Divinity Original Sin 2 Definitive Edition (Steam)

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Risa Tomari
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Re: Divinity Original Sin 2 Definitive Edition (Steam)

Post by Risa Tomari » Sun Mar 03, 2019 9:27 pm

Any news about an update for this game ? :D
The Mouseover and GM mode would be great to use :wub:

(Don't wanna create a new thread just for this.)

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Re: Divinity Original Sin 2 Definitive Edition (Steam)

Post by Blyscawica » Sun Mar 10, 2019 3:57 pm

Update please :')

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Re: Divinity Original Sin 2 Definitive Edition (Steam)

Post by Neverbliss » Tue Mar 12, 2019 2:34 pm

Risa Tomari wrote:
Sun Mar 03, 2019 9:27 pm
Any news about an update for this game ? :D
The Mouseover and GM mode would be great to use :wub:

(Don't wanna create a new thread just for this.)
On the same boat here. Waiting for GM update to the latest version of the game so I can finally play the enhanced edition since I think the GM adds a fun factor that doesn't exist without it.

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Re: Divinity Original Sin 2 Definitive Edition (Steam)

Post by toshlynx » Wed Mar 13, 2019 8:02 am

Hi guys since there is no update for this table yet

I have here an excellent replacement: https://steamcommunity.com/sharedfiles/ ... 1499553252

This is a mod where a cheat book will be in your inventory and once you activate a NPC will spawn that can give you money, equipment based on your level, set your level to a number , skillbooks, attribute points etc.

Note: Make sure to read the instructions on how to install this mod

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Re: Divinity Original Sin 2 Definitive Edition (Steam)

Post by Krunangree » Sat Apr 06, 2019 11:59 am

I loved using the table when it was working. My I humbly request an update?

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Re: Divinity Original Sin 2 Definitive Edition (Steam)

Post by gunbalde60 » Sat Apr 06, 2019 7:53 pm

I'd like to request an update as well if possible

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Re: Divinity Original Sin 2 Definitive Edition (Steam)

Post by digokz » Wed Apr 10, 2019 3:08 am

juntalis wrote:
Thu Dec 13, 2018 2:41 am
Few record fixes for anyone who wants them:

Print Global Variables: Change line 8 to

Code: Select all

local globals = "EoCApp.exe+298EAB8"
Global Variables: Change the Base Address entry from EoCApp.exe+1F8F0E8 to EoCApp.exe+298EAB8

Print Treasure Identifiers: Change line 8 to

Code: Select all

local treasure = "EoCApp.exe+298EAB8"
Set Treasure Level: Seems to work reverting back to:

Code: Select all

[ENABLE]
aobscanmodule(treasure_level,EoCApp.exe,8B AE 28 02 00 00 85)
label(treasure_level_value)
treasure_level:
  db 90 BD
treasure_level_value:
  dd #10
registersymbol(treasure_level)
registersymbol(treasure_level_value)

[DISABLE]
treasure_level:
  db 8B AE 28 02 00 00
unregistersymbol(treasure_level)
unregistersymbol(treasure_level_value)

{
// ORIGINAL CODE - INJECTION POINT: "EoCApp.exe"+12D3B93

"EoCApp.exe"+12D3B72: 48 85 C0                 -  test rax,rax
"EoCApp.exe"+12D3B75: 74 0C                    -  je EoCApp.exe+12D3B83
"EoCApp.exe"+12D3B77: 48 8B C8                 -  mov rcx,rax
"EoCApp.exe"+12D3B7A: E8 51 D1 03 00           -  call EoCApp.exe+1310CD0
"EoCApp.exe"+12D3B7F: 8B E8                    -  mov ebp,eax
"EoCApp.exe"+12D3B81: EB 16                    -  jmp EoCApp.exe+12D3B99
"EoCApp.exe"+12D3B83: 48 8B 0D D6 5D D0 00     -  mov rcx,[EoCApp.exe+1FD9960]
"EoCApp.exe"+12D3B8A: E8 E1 A9 0B 00           -  call EoCApp.exe+138E570
"EoCApp.exe"+12D3B8F: 8B E8                    -  mov ebp,eax
"EoCApp.exe"+12D3B91: EB 06                    -  jmp EoCApp.exe+12D3B99
// ---------- INJECTING HERE ----------
"EoCApp.exe"+12D3B93: 8B AE 28 02 00 00        -  mov ebp,[rsi+00000228]
// ---------- DONE INJECTING  ----------
"EoCApp.exe"+12D3B99: 85 ED                    -  test ebp,ebp
"EoCApp.exe"+12D3B9B: 79 15                    -  jns EoCApp.exe+12D3BB2
"EoCApp.exe"+12D3B9D: 4D 85 D2                 -  test r10,r10
"EoCApp.exe"+12D3BA0: 74 10                    -  je EoCApp.exe+12D3BB2
"EoCApp.exe"+12D3BA2: 4C 8B C6                 -  mov r8,rsi
"EoCApp.exe"+12D3BA5: 49 8B D6                 -  mov rdx,r14
"EoCApp.exe"+12D3BA8: 49 8B CA                 -  mov rcx,r10
"EoCApp.exe"+12D3BAB: E8 70 78 15 00           -  call EoCApp.exe+142B420
"EoCApp.exe"+12D3BB0: 8B E8                    -  mov ebp,eax
"EoCApp.exe"+12D3BB2: 48 8B 1D A7 1A CA 00     -  mov rbx,[EoCApp.exe+1F75660]
}
{
// ORIGINAL CODE - INJECTION POINT: "EoCApp.exe"+12B95E0

