Grim Dawn + All DLC's

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

Chindopopito wrote:
Fri Nov 15, 2024 5:05 am
Thank you, for the update @StinVec. :D
You're welcome! Sorry for making the error in the first place and causing you troubles and wasting your time with figuring out what was crashing you. Thank you for letting me know everything else you use is working great so far, too!

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1
Last edited by StinVec on Fri Nov 15, 2024 5:58 am, edited 1 time in total.

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

Architect wrote:
Sat Nov 09, 2024 5:13 pm
StinVec wrote:
Mon Oct 14, 2024 7:26 pm
-- snipped --
Table looks amazing, StinVec. Saw that GD is going to have an expansion this end of year. Hopefully most of the pointers and scripts stay true.

Been scanning their announcements and doesn't look like drop-related functions are going to be affected. Here's to hoping.
Thank you!

I know we'll be getting GD v1.2.1.3 before too long as it is in open beta testing. I'm sure the table will need a lot of updating done to it when that releases. I also don't expect too much to change between that coming version and the eventual Fangs of Asterkarn release at year-end/year-start.

Also wanted to mention/share that, before you shared your code for the double rare loot, I had been working on a better loot option and didn't seem to be getting anywhere. When you shared yours, I found that I had been only a few instructions away from achieving the same results from another step in the process: Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+346C

Your code helped me to realize what the instructions I was looking at were doing.

Just in case it might be of use to someone, this is the alternate option I got to work which utilizes another instruction to achieve the same double rare loot result:
Alternate Loot and Shop Items Always Double Rare
Full option - just copy the code and paste it (CTRL+V) in your cheat table.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>138545</ID>
      <Description>"Alternate Loot and Shop Items Always Double Rare"</Description>
      <Options moHideChildren="1" moAllowManualCollapseAndExpand="1"/>
      <LastState/>
      <Color>00FF80</Color>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>//Grim Dawn 1.2.1.2 x64

define(address,Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+346C)
define(bytes,89 86 A8 00 00 00 48)

[ENABLE]
alloc(_lootDoubleRareAlt,$4)


_lootDoubleRareAlt:
  dd #0 //Change # number to set default option value
        //#0 = Off
        //#1 = On








////////
  registersymbol(_lootDoubleRareAlt)
assert(address,bytes)
alloc(newmem,$1000,Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+346C)
alloc(_lootDoubleRareAlt_On,$1000)
label(code)
label(return)

newmem:
  cmp [_lootDoubleRareAlt],#0
  je code
  cmp [_lootDoubleRareAlt],#1
  je _lootDoubleRareAlt_On
  jmp code

_lootDoubleRareAlt_On:
  mov [rsi+000000A8],#1000000000
  jmp return

code:
  mov [rsi+000000A8],eax
  jmp return

address:
  jmp newmem
  nop

return:

[DISABLE]
address:
  db bytes
  // 89 86 A8 00 00 00

unregistersymbol(_lootDoubleRareAlt)
dealloc(newmem)
dealloc(_lootDoubleRareAlt)
dealloc(_lootDoubleRareAlt_On)

{
// ORIGINAL CODE - INJECTION POINT: Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+346C

Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+3443: 45 33 C0              - xor r8d,r8d
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+3446: 48 8D 15 DB 0A 2C 00  - lea rdx,[Game.dll+56EB58]
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+344D: 48 8B CB              - mov rcx,rbx
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+3450: FF 50 38              - call qword ptr [rax+38]
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+3453: 89 86 A4 00 00 00     - mov [rsi+000000A4],eax
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+3459: 48 8B 03              - mov rax,[rbx]
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+345C: 45 33 C0              - xor r8d,r8d
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+345F: 48 8D 15 D2 0A 2C 00  - lea rdx,[Game.dll+56EB68]
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+3466: 48 8B CB              - mov rcx,rbx
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+3469: FF 50 38              - call qword ptr [rax+38]
// ---------- INJECTING HERE ----------
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+346C: 89 86 A8 00 00 00     - mov [rsi+000000A8],eax
// ---------- DONE INJECTING  ----------
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+3472: 48 8B 03              - mov rax,[rbx]
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+3475: 45 33 C0              - xor r8d,r8d
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+3478: 48 8D 15 D1 0A 2C 00  - lea rdx,[Game.dll+56EB80]
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+347F: 48 8B CB              - mov rcx,rbx
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+3482: FF 50 38              - call qword ptr [rax+38]
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+3485: 89 86 AC 00 00 00     - mov [rsi+000000AC],eax
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+348B: 48 8B 03              - mov rax,[rbx]
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+348E: 45 33 C0              - xor r8d,r8d
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+3491: 48 8D 15 28 0B 2C 00  - lea rdx,[Game.dll+56EBF0]
Game.GAME::LootItemTableRandomizer_Dyn::LoadFromDatabase+3498: 48 8B CB              - mov rcx,rbx
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>139650</ID>
          <Description>"Double Rare Loot"</Description>
          <DropDownList ReadOnly="1" DisplayValueAsItem="1">0:OFF
1:ON
</DropDownList>
          <ShowAsSigned>0</ShowAsSigned>
          <Color>00FF00</Color>
          <VariableType>4 Bytes</VariableType>
          <Address>_lootDoubleRareAlt</Address>
        </CheatEntry>
        <CheatEntry>
          <ID>137011</ID>
          <Description>"&gt;&gt;&gt; NOTE: Usage"</Description>
          <Options moHideChildren="1" moManualExpandCollapse="1" moAllowManualCollapseAndExpand="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <Color>80FFFF</Color>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>137012</ID>
              <Description>"Must be at least character level 8+ for rares to drop/be sold"</Description>
              <LastState Value="" RealAddress="00000000"/>
              <Color>80FFFF</Color>
              <GroupHeader>1</GroupHeader>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Sadly, with what little time I have available to work on things anymore, I've not yet made any progress toward forcing blue/purple loot pools to be active on common enemies.

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Re: Grim Dawn + All DLC's

Post by Aliver »

StinVec wrote:
Thu Nov 14, 2024 10:59 pm
Aliver wrote:
Thu Nov 14, 2024 11:39 am
Chindopopito wrote:
Mon Nov 11, 2024 1:32 am
I stopped playing the game due being hell busy when this table was at V6, but boy, oh boy! It keeps getting better and better.

I'm playing the GoG version and whenever I activate the freeze timer on potions and such items, the game crashes. Other than that, the options I use, work like a charm.

Thanks for such an amazing table @StinVec

P.S. I don't know if this happens on the Steam version, but whenever I go back to the main menu, or restart the game, all the items I altered the amount to, go back to their previous amount. The only items that won't go back to their previous amounts are oils, potions, elixirs. Any other item, i.e. materials, reset. Let's say I changed them to 250, if I close the game and open it, they go back to, 10.
The same thing is happening for me when using the steam version. All the other options work except when using the Freeze Timer on oils, potions and what not, its just an instant crash.
Hey, you both! Thank you for mentioning the trouble with that option so I could look at it!

I made an error in the "Skill Primary, Oils / Elixirs / Potions" option when I was coverting them all over to having on/off configuration ability. I was duplicating the code from one to another and then replacing labels with that option's labels to speed up updating all of the options. In that option I failed to replace one of the copied labels with that option's label.

When the option is enabled, the script is looking to jump to "_skillFreezePrimary_On", but I incorrectly left the label that exists in the script as "_skillFreezeTincture_On".

I will correct that option now in v22b and upload it, but if you or anyone else wants to manually fix the option then you can just replace the word "Tincture" in the script with "Primary":

1) Right-click the "Skill Primary, Oils / Elixirs / Potions" option > click "Change script"
2) On line 35 you will see this:

Code: Select all

_skillFreezeTincture_On:
//CHECK - PLAYER/FOE
  cmp [rsi+00001BBC],0     // checks if it is the player (0) or an enemy (2)
  jne code                 // if not the player, jump to code
3) Replace the "_skillFreezeTincture_On" with "_skillFreezePrimary_On" (can copy that label from a few lines above in the script or just replace "Tincture" with "Primary")

