Grim Dawn + All DLC's

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anl93
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Re: Grim Dawn + All DLC's

Post by anl93 »

is it posssible to have skill after removing mastery via cheating.
I want to remove Shamanism but keep minion skill.
I want to summon necro+occult+shaman pets all at once.

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 »

anl93 wrote:
Tue Feb 25, 2025 6:24 pm
is it posssible to have skill after removing mastery via cheating.
I want to remove Shamanism but keep minion skill.
I want to summon necro+occult+shaman pets all at once.
Hi. Yes you can do this. If you utilize the Mastery Control option and its hotkeys, you are able to 'unlearn' the mastery itself and switch to a different one.

Any skills you chose to learn and upgrade in that mastery prior to disabling it as an active mastery will still remain active and learned.

You can essentially unlock, learn and upgrade all skills in every mastery (when combined with infinite skill points) and have them all active and available for use all at the same time.

However, take note that loot drops with bonuses for mastery skills tend toward them being for whatever your two active masteries are. I recommend only keeping the two masteries active at any given time that you would prefer loot to have bonuses for.

Also, if you want to unlearn any skills in masteries, the NPC that allows you to refund spent skill points only allows for altering your two active masteries. You would need to unlearn an active mastery and relearn the other one that you want to unlearn a skill from in order for it to be displayed at the NPC.

anl93
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Re: Grim Dawn + All DLC's

Post by anl93 »

StinVec wrote:
Tue Feb 25, 2025 9:34 pm
anl93 wrote:
Tue Feb 25, 2025 6:24 pm
is it posssible to have skill after removing mastery via cheating.
I want to remove Shamanism but keep minion skill.
I want to summon necro+occult+shaman pets all at once.
Hi. Yes you can do this. If you utilize the Mastery Control option and its hotkeys, you are able to 'unlearn' the mastery itself and switch to a different one.

Any skills you chose to learn and upgrade in that mastery prior to disabling it as an active mastery will still remain active and learned.

You can essentially unlock, learn and upgrade all skills in every mastery (when combined with infinite skill points) and have them all active and available for use all at the same time.

However, take note that loot drops with bonuses for mastery skills tend toward them being for whatever your two active masteries are. I recommend only keeping the two masteries active at any given time that you would prefer loot to have bonuses for.

Also, if you want to unlearn any skills in masteries, the NPC that allows you to refund spent skill points only allows for altering your two active masteries. You would need to unlearn an active mastery and relearn the other one that you want to unlearn a skill from in order for it to be displayed at the NPC.
Wow great, thank you.
Some skill points in shaman pets are enough for me.
So loots are fine,

I was using GDDefiler when back in my younger days :D but i couldn't now.
Thanks.

Aerandria
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Re: Grim Dawn + All DLC's

Post by Aerandria »

StinVec wrote:
Tue Feb 25, 2025 9:34 pm
You can essentially unlock, learn and upgrade all skills in every mastery (when combined with infinite skill points) and have them all active and available for use all at the same time.
Incredible stuff. Thanks so much for your work on this!

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

v1.2.1.5 (build 17201593) -or- v1.2.1.5 Hotfix 1 (build 17233482) x64 table post updated to V24b:

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
_____
Related to this option, if anyone is interested in being able to customize the percentage of remaining health at which the Low HP graphics/sound gets activated, let me know and I will add it as an option. I believe default is when you go below ~28-30% HP.

_____
Also prepared to do updates to the table when the v1.2.1.6 game update releases.

_____
Also updated broken table option preview images.
Last edited by StinVec on Tue May 13, 2025 7:14 am, edited 1 time in total.

Khorne
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Re: Grim Dawn + All DLC's

Post by Khorne »

StinVec, is there a way to highlight interactive objects with cheat engine? If so, would you consider adding this function to the table.

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

Khorne wrote:
Tue May 06, 2025 8:37 am
StinVec, is there a way to highlight interactive objects with cheat engine? If so, would you consider adding this function to the table.
Hi! That's an interesting thing I haven't looked into before. I'll look first at testing the moment an item becomes highlighted upon mousing over it and then see if that highlight effect becoming active can be made always activated and expanded to all interactive items. Thanks for asking about that!

_____
EDIT - Progress Update 1
Destructibles are either targetable or not targetable 'decorations', such as grave stones and such.
I've made an option that makes non-targetable destructibles able to be targeted.

Working on the highlighting when hovering on targetable items to make the highlight visible even when not mousing over a targetable item.

_____
EDIT - Progress Update 2
Currently have highlight on things persisting once moused over, but requires mousing over everything to get them to be initially highlighted.
It's also currently affecting highlighting everything (including enemies) instead of only interactives/destructibles.
Working on figuring out those issues.

_____
EDIT - Progress Update 3
Nearly completed highlighting of interactive items.
[Link]

Still one issue to resolve and more testing to do to make sure it is catching all types of interactive items.
Will likely have it in a 'Targeting/Highlighting' section with several options:
- All Destructibles Targetable (gravestones, chairs, tables, etc. made targetable)
- Always Highlight All Interactive Items (corpses, chests, destructibles, podiums, texts, etc.)

Might expand it later to possibly also offer highlighting all enemies, maybe to also change the highlighting colors, or other types of options.

_____
EDIT - Progress Update 4
Finally worked out the issues I was having of random world models (a tree, lamp post, plant, rock, wall, etc.) also getting caught and highlighted.

