Last Epoch beta 0.8+ (Steam)

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floob
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Re: Last Epoch beta 0.8+ (Steam)

Post by floob »

G1Soundwave wrote:
Sat Jun 05, 2021 11:54 pm
It doesnt work for me in either file but thanks any ways :)
Sorry m8. I'm still working on skill points for the table I'll keep trying.

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 floob on Sun Jun 06, 2021 4:32 am, edited 1 time in total.

floob
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Re: Last Epoch beta 0.8+ (Steam)

Post by floob »

Added skill points.
Thank @J69R for the help.
Attachments
Last Epoch_08.2g_floob2.CT
(158.27 KiB) Downloaded 772 times

Aerandria
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Re: Last Epoch beta 0.8+ (Steam)

Post by Aerandria »

floob wrote:
Sat Jun 05, 2021 11:31 pm
Under SavedSkillTrees there are fields for unspentPoints. That's what you wanna change.
I'm not sure if that used to work and got patched out or if I just did something wrong, but in my testing a few days ago I couldn't get anything out of unspentpoints. Instead I just directly edited the node values, which worked.

For G1, your passives (and skills) are both in this format:

"nodeIDs":[41,1,3,6,17,8,9,4,19],"nodePoints":[3,8,2,6,5,1,2,1,5]

The nodeIDs are the circles on your tree and the nodePoints are how many points they have, corresponding to the order of the nodeIDs- so my node 17 has 5 points in it. Keep in mind the game determines how many passives and skill points you should have based on character and skill level, respectively, so if you edit in free points you won't get any points on level up.

floob
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Re: Last Epoch beta 0.8+ (Steam)

Post by floob »

Aerandria wrote:
Sun Jun 06, 2021 4:09 am
floob wrote:
Sat Jun 05, 2021 11:31 pm
Under SavedSkillTrees there are fields for unspentPoints. That's what you wanna change.
I'm not sure if that used to work and got patched out or if I just did something wrong, but in my testing a few days ago I couldn't get anything out of unspentpoints. Instead I just directly edited the node values, which worked.

For G1, your passives (and skills) are both in this format:

"nodeIDs":[41,1,3,6,17,8,9,4,19],"nodePoints":[3,8,2,6,5,1,2,1,5]

The nodeIDs are the circles on your tree and the nodePoints are how many points they have, corresponding to the order of the nodeIDs- so my node 17 has 5 points in it. Keep in mind the game determines how many passives and skill points you should have based on character and skill level, respectively, so if you edit in free points you won't get any points on level up.
Ah sounds more likely. I didn't test it so I was wrong. Regardless we figured out skill points for 0.8.2 which is convenient.

hwtchirino
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Re: Last Epoch beta 0.8+ (Steam)

Post by hwtchirino »

Yes, each character has a save file labeled, for example, 1CHARACTERSLOT_BETA_4

The character name is indicated at the very start of the code.

Item mods, skill points, passive points, blessings, corruption, stability, etc -- all of these can be edited.

Here's an example of turning a unique/set item into a small idol:

Code: Select all

{"itemData":"","data":[0,25,2,7,255,255,255,0,122,255,255,255,255,255,255,255,255,0],"inventoryPosition":{"x":13,"y":0},"quantity":1,"containerID":29,"formatVersion":2}

One thing I want more than anything atm is the ability to zoom out further.. I hate having such limited view


Anyone have an idea of how to get more zoom out?

JCORT4
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Re: Last Epoch beta 0.8+ (Steam)

Post by JCORT4 »

hwtchirino wrote:
Sun Jun 06, 2021 3:36 pm
Yes, each character has a save file labeled, for example, 1CHARACTERSLOT_BETA_4

The character name is indicated at the very start of the code.

Item mods, skill points, passive points, blessings, corruption, stability, etc -- all of these can be edited.

Here's an example of turning a unique/set item into a small idol:

Code: Select all

{"itemData":"","data":[0,25,2,7,255,255,255,0,122,255,255,255,255,255,255,255,255,0],"inventoryPosition":{"x":13,"y":0},"quantity":1,"containerID":29,"formatVersion":2}

One thing I want more than anything atm is the ability to zoom out further.. I hate having such limited view


Anyone have an idea of how to get more zoom out?
Is it possible to change your mastery class?

Dopeorochi
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Re: Last Epoch beta 0.8+ (Steam)

Post by Dopeorochi »

JCORT4 wrote:
Mon Jun 07, 2021 6:25 am
hwtchirino wrote:
Sun Jun 06, 2021 3:36 pm
Yes, each character has a save file labeled, for example, 1CHARACTERSLOT_BETA_4

The character name is indicated at the very start of the code.

Item mods, skill points, passive points, blessings, corruption, stability, etc -- all of these can be edited.

