Divinity Original Sin 2

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Supacrew
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Re: Divinity Original Sin 2

Post by Supacrew » Fri Sep 29, 2017 7:59 pm

Hi, (I'm french)

I would like to use the section "Selected Character" but I do not understand how it works.

However, I understood when selecting a character in game the address changed on CE. (P-> xxxxxxxxxxx)
But this address does not change in all subcategories and so I can not change the features.

https://imgur.com/q4LR7BR

My goal in using CE is to change the basic characteristics of the characters (mainly "Attributes" and "Skills") for the specialists as I wish.

I thank in advance the person(s) who can help me!

(Thanks Goolge Translation)

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Vee_
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Re: Divinity Original Sin 2

Post by Vee_ » Fri Sep 29, 2017 8:28 pm

Supacrew wrote:
Fri Sep 29, 2017 7:59 pm
Hi, (I'm french)

I would like to use the section "Selected Character" but I do not understand how it works.

However, I understood when selecting a character in game the address changed on CE. (P-> xxxxxxxxxxx)
But this address does not change in all subcategories and so I can not change the features.

https://imgur.com/q4LR7BR

My goal in using CE is to change the basic characteristics of the characters (mainly "Attributes" and "Skills") for the specialists as I wish.

I thank in advance the person(s) who can help me!

(Thanks Goolge Translation)
After you activate the script, have you try opening the Character Sheet?

Supacrew
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Re: Divinity Original Sin 2

Post by Supacrew » Fri Sep 29, 2017 9:17 pm

Vee_ wrote:
Fri Sep 29, 2017 8:28 pm
After you activate the script, have you try opening the Character Sheet?
Yes, it was by changing characters in the Character Sheet that I realized the address changed in CE.

Edit : Character Sheet: Are you talking about the shortened game "i"?

Zanzer
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Re: Divinity Original Sin 2

Post by Zanzer » Fri Sep 29, 2017 10:01 pm

I updated the dropdown names with the new IDs.

You all can simply use the Print Treasure Identifiers to find the correct labels to each ID.

In case anyone was interested, the new ones are:

Code: Select all

449:LuckTop
452:Luck7
453:Luck8
454:Luck9
455:Luck10

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Vee_
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Re: Divinity Original Sin 2

Post by Vee_ » Fri Sep 29, 2017 10:21 pm

Supacrew wrote:
Fri Sep 29, 2017 9:17 pm
Vee_ wrote:
Fri Sep 29, 2017 8:28 pm
After you activate the script, have you try opening the Character Sheet?
Yes, it was by changing characters in the Character Sheet that I realized the address changed in CE.

Edit : Character Sheet: Are you talking about the shortened game "i"?
Well the value should be populated with the correct values if you open the character sheet, if not maybe somethings wrong in your end. Maybe different game version?
Yes, using the "I" shortcut brings up Inventory and Character Sheet menu, though you can use "E" to open Character Sheet menu only

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Vee_
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Re: Divinity Original Sin 2

Post by Vee_ » Fri Sep 29, 2017 10:21 pm

Zanzer wrote:
Fri Sep 29, 2017 10:01 pm
I updated the dropdown names with the new IDs.

You all can simply use the Print Treasure Identifiers to find the correct labels to each ID.

In case anyone was interested, the new ones are:

Code: Select all

449:LuckTop
452:Luck7
453:Luck8
454:Luck9
455:Luck10
Awesome thanks :lol:

deVars
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Re: Divinity Original Sin 2

Post by deVars » Sat Sep 30, 2017 2:00 am

deVars wrote:
Thu Sep 28, 2017 4:03 pm
Hi guys,
Is there a way to just trigger lucky charm success all the time when opening boxes? I saw that there's one that will override container items and I think that's very close to what I just need for the game.

Thanks!
Finally found the code I was looking for to trigger lucky charm sparkle! It doesn't always trigger on containers, especially from the blood rose bugs, but in general containers, it does.

In my experience with it, it feels like it bumps the quality of possible items you can get with your skill level. It cannot do anything if the container (gacha-)rolled in with 0 items to begin with.

