Divinity Original Sin 2

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bokkafa
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Re: Divinity Original Sin 2

Post by bokkafa » Thu Sep 21, 2017 9:53 pm

it looks like they'll be patching very often for a while breaking any table updates, there were three patches today one after the other

Zanzer
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Re: Divinity Original Sin 2

Post by Zanzer » Fri Sep 22, 2017 12:56 am

I haven't had to fix any script due to a patch since the game released.
Everything's still working just fine for me. Steam v3.0.143.324.

vanfreyr
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Re: Divinity Original Sin 2

Post by vanfreyr » Fri Sep 22, 2017 1:03 am

I can't make the
Find Item in New Container
to work.

I have lucky charm

diabloamezon
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Re: Divinity Original Sin 2

Post by diabloamezon » Fri Sep 22, 2017 1:38 am

I think progress in game trigger something change. AP option works fine until I get to some area in act 2 and clear some quest then it suddenly not working anymore.

Actimele
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Re: Divinity Original Sin 2

Post by Actimele » Fri Sep 22, 2017 2:04 am

Zanzer wrote:
Fri Sep 22, 2017 12:56 am
I haven't had to fix any script due to a patch since the game released.
Everything's still working just fine for me. Steam v3.0.143.324.
diabloamezon wrote:
Fri Sep 22, 2017 1:38 am
I think progress in game trigger something change. AP option works fine until I get to some area in act 2 and clear some quest then it suddenly not working anymore.
This. I figured out that health and AP scripts no longer work after getting blind elf girl back to her camp, and getting second Source slot. I dunno what triggers the problem - the quest by itself or getting second Source slot.

I can share the save, right in front of her camp, before completing the quest, so you can check it (If you want).

Zanzer
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Re: Divinity Original Sin 2

Post by Zanzer » Fri Sep 22, 2017 2:34 am

Does HP stop working too? It's likely due to the filter I'm using to try and identify the player's characters vs enemies.

ThatLukeGuy
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Re: Divinity Original Sin 2

Post by ThatLukeGuy » Fri Sep 22, 2017 4:05 am

diabloamezon wrote:
Fri Sep 22, 2017 1:38 am
I think progress in game trigger something change. AP option works fine until I get to some area in act 2 and clear some quest then it suddenly not working anymore.
You know, this would explain the "corruption" to my save I thought I had. Maybe this is what is happening.

diabloamezon
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Re: Divinity Original Sin 2

Post by diabloamezon » Fri Sep 22, 2017 4:12 am

Zanzer wrote:
Fri Sep 22, 2017 2:34 am
Does HP stop working too? It's likely due to the filter I'm using to try and identify the player's characters vs enemies.
No, I think everything works fine except AP stop functioning at certain point.
Last edited by diabloamezon on Fri Sep 22, 2017 4:15 am, edited 2 times in total.

diabloamezon
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Re: Divinity Original Sin 2

Post by diabloamezon » Fri Sep 22, 2017 4:13 am

Edit : double post

Actimele
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Re: Divinity Original Sin 2

Post by Actimele » Fri Sep 22, 2017 7:00 am

Zanzer wrote:
Fri Sep 22, 2017 2:34 am
Does HP stop working too? It's likely due to the filter I'm using to try and identify the player's characters vs enemies.
For me, both options (Unlimited health/AP) do not work past the quest i described. But "Selected character" script still finds right values, "Find Item in New Container" and "Treat Containers as New" are doing fine too. Thats all i tried.

SavicusVonde
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Re: Divinity Original Sin 2

Post by SavicusVonde » Fri Sep 22, 2017 7:45 am

Same with me, Unlimited health/AP seems to be the only 2 that I tested that don't work for me on the latest patch

diabloamezon
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Re: Divinity Original Sin 2

Post by diabloamezon » Fri Sep 22, 2017 7:57 am

Actimele wrote:
Fri Sep 22, 2017 7:00 am
Zanzer wrote:
Fri Sep 22, 2017 2:34 am
Does HP stop working too? It's likely due to the filter I'm using to try and identify the player's characters vs enemies.
For me, both options (Unlimited health/AP) do not work past the quest i described. But "Selected character" script still finds right values, "Find Item in New Container" and "Treat Containers as New" are doing fine too. Thats all i tried.
Maybe it's me too but probably I edit my stat too high.

