Divinity Original Sin 2

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8906
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Re: Divinity Original Sin 2

Post by 8906 » Tue Sep 19, 2017 4:41 am

Carrnage wrote:
Tue Sep 19, 2017 4:00 am
Pongozila your scripts auto activate when the ver number container is opened.
You can fix that by right-clicking it > Group config > uncheck 'Activating this entry activates it's children'.

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Re: Divinity Original Sin 2

Post by Korvinus » Tue Sep 19, 2017 5:35 am

vosszaa wrote:
Tue Sep 19, 2017 3:44 am
Zanzer wrote:
Tue Sep 19, 2017 2:47 am
In case anyone's interested, here are the in-game names for each loot ID.
https://pastebin.com/raw/LP8GAyMr
I'm drowning in tears. Thank you T_T
Hi, how can i use these id codes.I mean where i should modify, to change the items from my inventory?
Thank you! :oops:

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Re: Divinity Original Sin 2

Post by Darkensteele » Tue Sep 19, 2017 5:48 am

The game contains a skill and attribute cap (inside global variables).
If you don't increase that cap with each start of the EXE, then your character's stats will reset to the cap.
If you manually make any changes to your skills or attributes through the table, just manually spend 1 point so that they save.
srry but i'm still missing something. would someone be kind enough to explain how exactly a person can raise their level via the ce table please? thank you.

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Re: Divinity Original Sin 2

Post by Locklyn » Tue Sep 19, 2017 7:24 am

Greetings all thanks for an interesting thread.
I'm a completely new user of CE and actually have no idea what I'm doing so far but this thread seemed interesting as the only thing I'm interested in modding is adding a couple of points of skills and talents to my starting character in DOS2 to make it custom to how I like to play and then play the game. My query is if someone kind of heart could explain to me just how I use CE and the EoCApp. ct file to add those points step by step if possible as from what I have inferred from it I could use it to add + 5 points?`Which would be enough for me. If someone has the time and patience to do this I would be grateful, if not I thank you for your time and I will succumb to the dire maze known as google!
Have a good day!

Cheers
/Locklyn

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Re: Divinity Original Sin 2

Post by Cervani » Tue Sep 19, 2017 7:42 am

Having a bit of an issue with the Treat Containers as New combined with the Find Item in Container code combo. It worked the first time, and now populates crates with the epic loot from the gear pack. However, after reloading it no longer lets me toggle either of the toggles in cheat engine, and now EVERY crate I open populated with epic items.

What's preventing me from toggling them on again, so I can toggle off the epic item thing? Or is my game screwed now :(.

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Re: Divinity Original Sin 2

Post by Csimbi » Tue Sep 19, 2017 7:43 am

Darkedone02 wrote:
Sat Sep 16, 2017 4:18 pm
when I attempt to freeze them, then quicksave and quickload, I end up getting a CtD.
Of course it crashes - the memory you freeze will be long gone and contain something else by the time the game is loaded.