Code: Select all

{ Game   : EoCApp.exe
  Version: 
  Date   : 2017-09-29
  Author : deVars

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(lucky_charm_trigger,EoCApp.exe,0F B6 F8 84 C0 74 1C) // should be unique
alloc(newmem,$200,"EoCApp.exe"+12AE14F)

label(code)
label(return)

newmem:

code:
  mov al,01
  movzx edi,al
  test al,al
  jmp return

lucky_charm_trigger:
  jmp code
return:
registersymbol(lucky_charm_trigger)

[DISABLE]

lucky_charm_trigger:
  db 0F B6 F8 84 C0

unregistersymbol(lucky_charm_trigger)
dealloc(newmem)

LanceToTheN
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Re: Divinity Original Sin 2

Post by LanceToTheN » Sat Sep 30, 2017 9:26 am

Last Item Moved in Backpack crashes game with latest patch

XxcoralloxX
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Re: Divinity Original Sin 2

Post by XxcoralloxX » Sat Sep 30, 2017 9:34 am

Pongozila wrote:
Fri Sep 15, 2017 8:39 pm
Updating table due to many bug/features changes...

Here's what we got now:
V3.0.141.999

+999 STATS
+5 Available points (If any) (Attributes/combat/talent/civil)
+INF. Item Durability
+No skill Cooldown
+Set XP Gain per enemy
+Using an Item gives +5 (ONLY WORKS IF YOU HAVE >2)
+Split item to double total (ONLY WORKS IF YOU HAVE >2) -- works with gold!
+2 of any item if 1
+99 Source Points
+Battle Action Points (inf / zero for enemies / both)


* Latest features in green *

Supacrew
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Re: Divinity Original Sin 2

Post by Supacrew » Sat Sep 30, 2017 10:44 am

Vee_ wrote:
Fri Sep 29, 2017 10:21 pm
Supacrew wrote:
Fri Sep 29, 2017 9:17 pm
Vee_ wrote:
Fri Sep 29, 2017 8:28 pm
After you activate the script, have you try opening the Character Sheet?
Yes, it was by changing characters in the Character Sheet that I realized the address changed in CE.

Edit : Character Sheet: Are you talking about the shortened game "i"?
Well the value should be populated with the correct values if you open the character sheet, if not maybe somethings wrong in your end. Maybe different game version?
Yes, using the "I" shortcut brings up Inventory and Character Sheet menu, though you can use "E" to open Character Sheet menu only
Ok, actually it was the version of the game that was not up to date (in addition to not using the same CE version)

Thank you very much !

mentalmike72
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Re: Divinity Original Sin 2

Post by mentalmike72 » Sat Sep 30, 2017 11:33 am

can someone teach me how to add the villain tag?

BeaverSid
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Re: Divinity Original Sin 2

Post by BeaverSid » Sat Sep 30, 2017 12:20 pm

if I choose this 466 : CheatRecipeBooks then get... nothing! How to fix it?
Last edited by BeaverSid on Sat Sep 30, 2017 3:41 pm, edited 1 time in total.

XxcoralloxX
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Re: Divinity Original Sin 2

Post by XxcoralloxX » Sat Sep 30, 2017 1:14 pm

Pongozila wrote:
Fri Sep 15, 2017 8:39 pm
Updating table due to many bug/features changes...

Here's what we got now:
V3.0.141.999

+999 STATS
+5 Available points (If any) (Attributes/combat/talent/civil)
+INF. Item Durability
+No skill Cooldown
+Set XP Gain per enemy
+Using an Item gives +5 (ONLY WORKS IF YOU HAVE >2)
+Split item to double total (ONLY WORKS IF YOU HAVE >2) -- works with gold!
+2 of any item if 1
+99 Source Points
+Battle Action Points (inf / zero for enemies / both)


* Latest features in green *
Would be possibile using the "Set Xp Gain per enemy" to multiply the exp recived instead of set a value?

jrgoncal
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Re: Divinity Original Sin 2

Post by jrgoncal » Sat Sep 30, 2017 5:06 pm

Hey, I noticed that changing the ability points of a character (after reloading) does not take effect.

My friend screwed up his guy royally and we're no where near the boat (12 hours and haven't escaped fort joy yet lol).
I tried using this trainer to respec him. I can give him ability points just fine, but it won't remove his existing ones (from summoning, 2-handed, etc).

Is this something that can be fixed? Thanks!

bruticus0
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Re: Divinity Original Sin 2

Post by bruticus0 » Sat Sep 30, 2017 5:36 pm

I don't guess anyone has tinkered with Spirit Vision duration have you? They've taken off the infinite spirit vision duration from the Workshop and from Nexus. It's a really convenient thing to have. Doesn't have to be infinite, just a longer duration would be great.

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