Our Adventurer Guild

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SmokeMage
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Re: Our Adventurer Guild

Post by SmokeMage »

HenryEx wrote:
Thu Mar 13, 2025 8:19 pm
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.
Thanks, but this part doesn't work as intended. After unlock skill trees and assign points to story character skill trees and other class skill trees, first they worked. But when I deactive the script and make a save&load, those skill points refund and extra skills lost. It means you may need to active the script before loading a game, then deactive it to keep those extra skills; or even worse, to keep the script actived all the time.

Confirmed: Extra skills lost after a quest, not just loading.

Tested, "Add Skill to Selected Item" not working as well, added skills lost after save & load.

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

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

The first is sort of what i expected to happen. As mentioned, the game constantly re-evaluates what skills your character is allowed to have due to class, personality, items, traits etc. and the skill list is continuously rebuilt. Which is why adding skills to a character directly is very transient.
As soon as you deactivate the script that unlocks all skill trees, the game will see that a character has skills from a tree that isn't available to the character, thinks something like "hmm, must be from an old class that was changed or something" and removes them.

As for changes lost on save and reload, it seems the game doesn't store the detailed info on many things, just general info and templates and rebuilds data from these templates on load. For example, it doesn't save the item you have itself, but just the item ID you have, and when reloading fetches that item from the item template database. So you get a "fresh" item after every reload.
Same for skills. It saves where you spent your skill points, and rebuilds the skill list from those points spent, traits, weapon equipped, items etc. every time.

As mentioned before, it's kind of a pain in the ass to work around the way the game implemented many things. Unfortunate that the item skills aren't as permanent an idea as i would have liked.

LegendZero88
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Re: Our Adventurer Guild

Post by LegendZero88 »

hello and thank for the table henry, but there is a method to get instant upgrades for the guild?

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

LegendZero88 wrote:
Sat Mar 15, 2025 12:19 pm
hello and thank for the table henry, but there is a method to get instant upgrades for the guild?
Yes. Next table update will include a script that will a) unlock higher rank guild upgrades for purchase and b) instantly completes them when you buy them.

SmokeMage
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Re: Our Adventurer Guild

Post by SmokeMage »

HenryEx wrote:
Sat Mar 15, 2025 12:14 pm
As mentioned before, it's kind of a pain in the ass to work around the way the game implemented many things. Unfortunate that the item skills aren't as permanent an idea as i would have liked.
I wonder if a character can have several duplicated traits, such as "Quick"*3 to get +3 movement. When I played "The Scroll of Taiwu" years ago, I found that I can change trait IDs of a character to get incompatible traits and even duplicated traits working on a character through direct memory editing, which is not possible with addTrait console. So I think this is likely possible on OAG as well.

If that really works, perhaps adding an extra title to a character is also possible. One character can have 0 to 1 title, so how about 2?

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

SmokeMage wrote:
Mon Mar 17, 2025 8:59 am
I wonder if a character can have several duplicated traits, such as "Quick"*3 to get +3 movement. When I played "The Scroll of Taiwu" years ago, I found that I can change trait IDs of a character to get incompatible traits and even duplicated traits working on a character through direct memory editing, which is not possible with addTrait console. So I think this is likely possible on OAG as well.

If that really works, perhaps adding an extra title to a character is also possible. One character can have 0 to 1 title, so how about 2?
IIRC the game automatically filters out duplicate traits, which is why i eventually implemented it as a toggle. Originally, i had separate add and remove options for traits, but adding a duplicate trait did nothing.
Movement stat is another weird one. Characters DO have a movement stat, but the game ignores it completely and only calculates movement from base Mov + Trait / Equipment / Skill bonuses.
In theory, you could modify the stat bonuses on an item to give you +Mov, and the game does seem to save the modified equipment bonuses, BUUUUUT it then doesn't load the equipment bonuses when loading a save and instead fetches the default bonuses from the database for the item. 🤦

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

New table version is out.

I addressed a few issues. The big one:
SmokeMage wrote:
Sat Mar 15, 2025 3:00 am
Tested, "Add Skill to Selected Item" not working as well, added skills lost after save & load.
I solved this by partially rewriting how the game loads items from your save file. Messing with save files is always kind of a dangerous thing, but from the (admittedly limited) testing i've done, no problems cropped up. Skills you add to an item will now show up even after a save & load.
If you use this feature, maybe keep some additional save backups. Let me know if you come across any issues. There's an option to manually disable this by changing the line fixItemSkillLoading = true to false in the table lua script (Ctrl + Alt + L).
LegendZero88 wrote:
Sat Mar 15, 2025 12:19 pm
hello and thank for the table henry, but there is a method to get instant upgrades for the guild?
As promised, there is now a script in the Hub section that will both unlock higher ranked upgrades as well as make the completion instant. Higher rank upgrades may still show up as "?????" but you can mosue over them and read the tool tip.
The instant research works only when buying / clicking on them. If you already have one running, you can canel it by switching to a different one and then re-activating it.
SmokeMage wrote:
Mon Mar 17, 2025 8:59 am
I wonder if a character can have several duplicated traits, such as "Quick"*3 to get +3 movement.
(...)
If that really works, perhaps adding an extra title to a character is also possible. One character can have 0 to 1 title, so how about 2?
While duplicate traits don't do anything, and every title can only have exactly 1 character associated with them, i at least figured something out for the move speed.

