Our Adventurer Guild

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BennyT814
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Re: Our Adventurer Guild

Post by BennyT814 »

Apologies if I'm making a mistake, but this is the first time I've tried to use Cheat Engine.
I downloaded version 6, I launched the game, loaded the relevant file and launched OAG_HenryEx. I selected the right process.
I run the Table Setup and everything is fine.
But when I click on Get current Character stats I get an error.

Error:Field Name.Text in Traits doesn't exist!
stack traceback:
: in function 'error'
?: in field 'addTraitFields'
?: in field 'updateTraits'
?: in field 'addCharEntries'
?: in function <?:1404>

Any pointers as to what I'm doing wrong?


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

BennyT814
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Re: Our Adventurer Guild

Post by BennyT814 »

For clarification, I'm on v1.54 of OAG and 7.6 of cheat engine - downloaded yesterday.

I tried editing the script and remove the reference to name.text. It then gave a similar issue for description.text in Traits. I removed that, and by then it was saying about trying to index a nil value. I can write SQL queries and muddle my way through fixing VBA errors, but I know nothing about Lua so I thought I should stop at that point.

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

I thought i had accounted for changes past CE version 7.5, but i don't actually have version 7.6 (it's not public yet according to the website) and i was going off the 2 years old code on the public repository. Maybe more things changed.
I know what the issue is, CE verson 7.5 doesn't handle inlined structures well, so i use a workaround. CE 7.6 should handle it differently, but until i get my hands on it and can see exactly what it does, i can't fix it.

In the meantime, you could just use CE 7.5 instead, where the workaround is in effect, until 7.6 finally releases for all.

BennyT814
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Re: Our Adventurer Guild

Post by BennyT814 »

I think it may actually be 7.5 after all. I think the 7.6 is just in the "About" section because of the attempted release/failure. The file name is CheatEngine75 and the site says that they reversed the public 7.6 release. I uninstalled and reinstalled to be sure, but still getting the same error. Thanks for trying though.

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

BennyT814 wrote:
Sun Feb 23, 2025 9:43 pm
I think it may actually be 7.5 after all. I think the 7.6 is just in the "About" section because of the attempted release/failure. The file name is CheatEngine75 and the site says that they reversed the public 7.6 release. I uninstalled and reinstalled to be sure, but still getting the same error. Thanks for trying though.
Sounds like you might have a sort of frankensteined Version of CE that reports a version above 7.5 (which disables the workaround) but acts like version 7.5 (which needs the workaround).
I might try to implement a small workaround for the workaround for your edge case, where you can manually tell Cheat Engine to use 7.5 features. I'm at work rn but will take a look at it later for you.

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

I just checked the table and you could actually try something yourself: when you open the table, pull up the Lua script (under the "Table" menu) and look for the line
isNewCE = getCEVersion() > 7.5 and true or false

Change this line to

isNewCE = false

and then press the "Execute" button under the script. See if that fixes it.

Alternatively, try setting the value to true instead and see if that works. If neither does, you'll have to wait until i get my hand on version 7.6.

BennyT814
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Re: Our Adventurer Guild

Post by BennyT814 »

Setting the value to False did the trick. Finally I can get rid of the pessimist trait on that one character. Thanks for all of your help on this and best of luck with future updates.

cidutman23
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Re: Our Adventurer Guild

Post by cidutman23 »

my CE freeze when i tried to activate table setup in V6 table, it's just stuck on a loop when i tried to activate it and eventually freeze. is there any additional settings that i suppose to activate in CE to make this works? the V5 table still works perfecly fine with the 1.54 though and i am still using the 7.5 version of CE

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

Small maintenance update for the table.
Since CE version 7.6 seems to finally be rolling out, this is a small maintenance update to make sure the table works on 7.5 as well as 7.6.

No new features yet, though i'm working on some!

Because CE 7.6 introduced a lot of changes in mono functions, this will probably be the last table release that works on CE 7.5. Future tables will require CE 7.6 since they'll use new mono functions not present in CE 7.5.
cidutman23 wrote:
Wed Feb 26, 2025 3:57 am
my CE freeze when i tried to activate table setup in V6 table, it's just stuck on a loop when i tried to activate it and eventually freeze. is there any additional settings that i suppose to activate in CE to make this works? the V5 table still works perfecly fine with the 1.54 though and i am still using the 7.5 version of CE
I've overhauled the table setup a little bit. Also, made it a lot faster. Maybe some of the changes will help your case. Try the new table.

In case it still freezes. open the script for the Table setup and check for the line where it says "local verbose = false". Change false to true and save the script.
Now the table setup will print more detailed info when it's running. If you're still having problems, tell me where exactly it starts to hang.

Changelog:

Code: Select all

v6.1
Changed: removed check for CE version so it works properly on the new CE 7.6
Changed: overhauled way to fetch class fields, centralized in table setup now
Changed: fetch assembly image first to speed up Table Setup
Changed: rewrote function to register ssymbols to be much faster
Changed: switched functions to OOP syntax
Changed: store class fields in separate table to avoid cluttering up main class
Added: verbose table setup - change "verbose" to true in Table setup script for detailed run-time stats


edit: There seems to be a weird bug on CE7.6 where the table setup sometimes fails to setup fields right, which prevents you from activating other scripts. In that case, try to just run the table setup again, usually works in my experience.