Zanzer,
have you tried adding TAGs?
There's that string array with the character tags.
I wonder if this would work:
- create a string list (with the tags wanted)
- save old string list pointer
- set new string list pointer (so that character data would point to the new string list rather than the old sting list)
- save game
- restore old string pointer
- load game
Have you tried anything like this?
Zanzer wrote:
Sun Mar 05, 2017 11:50 pm
Find Item in New Container https://pastebin.com/raw/LP8GAyMr
460:_Cheat
461:CheatRecipeBooks
462:TEST_Generation
463:TEST_Runes
464:CheatSwooshWeapons
465:CheatBooksFire
466:CheatBooksWater
467:CheatBooksAir
468:CheatBooksEarth
469:CheatBooksNecromancy
470:CheatBooksRanger
471:CheatBooksRogue
472:CheatBooksWarrior
473:CheatBooksSummoning
474:CheatBooksPolymorph
475:CheatBooksSkillcrafting
476:CheatBooks
477:CheatArrows
478:CheatGrenades
479:CheatAccessories
480:CheatDaggers
481:Cheat2HSwords
482:CheatBows
483:CheatCrossbows
484:Cheat1HSwords
485:CheatWands
486:Cheat1HAxes
487:Cheat1HMaces
488:Cheat2HAxes
489:Cheat2HMaces
490:CheatSpears
491:CheatStaves
492:CheatShields
493:CheatShieldsAllRarities
494:CheatAllWeapons
495:CheatPotions
496:CheatMageArmor
497:CheatCivilianArmor
498:CheatHeavyArmor
499:CheatLightArmor
500:CheatRuneCrafting
501:CheatRuneCombinations
502:CheatRuneFraming
503:CheatPotionsMixing
504:CheatPotionsCrafting
505:CheatGrenadesCrafting
506:CheatArrowCrafting
507:CheatScrollCrafting
508:CheatSkillbooksCrafting
509:CheatWeaponCrafting
510:CheatGearCrafting
511:CheatFoodCrafting
512:CheatArenaLeather
513:CheatArenaPlate
514:CheatArenaRobe
515:CheatArenaRogue
516:CheatArenaRanger
517:CheatArenaWarrior
518:CheatArenaMage
552:CheatElementalWeapons

Sounds tempting ;-)

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Re: Divinity Original Sin 2

Post by Cielos » Tue Sep 19, 2017 9:05 am

Csimbi wrote:
Tue Sep 19, 2017 7:43 am
[...]

Zanzer,
have you tried adding TAGs?
There's that string array with the character tags.
I wonder if this would work:
- create a string list (with the tags wanted)
- save old string list pointer
- set new string list pointer (so that character data would point to the new string list rather than the old sting list)
- save game
- restore old string pointer
- load game
Have you tried anything like this?

[...]
is it the same character's TAGs array you found?

Code: Select all

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(I juse use Zanzer's "Selected Character" for the Base Address.)
I noticed when starting a conversation with an NPC, the game fetch the TAGS strings form this array to determine the dialogue options.
I'm thinking by tricking the game to think you've got all the TAGS the conversation needs (force setting some temp flags by manipulating the codes?) would be easier to build a "fake" strings list... if what we're after is just the dialogue options that is.
anyway, I tried once to force the game check my own Tags array instead, but it crashes right away. but maybe I did something wrong there, I didn't do more attempts after that as I just created a new character and add all the tags during the character creation instead..

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Re: Divinity Original Sin 2

Post by Kroco » Tue Sep 19, 2017 9:26 am

guys, is there any way to reduse stats or reset them at all?
cause decreasing stats using table wont work for me(

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Re: Divinity Original Sin 2

Post by diabloamezon » Tue Sep 19, 2017 9:40 am

Kroco wrote:
Tue Sep 19, 2017 9:26 am
guys, is there any way to reduse stats or reset them at all?
cause decreasing stats using table wont work for me(
You can use the magic mirror onboard your base ship that you can change your appearance. It's can decrease your stat. Be careful though, when you decrease you cannot increase back because stat cap.

jumiknight
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Re: Divinity Original Sin 2

Post by jumiknight » Tue Sep 19, 2017 10:29 am

Loaded up the new table today after using it a couple of days ago--it was working fine before but now it seems everything works except for Find Item in New Container. Can anyone else confirm this with me?

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Re: Divinity Original Sin 2

Post by benny89 » Tue Sep 19, 2017 10:30 am

Can someone please help me? :( :

1. The Selected Character does not work for me. I select character (after checking Selected Character in table) in game, open its stats, walk with that char etc. but addressed do not fill with data and everything (stats, attributes etc.) are "??".

2. Also when I use Continter and treat it as new Contrainer- no matter what I choose (like Epic Weapon etc) I can only click and click on container and I get some random loot like apple, lockpicks, shoes, ribs etc etc. Never this what I selected in table.

