Pathfinder: Kingmaker (Steam)

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vitaeexmorte
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Re: Pathfinder: Kingmaker (Steam)

Post by vitaeexmorte » Tue Oct 02, 2018 8:01 am

Draco856 wrote:
Tue Oct 02, 2018 7:22 am
The feat "Selective Channeling" makes a clerics aoe channel spells affect only friendlies/enemies depending on the channel, may be worth looking into for disabling AOE damage to friendlies.
With Selective Channeling, Possitive Energy, is seperated in two abilities, one that heals and one that damages undead. So it is not like you cast an politive energy aoe and do both.

Not sure how it was before that feat, but even if it did both I assume it interacted simply with a "Undead" feat similar to the one Jaethal has. As she is still affected by the damaging one even though she is an ally.

fireundubh
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Re: Pathfinder: Kingmaker (Steam)

Post by fireundubh » Tue Oct 02, 2018 10:16 am

I figured out how to enable debug logging (super useful for making mods and testing CE cheats), unlock "DLC" portraits, disable Steam and GOG achievements, disable Steam Cloud Saves, uncap the allocable attribute point max, allow you to rest anywhere, among other stuff.

All the mods I've made so far: KingmakerMods.ini. No binaries yet, but if you have VS2017 and .NET 4.7.1, you can compile the solution.

FYI: You don't need my logging mod to enable debug logging. Just run the game with "logging" as an argument. No hyphen.

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Re: Pathfinder: Kingmaker (Steam)

Post by Codetalker » Tue Oct 02, 2018 10:28 am

Request:Adding caster level,spell penetration and concentration modifiers into status 'other' list.

sicwan
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Re: Pathfinder: Kingmaker (Steam)

Post by sicwan » Tue Oct 02, 2018 10:32 am

Niedzielan, Playing an Inquisitor, none of the "infinite Spell/Abilities/Activatable Abilities" are working for me on the Inquisitors judgement abilities.

6.8.1
Win10 Pro
1.0.3 steam

Manual_11_Testing_Save.7z
save to test with
(823.57 KiB) Downloaded 53 times

NukeZen
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Re: Pathfinder: Kingmaker (Steam)

Post by NukeZen » Tue Oct 02, 2018 11:08 am

fireundubh wrote:
Tue Oct 02, 2018 10:16 am
I figured out how to enable debug logging (super useful for making mods and testing CE cheats), unlock "DLC" portraits, disable Steam and GOG achievements, disable Steam Cloud Saves, uncap the allocable attribute point max, allow you to rest anywhere, among other stuff.

All the mods I've made so far: KingmakerMods.ini. No binaries yet, but if you have VS2017 and .NET 4.7.1, you can compile the solution.

FYI: You don't need my logging mod to enable debug logging. Just run the game with "logging" as an argument. No hyphen.
Can you explain how to get this to work? Do i have to put the ini file somewhere and that's it? Or there are some more things to do?

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Re: Pathfinder: Kingmaker (Steam)

Post by fireundubh » Tue Oct 02, 2018 11:11 am

vitaeexmorte wrote:
Tue Oct 02, 2018 6:10 am
Not sure that is possible, the game lacks several things that would make me believe that can be done.
First, no difficulty option that generally disables friendly fire, second, no metamagic Selective Spell or Sculp Spell, which would allows a caster to change spells to only target enemies.
In short, there is most likely no funktion in the game code to do it easily. Even the spell Controlled Fireball hits your party, just not as hard as the enemies. Next best thing would be increased damage resistance, saving throws or outright invulnerbility, things you don't seem to want to begin with.
I just added a NoFriendlyFire cheat mod to KingmakerMods.pw.

Spells and abilities have a TargetType property, which is either Enemy, Ally, or Any. AoE spells and abilities use the AbilityTargetsAround component of unit ability logic (UnitLogic.Abilities.Components.AbilityTargetsAround) to select nearby targets.

Disabling friendly fire for AoE attacks was straightforward. I changed this:

Code: Select all

// unchanged
IEnumerable<UnitEntityData> source = GameHelper.GetTargetsAround(anchor.Point, this.m_Radius);

<snip>

// original
// source = source.Where(context.MaybeCaster.IsEnemy);

// new
source = source.Where(context.MaybeCaster.IsEnemy).Where(u => !u.IsPlayerFaction);
I was looking for a solution last night, but I passed out. Reading your post inspired me to look again.

