
Fair enough I noticed the 0 damage thing about 2 hours earlier with some hostile wolves and kobolds.
Hey Niedzielan,
does the skript still work for you with version 1.0.5?
Somehow it keeps crashing cheat engine for me since the game update.
thx
1.0.5 seems to work for me
Does it actually crash CE or just take a long time for it to respond? If it takes a long time to respond it can't find the code to patch into. This either means the game changed that code with an update (so far none of the scripts I checked have been changed, but I haven't checked all of them) or the game just hasn't loaded that code yet (e.g. someone needs to take damage for the godmod script to activate)
I probably won't play much until they've fixed some of the more egregious bugs. Looking at the number of 0% completed achievements... Though I expect the achievement system is bugged too.
Last edited by Niedzielan on Fri Oct 05, 2018 3:13 pm, edited 1 time in total.
Hi Niedzilan, sorry for the nagging, but your experimental extra feat/abilities works excellent for me, is there a chance for extra spells perhaps? It's really going to improve the gameplay for me...
Hey Niedzielan,
does the skript still work for you with version 1.0.5?
Somehow it keeps crashing cheat engine for me since the game update.
thx
1.0.5 seems to work for me
Does it actually crash CE or just take a long time for it to respond? If it takes a long time to respond it can't find the code to patch into. This either means the game changed that code with an update (so far none of the scripts I checked have been changed, but I haven't checked all of them) or the game just hasn't loaded that code yet (e.g. someone needs to take damage for the godmod script to activate)
I probably won't play much until they've fixed some of the more egregious bugs. Looking at the number of 0% completed achievements... Though I expect the achievement system is bugged too.
Thank you a lot. i tried and tried again, starting game a new etc. since i started a new character and then went back to the old one, CE seems to work again. I guess I use your table too freely so atm it works, hope it stays thia way
Thanks a lot for all the work here!
Hi Niedzilan, sorry for the nagging, but your experimental extra feat/abilities works excellent for me, is there a chance for extra spells perhaps? It's really going to improve the gameplay for me...
Thanks.
Extra "spells" is easy enough, level up the class, then level again with "increase caster level on level up - PapaPetro" set to a negative value (however many caster levels you have), change your class level back 1 - rinse and repeat for as many spells as you like.
The issue I have is # of spell casts per day. You can simply hike your main state up to 150+ and that'll give plenty of casts, however, it also jacks up the DC's to the point nothing will make a save ever. Kinda kills the challenge. I'd love for a way to increase spells/day or at the very least, have spell restores such as Arcane Object or Spell Recall work on Spontaneous casters.
Any spell book caster such as wizard can basically have infinite spell casts now anyway, as long as you have a spell restore and activate 'infinite abilities' you'll be able to restore spells to heart's content. Spontaneous casters like sorcs get boned though in this regard, especially when Eldritch Scion can choose the Arcane Bond - Object yet cannot be affected by it.
Hi Niedzilan, sorry for the nagging, but your experimental extra feat/abilities works excellent for me, is there a chance for extra spells perhaps? It's really going to improve the gameplay for me...
Thanks.
Extra "spells" is easy enough, level up the class, then level again with "increase caster level on level up - PapaPetro" set to a negative value (however many caster levels you have), change your class level back 1 - rinse and repeat for as many spells as you like.
The issue I have is # of spell casts per day. You can simply hike your main state up to 150+ and that'll give plenty of casts, however, it also jacks up the DC's to the point nothing will make a save ever. Kinda kills the challenge. I'd love for a way to increase spells/day or at the very least, have spell restores such as Arcane Object or Spell Recall work on Spontaneous casters.
Any spell book caster such as wizard can basically have infinite spell casts now anyway, as long as you have a spell restore and activate 'infinite abilities' you'll be able to restore spells to heart's content. Spontaneous casters like sorcs get boned though in this regard, especially when Eldritch Scion can choose the Arcane Bond - Object yet cannot be affected by it.
Thank you DrummerIX and Niedzilan for making your tables. By the way Niedzilan, your experimental feats option works just fine for me. I can level up my character fine if I turn on the option when there's no class bonus feats on the level up.
Hi Niedzilan, sorry for the nagging, but your experimental extra feat/abilities works excellent for me, is there a chance for extra spells perhaps? It's really going to improve the gameplay for me...
Thanks.
Wait, how are you getting it to work? Every time I try cheat engine just stalls out and the little X doesn't appear.
Hi Niedzilan, sorry for the nagging, but your experimental extra feat/abilities works excellent for me, is there a chance for extra spells perhaps? It's really going to improve the gameplay for me...
Thanks.
Wait, how are you getting it to work? Every time I try cheat engine just stalls out and the little X doesn't appear.