Darkest Dungeon

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TcTwhammer
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Post by TcTwhammer » Fri Jun 22, 2018 10:00 pm

[QUOTE="RedKhan, post: 49927, member: 8540"]I don't understand how quirk removal works, the "Press X" part doesn't seem to work, I can edit quirks back and forth/lock, but point blank remove with X press it won't work.

Also how to auto win Dungeon that's explore based/battle based, I found to change dungeon condition from 0 to 1 insta won dungeon if it was boss one[/QUOTE]

Try to activate the hero stats first.

cedricvdg
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Post by cedricvdg » Mon Jun 25, 2018 7:02 pm

[QUOTE="RedKhan, post: 49927, member: 8540"]I don't understand how quirk removal works, the "Press X" part doesn't seem to work, I can edit quirks back and forth/lock, but point blank remove with X press it won't work.

Also how to auto win Dungeon that's explore based/battle based, I found to change dungeon condition from 0 to 1 insta won dungeon if it was boss one[/QUOTE]



The current iteration of the quirk remover needs Hero Stats active, because I already had the Hero pointer coming in through that. I might make a standalone version later. You activate both Quirk Removal and Quirk Remover (I should distinguish those better by name). DO NOT activate the script below marked in Red, instead go ingame and hover over a quirk in a hero screen and press X (Might need a second click on consecutive use because it's a toggle). This should remove the hovered over quirk.



The current version of the dungeon completer is basically just a bunch of relevant stats that I need for debugging. It means you have to manually enter the win condition. The various variables get filled depending on the type of dungeon, if you need to explore the rooms, it will show you e.g., 12 rooms and a 0, set the 0 to 12 and you'll force the win. As I mentioned, mainly for debugging purposes until I write an all-in-one IWIN button script
Last edited by cedricvdg on Thu Jan 01, 1970 12:00 am, edited 3 times in total.

edgelord69
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Post by edgelord69 » Mon Jun 25, 2018 8:53 pm

I'm struggling to find out how to get either of the hero seekers to work, can I get any help?

Elterin
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Post by Elterin » Mon Jun 25, 2018 9:04 pm

Hi [USER=6399]@SenorPlebeian[/USER] , the game just updated (build 23941), and the CoM script broke on a few places. Can you update it please? :)

baugoti
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Post by baugoti » Mon Jun 25, 2018 9:39 pm

[QUOTE="cedricvdg, post: 50233, member: 8355"]The current iteration of the quirk remover needs Hero Stats active, because I already had the Hero pointer coming in through that. I might make a standalone version later. You activate both Quirk Removal and Quirk Remover (I should distinguish those better by name). DO NOT activate the script below marked in Red, instead go ingame and hover over a quirk in a hero screen and press X (Might need a second click on consecutive use because it's a toggle). This should remove the hovered over quirk.



The current version of the dungeon completer is basically just a bunch of relevant stats that I need for debugging. It means you have to manually enter the win condition. The various variables get filled depending on the type of dungeon, if you need to explore the rooms, it will show you e.g., 12 rooms and a 0, set the 0 to 12 and you'll force the win. As I mentioned, mainly for debugging purposes until I write an all-in-one IWIN button script[/QUOTE]





[USER=8355]@cedricvdg[/USER] --- first off.. thank you!.. looks like there was an update today tho.. the Hero Stats and Quirk Remover no longer work :(

SenorPlebeian
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Post by SenorPlebeian » Tue Jun 26, 2018 1:26 am

Looks like it moved the offset for the HP, just made a small update to move that offset over, also threw the offset change on [USER=8355]@cedricvdg[/USER]'s table on here (All credit for that table goes to him of course, amazing work), though I haven't really tested anything beyond just making sure his hero stats activates.
Last edited by SenorPlebeian on Tue Jun 26, 2018 5:54 am, edited 1 time in total.

doomwad765
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Post by doomwad765 » Tue Jun 26, 2018 1:49 am

Mr Plebeian, is there a way to use your table to remove quirks? Forgive me if you've answered this elsewhere but I don't see any other info.

Anglican
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Post by Anglican » Tue Jun 26, 2018 2:25 am

Is it possible to update the virtue chance? It seems to be not working.

SenorPlebeian
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Post by SenorPlebeian » Tue Jun 26, 2018 5:53 am

[QUOTE="Anglican, post: 50260, member: 1173"]Is it possible to update the virtue chance? It seems to be not working.[/QUOTE]

Yeah noticing the same, I put in a different always virtue script for it, also changed out the hero stats hook since it seems the one I had it on was pretty inconsistent.



[QUOTE="doomwad765, post: 50256, member: 8227"]Mr Plebeian, is there a way to use your table to remove quirks? Forgive me if you've answered this elsewhere but I don't see any other info.[/QUOTE]

In the "cedricvdg's table" header, I tried to update hero stats so that it'd at least activate as he had it prior to the update (though it looks like the stats are all off now). So far, his remove quirk has been working for me the same way.

mbahmbul
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Post by mbahmbul » Tue Jun 26, 2018 6:29 am

[QUOTE="SenorPlebeian, post: 50263, member: 6399"]Yeah noticing the same, I put in a different always virtue script for it, also changed out the hero stats hook since it seems the one I had it on was pretty inconsistent.





In the "cedricvdg's table" header, I tried to update hero stats so that it'd at least activate as he had it prior to the update (though it looks like the stats are all off now). So far, his remove quirk has been working for me the same way.[/QUOTE]

any update for v23941(Latest Version) sir?

cedricvdg
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Post by cedricvdg » Tue Jun 26, 2018 12:25 pm

Latest Version of my Table, cleaned up the table tree a bit and added an Always Scout script. (Result of me experimenting with the stat modifiers and working on a more elaborate stat manipulation section)

RenChao
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Post by RenChao » Wed Jun 27, 2018 10:57 am

[QUOTE="cedricvdg, post: 50283, member: 8355"]Latest Version of my Table, cleaned up the table tree a bit and added an Always Scout script. (Result of me experimenting with the stat modifiers and working on a more elaborate stat manipulation section)[/QUOTE]



Scouting doesn't work...or does work but only first 2 embarks.

cedricvdg
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Post by cedricvdg » Wed Jun 27, 2018 3:20 pm

[QUOTE="RenChao, post: 50360, member: 1032"]Scouting doesn't work...or does work but only first 2 embarks.[/QUOTE]



I figured out what's wrong. The script injects at the stat summation routine of the game. If none of your characters have an item that boosts the scouting stat it won't run. I'll try and inject it at an earlier part of the routine in a later version. For now make sure atleast one character has a scouting item.

cabotage
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Post by cabotage » Wed Jun 27, 2018 4:33 pm

[QUOTE="cedricvdg, post: 50283, member: 8355"]Latest Version of my Table, cleaned up the table tree a bit and added an Always Scout script. (Result of me experimenting with the stat modifiers and working on a more elaborate stat manipulation section)[/QUOTE]



Hey man. Just wanted to say thanks for making a table with the ability to lock perks. I was starting to go insane trying to save scum curios.

RenChao
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Post by RenChao » Wed Jun 27, 2018 4:35 pm

[QUOTE="cedricvdg, post: 50381, member: 8355"]I figured out what's wrong. The script injects at the stat summation routine of the game. If none of your characters have an item that boosts the scouting stat it won't run. I'll try and inject it at an earlier part of the routine in a later version. For now make sure atleast one character has a scouting item.[/QUOTE]

This is still 100 times better than working at random or not working at all. Can be easily solved, thank you very much.

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