Grim Dawn + All DLC's

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Vyalkuran
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Re: Grim Dawn + All DLC's

Post by Vyalkuran »

StinVec wrote:
Mon Jan 06, 2025 10:44 pm
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.

What I meant by not working was that the options were "??", aka not hooked to the proper memory zone.

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

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

Vyalkuran wrote:
Tue Jan 07, 2025 12:56 am
...

What I meant by not working was that the options were "??", aka not hooked to the proper memory zone.
I see. Thank you for clarifying that.

A few questions for you if you can answer them for me please.

Are you certain you are on the 1.2.1.4.h1 (build 16819114) x64 version?
Are you on the Steam-based or GoG-based game version?

If you could also please perform a task for me as well on your game to see what might be the trouble.

After loading your game to the menu or loading into a save game, just latch the table to the game and do not activate any options.

Then please:
1) view cheat engine in full mode
2) hit Memory View
3) right-click in the memory instructions area and click Go To Address and paste this address

Code: Select all

ucrtbase.rand
4) please note what it and the following instruction's bytes are.
It should be as the script is searching for "48 83 EC 28 E8 6F 2F FF FF":

Code: Select all

ucrtbase.rand - 48 83 EC 28           - sub rsp,28 { 40 }
ucrtbase.rand+4 - E8 6F2FFFFF           - call ucrtbase.isspace+148
5) Then, while the Loot Seed Randomizer option has not been activated still, please go to and check the bytes of the second address:

Code: Select all

Game.GAME::LootLoader::Load+CB
It should be as the script is searching for "FF 50 38 8B F8":

Code: Select all

Game.GAME::LootLoader::Load+CB - FF 50 38              - call qword ptr [rax+38]
Game.GAME::LootLoader::Load+CE - 8B F8                 - mov edi,eax
If you are on the GoG-based x64 game version and these bytes are different, I will look to alter it to make it compatible with the GoG game version as well if you would please note what the bytes for all those instructions are for you.

Vyalkuran
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Re: Grim Dawn + All DLC's

Post by Vyalkuran »

StinVec wrote:
Wed Jan 08, 2025 12:12 am
Vyalkuran wrote:
Tue Jan 07, 2025 12:56 am
...

What I meant by not working was that the options were "??", aka not hooked to the proper memory zone.
I see. Thank you for clarifying that.

A few questions for you if you can answer them for me please.

Are you certain you are on the 1.2.1.4.h1 (build 16819114) x64 version?
Are you on the Steam-based or GoG-based game version?

If you could also please perform a task for me as well on your game to see what might be the trouble.

After loading your game to the menu or loading into a save game, just latch the table to the game and do not activate any options.

Then please:
1) view cheat engine in full mode
2) hit Memory View
3) right-click in the memory instructions area and click Go To Address and paste this address

Code: Select all

ucrtbase.rand
4) please note what it and the following instruction's bytes are.
It should be as the script is searching for "48 83 EC 28 E8 6F 2F FF FF":

Code: Select all

ucrtbase.rand - 48 83 EC 28           - sub rsp,28 { 40 }
ucrtbase.rand+4 - E8 6F2FFFFF           - call ucrtbase.isspace+148
5) Then, while the Loot Seed Randomizer option has not been activated still, please go to and check the bytes of the second address:

Code: Select all

Game.GAME::LootLoader::Load+CB
It should be as the script is searching for "FF 50 38 8B F8":

Code: Select all

Game.GAME::LootLoader::Load+CB - FF 50 38              - call qword ptr [rax+38]
Game.GAME::LootLoader::Load+CE - 8B F8                 - mov edi,eax
If you are on the GoG-based x64 game version and these bytes are different, I will look to alter it to make it compatible with the GoG game version as well if you would please note what the bytes for all those instructions are for you.
Steam version, build ID is correct, the hexcode for ucrtbase.rand is different than yours, but the Game.GAME::LootLoader::Load+CB one is the same.

ucrtbase.rand 48 83 EC 28 sub rsp,28 40
ucrtbase.rand+4 E8 D7E3FFFF call ucrtbase.towlower_l+DE0

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

Vyalkuran wrote:
Wed Jan 08, 2025 2:07 am
Spoiler
StinVec wrote:
Wed Jan 08, 2025 12:12 am
Vyalkuran wrote:
Tue Jan 07, 2025 12:56 am
...

