Divinity Original Sin 2

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myrddin
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Re: Divinity Original Sin 2

Post by myrddin » Wed Oct 04, 2017 3:46 pm

I extracted a file called treasure table and edited its contents... then I used cheatengine to find the id of my table (the default tables in cheatengine appear to not get updated for custom files) and then I get like 15 wands or 15 items...

..\Divinity Original Sin 2\Data\Public\Shared\Stats\Generated\TreasureTable.txt

added these files...

new treasuretable "mod_wand"
new subtable "-15"
object category "WandFire",25,0,0,0,100,0,0,0
object category "WandWater",25,0,0,0,100,0,0,0
object category "WandAir",25,0,0,0,100,0,0,0
object category "WandPoison",25,0,0,0,100,0,0,0
new treasuretable "mod_RingAmuBelt"
new subtable "-15"
object category "Ring",50,0,0,0,100,0,0,0
object category "Amulet",25,0,0,0,100,0,0,0
object category "Belt",25,0,0,0,100,0,0,0
object category "MageHelmet",25,0,0,0,100,0,0,0
object category "MageUpperBody",25,0,0,0,100,0,0,0
object category "MageLowerBody",25,0,0,0,100,0,0,0
object category "MageBoots",25,0,0,0,100,0,0,0
object category "MageGloves",25,0,0,0,100,0,0,0

and do find 15 epic items in a new container when I set the id correct...

(can't attach text files) https://myrddin.de/paste/TreasureTable.txt

Hover over chests... level 1 boxes hardly give good loot... level 14+ boxes give better loot...

BeaverSid
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Re: Divinity Original Sin 2

Post by BeaverSid » Wed Oct 04, 2017 6:30 pm

myrddin wrote:
Wed Oct 04, 2017 3:46 pm
I extracted a file called treasure table and edited its contents... then I used cheatengine to find the id of my table (the default tables in cheatengine appear to not get updated for custom files) and then I get like 15 wands or 15 items...

..\Divinity Original Sin 2\Data\Public\Shared\Stats\Generated\TreasureTable.txt

added these files...

new treasuretable "mod_wand"
new subtable "-15"
object category "WandFire",25,0,0,0,100,0,0,0
object category "WandWater",25,0,0,0,100,0,0,0
object category "WandAir",25,0,0,0,100,0,0,0
object category "WandPoison",25,0,0,0,100,0,0,0
new treasuretable "mod_RingAmuBelt"
new subtable "-15"
object category "Ring",50,0,0,0,100,0,0,0
object category "Amulet",25,0,0,0,100,0,0,0
object category "Belt",25,0,0,0,100,0,0,0
object category "MageHelmet",25,0,0,0,100,0,0,0
object category "MageUpperBody",25,0,0,0,100,0,0,0
object category "MageLowerBody",25,0,0,0,100,0,0,0
object category "MageBoots",25,0,0,0,100,0,0,0
object category "MageGloves",25,0,0,0,100,0,0,0

and do find 15 epic items in a new container when I set the id correct...