Besides stats like attributes, hitpoints, critchance or dodge , each character has a stat called MovementRange. This stat does nothing - your actual movement range in combat is solely determined by the game's base movement range plus any +Movement bonuses from traits, skills or equipment. The game never even touches the MovementRange stat.
Until now. I added a script to the Character stats section to Make [MovementRange] stat work in game! Activate this script, edit a character's MovementRange and update the character to increase their movement in battle.
This way, it's not a flat increase for everyone, but only the characters you want to change.


Aside from that, i added a script for Time Progression in the Hub section. Here, you can progress the quest and assignment list without waiting for the next day, and also stop assignments and quests from expiring!

CAUTION: The game currently has a bug where quests that go past their expiration date get stuck on the quest list! So if you have a quest that runs out in 2 days and you advance the quest list by 3 days, it gets stuck on the list. I posted a bug issue on the steam forums but who knows if the dev will fix a feature that you need cheats to access. To be safe, only advance the quest list by 1 day each.

Changelog:

Code: Select all

v8:
Added: Script that unlocks higher ranked Guild Upgrades and lets you complete them instantly
Fixed: Game will now load custom skills on items properly when loading a save, if you have already executed Table Setup.
Added: Scripts that keep quests and assignments from expiring
Added: Time Progression option, to progress quest and assignment list independently from current day
Added: exposed MovementRange stat for characters and made it actually work

arrow2733
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Re: Our Adventurer Guild

Post by arrow2733 »

I just wanted to say how amazing this table is. Also, is there a way to remove traits when its added? Thank you again it makes the game so much more enjoyable

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

arrow2733 wrote:
Mon Mar 31, 2025 10:51 am
I just wanted to say how amazing this table is. Also, is there a way to remove traits when its added? Thank you again it makes the game so much more enjoyable
I'm glad to hear you like it.
You can remove traits the same way you add them. If a character doesn't have the selected trait, it gets added. If the character has the trait, it gets removed.
So to remove a trait, select it from the list in "Selected Trait" and use the same option that adds traits.

In the rare case that you want to remove a trait where there are multiple with the same name (like 'Omnious Prophecy', maybe), you can identify which one it is by checking a character's traits under 'Current Character' and see which ID it is. It's the long string of letters and numbers after the name of the trait.

HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

New version is out.

Not too much new, but i added some basic Quest List manipulation.
Since the Time Progression stuff to cycle the quest list can get you "stuck" with quests that don't expire, you can now remove quests from the list manually! To make up for it, you can also add a random quest with a certain difficulty (= star rating). There's also a pointer with some data for the currently selected quest in the list where you can manually change the enemy rank, or the time remaining on it.
There's also a way to add and remove Location Modifiers for the selected quest. Don't like the rain? Remove it. Want to farm resources? Add a "Rich in resources" modifier.
CAUTION: You CAN remove story quests with this, and no, you cannot get them back currently. So watch out.

And a little immersion change for the Guild Masters that use the "Me." script: The guild master is now prevented from being one of the adventurers for "Lunch" at the tavern. Instead, the guild master character now gains relationship with both adventurers he has lunch with.

Last but not least, there's a new simple script: Increase Loot value increases the value of generated loot by x%. Loot for gathering nodes for example gets generated when you start a quest, and enemy loot gets generated on the start of battle, so make sure you've activated the script before the loot is generated.


edit: Oh yeah, and i improved the "Unlimited SP / Mana" and "Unlimited AP" scripts a bit. You can now use skills even when out of SP instead of just not decreasing SP. And you get a minimum of (by default) 3 AP to make sure you can always act when you use the script.
If you've already spent your SP/AP and activate the scripts, refresh the game UI by opening the inventory (or pressing Q or E on keyboard), to enable skills / movement again. Game is a bit weird like that.

hinigashi
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Re: Our Adventurer Guild

Post by hinigashi »

Henry Thank you for doing this, looks and is amazing!
because this game wont be moddable, you made it happen with a few scripts you have made!

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