_____

v1.2.1.1 -or- v1.2.1.2 x64 table post updated to V22b:
"SPEED -|- SKILLS" section
  • Option Fixed: Freeze Buff Timers > "Skill Primary, Oils / Elixirs / Potions" > Corrected an erroneous label in the script to fix a crash issue when enabling the option
    > You can copy>paste the option into your table to replace the broken one with this fixed version, or you can manually replace the word "Tincture" in "_skillFreezeTincture_On" on line 35 in your existing option with the word "Primary" so it is "_skillFreezePrimary_On"
Honestly, youre such an amazing person for giving an update so soon! Thank you so much :)

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Re: Grim Dawn + All DLC's

Post by AlexS »

Chindopopito wrote:
Mon Nov 11, 2024 1:32 am
I don't know if this happens on the Steam version, but whenever I go back to the main menu, or restart the game, all the items I altered the amount to, go back to their previous amount. The only items that won't go back to their previous amounts are oils, potions, elixirs. Any other item, i.e. materials, reset. Let's say I changed them to 250, if I close the game and open it, they go back to, 10.
(Google translation)

One possible reason for this is the game's limit on the number of items in a stack. If the game only allows 10 items in a stack, you can manually increase this number beyond the allowed limit, but the first time the stack is checked, the game will reset the value you set to the allowed limit.
Note that some games check game values for realism (for example, at the beginning of the game, the player can never have 999 items or 99999999 gold, and the game knows about it), and if the game detects unrealistic numbers, then... each game reacts differently. Sometimes the final results of the game simply indicate the word "cheater", and sometimes the gameplay is subtly changed, making the game unbeatable or hiding part of the game content from the player.
Therefore, it is not recommended to set unrealistic game values.

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Re: Grim Dawn + All DLC's

Post by Bulldoser »

Thanks to all of you very, very much

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Chindopopito
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Re: Grim Dawn + All DLC's

Post by Chindopopito »

StinVec wrote:
Fri Nov 15, 2024 5:29 am
Chindopopito wrote:
Fri Nov 15, 2024 5:05 am
Thank you, for the update @StinVec. :D
You're welcome! Sorry for making the error in the first place and causing you troubles and wasting your time with figuring out what was crashing you. Thank you for letting me know everything else you use is working great so far, too!
You shouldn't apologize, you've been doing such a great work with this table. It was just a little mistake among a ton of code. Thank you again, man.

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Re: Grim Dawn + All DLC's

Post by Chindopopito »

AlexS wrote:
Fri Nov 15, 2024 1:35 pm
Chindopopito wrote:
Mon Nov 11, 2024 1:32 am
I don't know if this happens on the Steam version, but whenever I go back to the main menu, or restart the game, all the items I altered the amount to, go back to their previous amount. The only items that won't go back to their previous amounts are oils, potions, elixirs. Any other item, i.e. materials, reset. Let's say I changed them to 250, if I close the game and open it, they go back to, 10.
(Google translation)

One possible reason for this is the game's limit on the number of items in a stack. If the game only allows 10 items in a stack, you can manually increase this number beyond the allowed limit, but the first time the stack is checked, the game will reset the value you set to the allowed limit.
Note that some games check game values for realism (for example, at the beginning of the game, the player can never have 999 items or 99999999 gold, and the game knows about it), and if the game detects unrealistic numbers, then... each game reacts differently. Sometimes the final results of the game simply indicate the word "cheater", and sometimes the gameplay is subtly changed, making the game unbeatable or hiding part of the game content from the player.
Therefore, it is not recommended to set unrealistic game values.
Oh, I see. Thanks for the info. :)

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Re: Grim Dawn + All DLC's

Post by StinVec »

Option progress update: Skeleton Summon Type Control
pet pics
[Link]
It is working well in many ways, but it currently needs to account for different values that change based on each level of the skill and it isn't properly accounting for everything yet and lets a different type spawn now and then on certain levels.

I'm not going about it the right way yet. I need to back up from the instructions I've been working with and find the right instruction earlier in the sequence that would be the best to use.

It also cannot currently spawn a skeleton type that isn't unlocked yet due to the level of the skill, which is how I want the option to be able to work so it ignores what type is available in the pool of summons and sets them all to the desired type.