(can't attach text files) https://myrddin.de/paste/TreasureTable.txt

Hover over chests... level 1 boxes hardly give good loot... level 14+ boxes give better loot...
Perfect! And can you do something like that for this:
SpoilerShow
object category "BOOK_RCP_Runecrafting_1"
object category "BOOK_RCP_Runecrafting_2"
object category "BOOK_RCP_Runecrafting_3"
object category "BOOK_RCP_Runecrafting_4"
object category "BOOK_RCP_Runecrafting_5"
object category "BOOK_RCP_Runecrafting_6"
object category "BOOK_RCP_Runecrafting_7"
object category "BOOK_RCP_Runecrafting_8"
object category "BOOK_RCP_Runecrafting_9"
object category "BOOK_RCP_Arrows_1"
object category "BOOK_RCP_Arrows_2"
object category "BOOK_RCP_Arrows_3"
object category "BOOK_RCP_Arrows_4"
object category "BOOK_RCP_Arrows_5"
object category "BOOK_RCP_Magic_1"
object category "BOOK_RCP_Magic_2"
object category "BOOK_RCP_Magic_3"
object category "BOOK_RCP_Magic_4"
object category "BOOK_RCP_Magic_5"
object category "BOOK_RCP_Magic_6"
object category "BOOK_RCP_Magic_7"
object category "BOOK_RCP_Magic_8"
object category "BOOK_RCP_Magic_9"
object category "BOOK_RCP_Magic_10"
object category "BOOK_RCP_Magic_11"
object category "BOOK_RCP_Potions_1"
object category "BOOK_RCP_Potions_2"
object category "BOOK_RCP_Potions_3"
object category "BOOK_RCP_Potions_4"
object category "BOOK_RCP_Potions_5"
object category "BOOK_RCP_Potions_6"
object category "BOOK_RCP_Potions_7"
object category "BOOK_RCP_Potions_8"
object category "BOOK_RCP_Potions_9"
object category "BOOK_RCP_Potions_10"
object category "BOOK_RCP_Potions_11"
object category "BOOK_RCP_Potions_12"
object category "BOOK_RCP_Potions_13"
object category "BOOK_RCP_Potions_14"
object category "BOOK_RCP_Potions_15"
object category "BOOK_RCP_Potions_16"
object category "BOOK_RCP_Potions_17"
object category "BOOK_RCP_Potions_18"
object category "BOOK_RCP_Grenades_1"
object category "BOOK_RCP_Grenades_2"
object category "BOOK_RCP_Grenades_3"
object category "BOOK_RCP_Grenades_4"
object category "BOOK_RCP_Grenades_5"
object category "BOOK_RCP_Grenades_6"
object category "BOOK_RCP_Grenades_7"
object category "BOOK_RCP_Grenades_8"
object category "BOOK_RCP_Grenades_9"
object category "BOOK_RCP_Grenades_10"
object category "BOOK_RCP_Grenades_MindMaggots"
object category "BOOK_RCP_Clothes_1"
object category "BOOK_RCP_Clothes_2"
object category "BOOK_RCP_Food1"
object category "BOOK_RCP_Food2"
object category "BOOK_RCP_Weapons_1"
object category "BOOK_RCP_Weapons_2"
object category "BOOK_RCP_Weapons_3"
object category "BOOK_RCP_Weapons_4"
object category "BOOK_RCP_Weapons_5"
object category "BOOK_Crafting_Bible_A"
object category "BOOK_Crafting_Bible_B"
object category "BOOK_Crafting_Bible_C"
object category "BOOK_Crafting_Bible_D"
object category "BOOK_Crafting_Bible_E"
object category "BOOK_Crafting_Bible_F"
object category "BOOK_Crafting_Bible_G"
object category "BOOK_Crafting_Bible_H"
object category "BOOK_Crafting_Bible_I"
object category "BOOK_Crafting_Bible_J"
object category "BOOK_Crafting_Bible_K"
object category "BOOK_Crafting_Bible_L"
object category "BOOK_Crafting_Bible_M"
object category "BOOK_Crafting_Bible_N"

Zalexard
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Re: Divinity Original Sin 2

Post by Zalexard » Wed Oct 04, 2017 6:34 pm

myrddin wrote:
Wed Oct 04, 2017 3:46 pm
I extracted a file called treasure table and edited its contents... then I used cheatengine to find the id of my table (the default tables in cheatengine appear to not get updated for custom files) and then I get like 15 wands or 15 items...

..\Divinity Original Sin 2\Data\Public\Shared\Stats\Generated\TreasureTable.txt

added these files...

new treasuretable "mod_wand"
new subtable "-15"
object category "WandFire",25,0,0,0,100,0,0,0
object category "WandWater",25,0,0,0,100,0,0,0
object category "WandAir",25,0,0,0,100,0,0,0
object category "WandPoison",25,0,0,0,100,0,0,0
new treasuretable "mod_RingAmuBelt"
new subtable "-15"
object category "Ring",50,0,0,0,100,0,0,0
object category "Amulet",25,0,0,0,100,0,0,0
object category "Belt",25,0,0,0,100,0,0,0
object category "MageHelmet",25,0,0,0,100,0,0,0
object category "MageUpperBody",25,0,0,0,100,0,0,0
object category "MageLowerBody",25,0,0,0,100,0,0,0
object category "MageBoots",25,0,0,0,100,0,0,0
object category "MageGloves",25,0,0,0,100,0,0,0

and do find 15 epic items in a new container when I set the id correct...

