The Slormancer

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Chindopopito
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Re: The Slormancer

Post by Chindopopito »

aSwedishMagyar wrote:
Thu Aug 08, 2024 10:03 pm
arrow2733 wrote:
Thu Aug 08, 2024 1:21 pm
Hello, it seems to crash during expeditions. any tips?
Yeah, tell me what cheats are activated when it crashes and what errors show up.

And for anyone else who has issues:
I'm not a psychic so I need actual information to diagnose your problems.
For me is whenever I alter the character stats, like Areas of Effect, Aura Effects, etc. It happens whenever you clear a room, and you go into the portal to advance to the next room. The game crashes before finishing loading the next room. I noticed that the issue might be increasing the stats way too much. I honestly think this has to do with the actual game doing some random checks and not your table.

What I did to fix it was adding some hotkeys to activate and deactivate the pointers before going into the portals.

P.S. Scripts, on the other hand, don't crash the client.

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

aSwedishMagyar
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Re: The Slormancer

Post by aSwedishMagyar »

Chindopopito wrote:
Sun Aug 11, 2024 6:30 pm
For me is whenever I alter the character stats, like Areas of Effect, Aura Effects, etc. It happens whenever you clear a room, and you go into the portal to advance to the next room. The game crashes before finishing loading the next room. I noticed that the issue might be increasing the stats way too much. I honestly think this has to do with the actual game doing some random checks and not your table.

What I did to fix it was adding some hotkeys to activate and deactivate the pointers before going into the portals.

P.S. Scripts, on the other hand, don't crash the client.
Cool thanks. Are the records locked when it crashes or just when you modify them to a different value?
Casisback wrote:
Sun Aug 11, 2024 6:29 pm
Whatever but do us a favor and don't shill for that paid 1-2 hour limit app? Mkay? mkay. Read the rules
And what are you even talking about?

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Chindopopito
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Re: The Slormancer

Post by Chindopopito »

@aSwedishMagyar when they are locked. So far, unlocked records cause no crashes but, they reset back to 0 whenever I move to the next floor, but I guess that's normal behavior.

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Re: The Slormancer

Post by aSwedishMagyar »

Locking the record means that cheat engine is constantly writing to that address. If you go through a loading screen it temporarily becomes a garbage address and it's possible that writing to it will cause a crash. So it's best to just have a script that writes the values when you load into the next area. Kind of tedious I know but that way you don't crash.

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Chindopopito
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Re: The Slormancer

Post by Chindopopito »

aSwedishMagyar wrote:
Sun Aug 11, 2024 6:52 pm
Casisback wrote:
Sun Aug 11, 2024 6:29 pm
Whatever but do us a favor and don't shill for that paid 1-2 hour limit app? Mkay? mkay. Read the rules
And what are you even talking about?
That was for me, I guess?, I replied to someone that was complaining about Table Creators asking for money to upgrade their tables, I was even defending the table maker when it comes down to asking for monetary support. But I made the mistake, of naming the other app with no ill intent, but in a way to tell the whiner that he has options available for him or her for free. I guess that's why now this mod is calling me a shill, heck, I don't even like that app because it slows down the games. But that's ok, I don't take it to heart, he's just doing his job here. :)

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Chindopopito
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Re: The Slormancer

Post by Chindopopito »

aSwedishMagyar wrote:
Sun Aug 11, 2024 8:06 pm
Locking the record means that cheat engine is constantly writing to that address. If you go through a loading screen it temporarily becomes a garbage address and it's possible that writing to it will cause a crash. So it's best to just have a script that writes the values when you load into the next area. Kind of tedious I know but that way you don't crash.
Oh, I'll try that, thank you for looking into the issue.

CYP2C19
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Re: The Slormancer

Post by CYP2C19 »

Got another error that frequently pops up.
Error in native thread called Globals_Collection_Thread::[string "---------------------------------------------..."]:311: attempt to perform arithmetic on a nil value
And I have Essence, xp and scrap find, and influence gain enabled under Adventure.
And everything under Resources enabled.
Again thank you for taking your time to making these tables.