Does anyone knows why is that?

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Re: Divinity Original Sin 2

Post by undezombie » Tue Sep 19, 2017 10:36 am

Can someone upload their SDL2.dll file for me? its located inside bin folder...my sdl2.dll is smwht corrupted, would really appreciate it if anyone can upload their SDL2.dll for me...

it's located on Divinity - Original Sin 2 > Bin > SDL2.dll

Thanks in advance :)

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Re: Divinity Original Sin 2

Post by diabloamezon » Tue Sep 19, 2017 11:16 am

benny89 wrote:
Tue Sep 19, 2017 10:30 am
Can someone please help me? :( :

1. The Selected Character does not work for me. I select character (after checking Selected Character in table) in game, open its stats, walk with that char etc. but addressed do not fill with data and everything (stats, attributes etc.) are "??".

2. Also when I use Continter and treat it as new Contrainer- no matter what I choose (like Epic Weapon etc) I can only click and click on container and I get some random loot like apple, lockpicks, shoes, ribs etc etc. Never this what I selected in table.

Does anyone knows why is that?
Make sure your game version correspond to CE table version or at least you need 141.999 or 142.47 (there was an update for CODEX out now too).
For Epic loot check your 'lucky charm' stat level, someone said it had huge impact on what loot you're getting.

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Re: Divinity Original Sin 2

Post by Csimbi » Tue Sep 19, 2017 11:26 am

@Benny and Koco
The game stores server data and client data separately.
The pointers in the table are for the server data, meaning the client won't be updated unless something happens.
One easy workaround is to make all changes you want, then do a save/load cycle.

@diabloamezon
I maxed out Wits (at 40) to see what's what - I get blue items quite often and purples every now and then .
Cielos wrote:
Tue Sep 19, 2017 9:05 am
is it the same character's TAGs array you found?
...
(I juse use Zanzer's "Selected Character" for the Base Address.)
I noticed when starting a conversation with an NPC, the game fetch the TAGS strings form this array to determine the dialogue options.
I'm thinking by tricking the game to think you've got all the TAGS the conversation needs (force setting some temp flags by manipulating the codes?) would be easier to build a "fake" strings list... if what we're after is just the dialogue options that is.
anyway, I tried once to force the game check my own Tags array instead, but it crashes right away. but maybe I did something wrong there, I didn't do more attempts after that as I just created a new character and add all the tags during the character creation instead..
Zanzer's code fetches the server values. The TAGs are not included there (or, at least, I have not bumped into them.)
I found the TAGs under the client-side character data.
Looks like this.
This code (AOB) reads the tags pretty often, for each client character:
4C 8B 8B ?? ?? 00 00 4C 8B 17 90 8B C2

You can trace these client-side character array back to a static address pretty easily ;-)

Your idea is good as well, I'll check it once I run into a new conversation and see if I can find the code that checks for tags.
Good stuff!

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Re: Divinity Original Sin 2

Post by benny89 » Tue Sep 19, 2017 11:43 am

Csimbi wrote:
Tue Sep 19, 2017 11:26 am
@Benny and Koco
The game stores server data and client data separately.
The pointers in the table are for the server data, meaning the client won't be updated unless something happens.
One easy workaround is to make all changes you want, then do a save/load cycle.

Hi, I don't think I understand that client sever. I have V3.0.141.716 version (the first CODEX one repack) and I play with Tunngle with friends. Save file is mine (Since I was host), so I just start game again solo, click continue and that is where Character Stats and Containers does not work when I use table. Container give random trash items and Character values never populate, just "??". Should I do it with Tungle active or with Tungle disabled?

What do I do wrong?

Also- changing item level does no really change item level. I change Dagger item lvl from 3 to 30. It shows that it deals 900-1000 dmg but when you attack enemies they get the same damage as from lvl 3 dagger.

THANKS FOR HELP!

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