No clue how this would look in assembly.

NukeZen wrote:
Tue Oct 02, 2018 11:08 am
Can you explain how to get this to work? Do i have to put the ini file somewhere and that's it? Or there are some more things to do?
There are no binaries yet. If there were binaries (i.e., if I released them or you compiled them), you would place KingmakerMods.ini and INIFileParser.dll in the root of your game path, and INIFileParser.dll again in the Kingmaker_Data\Managed folder. Then, you would run the PatchworkLauncher, add KingmakerMods.pw.dll as an active mod, and click the big Launch with Mods button.

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Re: Pathfinder: Kingmaker (Steam)

Post by JTitor » Tue Oct 02, 2018 11:19 am

Got my map travel time down to 3 minutes in game.
Kingmaker.Controllers.GlobalMap.MapMovementController > GetEncumbranceModifier() and set to 100f or more. Ignore this one, messes stuff up.

I'm an idiot..
Just edit
"SpeedModifier": 0.0,
"KingdomSpeedModifier": 0.0
In player.json
Last edited by JTitor on Tue Oct 02, 2018 12:20 pm, edited 4 times in total.

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Re: Pathfinder: Kingmaker (Steam)

Post by NukeZen » Tue Oct 02, 2018 11:29 am

fireundubh wrote:
Tue Oct 02, 2018 11:11 am
NukeZen wrote:
Tue Oct 02, 2018 11:08 am
Can you explain how to get this to work? Do i have to put the ini file somewhere and that's it? Or there are some more things to do?
There are no binaries yet. If there were binaries (i.e., if I released them or you compiled them), you would place KingmakerMods.ini and INIFileParser.dll in the root of your game path, and INIFileParser.dll again in the Kingmaker_Data\Managed folder. Then, you would run the PatchworkLauncher, add KingmakerMods.pw.dll as an active mod, and click the big Launch with Mods button.
So, it's the first time i download vs2017. What components do i need to get the work done? .Net Framework 4.7.1 and...?

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Niedzielan
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Re: Pathfinder: Kingmaker (Steam)

Post by Niedzielan » Tue Oct 02, 2018 12:54 pm

fireundubh wrote:
Tue Oct 02, 2018 11:11 am
vitaeexmorte wrote:
Tue Oct 02, 2018 6:10 am
Not sure that is possible, the game lacks several things that would make me believe that can be done.
First, no difficulty option that generally disables friendly fire, second, no metamagic Selective Spell or Sculp Spell, which would allows a caster to change spells to only target enemies.
In short, there is most likely no funktion in the game code to do it easily. Even the spell Controlled Fireball hits your party, just not as hard as the enemies. Next best thing would be increased damage resistance, saving throws or outright invulnerbility, things you don't seem to want to begin with.
I just added a NoFriendlyFire cheat mod to KingmakerMods.pw.

Spells and abilities have a TargetType property, which is either Enemy, Ally, or Any. AoE spells and abilities use the AbilityTargetsAround component of unit ability logic (UnitLogic.Abilities.Components.AbilityTargetsAround) to select nearby targets.

Disabling friendly fire for AoE attacks was straightforward. I changed this:

Code: Select all

// unchanged
IEnumerable<UnitEntityData> source = GameHelper.GetTargetsAround(anchor.Point, this.m_Radius);

<snip>

// original
// source = source.Where(context.MaybeCaster.IsEnemy);

// new
source = source.Where(context.MaybeCaster.IsEnemy).Where(u => !u.IsPlayerFaction);
I was looking for a solution last night, but I passed out. Reading your post inspired me to look again.

No clue how this would look in assembly.
Easiest way to do it is to make it think the targettype is enemy instead of all. Plus a check on the MaybeCaster so that enemies still get friendly-fire'd. Already made a script to do that. Now I'm just looking for where non-circular area selections are, which shouldn't take long to find.