Here's an example of turning a unique/set item into a small idol:

Code: Select all

{"itemData":"","data":[0,25,2,7,255,255,255,0,122,255,255,255,255,255,255,255,255,0],"inventoryPosition":{"x":13,"y":0},"quantity":1,"containerID":29,"formatVersion":2}

One thing I want more than anything atm is the ability to zoom out further.. I hate having such limited view


Anyone have an idea of how to get more zoom out?
Is it possible to change your mastery class?
Yes, "chosenMastery":1 is an example. Mastery 0 is default class no mastery. 1,2,3 depending on class. You can edit save at main menu til you get the right one

hwtchirino
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Re: Last Epoch beta 0.8+ (Steam)

Post by hwtchirino »

UPDATE on save file editing:

You can actually turn any blessing into any unique. It's hilarious that this works. Presumably, you can also turn a blessing into any rare with custom affixes.

Look for Container ID: 33-39 and Container ID: 43-45. All of these are the container IDs for your blessings.

Code: Select all

    {
      "itemData": "",
      "data": [
        0,
        34,
        102,
        7,
        255,
        255,
        255,
        0,
        49,
        255,
        255,
        255,
        255,
        255,
        255,
        255,
        255,
        0
      ],
      "inventoryPosition": {
        "x": 0,
        "y": 0
      },
      "quantity": 1,
      "containerID": 39,
      "formatVersion": 2
    },
I haven't experimented much with editing blessings yet.

But here's a quick reference on the numbers in the code, based on my trial an error results and conclusions:
  1. The first number is always zero (doesn't do anything).
  2. 1-50 = TYPE of item it is (e.g. One handed axe)
  3. 1-200? (not sure of the range) = subtype (e.g. Raider Axe)
  4. 1-4 and 7-8 = item rarity ( 1-4 = magic/rare item with 1-4 affixes --- 7 = unique / 8 = set item)
  5. 255,255,255 = max implicit rolls (presumably)
  6. Line 7 = stability of the item
  7. Line 8 (Non-unique) = number of affixes on a non-unique item (1-4)
  8. Line 8 (Unique) = unique/set item identification (which I can't be bothered to index because that would be annoying and take too much time). In the code I included, the unique item ID is 49 (Dreamthorn unique 2H sword).
  9. Lines 9-20 (Non-unique) = indicate the items affixes and their rolls. For non-unique items, the item affixes are always constructed in this order, for example: 96 (affix category), 6 (specific affix), 255 (affix roll, which in this case is maxed); that's 3 lines per 1 affix. Trying to add more than 4 affixes to an item will either brick the item or corrupt your save file.
  10. Lines 9-16 (Unique) = all item rolls for unique items are already unalterably preset into the item ID, so the remaining 8 lines will be 255 for max rolls.
  11. Final line = 0 (presumably, this does nothing for the item.. I expect changing may or may not cause a file corruption)

floob
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Re: Last Epoch beta 0.8+ (Steam)

Post by floob »

hwtchirino wrote:
Tue Jun 08, 2021 7:48 pm
UPDATE on save file editing:

You can actually turn any blessing into any unique. It's hilarious that this works. Presumably, you can also turn a blessing into any rare with custom affixes.

Look for Container ID: 33-39 and Container ID: 43-45. All of these are the container IDs for your blessings.

Code: Select all

    {
      "itemData": "",
      "data": [
        0,
        34,
        102,
        7,
        255,
        255,
        255,
        0,
        49,
        255,
        255,
        255,
        255,
        255,
        255,
        255,
        255,
        0
      ],
      "inventoryPosition": {
        "x": 0,
        "y": 0
      },
      "quantity": 1,
      "containerID": 39,
      "formatVersion": 2
    },
I haven't experimented much with editing blessings yet.

But here's a quick reference on the numbers in the code, based on my trial an error results and conclusions:
  1. The first number is always zero (doesn't do anything).
  2. 1-50 = TYPE of item it is (e.g. One handed axe)
  3. 1-200? (not sure of the range) = subtype (e.g. Raider Axe)
  4. 1-4 and 7-8 = item rarity ( 1-4 = magic/rare item with 1-4 affixes --- 7 = unique / 8 = set item)
  5. 255,255,255 = max implicit rolls (presumably)
  6. Line 7 = stability of the item
  7. Line 8 (Non-unique) = number of affixes on a non-unique item (1-4)
  8. Line 8 (Unique) = unique/set item identification (which I can't be bothered to index because that would be annoying and take too much time). In the code I included, the unique item ID is 49 (Dreamthorn unique 2H sword).
  9. Lines 9-20 (Non-unique) = indicate the items affixes and their rolls. For non-unique items, the item affixes are always constructed in this order, for example: 96 (affix category), 6 (specific affix), 255 (affix roll, which in this case is maxed); that's 3 lines per 1 affix. Trying to add more than 4 affixes to an item will either brick the item or corrupt your save file.
  10. Lines 9-16 (Unique) = all item rolls for unique items are already unalterably preset into the item ID, so the remaining 8 lines will be 255 for max rolls.
  11. Final line = 0 (presumably, this does nothing for the item.. I expect changing may or may not cause a file corruption)
Thanks for the info man, very useful. Btw I've tried at zoom length a couple times now since you asked and I haven't gotten it.

zemljani
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Re: Last Epoch beta 0.8+ (Steam)

Post by zemljani »

Did the latest patch fubar move speed for anyone else?