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BoehserOnkel
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Re: Divinity Original Sin 2

Post by BoehserOnkel » Fri Sep 22, 2017 8:42 am

latest table still works fine for me
(GoG version -latest patch)

demargon
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Re: Divinity Original Sin 2

Post by demargon » Fri Sep 22, 2017 8:52 am

Vee_ wrote:
Wed Sep 20, 2017 5:27 pm
Made unlimited Source Point script based on Zanzer table :) *Credits goes to Zanzer of course :lol:
just a little script to add in Zanzer table :D

Code: Select all

{ 
  Game   : EoCApp.exe
  Version: v3.0.142.271
  Date   : 2017-09-21
  Author : Vee
}

[ENABLE]

aobscanmodule(INJECT_sourcePoint,EoCApp.exe,8B 88 EC 01 00 00 41 39 8C) // should be unique
alloc(newmem,$1000,"EoCApp.exe"+1464C6A)

label(code)
label(return)

newmem:
  cmp dword ptr [rax+36C],1
  jne code
  mov [rax+000001EC],#10 //change to whatever value you want XD
code:
  mov ecx,[rax+000001EC]
  jmp return

INJECT_sourcePoint:
  jmp newmem
  nop
return:
registersymbol(INJECT_sourcePoint)

[DISABLE]

INJECT_sourcePoint:
  db 8B 88 EC 01 00 00

unregistersymbol(INJECT_sourcePoint)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "EoCApp.exe"+1464C6A

"EoCApp.exe"+1464C32: 8B C7                             -  mov eax,edi
"EoCApp.exe"+1464C34: 0F 4F C1                          -  cmovg eax,ecx
"EoCApp.exe"+1464C37: 41 39 84 24 8C 00 00 00           -  cmp [r12+0000008C],eax
"EoCApp.exe"+1464C3F: 74 22                             -  je EoCApp.exe+1464C63
"EoCApp.exe"+1464C41: 48 B9 00 00 00 00 80 00 00 00     -  mov rcx,0000008000000000
"EoCApp.exe"+1464C4B: 89 85 54 02 00 00                 -  mov [rbp+00000254],eax
"EoCApp.exe"+1464C51: 48 0B D1                          -  or rdx,rcx
"EoCApp.exe"+1464C54: 41 89 84 24 8C 00 00 00           -  mov [r12+0000008C],eax
"EoCApp.exe"+1464C5C: 48 89 95 20 02 00 00              -  mov [rbp+00000220],rdx
"EoCApp.exe"+1464C63: 49 8B 86 20 01 00 00              -  mov rax,[r14+00000120]
// ---------- INJECTING HERE ----------
"EoCApp.exe"+1464C6A: 8B 88 EC 01 00 00                 -  mov ecx,[rax+000001EC]
// ---------- DONE INJECTING  ----------
"EoCApp.exe"+1464C70: 41 39 8C 24 90 00 00 00           -  cmp [r12+00000090],ecx
"EoCApp.exe"+1464C78: 74 22                             -  je EoCApp.exe+1464C9C
"EoCApp.exe"+1464C7A: 48 B8 00 00 00 00 02 00 00 00     -  mov rax,0000000200000000
"EoCApp.exe"+1464C84: 89 8D 58 02 00 00                 -  mov [rbp+00000258],ecx
"EoCApp.exe"+1464C8A: 48 0B D0                          -  or rdx,rax
"EoCApp.exe"+1464C8D: 41 89 8C 24 90 00 00 00           -  mov [r12+00000090],ecx
"EoCApp.exe"+1464C95: 48 89 95 20 02 00 00              -  mov [rbp+00000220],rdx
"EoCApp.exe"+1464C9C: 49 8B 06                          -  mov rax,[r14]
"EoCApp.exe"+1464C9F: BA 00 00 01 00                    -  mov edx,00010000
"EoCApp.exe"+1464CA4: 49 8B CE                          -  mov rcx,r14
}
Hello everyone.
As Usual, congrats to the community, for the timely and exhaustive work.

I post about this script, which workd fine for me, V. 3.0.141.999
The thingis, the script stop working when upgrading the source pool (in my case, just after Ryker's Quest)
Before the upgrade, and reloading Quicksave prove it, the script runs perfectly.
but as soon as you upgrade the pool it stop working, still can be activated, but it seems it changes AOB.

If you could look into it, i'd be more than happy!

diabloamezon
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Re: Divinity Original Sin 2

Post by diabloamezon » Fri Sep 22, 2017 9:28 am

I think we can assume that after getting 2nd source point render AP, HP and Source point code nonworking.

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