JTitor wrote:
Tue Oct 02, 2018 11:19 am
Got my map travel time down to 3 minutes in game.
Kingmaker.Controllers.GlobalMap.MapMovementController > GetEncumbranceModifier() and set to 100f or more. Ignore this one, messes stuff up.

I'm an idiot..
Just edit
"SpeedModifier": 0.0,
"KingdomSpeedModifier": 0.0
In player.json

I've found where these are stored in game, so I'll add them to the table in my next update. Thanks for finding them :)

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Re: Pathfinder: Kingmaker (Steam)

Post by onyxius » Tue Oct 02, 2018 1:10 pm

Has anyone been able to change the voice of a character they already created? i thought i would like this voice but its quite annoying and would be great if i could change it.

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Re: Pathfinder: Kingmaker (Steam)

Post by Niedzielan » Tue Oct 02, 2018 1:24 pm

onyxius wrote:
Tue Oct 02, 2018 1:10 pm
Has anyone been able to change the voice of a character they already created? i thought i would like this voice but its quite annoying and would be great if i could change it.
In the saves it's labelled as "CustomAsks". Create a new character with the voice you want, find the CustomAsks id in the save, copy it to your main character. (e.g. 2b63671451c82094f828817ce94d33e5 for my main)

I could add it to the cheat table, but I'd have to go and find every voice id

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Re: Pathfinder: Kingmaker (Steam)

Post by tseblade » Tue Oct 02, 2018 1:46 pm

Hey guys,

Another update to the previous feat list JSON file for save editing.
- Added a list at the start of weapons and schools names.
- Changed the feats with multiple choices like Weapon Focus to a single object where you can change the focus yourself from the previous list.
- Filled more of the missing general feats.
- Best part, confirmed normal fighter level up feats work for anyone. :D ( You can give your chars Armor Training, Armor Mastery, Bravery, Weapon Training and Weapon Mastery, imagine a rogue with Rank 4 Weapon Training - Light Weapon and Dagger Weapon Mastery...)
Attachments
Feats_List.zip
(18.29 KiB) Downloaded 145 times

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Re: Pathfinder: Kingmaker (Steam)

Post by frivolousam » Tue Oct 02, 2018 1:51 pm

tseblade wrote:
Tue Oct 02, 2018 1:46 pm
Hey guys,

Another update to the previous feat list JSON file for save editing.
- Added a list at the start of weapons and schools names.
- Changed the feats with multiple choices like Weapon Focus to a single object where you can change the focus yourself from the previous list.
- Filled more of the missing general feats.
- Best part, confirmed normal fighter level up feats work for anyone. :D ( You can give your chars Armor Training, Armor Mastery, Bravery, Weapon Training and Weapon Mastery, imagine a rogue with Rank 4 Weapon Training - Light Weapon and Dagger Weapon Mastery...)
Is there a post explaining how to add these to savefile?

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Re: Pathfinder: Kingmaker (Steam)

Post by onyxius » Tue Oct 02, 2018 2:07 pm

Niedzielan wrote:
Tue Oct 02, 2018 1:24 pm
onyxius wrote:
Tue Oct 02, 2018 1:10 pm
Has anyone been able to change the voice of a character they already created? i thought i would like this voice but its quite annoying and would be great if i could change it.
In the saves it's labelled as "CustomAsks". Create a new character with the voice you want, find the CustomAsks id in the save, copy it to your main character. (e.g. 2b63671451c82094f828817ce94d33e5 for my main)

I could add it to the cheat table, but I'd have to go and find every voice id
Thank you, that worked. For anyone else who is curious, its the party.json file i had to edit and look for my name and the entry for CustomAsks, then copy that number over to the other save you want to change the voice on. Make sure you are out of the game when you do all of this.

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Re: Pathfinder: Kingmaker (Steam)

Post by Niedzielan » Tue Oct 02, 2018 2:21 pm

sicwan wrote:
Tue Oct 02, 2018 10:32 am
Niedzielan, Playing an Inquisitor, none of the "infinite Spell/Abilities/Activatable Abilities" are working for me on the Inquisitors judgement abilities.

6.8.1
Win10 Pro
1.0.3 steam


Manual_11_Testing_Save.7z
Done. How many different ability types does this game have? I'll work on combining the ability scripts into one.

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