Solasta: Crown of The Magister

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Empyrial
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Re: Solasta: Crown of The Magister

Post by Empyrial »

Gold/Currency is under RulesetTreasury. It is an array of 5 ints, each int is a separate coin type.

I found this under EquipmentDefinitions:

Code: Select all

public enum Currency
{
   Platinum,
   Gold,
   Electrum,
   Silver,
   Copper,
   Max
}
I think "Max" isn't in the Treasury definition? Meaning you should be able to manipulate any int in that array for the other types (I think). I haven't paid much attention to this, still working on things like factions, bestiary and action economy first. Hope that helps.

gideon25
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Re: Solasta: Crown of The Magister

Post by gideon25 »

Empyrial wrote:
Sat May 29, 2021 12:41 pm
Gold/Currency is under RulesetTreasury. It is an array of 5 ints, each int is a separate coin type.

I found this under EquipmentDefinitions:

Code: Select all

public enum Currency
{
   Platinum,
   Gold,
   Electrum,
   Silver,
   Copper,
   Max
}
I think "Max" isn't in the Treasury definition? Meaning you should be able to manipulate any int in that array for the other types (I think). I haven't paid much attention to this, still working on things like factions, bestiary and action economy first. Hope that helps.
Yea I found it at CurrencyCell:Refresh+39. (shared address that has an easy register compare).

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Marc
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Re: Solasta: Crown of The Magister

Post by Marc »

Updated my table at page1 ( viewtopic.php?p=161057#p161057) for 1.015 and added the scripts from Empyrial to the table. Did not test his scripts, just included them, hehe.

Feel free to take my cheats into your own tables and take over the mission. I'm sure there can be done more and better. :D

have fun,
Marc

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Vandermeer
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Re: Solasta: Crown of The Magister

Post by Vandermeer »

gideon25 wrote:
Sat May 29, 2021 10:22 am
Vandermeer wrote:
Sat May 29, 2021 7:17 am
gideon25 wrote:
Sat May 29, 2021 3:27 am
Im going to give this one a shot...If it crashes a lot, or has a lot of anticheat checks or something I probably won't bother so no promises. So gold and character editing? Any other things I should look for?
Spell and ability endurance would be welcome.
Like being able to cast a spell numerous times without relearning it? What is ability endurance?
I mean more spell slots or divine channels. Currently you can only do this live with cheat engine, but it would be amazing if it can could be imprinted into the characters, like it was possible last year with the old save games.
gideon25 wrote:
Sat May 29, 2021 12:33 pm
Yep, same one I have in the table im making :P Eventually Im going to put everything into a large table once everything is found and setup. I have the spell casts, Infinite spell memorizing/spell slots (memorize ALL spells) and character creation and level up maxing stuff..
Ohh, excellent, I see this is going well already. :D

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gunbalde60
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Re: Solasta: Crown of The Magister

Post by gunbalde60 »

Marc wrote:
Thu Oct 22, 2020 7:50 am
Just began with the game, but at least finding the code which decreases the available points at char creation is a trivial task.
Works fine if you only increase the amounts as far as the game naturally allows (so if it stops at 16 STR then let it stay there)

For anyone interested, here's a table which allows you to spent more attribe points at char creation. Hotkey is F1.
Update1: added a script to get 9999 Platin, Gold, Silver, Copper after buying something.
Some random notes about cheating this game, could be useful...
Even when the game is updated and the code changes, the Names of the functions will stay. So after activating mono, one can jump to the right code location and see what has changed.

This code writes back the experience after getting some of it:
RulesetCharacterHero:GrantExperience+42 - 89 51 20 - mov [rcx+20],edx

In memory there are two 4-byte-integers for each character respresenting XP. Both are 10 bytes apart and the first one seems to overwrite the latter one.

At RulesetTreasury:SpendAmounts+fa the money is set after buying something.

Seems to read/change life:
RulesetCharacterHero:RefreshAll+1db - 89 86 10010000 - mov [rsi+00000110],eax

Getting Damage in Fight:
RulesetCharacter:SustainDamage+3f3 - 41 89 86 10010000 - mov [r14+00000110],eax

Change of Reputation with a faction:
GameFactionManager:ModifyRelation

GameLoreManager sounds interesting.

CharacterStageSpellSelectionPanel is most likely for learning spells. Don't get it...
Thank you!

Billyone1739
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Re: Solasta: Crown of The Magister

Post by Billyone1739 »

Vandermeer wrote:
Sat May 29, 2021 7:17 am
gideon25 wrote:
Sat May 29, 2021 3:27 am
Im going to give this one a shot...If it crashes a lot, or has a lot of anticheat checks or something I probably won't bother so no promises. So gold and character editing? Any other things I should look for?
Spell and ability endurance would be welcome.
I was overthinking it, I thought since copper added up to silver and silver added up to gold that it would be one number all added together and then broke down so I was trying it by scanning for copper and then adding.

So I was just making it more complicated than it was. Once I just scanned for gold it worked fine

gideon25
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Re: Solasta: Crown of The Magister

Post by gideon25 »

DONE!
viewtopic.php?f=4&t=16271

Needs lots of testing folks! Let me know about it in the thread over there! Thanks!

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Re: Solasta: Crown of The Magister

Post by ZupaDrue »

Vandermeer wrote:
Fri May 28, 2021 8:45 pm
I have an update as well, and thanks to kaiiak for pointing out the new .sav file could be opened with a zip program.
So here is an updated guide to the savegame editing from before:

Finding the save file and opening it
Image
You can see the path in the picture, but in order to actually being able to edit any values, you will have to extract the raw text file within with for example 7zip. This file can then be opened with a hex editor of your choice, though I just use notepad++, which under plugins->hex-editor, simply has a "view in hex" option.