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

Small sneak peek at what i'm working on:

Image

That should make basic character editing and getting rid of certain traits much easier. :P

SmokeMage
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Re: Our Adventurer Guild

Post by SmokeMage »

HenryEx wrote:
Mon Mar 03, 2025 7:13 pm
Small sneak peek at what i'm working on:

Image

That should make basic character editing and getting rid of certain traits much easier. :P
Is it possible to add story character's skill trees to random characters?

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

SmokeMage wrote:
Fri Mar 07, 2025 7:38 am
Is it possible to add story character's skill trees to random characters?
Probably, but i haven't looked into skill trees yet.

I am working on a way to add arbitrary skills in general, but i suffered a setback when i accidentally lost a substantial chuck of code that i now have to rewrite. So the next update will be delayed by a bit.
Also still grappling with how to properly select skills to add, because there's almost a thousand skills in the game and scrolling through a list of 900+ names isn't great.
Not having Cheat Engine freeze up for 10 seconds while i go through and and build a list of these almost 1k skills was also a problem, but i've solved that already. :D

SmokeMage
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Re: Our Adventurer Guild

Post by SmokeMage »

HenryEx wrote:
Sat Mar 08, 2025 5:09 pm
SmokeMage wrote:
Fri Mar 07, 2025 7:38 am
Is it possible to add story character's skill trees to random characters?
Probably, but i haven't looked into skill trees yet.

I am working on a way to add arbitrary skills in general, but i suffered a setback when i accidentally lost a substantial chuck of code that i now have to rewrite. So the next update will be delayed by a bit.
Also still grappling with how to properly select skills to add, because there's almost a thousand skills in the game and scrolling through a list of 900+ names isn't great.
Not having Cheat Engine freeze up for 10 seconds while i go through and and build a list of these almost 1k skills was also a problem, but i've solved that already. :D
In spite of your accident, it's still great news to hear you are making progress.

I tried to edit save files on my own, but the ways saves stored data looks a little complex. Seems someone said editing save file as FileStream project will be easy. In that case, I thought adding skill trees would be easier, since story characters already have them in saves.

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

I think i got a way to add arbitrary skills up and running. Behold, the most OP trash armor ever:

Image

Why add them to an item instead of a character? Because character skills are constantly re-evaluated whenever the character changes, and skill lists rebuilt depending on level, class, equipment and so on. So if you add a skill to a character, it's gone as soon as anything changes with that character.
But items? Item skills don't ever change. So put whatever skills you want on an item and equip that on the adventurer you want the skills on.

Image

Not quite ready for release yet, but should be soon.

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

New table version is out.

This table will require the new Cheat Engine 7.6, because the many changes under the hood require some newer features.
Unfortunately, 7.6 is currently much slower due to some unoptimized lua libraries being packed with the release. (See thread: [Link] )


To get back some lost speed, download these optimized lua DLLs from the cheatengine website and unzip them into your Cheat Engine folder, overwriting the previous files:
[Link]

Hopefully this will be fixed with the next CE release.


Anyways. New stuff.
Aside from some fixes and optimizations for speed and ease of use, there's the mentioned ability to add skills to items (see above). I haven't tested it extensively, aside from making sure the game doesn't crash when you do it. If you find any problems with it, let me know.
There's a new script to reroll tavern recruits. This refreshes the list of recruits in the tavern. If you're already in the tavern, you'll have to leave and re-enter after using the script to make the new ones show up.
You can now use a script to add / remove talents from characters, though that could be considered obsolete or superfluous with the next option which is...
Customize last viewed char with Tavern Scout: Use this script, and now when you use the tavern's scouting feature, pick any class and then your last viewed character will show up in the in-game customization window, like in this image. You can then customize their looks, stats, talents and traits. Can be combined with the table's other scouting features.
SmokeMage wrote:
Fri Mar 07, 2025 7:38 am
Is it possible to add story character's skill trees to random characters?
And for you, there's a script to Unlock all skill trees on a character.
Kind of a blunt solution to your problem, but the game doesn't assign skill trees to a character. Instead, it checks if a character fulfills the requirement for each skill tree. So when looking at skill trees, the game checks if your character has the Elan personality. If not, Elan's skill tree is hidden. This just un-hides all skill trees.


Changelog:

Code: Select all

v7:
Fixed: Added fallback for slower symbol registering in case no valid image is found
Fixed: (Hopefully) fixed issue where Table setup sometimes failed to setup fields properly on CE 7.6
Fixed: cache character pointers to avoid errors when switching between characters too quickly
Changed: Adding and removing traits now works with mono functions instead of assembly
Changed: Cache invalidation also works via Mono now
Added: Centralized Code Setup, for custom functions that other scripts can call
Added: Script 'Reroll tavern recruits' to get a fresh batch of recruits. Leave and enter tavern to update list
Added: Option to add/remove talents for a character
Added: In-game UI should now update when you add/remove traits and talents or invalidate characters
Added: Script to customize characters via the "recruit" screen in the tavern. The table remembers the last character whose stats you looked at. Go to the tavern and click on "Recruit" (pick any class) and you get to customize your character.
Changed: Sorted common scripts into three general categories
Added: Script "Unlock all skill trees"
Added: Inventory script "Add Skill to Selected Item"

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