What I meant by not working was that the options were "??", aka not hooked to the proper memory zone.
I see. Thank you for clarifying that.

A few questions for you if you can answer them for me please.

Are you certain you are on the 1.2.1.4.h1 (build 16819114) x64 version?
Are you on the Steam-based or GoG-based game version?

If you could also please perform a task for me as well on your game to see what might be the trouble.

After loading your game to the menu or loading into a save game, just latch the table to the game and do not activate any options.

Then please:
1) view cheat engine in full mode
2) hit Memory View
3) right-click in the memory instructions area and click Go To Address and paste this address

Code: Select all

ucrtbase.rand
4) please note what it and the following instruction's bytes are.
It should be as the script is searching for "48 83 EC 28 E8 6F 2F FF FF":

Code: Select all

ucrtbase.rand - 48 83 EC 28           - sub rsp,28 { 40 }
ucrtbase.rand+4 - E8 6F2FFFFF           - call ucrtbase.isspace+148
5) Then, while the Loot Seed Randomizer option has not been activated still, please go to and check the bytes of the second address:

Code: Select all

Game.GAME::LootLoader::Load+CB
It should be as the script is searching for "FF 50 38 8B F8":

Code: Select all

Game.GAME::LootLoader::Load+CB - FF 50 38              - call qword ptr [rax+38]
Game.GAME::LootLoader::Load+CE - 8B F8                 - mov edi,eax
If you are on the GoG-based x64 game version and these bytes are different, I will look to alter it to make it compatible with the GoG game version as well if you would please note what the bytes for all those instructions are for you.
Steam version, build ID is correct, the hexcode for ucrtbase.rand is different than yours, but the Game.GAME::LootLoader::Load+CB one is the same.

ucrtbase.rand 48 83 EC 28 sub rsp,28 40
ucrtbase.rand+4 E8 D7E3FFFF call ucrtbase.towlower_l+DE0
Thank you very much for checking that and noting what the bytes are for those!

As ucrtbase is part of the Windows OS that is being called to serve a random number, I believe the differing bytes is likely due to your Windows/Microsoft Visual C++ version differing from mine (and differing from the computer that was used to originally make that option which I had updated).

I'll look to see if I can use wildcards for the bytes or configure the option in a different way so that it will not be a problem in the future.

In the meantime, if you want to edit that option so that it will work for you, you can right-click the option and edit its script. You can then change the bytes from:

Code: Select all

aobscan(ucrt1rand,48 83 EC 28 E8 6F 2F FF FF)
To your bytes:

Code: Select all

aobscan(ucrt1rand,48 83 EC 28 E8 D7 E3 FF FF)
Then save the option and save the table with your change. That should allow it to work properly for you.

I will work on fixing this to not be Windows version-specific.

Thank you for your help with identifying and solving this issue!
Last edited by StinVec on Thu Jan 23, 2025 6:18 pm, edited 1 time in total.

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

v1.2.1.4 hotfix 1 (build 16819114) x64 table post updated to V23c:

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.
_____
EDIT:
v1.2.1.4 hotfix 1 (build 16819114) x64 table post updated to V23d:

"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
Last edited by StinVec on Sun Feb 02, 2025 7:18 am, edited 1 time in total.

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LeoLoewenherz
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Re: Grim Dawn + All DLC's

Post by LeoLoewenherz »

What a great job, thank you very much. Now my minions won't die anymore. Great work, thank you very much, :D .

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

Updated for/tested on Steam- and GoG-based v1.2.1.5 (build 17201593) -or- v1.2.1.5 Hotfix 1 (build 17233482) x64
(Go by build number of your game as Crate titles their hotfixes in a confusing manner - there was one hotfix made to 1.2.1.5 to 1.2.1.5.H1 that they don't even mention making in the patch notes, but they call the entire 1.2.1.5 update as "hotfix 2" since 1.2.1.5 was the second update to their larger 1.2.1.3 update, with 1.2.1.4 being called "hotfix 1")
_____
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: V25c
_____
V24 Update Notes
V24 Update Notes/Summary - Updated 2 Shattered Realm options for the 1.2.1.5 game version
- Properly fixed the Loot Seed Randomizer option choices configured in the script so that "0" is Default and "2" is Custom as they should be
"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
"CRUCIBLE / SHATTERED REALM" section
  • Options Updated for v1.2.1.5: Shattered Realm: Kills/Souls Required To Clear Floor
    Shattered Realm: Always Show Enemies On Map
Also an archive.org backup of this table version:
[Link]
V24b Update Notes
V24b Update Notes/Summary - I saw a player on the GD Steam forums looking for a way to disable the heartbeat sound that plays when you are low on HP and added it as an option in case it is desired by users of this table as well
- I don't know if Crate permits mentioning a cheat engine table on their Steam forums, but if it is permitted and if anyone wants to direct that player to this cheat table to be able to use this option, they may appreciate it
[Link]