Currently it will offer:
"MONEY -|- ITEMS" section
Highlighting\Targeting Control (may rename group)
> All Destructibles Targetable (gravestones, chairs, tables, etc. made targetable)
> Highlight Items Of Interest (corpses, chests, destructibles, etc. always highlighted)
> Highlight Untouched Meals (might be able to include this in the other option, but having it separate for now)

Going to do a final check of a few areas I know of with specific items to interact with to make sure they are getting highlighted as well.

If no further adjustments are needed then I will update the table with the options in ~12 hours (Wednesday afternoon).

(edit: Adjustments were needed and I was delayed. Was missing levers and some doors, and now random world models are again getting highlighted. Working on it.)
Last edited by StinVec on Fri May 23, 2025 1:19 am, edited 2 times in total.

Khorne
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Re: Grim Dawn + All DLC's

Post by Khorne »

Looks great.

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

v1.2.1.5 (build 17201593) -or- v1.2.1.5 Hotfix 1 (build 17233482) x64 table post updated to V25:

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!


V25 Update Notes/Summary:
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

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Xaenyr
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Re: Grim Dawn + All DLC's

Post by Xaenyr »

Hi,

I'm sorry to ask this but i don't understand how the loot works with the table. (English is not my first language and i just start the game recently.)
Is 1000 a good number for loot seed ? if not how to find good numbers?
What about double rare option, is epic not better? So why is there this option, i assume there is a good reason but i can't understand them for now.

Thanks for reading, and many many thanks for the table. ;-)

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

Xaenyr wrote:
Sun May 25, 2025 7:28 am
Hi,

I'm sorry to ask this but i don't understand how the loot works with the table. (English is not my first language and i just start the game recently.)
Is 1000 a good number for loot seed ? if not how to find good numbers?
What about double rare option, is epic not better? So why is there this option, i assume there is a good reason but i can't understand them for now.

Thanks for reading, and many many thanks for the table. ;-)
Hi. I didn't originally make that Loot Seed option, just updated it to work with the current game version and also enhanced its functionality and customizability.

However, this is my understanding of the option.

If you set the Loot Seed Mode to "Random #", when a loot item drops, the 'Active Seed #" will display the seed for the item that dropped.

The "seed" for a loot item is what that item has for its combination of randomized values.

If you set the Custom Seed to 1000 and a loot item drops, it will have whatever stats that seed would give.
If the same item were to drop again, it would have the same set of stats as the seed is still 1000.

As an example, I set loot seed mode to random, broke a barrel and a rare Mystic Salvaged Gloves of Celerity dropped.
The displayed Active Seed # shows that item had a seed of 21726.
The stats on the item for that seed are +3% Spirit and +7% Casting Speed.

If I set the seed mode to Custom and set it for seed 21726 and that same item dropped again, it would have those same stats "rolled" on it.

It is basically a way to find what seed gives the desired values for stats.
Some seeds have randomizes stat values on the lower end of their ranges, others at the max of their ranges.
This way, if an item drops with high values for the stats of the item, you can lock the seed to ensure more of that item will have those same stats.

It is particularly useful when crafting items. If you craft one and it has values for stats that are near or at the max of their ranges, you can note the seed for that item so you can produce multiple items with those same stats instead of re-rolling on each one you craft.

As multiple items can drop at a single time, I'll look to update the option with something like a 'Last 5 Seeds' register or something like that. As well as change the "Active Seed #" value to always show the last seed # even when set to GD-Determined instead of only when selecting "Random #" loot seed mode.

That would allow for having a better idea of what the seeds were on the last few items that dropped instead of only the last item that dropped.

Again, that's my understanding of the intent behind the option. I don't use it myself so I cannot provide any recommendations for seeds to use for certain items to get the best values 'rolled' for its stats.

_____
As for item rarity, yes, Epic items are (usually) better than Double Rare items. An option to have all items drop as Epic items instead of merely Double Rare isn't in the table as I haven't found a way to do that yet due to Epic (and Legendary) loot being handled differently than "basic" loot. That is still in the list of things I work on figuring out when I manage to get some time to work on new options for the table.

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Xaenyr
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Re: Grim Dawn + All DLC's

Post by Xaenyr »

Thanks for your quick and very useful answer, and again thanks for the table.

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

You're welcome! I'll try to get some time to actually use that Loot Seed option to make sure it even works like I think it seems it is supposed to so I know if I should try to fix it if it isn't working properly or even to include it in the table anymore if it is useless.

Enabling it also causes a hang when "activating all" options as it needs a few seconds to call the Windows random number generator function.

So if anyone has thoughts on the option or experience using to know if it is even useful, feedback on it or experience with it would be welcome.

_____
A general note also about the table for everyone regarding the "Freeze/Restart Buff Timers > Skill Secondary" option.
It seems there may be a problem with it that I will take a look at.

I think the exclusions I have on it may not be working properly and might be causing some enemies to be invincible while it is enabled due to their invincibility self-buff also getting frozen. It may also be causing a debuff on the player to have its duration frozen/reset and becoming a never-ending condition while the option is enabled.

Will update on that once I look at it.

quanvo.2611
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Re: Grim Dawn + All DLC's

Post by quanvo.2611 »

bro can you make an option for drop rate of epic and legend item?

Tanagord
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Re: Grim Dawn + All DLC's

Post by Tanagord »

Awesome work on the highlighting script. If you're open to more requests for table features, I'd love to see an option that would make it so that the player always scores critical hits. Cheers.

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