JCORT4
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Re: Last Epoch beta 0.8+ (Steam)

Post by JCORT4 »

zemljani wrote:
Wed Jun 09, 2021 2:51 pm
Did the latest patch fubar move speed for anyone else?
You SHOULD ALWAYS backup the current working version in your steam directory. That way you can always delete and unzip that version that works with the current table. I posted a way to rollback the version as well a couple of pages back.

This game has been getting updates at least every few days, no way the table maker should waste time updating that often.

demo23
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Re: Last Epoch beta 0.8+ (Steam)

Post by demo23 »

What is the trick to getting the load all shards into crafting inventory so that you dont have to farm all the affixes at current or did the feature stop working in the table?

Toga
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Re: Last Epoch beta 0.8+ (Steam)

Post by Toga »

zemljani wrote:
Wed Jun 09, 2021 2:51 pm
Did the latest patch fubar move speed for anyone else?
demo23 wrote:
Wed Jun 09, 2021 9:16 pm
What is the trick to getting the load all shards into crafting inventory so that you dont have to farm all the affixes at current or did the feature stop working in the table?
aye those AOB's are 'broken' atm for patch 0.8.2i

SHJordan
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Re: Last Epoch beta 0.8+ (Steam)

Post by SHJordan »

hwtchirino wrote:
Tue Jun 08, 2021 7:48 pm
UPDATE on save file editing:

You can actually turn any blessing into any unique. It's hilarious that this works. Presumably, you can also turn a blessing into any rare with custom affixes.

Look for Container ID: 33-39 and Container ID: 43-45. All of these are the container IDs for your blessings.

Code: Select all

    {
      "itemData": "",
      "data": [
        0,
        34,
        102,
        7,
        255,
        255,
        255,
        0,
        49,
        255,
        255,
        255,
        255,
        255,
        255,
        255,
        255,
        0
      ],
      "inventoryPosition": {
        "x": 0,
        "y": 0
      },
      "quantity": 1,
      "containerID": 39,
      "formatVersion": 2
    },
I haven't experimented much with editing blessings yet.

But here's a quick reference on the numbers in the code, based on my trial an error results and conclusions:
  1. The first number is always zero (doesn't do anything).
  2. 1-50 = TYPE of item it is (e.g. One handed axe)
  3. 1-200? (not sure of the range) = subtype (e.g. Raider Axe)
  4. 1-4 and 7-8 = item rarity ( 1-4 = magic/rare item with 1-4 affixes --- 7 = unique / 8 = set item)
  5. 255,255,255 = max implicit rolls (presumably)
  6. Line 7 = stability of the item
  7. Line 8 (Non-unique) = number of affixes on a non-unique item (1-4)
  8. Line 8 (Unique) = unique/set item identification (which I can't be bothered to index because that would be annoying and take too much time). In the code I included, the unique item ID is 49 (Dreamthorn unique 2H sword).
  9. Lines 9-20 (Non-unique) = indicate the items affixes and their rolls. For non-unique items, the item affixes are always constructed in this order, for example: 96 (affix category), 6 (specific affix), 255 (affix roll, which in this case is maxed); that's 3 lines per 1 affix. Trying to add more than 4 affixes to an item will either brick the item or corrupt your save file.
  10. Lines 9-16 (Unique) = all item rolls for unique items are already unalterably preset into the item ID, so the remaining 8 lines will be 255 for max rolls.
  11. Final line = 0 (presumably, this does nothing for the item.. I expect changing may or may not cause a file corruption)
can you list which itemID is for main hand, off-hand and such? or are these only for items on bank?

hwtchirino
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Re: Last Epoch beta 0.8+ (Steam)

Post by hwtchirino »

I'm not gonna index items for you. I spent too many hours experimenting with my save files and barely became familiarized with a few numbers to know a very rough idea of what they represent in-game.

[Link]#

Go there and upload your save file contents. Make sure you remove EPOCH from the beginning so you can properly compare JSON codes.

Then go back to your character in-game and move an item to a different spot. Then copy the new JSON code to the website to compare the original code with the new one and observe what changed. From there, you'll figure it out on your own.

I'm not a coder and don't know shit about it, so don't ask me.

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