"HP -|- MP" section
  • Option Added: "Disable Low HP Heartbeat Sound" > Only disables heartbeat sound, bloody screen graphics remain
    > Option OFF by default, but can change default option value to ON in script
Also an archive.org backup of this table version:
[Link]
V25 Update Notes
V25 Update Notes/Summary
Fulfilling Auto-Highlight Interactive Items option requested by @Khorne.

If you encounter issues with these options, find they do not function as desired, or if you would like the options expanded further, please let me know!

Was nearly done with the requested Highlight Interactive Items option, but kept finding items being missed and more trouble of random world models becoming highlighted as well. I couldn't get the single option to properly exclude some items and include others, so I scrapped it all last night and started over. It is now a selection of individual options in a new option group.

Option group added "Highlighting\Targeting Control
- You can selectively enable highlighting of certain targetable interactive item types, as well as make all destructibles targetable.

"MONEY -|- ITEMS" section
  • Option Group Added: "Highlighting\Targeting Control"
  • New Options Added: > "Highlighting\Targeting Control" Group > Selectively enable highlighting of interactive item types and expand targetable items
    > All options OFF by default, but can change default option values to ON in scripts
    Containers - All Highlighted
    Destructibles - All Targetable
    Destructibles - All Highlighted
    Devotion Shrines - All Highlighted
    Doors - All Highlighted
    Levers - All Highlighted
    Untouched Meals - All Highlighted
Also an archive.org backup of this table version:
[Link]
V25b Update Notes
V25b Update Notes/Summary
Option added to unlock all Necromancer Skeleton summon types at all skill levels.
Normally it is:
> Skill level 1-8 makes Skeletal Warrior and Skeletal Archer available
> Skill level 9 makes Skeletal Arcanist available
> Skill level 13 makes Skeletal Revenant available

Option added to control Critical Hit Chance (affects the player, pets/summons and allies).
> V1 of the option requires first setting Chance To Hit to 100%.
> I will look for a way to separate Crit Chance from Hit Chance for V2


"OTHER" section
  • New Option Added: Pet / Summon Control > "All Skeleton Types Unlocked At Any Skill Level"
"POINTS" section
  • New Option Added: "Crit Chance Control v1" > Option dropdown offers pre-configured Crit Chance % increases: 0 = Default (unaltered) (option default)
    1 = 10%
    2 = 25%
    3 = 50%
    4 = 75%
    5 = 100%
Also an archive.org backup of this table version:
[Link]

V25c Update Details:
Fixed the reported trouble with the Crit Chance Control option.
> Renamed the option to "Critical Hit Chance % (V2)" and moved it into a "Critical Hit Control" option group
> It now no longer requires 100% Hit Chance in order to alter the crit chance % and it now applies the custom chance at the time of the attack. (This also results in the crit chance % in the character sheet still reading as your default chance for now)

Added a "Critical Hit Multiplier" option
> Can choose from pre-configured dropdown values to customize the bonus damage applied on critical hits
> Normal hit is 1.0, so x1.5 is +50%. So x3.5 is base 1.0 +250%. It seems misleading to need x3.0 to get +200%, but that's math for ya.

