Re: Pathfinder: Kingmaker (Steam)
Posted: Sun Sep 30, 2018 4:41 pm
i'v tested unlimited spells a little and still enemy's have them too they cast the fear constantly.
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
Could you save just before that fight and PM the save? Not had much chance to actually test things in fights.
Niedzielan's table has all that.Ghostdragon123 wrote: ↑Sun Sep 30, 2018 5:44 pmplease include a option for build Points as well as a instruction on how to edit the attributes
What is BP?
Is that the done thing here? I don't want to clutter the tables subforum and it's nice seeing all the discussion in one place, but at the same time I can rarely tell if people are talking about my table or DrummerIX's, plus that script gets a lot more attention being on the first page.
BP is Build Points for the Kingdom
Wow, this is one hell of a table. I love it so much <3Niedzielan wrote: ↑Wed Sep 26, 2018 4:17 pmBig update, cleaned things up a bit, so I'll restructure this post
Found a good hook so that (for the most part) you don't need to open stuff to activate or populate values. Since I switched to mono it was easy to follow the structure so now everything (again, for the most part) is in one location.
Features:
Game Time
Money
Kingdom
-Name
-Day
-BP
-Cost/Time modifiers
--Set Building Time Modifier to -2 to build things instantly, for example
-Event and Task "Started On" Days
--Apparently you can set these to -60 in the saves, haven't tried here. Regardless, should be able to set them to 0
Party
-For each member
--Name, Level, Experience, Damage Taken (i.e. current health)
--Class Levels (up to 10 classes)
--State Flags (e.g. Size)
--Alignment (as x-y coordinates)
--Attributes
--Skills
--Other Stats (HitPoints, Attack Bonus, Base AC, Speed, Fortitude, Reflex, Will, Initiative, etc)
I've kept the old "On Character Selection" script in case you somehow select a creature that's not in your party (e.g. pet companions things)
Skill points
Change Attribute Points on level (e.g. one attribute every level, five per level, etc)
Change Attribute Points on Character Creation (For Player or Companion creation)
Infinite Spell Usage (Controllable Characters only - no idea if you can control people not in your party, but it's the best I could do)
Infinite Ability Usage (Party Characters only)
Thanks to everyone who helped out.
It's designed for use after opening the character screen ingame. I'll look at creation when I get this fixed.
That said, I'm not having much luck on that front. It seems to break at random points, or sometimes not break at all! If I have it only do strength it works (but obviously is less useful). Sometimes it gets through WIS before crashing.
Keep in mind that you have to have opened the character screen at least once before starting the script.
I fiddled around a bit and this version hasn't crashed on me... yet. Let me know if it does.
Edit: Added a few more options
Character
-Level (Decrease so you can level up again, get level 20 in all classes)
-EXP
Alignment pointer
Money pointer
Attributes (STR, DEX, etc)
If the Attributes don't update when changing characters, use one of the ones in Debug
Skills (Athletics, etc)
Skill Points during character Creation / Level Up
Other stats (Speed, HP, AC, Attack Bonus, Fortitude, etc)
Inventory (Slots 1 and 2 quantity, last moved item quantity)
Time Pointer
Kingdom Timer, Kingdom BP, Kingdom Stats (on load & hover)
- Thanks to Carrnage for the save file
DrummerIX's table is probably better quality, but I like making my own tables, so here we are.
Code: Select all
{
"$id": "1428",
"$type": "Kingmaker.UnitLogic.Feature, Assembly-CSharp",
"m_Context": {
"$id": "1429",
"m_OwnerDescriptor": {
"$ref": "1155"
},
"m_CasterReference": {
"m_UniqueId": "6fd7cf32-e84f-4e1a-a24c-7d9839efac9f"
},
"m_Ranks": [0, 0, 0, 0, 0, 0, 0],
"m_SharedValues": [0, 0, 0, 0, 0, 0],
"m_Params": null,
"AssociatedBlueprint": "25a5878d125338244896ebd3238226c8",
"ParentContext": null,
"m_MainTarget": null,
"Params": {},
"SpellDescriptor": "None",
"SpellSchool": "None",
"SpellLevel": 0,
"Direction": {
"$type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"x": 0.0,
"y": 0.0,
"z": 0.0
}
},
"Blueprint": "25a5878d125338244896ebd3238226c8",
"m_ComponentsData": [{
"$id": "1430",
"ComponentName": "$AddStatBonus$86c8aa3c-8fcf-422c-96a6-7a1e790b0052"
}, {
"$id": "1431",
"ComponentName": "$AddStatBonus$1af5c609-b3a8-4791-ab6e-246bdbf96d68"
}, {
"$id": "1432",
"ComponentName": "$AddStatBonus$a9cb1661-0d1b-4f64-a9af-5660e1f31609"
}
],
"Rank": 1,
"Source": null,
"Param": null,
"IgnorePrerequisites": true,
"Owner": {
"$ref": "1155"
},
"Initialized": true,
"Active": true,
"SourceItem": null,
"SourceCutscene": null
}
Those flags are what the game calls them, not me. In the code it looks like immortality means that you never fully die (I assume if you have the difficulty setting so that people die instead of coming back after the fight, this saves them). It doesn't stop you from taking damage. Regenerate means that you go unconscious when you get hit with enough damage instead of dying (so you'll never even reach the point where immortality is used!). Not entirely sure what untargetable does but it does do something.r3v4n wrote: ↑Sun Sep 30, 2018 6:29 pmWow, this is one hell of a table. I love it so much <3
Thanks for the awesome work!
I've got one question though: I've tried using the flags option (immortality, not targatable) and it seems that none of those do have any effect ...
Did you try them? Should they be shown in the char sheet? Am I doing something wrong?
if you do figure out feats could you see if its possible to make a script to select multiple bloodlines?Niedzielan wrote: ↑Sun Sep 30, 2018 4:44 pmI can't promise I'll get anything in a releasable state regarding feats. What I have now could cause issues like in my screenshot (where I run out of things to add). Technically doesn't break the game, since you could just back out, set the multiplier to 0, then level, but that could potentially ruin class progression.
Could you save just before that fight and PM the save? Not had much chance to actually test things in fights.
Edit: Wait, no, I've figured out what went wrong. Another rookie mistake on my part. Try it with v80.
I've added my current script to the table. Be warned that it's very experimental, so save before trying to use it. It multiplies all ability choices, so bloodlines and feats are both included in that.Carrnage wrote: ↑Sun Sep 30, 2018 7:08 pmif you do figure out feats could you see if its possible to make a script to select multiple bloodlines?Niedzielan wrote: ↑Sun Sep 30, 2018 4:44 pmI can't promise I'll get anything in a releasable state regarding feats. What I have now could cause issues like in my screenshot (where I run out of things to add). Technically doesn't break the game, since you could just back out, set the multiplier to 0, then level, but that could potentially ruin class progression.
Could you save just before that fight and PM the save? Not had much chance to actually test things in fights.
Edit: Wait, no, I've figured out what went wrong. Another rookie mistake on my part. Try it with v80.