"EoCApp.exe"+12B95BD: 48 85 C0                 -  test rax,rax
"EoCApp.exe"+12B95C0: 74 0D                    -  je EoCApp.exe+12B95CF
"EoCApp.exe"+12B95C2: 48 8B C8                 -  mov rcx,rax
"EoCApp.exe"+12B95C5: E8 36 B8 03 00           -  call EoCApp.exe+12F4E00
"EoCApp.exe"+12B95CA: 44 8B E0                 -  mov r12d,eax
"EoCApp.exe"+12B95CD: EB 18                    -  jmp EoCApp.exe+12B95E7
"EoCApp.exe"+12B95CF: 48 8B 0D 22 D1 CE 00     -  mov rcx,[EoCApp.exe+1FA66F8]
"EoCApp.exe"+12B95D6: E8 55 7B 0B 00           -  call EoCApp.exe+1371130
"EoCApp.exe"+12B95DB: 44 8B E0                 -  mov r12d,eax
"EoCApp.exe"+12B95DE: EB 07                    -  jmp EoCApp.exe+12B95E7
// ---------- INJECTING HERE ----------
"EoCApp.exe"+12B95E0: 45 8B A6 28 02 00 00     -  mov r12d,[r14+00000228]
// ---------- DONE INJECTING  ----------
"EoCApp.exe"+12B95E7: 45 85 E4                 -  test r12d,r12d
"EoCApp.exe"+12B95EA: 79 16                    -  jns EoCApp.exe+12B9602
"EoCApp.exe"+12B95EC: 4D 85 D2                 -  test r10,r10
"EoCApp.exe"+12B95EF: 74 11                    -  je EoCApp.exe+12B9602
"EoCApp.exe"+12B95F1: 4D 8B C6                 -  mov r8,r14
"EoCApp.exe"+12B95F4: 49 8B D7                 -  mov rdx,r15
"EoCApp.exe"+12B95F7: 49 8B CA                 -  mov rcx,r10
"EoCApp.exe"+12B95FA: E8 01 33 15 00           -  call EoCApp.exe+140C900
"EoCApp.exe"+12B95FF: 44 8B E0                 -  mov r12d,eax
"EoCApp.exe"+12B9602: 4C 89 6C 24 40           -  mov [rsp+40],r13
}
This is still partially working with these changes

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Re: Divinity Original Sin 2 Definitive Edition (Steam)

Post by Krunangree » Thu Apr 11, 2019 4:55 pm

The treasure level does not seem to work for me. Not sure if I am editing the table correctly. Where do I change the base address entry?

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Re: Divinity Original Sin 2 Definitive Edition (Steam)

Post by digokz » Thu Apr 11, 2019 6:02 pm

You will have to replace the code from the CT file with the changes mentioned on the comment, for the treasure level itself it is a lot code to be changed.

For the base address, try a find+replace, it should do the job.

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Re: Divinity Original Sin 2 Definitive Edition (Steam)

Post by Venator » Sun May 05, 2019 2:22 pm

I hate to be that guy who just echoes everyone else, but I would also like to request to an update for this table. I ended up coming back to this game when a friend of mine decided he wanted to run through it again. I ended up starting a separate single-player game just so I could mess around with it. This is one of those tables with scripts that go well above my knowledge level, and I'm particularly interested in inventory editing. That Cheat Commander mod is okay, but it's limited.

Anyway, it seems a shame that we cannot play the Definitive Edition if we want to use the table. I can't imagine they're going to make anymore updates to the game at this point, so it would be the last time an update should be needed for the table, hopefully. That is, of course, if anyone can do it and is willing.

EDIT: Rereading this, I think I misspoke. I have found that most of the table does work for me. It's a few of the more complex items, such as the inventory and global variable lists, that have been troublesome. I have asked a question regarding how these might have been found here.

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Re: Divinity Original Sin 2 Definitive Edition (Steam)

Post by Neverbliss » Wed May 08, 2019 7:56 pm

I haven't lost hope yet that someone will update and make GM work on the Definitive Edition. This is my most wanted feature.
I wonder what it takes to create incentive to get someone with knowledge to work on it.
I find the GM cheat to make the game a lot more fun...