(can't attach text files) https://myrddin.de/paste/TreasureTable.txt

Hover over chests... level 1 boxes hardly give good loot... level 14+ boxes give better loot...
Does it count as a mod and thus disable achievements?

Zanzer
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Re: Divinity Original Sin 2

Post by Zanzer » Wed Oct 04, 2017 10:51 pm

I assume, since these are real items, you could enable to mod, roll the equipment you want, then disable it.
Or does it forever disable achievements for that saved game file?

Blanketghost
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Re: Divinity Original Sin 2

Post by Blanketghost » Thu Oct 05, 2017 9:54 am

Zanzer wrote:
Wed Oct 04, 2017 10:51 pm
I assume, since these are real items, you could enable to mod, roll the equipment you want, then disable it.
Or does it forever disable achievements for that saved game file?
If I remember correctly. Nope. I used the Cheat Chest mod at the beginning of the game to get all skillbooks, made the save, disable that mod, and play the game, and I still get the achievements. Maybe they changed it when I was not looking, I am not sure. It was at the time that the game was released for just 2-3 days.

jnfr00
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Re: Divinity Original Sin 2

Post by jnfr00 » Thu Oct 05, 2017 10:17 am

myrddin wrote:
Wed Oct 04, 2017 3:46 pm
I extracted a file called treasure table and edited its contents... then I used cheatengine to find the id of my table (the default tables in cheatengine appear to not get updated for custom files) and then I get like 15 wands or 15 items...

..\Divinity Original Sin 2\Data\Public\Shared\Stats\Generated\TreasureTable.txt

and do find 15 epic items in a new container when I set the id correct...

Hover over chests... level 1 boxes hardly give good loot... level 14+ boxes give better loot...
That's very interesting, could you tell us exactly how you "used cheatengine to find the id of my table", cause I wish I could do the same with my tables :D

Edit: I did not have nor the file nor the folders "Shared\Stats\Generated\TreasureTable.txt", so I created them and put a file with my table there, but everytime I boot Divinity I got a "Mod error"

LoreDood
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Re: Divinity Original Sin 2

Post by LoreDood » Thu Oct 05, 2017 11:01 am

That's because when you replace the "Shared" folder you're actually replacing the entirety of TreasureTable.txt with that one line you made. So the game is now referencing a bunch of non-existent tables because you wound up deleting them all.

Shared is the base game folder, the engine will draw elements from what's included there. Also mods placed inside this folder don't count as proper "mods" hence the achievements will not be disabled. So if you want to play with a mod and still get the achievements (if you care about that) just mod stuff inside said Shared folder, as well as the Divinity base campaign folder. Normally you shouldn't be able to overwrite key game elements like this, but thankfully DOS2 overwrites .pak content with loose files by default.

So, in order to use a modified treasure table and not get the error you're getting, you will need to get .pak extractor, extract "shared.pak" located in the DOS2/Data directory then add/modify stuff in that file. With the complete treasure list replacing the default treasure list won't be a issue as all references will be there.

LoreDood
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Re: Divinity Original Sin 2

Post by LoreDood » Thu Oct 05, 2017 11:10 am

jnfr00 wrote:
Thu Oct 05, 2017 10:17 am
That's very interesting, could you tell us exactly how you "used cheatengine to find the id of my table", cause I wish I could do the same with my tables :D

Edit: I did not have nor the file nor the folders "Shared\Stats\Generated\TreasureTable.txt", so I created them and put a file with my table there, but everytime I boot Divinity I got a "Mod error"
That's because you're replacing the entire Treasure Table with the single line you modified inside the .txt file.

DOS2 is set so it will prioritize loose files over .pak files, thus by doing what you did, you basically overwrote the game's base treasure table file with a new one containing a single line, so the game is now referecing a bunch of treasure identifiers that no longer exist. Thus... mod error.

What you should do is use .pak extractor (google it) and extract Shared.pak to get the complete Treasure Table, only then you should modify/add to that table and replace the bad one you got with the correct one.

By the way, when you overwrite .pak files with loose files the way you did, the game will not disable achievements (if you care about that). So yeah... you can mod to your heart's content as long as you're not going to the mod menu and activating something. All you need to do is click "Okay" in a small error box that shows up every time you start the game.