However, the recent [Link] mentions v1.2.1.3 will add this:
"the Wight Channeler will allow you to manipulate the Raise Skeletons probability in your favor."
So the option may be able to be made more properly and without any issues after this patch releases in the coming weeks as it will likely have a defined address to quickly alter spawn chances in an easier way.

_____

Grim Dawn v1.2.1.3 released.
I'll work to update all the stuff in the table that needs updating as soon as I can update my game.
Working on determining which options require updating and then updating them as necessary.
I will update this comment with my progress and then add the updated table to a new post when I finish the updating.

Progress (Check and update ~71 options, then pointers and item exclusion checks)
  • 38 options do not require updating
  • 33 broken options updated
  • Checking pointers in options (3 of 3 groups done)
  • Sleeping (also having an issue with enemy factions instant nemesis not activating properly on a neutral faction turned enemy fixed it)
Grim Dawn v1.2.1.4 released.
  • Running a re-check on finished tasks to see if anything got changed and picking up where I left off.
  • Re-checks done.
  • Pointers done.
  • Running through item exclusion checks will take a little time, but that's all that is left unless another update gets pushed.
Grim Dawn v1.2.1.4.H1 released.
  • Re-checks done.
  • Item exclusion checks - 5 of 5 options done.
  • Minor issue of an invincibility-causing item exclusion check that was handled by "Skill Cooldown Time" now seeming to be controlled by "Skill Passive On Hit".
  • I'll just temporarily remove the Freeze/Restart Buff Timers > "Skill Passive On Hit" option while I sort out the exclusion check issue. I'll do a final pass on the table in the morning and post it without that option for now.
Last edited by StinVec on Sat Dec 21, 2024 8:38 am, edited 10 times in total.

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Re: Grim Dawn + All DLC's

Post by Archer30 »

StinVec, thank you for updating the table and even the info in real time. I refreshed this page a few times a day just to wait for your new update.

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Re: Grim Dawn + All DLC's

Post by StinVec »

Archer30 wrote:
Fri Dec 20, 2024 8:17 am
StinVec, thank you for updating the table and even the info in real time. I refreshed this page a few times a day just to wait for your new update.
You're welcome! Sorry it has taken me so long to (almost) finish the updating and post the table. I thought I would get it done 2 days ago, but things come up.

Posting the table now. If you or anyone else encounters any troubles with anything in it, please let me know! I'll update it to re-include the Skill Passive On Hit option when I sort out that issue later on.

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Re: Grim Dawn + All DLC's

Post by StinVec »

Updated for/tested on Steam-based v1.2.1.4 hotfix 1 (build 16819114) x64
  • If there are any issues with any options, please let me know!
  • Should also all work for GoG version as well. If any are not, please let me know.
Ceasing support for this table for this older v1.2.1.4 game version.
Table for the v1.2.1.1 -or- v1.2.1.2 x64 table post available here: viewtopic.php?p=358732#p358732
Table for the v1.2.1.5 game version available here: viewtopic.php?p=390998#p390998

_____
Image of table unattached and collapsed options as of V24b:
  • [Link]
Image of table attached and expanded options as of V24b:
  • [Link]
_____
Current Table Version: V23d