Added an option to selectively disable/exclude skeleton summon types from the being spawned
> Necromancer Skeleton summon types are random with varying chances for which type spawns at each skill level.
> You can now disable each type you don't want spawning so you can have your crossbow horde.
> Disabling all types will force only basic skeleton to spawn so that something will spawn


"OTHER" section
  • Option Group Added" Pet / Summon Control > Necromancer Minions
  • Option Moved: "Pet / Summon Control > "All Skeleton Types Unlocked At Any Skill Level" into new Necromancer Minions option group
  • New Option Added: Pet / Summon Control > Necromancer Minions > "Disable Skeleton Type Spawn Chance" > Activate a skeleton type option to exclude it from being randomly spawned: Disable Skeletal Warrior
    Disable Skeletal Archer
    Disable Skeletal Arcanist
    Disable Skeletal Revenant
    > Disabling all types forces only Skeletal Warrior to spawn
"POINTS" section
  • Option Fixed and Renamed: "Crit Chance Control v1" "Critical Hit Chance % (V2)" > Option moved into new Critical Hit Control option group
  • New Option Added: Critical Hit Control > "Critical Hit Multiplier" > Choose from pre-configured dropdown values to customize the bonus damage applied on critical hits: 0 = Default (unaltered) (option default)
    1 = +100% (x2)
    2 = +250% (x3.5)
    3 = +500% (x6)
    4 = +1000% (x11)
    5 = +2000% (x21)
_____
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 v1.2.1.5 -or- 1.2.1.5.h1 (x64) 2025-6-13 V25c.ct
Grim Dawn v1.2.1.5/1.2.1.5.H1 (x64) 2025-6-13 (V25c) (multiple option authors)
(638.69 KiB) Downloaded 7 times
Last edited by StinVec on Fri Jun 13, 2025 6:44 am, edited 19 times in total.

machine4578
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Re: Grim Dawn + All DLC's

Post by machine4578 »

great job StinVec! thank you sharing and keeping your table updated :)

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

machine4578 wrote:
Sun Feb 02, 2025 12:49 pm
great job StinVec! thank you sharing and keeping your table updated :)
You're welcome, Machine!
As always, if there are ever any issues you (or anyone else) encounter with anything on the table, or a request for expanding existing or adding possible options, please let me know and I'll see if I can fix/add it!

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Re: Grim Dawn + All DLC's

Post by Joshuan »

Thank you again StinVec for keeping your table updated and share with us.

Best wishes.

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ChiricoCuvie
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Re: Grim Dawn + All DLC's

Post by ChiricoCuvie »

Thank you StinVec for keeping your table updated and sharing it with us!

Also, I don't know if I'm alone in this, but since yesterday's new hotfix, GD keeps crashing at random while using the table (V24) for the previous hotfix (sometimes right after I get in with a character, sometimes after 20 minutes).

I have everything up to date and of course I run GD in x64. No problem with files integrity or my drive.

Options I use: Invincible, Infinite mana and skill CD.

Edit: Steam downloaded something for GD, I'll check how it goes after work.
Edit 2: I played 1 hour straight without crashing. Whatever was the problem seems to have been fixed by what Steam downloaded for GD despite files integrity was fine.

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LeoLoewenherz
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Re: Grim Dawn + All DLC's

Post by LeoLoewenherz »

Hello everyone. I read this in a comment today: "The next dev update will be released next Monday and there will be some exciting news."

Maybe that's important for you, :).

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Re: Grim Dawn + All DLC's

Post by Proud Wingman »

Thanks Leo. As for me this is a signal to performa backup of my Grim Dawn Folder.
Can't play without mods and as soon an update hits the mods are unusable.

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ChiricoCuvie
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Re: Grim Dawn + All DLC's

Post by ChiricoCuvie »

LeoLoewenherz wrote:
Sat Feb 08, 2025 3:19 am
Hello everyone. I read this in a comment today: "The next dev update will be released next Monday and there will be some exciting news."

Maybe that's important for you, :).
It's for the Grim Misadventures (devs updates, as said in what you quoted, for GD's next expansion), not for an actual game update ;), which is now out on Crate's forums by the way.

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LeoLoewenherz
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Re: Grim Dawn + All DLC's

Post by LeoLoewenherz »

ChiricoCuvie wrote:
Mon Feb 10, 2025 5:10 pm
LeoLoewenherz wrote:
Sat Feb 08, 2025 3:19 am
Hello everyone. I read this in a comment today: "The next dev update will be released next Monday and there will be some exciting news."

Maybe that's important for you, :).
It's for the Grim Misadventures (devs updates, as said in what you quoted, for GD's next expansion), not for an actual game update ;), which is now out on Crate's forums by the way.
I was surprised because there has been no update so far, it is still version 1.2.1.5 :O

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