Feel free to experiment with the data you find, as I have. It is very easy to materialize your edits by letting your game run in the background, leaving the zipped file open and after making and saving changes to the textfile ("rii1" in the screenshot), you can just drag in the textfile again, where it will prompt you to confirm (excuse the german):
Image
Then you just load the save in the game and see if something changed. If not, revert in the text editor, and try something else.

Finding the character
In comparison to before Solasta zipped the saves, you can now not easily find your character by searching his name one time upwards anymore. In my saves I had to instead search 3 times downwards, and it will be essentially the first real stat block that you see.(the other two name mentions before don't follow up with character stats) I have only tested this at the very beginning of the game however, and as the story progresses, the save file structure might change. Just be aware that there are multiple character sheets of the same character, yet only one is the actual "live" one that you want to edit. I could easily confirm the right one by looking at the attribute values that followed however, because all the other sheets I found had for some unknown reason wrong ones.


Speaking of attributes, I found that the attribute editing trick from the first page here still works perfecty.
Attributes
Image
In order to edit an attribute, you need to do merely 2-3 changes. One value to the right of "BaseValue" and "CurrentValue" ((1) in the picture) you have to enter the appropriate statistic in hex. Base is the value without any modifier, while Current will be the final value, including race and presumably item boni or other buffs. In the example picture, the character is a Sylvan Elf, and therefore receives +2 Dex, resulting in the BaseValue being 16 (22 in Hex: 1x16 + 6x1), and Current being 18.
The second edit that you only have to do if you want characters to break the 20 attribute limit is next to CurrentValue at (2), where I inserted 1d which is 30. You shouldn't go beyond 30, since both DnD5e and Solasta weren't meant to handle it.

Initiative, Health and other basic values
One of the few positive developments of the game's savegame restructuring is that you don't have to input Initiative and Health updates by hand anymore, because the game will now properly update them on load if it recognizes your attribute change. If you still want to though, you can now do it with Initiative and most other values just as with attributes (I gave the guy +2 extra initiative over his +7 dex bonus):
Image
No longer do you have to scour through the modifiers below, wondering which one is actually influencing the stat. Though if you'd want a hitpoints per level increase, you'd still need to do that.
Here is another example of editing the critical threshold, where you of course need to go down to be better. (from 14 for 20 I improved it to 13 for 19-20)
Image
As you can see with the blue marker I also went to increase the maximum character level just to see what would happen. Most likely it will just crash when it gets to either 10 or 11.

You can also increase your ProficiencyBonus and even armor class, however, now the bad news regarding their changes to the save structure

Supernatural pools
I used to be able to easily edit for example base and per-level values for my paladin's healingpool. In October I had one with like 20 base and +15 per level, making healing very comfortable. ..Well, not anymore, though it might still be possible. Instead of giving clear values (e.g. perlevel 05) the save now seems to just reference centralized variables, so you can't directly enter a custom value for each character anymore. The central values might also be in the file and be editable, but I refused to investigate this, as it clearly means that not just my paladin, but every paladin would then walk around with the boni.
When it comes to spell pools it is even sadder. I could before just bestow for example 9 level 1 spell slots, and it would update the graphic blips and all. Now when I do this (increase the 01-level spell slots to 09):
Image

It comes out as this:
Image

It superficially works the same, so I really do have the 9 spell slots, however, the live-recalculation that was an advantage with the attribute changes is now the greatest inhibitor, as the game will now on every long rest check whether your slots are correctly calculated, and reset all the changes made. This can probably be circumvented if you find an item that increases spell slots, and just power its effects up later, but I must say, it seems to be too much hassle. Currently, I simply use Cheat Engine for the effect. Annoying, but good enough.

Proficiencies and name dependant values
The packaging into zip also had some other negative consequences. I am not sure whether it is some checksum violation, but for some reason you cannot anymore extend or shrink the file, or it won't be accepted and found ingame. This means that you can't paste additional modifiers on values, nor can you add more known spells or proficiencies, as these would have to be added by expanding a list of names. This is also what stands in the way of removing said references above and replacing them by clear numbers again. You can't do it, since it would shorten the file, leading it to not being accepted.
Other consequences are the skintone of the character for example, because they also exist in clear name, so changing "copperskin" to "fair" is impossible, as you would have to delete some signs. You can still change the face however, because they are referenced by alphabetical letters. ...Not that it would matter though, because somewhere in the recent updates they have completely mangled the face model art for some reason, so all options are equally horrible.
Can you see that vaguely Putin-looking fair skinned athletic vampire from the first page here? When I tried to recreate him now, I was only shown options for bloated snack-vacuum or grinning cartoon goofball. There are neither young nor healthy looking characters available. Outrageous.
Hi man, I'm playing the game pass version of the game, so I've found the files to edit and found the correct strings that are also shown in ur screenshots and modified the correct values as u showed but the characters in my game will always have the same stats as before, I've also double checked if the game was actually taking the files back at previous values but it isnt doing it. I've tried launching the game offline to prevent some inferference with the cloud saving of the game pass, but still it won't work

bumblebitch
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Re: Solasta: Crown of The Magister

Post by bumblebitch »

hi. sry for my english in first place.
anyway i rly need some help my dump section its a weird complete mess in notepad ++ how can i fix that?
i rly need a step by step plz <3

same on that guy over page 2

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Re: Solasta: Crown of The Magister

Post by Rebelicious »

Anyone found a way to give a Cleric more Domains? Limiting it to 1 is incredibly lame and uninspiring.

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