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Re: Divinity Original Sin 2 Definitive Edition (Steam)

Post by Venator » Wed May 08, 2019 9:22 pm

Neverbliss wrote:
Wed May 08, 2019 7:56 pm
I haven't lost hope yet that someone will update and make GM work on the Definitive Edition. This is my most wanted feature.
I wonder what it takes to create incentive to get someone with knowledge to work on it.
I find the GM cheat to make the game a lot more fun...
It'll probably take a small miracle wherein someone with the knowledge says "You know? I think I'd like to give that game a go again. Hey, these options need to get fixed." That, or someone very generous with their time. I don't know for sure.

The GM option at least makes the button appear, so it's doing something. Maybe it'd take a minor adjustment. I might try to tinker with it. I can sometimes get something if I have some working baseline. Definitely no guarantees, though. It's when I can't get any real bearing on how an option was found or what it needed to work that I get completely lost.

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Re: Divinity Original Sin 2 Definitive Edition (Steam)

Post by Neverbliss » Wed May 08, 2019 10:49 pm

Best of luck to you man. You have no idea how long I've been waiting for a working GM option.

Taking a wild guess, they found the GM option by changing between campaign and GM?
I also have no clue where you even get to the point of figuring out how to make options that come from no in-game reflected values.
I know the memory viewer is useful but in my little knowledge, you have to know where to start searching and usually this is a value. But for example I have little clue how you search for a memory address while being unaware of a point of reference.

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Re: Divinity Original Sin 2 Definitive Edition (Steam)

Post by Venator » Wed May 15, 2019 3:27 am

Well, it's tiny, but I at least got "Find Item in New Container" working for me. I did not change the text for the IDs, though. It looks like everything is off by +9 at the moment. So, for example, the default option is 531 - Legendary Equipment, but legendary equipment is actually 522 now. Going to keep fiddling with it and see what else might start to work, but I've still got my fingers crossed that someone with a bit more know-how will take a shot at it.

Update 5/18/2019: First, the loot tables entries are not simply all off by +9. It appears to have something to do with the category headers, but I'm not 100% sure. I noticed when I had to count back from the loot category I wanted, if it crossed by a header then it was a different offset. For example, if my count takes me over the "_Cheat" category header then the offset to get what I want is -8 rather than -9. A couple items might not be following that pattern, though, so it could be safer to just say "It's around there somewhere."

Second, something was missing from the table that just seemed glaring to me. There wasn't an unlimited source points option. Now there is. The new table has been attached. Enabling the option should give you 99 source points, but nothing in game will show you anything more than your real limit (i.e., 1, 2, or 3). Instead, you'll just notice that the indicators will stay illuminated in teal whenever you use Sourcery.

Third, still tinkering with options, but I'd failed to realize how much time passed between the last time I'd played and now. Some of these options stopped working in the original table for the classic edition, so I have no great sense of how much it'd take to make them all work again. This includes items such as making the player the DM and printing variables/identifiers. I'll keep poking around at it, but definitely no promises there.
Attachments
EoCApp.CT
(244.78 KiB) Downloaded 1657 times

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Re: Divinity Original Sin 2 Definitive Edition (Steam)

Post by thedown1 » Sun May 26, 2019 10:55 pm

Venator wrote:
Wed May 15, 2019 3:27 am
Well, it's tiny, but I at least got "Find Item in New Container" working for me. I did not change the text for the IDs, though. It looks like everything is off by +9 at the moment. So, for example, the default option is 531 - Legendary Equipment, but legendary equipment is actually 522 now. Going to keep fiddling with it and see what else might start to work, but I've still got my fingers crossed that someone with a bit more know-how will take a shot at it.

Update 5/18/2019: First, the loot tables entries are not simply all off by +9. It appears to have something to do with the category headers, but I'm not 100% sure. I noticed when I had to count back from the loot category I wanted, if it crossed by a header then it was a different offset. For example, if my count takes me over the "_Cheat" category header then the offset to get what I want is -8 rather than -9. A couple items might not be following that pattern, though, so it could be safer to just say "It's around there somewhere."

Second, something was missing from the table that just seemed glaring to me. There wasn't an unlimited source points option. Now there is. The new table has been attached. Enabling the option should give you 99 source points, but nothing in game will show you anything more than your real limit (i.e., 1, 2, or 3). Instead, you'll just notice that the indicators will stay illuminated in teal whenever you use Sourcery.

Third, still tinkering with options, but I'd failed to realize how much time passed between the last time I'd played and now. Some of these options stopped working in the original table for the classic edition, so I have no great sense of how much it'd take to make them all work again. This includes items such as making the player the DM and printing variables/identifiers. I'll keep poking around at it, but definitely no promises there.
I've been looking at offset for items and I cant figure it out. I see that I can enable mousehover item editor but the stats dont show, does the script still point to mouse hover and we just need to find the offsets?

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