Can also add modified maps to the main campaign that way, but that is more advanced knowledge that requires actually opening D2 engine and messing with a bunch of map building tools, item creation, etc.

Zanzer
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Re: Divinity Original Sin 2

Post by Zanzer » Thu Oct 05, 2017 1:30 pm

Click the Print Treasure Identifiers script and it will print the ID for each named treasure table.

IceLancer
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Re: Divinity Original Sin 2

Post by IceLancer » Thu Oct 05, 2017 1:55 pm

Anyone knows purging wand id?

MasterVegito
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Re: Divinity Original Sin 2

Post by MasterVegito » Thu Oct 05, 2017 2:03 pm

Anyone has a working table where yiou can edit CombatPoints?

jnfr00
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Re: Divinity Original Sin 2

Post by jnfr00 » Thu Oct 05, 2017 2:26 pm

Zanzer wrote:
Thu Oct 05, 2017 1:30 pm
Click the Print Treasure Identifiers script and it will print the ID for each named treasure table.
I thought it only worked with "Vanilla" treasures.. thank you :)
LoreDood wrote:
Thu Oct 05, 2017 11:10 am
By the way, when you overwrite .pak files with loose files the way you did, the game will not disable achievements (if you care about that). So yeah... you can mod to your heart's content as long as you're not going to the mod menu and activating something. All you need to do is click "Okay" in a small error box that shows up every time you start the game.

Can also add modified maps to the main campaign that way, but that is more advanced knowledge that requires actually opening D2 engine and messing with a bunch of map building tools, item creation, etc.
thank you for your explanation: I wish I could use the D2 engine but it's laggy and unresponsive for some reasons on my setup, I'll have to stick to .txt modification for now :D
MasterVegito wrote:
Thu Oct 05, 2017 2:03 pm
Anyone has a working table where yiou can edit CombatPoints?
if you have at least 1 unassigned point (any: civic, talent, combat etc) you can use the table by Pongozila viewtopic.php?p=17506#p17506


Edit: I tried what
LoreDood wrote:
Thu Oct 05, 2017 11:10 am
said and move the just extracted (and not edited at all) TreasureTable.txt to "Divinity - Original Sin 2\Data\Public\Shared\Stats\Generated\", but I still get "dependencies are invalid". What am I missing?
Last edited by jnfr00 on Thu Oct 05, 2017 4:52 pm, edited 1 time in total.

Paperangel
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Re: Divinity Original Sin 2

Post by Paperangel » Thu Oct 05, 2017 2:31 pm

Hello gentlemen,

I have a problem with the table, I think I do it all wrong.
I want to spawn specific items in a container by pairing "Treat Containers as New" and "Find Item *** in New Containers".
However, it doesn't work.

New items spawn in the container, but not the ones I've specified. It seems the option "Find items ***" doesn't work. (I have lucky charm) I think I missed something.
Could you please help me for that ? I precise I'm only at the beginning of the game.

Thanks in advance !

LoreDood
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Re: Divinity Original Sin 2

Post by LoreDood » Thu Oct 05, 2017 4:05 pm

I just tried making some random changes and dropping a newly extracted treasure table and it worked just fine for me. It's the same path even.

Could be that little "-" you got there in the root folder: "Divinity - Original Sin 2"

So my suggestion is to rename that to "Divinity Original Sin 2".

For the record, I'm doing this on Steam version of the game. Is that the one you're using?

jnfr00
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Re: Divinity Original Sin 2

Post by jnfr00 » Thu Oct 05, 2017 5:04 pm

LoreDood wrote:
Thu Oct 05, 2017 4:05 pm
I just tried making some random changes and dropping a newly extracted treasure table and it worked just fine for me. It's the same path even.

Could be that little "-" you got there in the root folder: "Divinity - Original Sin 2"

So my suggestion is to rename that to "Divinity Original Sin 2".

For the record, I'm doing this on Steam version of the game. Is that the one you're using?
Turns out the message I got was just a "warning" saying that I can't use my modded file to play in multiplayer.
Now I am trying to drop some unique items like the 3-rune-slots unique weapons: their "names" are specified in Data\Weapons.txt (es. ARX_UNIQUE_DaggerOfCruelty), but it's not the name I should put into TreasureTable.txt, and there is no mention of these weapons in the TreasureTables from both Origins and Shared .pak.. How should I move?

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