_____
V23 Update Notes/Summary:
  • Updated several dozen options for v1.2.1.4.h1
  • Fixed an issue that seemed to occur in the Faction - Enemy - Instant Nemesis option for neutral factions that get designated as an enemy. If the option was activated after already gaining some negative points on them, it wasn't properly setting them to nemesis status.
  • Temporarily excluded the Freeze/Restart Buff Timers > "Skill Passive On Hit" option while I sort out an issue for an invincibility-causing skill exclusion.
V23b Update Notes/Summary:
Freeze/Restart Buff Timers > Skill Passive On Hit
- Re-added the fixed option Freeze/Restart Buff Timers > Skill Passive On Hit option; shuffled an exclusion check from one option to another; added Mirror of Ereoctes skill buff to exclusion check.
"SPEED -|- SKILLS" section
  • Options Updated:
    Cooldown Control > "Skill Cooldown Time" Removed the "Stone Ward" (Stoneguard Ward - Amulet) invincibility-causing item skill buff exclusion check from this option Freeze/Restart Buff Timers > "Skill Primary, Oils / Elixirs / Potions" Added the "Mirror of Ereoctes (Arcanist)" invincibility-causing skill buff to now being excluded from being frozen/reset Freeze/Restart Buff Timers > "Skill Passive On Hit" Moved the "Stone Ward" (Stoneguard Ward - Amulet) invincibility-causing item skill buff exclusion check from the "Skill Cooldown Time" option to Skill Passive On Hit option
V23c Update Notes/Summary:
"MONEY -|- ITEMS" section
  • Option Updated:
    Loot Control > "Loot Seed Randomizer" Corrected errors in the option notes. - The error is only in the text incorrectly noting what the dropdown value choices are for the option; the dropdown and the notes in the script are correct. Re-configured AOBscan for the called Windows random number generator to be a memory region scan instead of specified bytes. - This is to avoid a reported issue of the option only being functional on specific Windows versions due to bytes for this function being different in different Windows versions.
V23d Update Notes/Summary:
"MONEY -|- ITEMS" section
  • Option Updated: Loot Control > "Loot Seed Randomizer" - Corrected the option choice values as I did have the Default and Custom values reversed in the script.
    "0" Is now Default as it should be
    "1" Remains as being Random #
    "2" Is now Custom Seed # as it should be
_____
If any problems arise with these options, or any other options, please let me know so that I can correct them!

_____
Also an archive.org backup of the updated attached table:
  • [Link]
Attachments
Grim Dawn v1.2.1.4.h1 (x64) 2025-2-02 V23d.ct
Grim Dawn v1.2.1.4.h1 (x64) 2025-2-02 (V23d) (various option authors)
(576.59 KiB) Downloaded 289 times
Last edited by StinVec on Sun May 04, 2025 5:49 am, edited 8 times in total.

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Chindopopito
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Re: Grim Dawn + All DLC's

Post by Chindopopito »

The table keeps getting better, the expansion is getting closer. What else, can we ask for? Thanks, @StinVec!

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Re: Grim Dawn + All DLC's

Post by titustan »

any1 have updated table for x32 please ?

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Re: Grim Dawn + All DLC's

Post by Vyalkuran »

I looked through the topic but I couldn't find an answer, everything hooks and works fine but for some reason the loot seed randomizer does not, perhaps I'm trying to use it wrong? Does it need to be in main menu for a brand new playthrough or something?

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Re: Grim Dawn + All DLC's

Post by StinVec »

Vyalkuran wrote:
Mon Jan 06, 2025 3:28 pm
I looked through the topic but I couldn't find an answer, everything hooks and works fine but for some reason the loot seed randomizer does not, perhaps I'm trying to use it wrong? Does it need to be in main menu for a brand new playthrough or something?
Hi. That option is set to Default Loot (no alterations to loot seeds) by default.
The displayed "Active Seed #" will show you what the loot seed number is for the last loot that spawned.

If you'll take note of the "Notes: Usage" on the option, after activating the option, you must change the Loot Seed Mode from being Default, to being either Custom or Random.

If you set it to Random, it will randomize the loot seed for each loot that spawns.
If you set it to Custom, it will always be locked at the seed number you have specified in the script for being the Custom Seed number. Or you can change the active custom Loot Seed # in the Custom Seed # field.

I see now that I made a typo in the notes for the numbers of the pre-defined option values.
The option dropdown has:
0 = Default
1 = Random
2 = Custom
The note states that Custom is 0, Random is 1 and Default is 2.
It's only a text error I made in the notes as the dropdown options and the text in the script both note the option values correctly.

So you should be able to activate the script, change the Loot Seed Mode to Random, or to Custom and then set the Loot Seed number you want always active. You can also set the option default values in the script so you can have it always set to Random, or to Custom with a specific seed number just by activating the option.

_____
EDIT: Also a note for everyone regarding the table's "Activate All" lag/delay
If you notice that the table takes 4-8 seconds to Activate All options after you latch it to the game, this Loot Seed Randomizer option is the cause for the activation delay as it is calling the "ucrt1rand" number randomizer which takes a few seconds. If you want to get ride of the Activate All delay and do not use or ever intend to use this option, just move the option outside of the Activate All section or just outright delete the option.

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