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Re: The Slormancer

Post by Chindopopito »

CYP2C19 wrote:
Thu Sep 12, 2024 12:28 pm
Got another error that frequently pops up.
Error in native thread called Globals_Collection_Thread::[string "---------------------------------------------..."]:311: attempt to perform arithmetic on a nil value
And I have Essence, xp and scrap find, and influence gain enabled under Adventure.
And everything under Resources enabled.
Again thank you for taking your time to making these tables.
This might be probably because you are playing in the live server? This table was updated when they released the 0.9 update in the Experimental Branch. Probably some addresses changed when they updated the game for the live server. The ones I use, are working 100%, no issues at all.

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Re: The Slormancer

Post by CYP2C19 »

Chindopopito wrote:
Fri Sep 13, 2024 10:23 pm
CYP2C19 wrote:
Thu Sep 12, 2024 12:28 pm
Got another error that frequently pops up.
Error in native thread called Globals_Collection_Thread::[string "---------------------------------------------..."]:311: attempt to perform arithmetic on a nil value
And I have Essence, xp and scrap find, and influence gain enabled under Adventure.
And everything under Resources enabled.
Again thank you for taking your time to making these tables.
This might be probably because you are playing in the live server? This table was updated when they released the 0.9 update in the Experimental Branch. Probably some addresses changed when they updated the game for the live server. The ones I use, are working 100%, no issues at all.
Even when using the Experimental Branch I get the error, oddly though if I select the experimental branch in steam it just doesn't update the game, so I'm assuming that's cause the experimental branch and the live versions are the same now.

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Re: The Slormancer

Post by Chindopopito »

EDIT: I don't think we are going to get any update for the table, unless we pay for it on Patreon. So I guess we'll have to wait for the full release, because updates to the game will still be coming.

Most stuff still works:

All scripts *check*

Pointers: All seem to work except the ones pointing to the npc shops, loot, and expeditions. These seem to be the only ones that get screwed whenever they (devs) do a specific change to the game. They always break.

I've been fiddling with the variables and even though, I don't know how to create scripts, I'm doing a list of what some variables do. The only downside, is that you'll have to manually activate them, but hey! You can always assign a hotkey to them.

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Chindopopito
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Re: The Slormancer

Post by Chindopopito »

I added more stuff that is helpful. But when I add something, even though the table works, it messes up the original lua code that injects some scripts. Like I said, the table still works with the stuff I added, but sometimes, it sinks the game's performance.

@aSwedishMagyar was kind enough to allow me to share the code of the scripts (not the table) of what I added, for you to add them manually to the table, but due to the performance sinking, I won't. I don't want to do a disservice to his amazing table. What I can do, is to share a list with the pointers that are useful and were not added in the original table.

I'll update this post with the list and steps to follow tomorrow, so you can activate these pointers without messing up the OG table.

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Re: The Slormancer

Post by SakakiChizuru »

I may found fix of "Pointers"->"Game Shop/Loot Settings Pointers" in v0.9.3b

Step:
Load the OG CT.
Edit "Game Shop/Loot Settings Pointers" Lua Script.

At end of the script:

Change:
[ENABLE]
populateSettings(memrec,6)


to
[ENABLE]
populateSettings(memrec,13)


Here's the screen cap with modification and it's effect(Idk if those are the correct Shop/Loot settings,but I guess it is.):
[Link]

Devs maybe changed Pointer sequence of each settings group. IMO it changed from 6(v0.9.2f) to 13(v0.9.3b)

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Chindopopito
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Re: The Slormancer

Post by Chindopopito »

SakakiChizuru wrote:
Sat Oct 12, 2024 7:57 am
I may found fix of "Pointers"->"Game Shop/Loot Settings Pointers" in v0.9.3b

Step:
Load the OG CT.
Edit "Game Shop/Loot Settings Pointers" Lua Script.

At end of the script:

Change:
[ENABLE]
populateSettings(memrec,6)


to
[ENABLE]
populateSettings(memrec,13)


Here's the screen cap with modification and it's effect(Idk if those are the correct Shop/Loot settings,but I guess it is.):
[Link]

Devs maybe changed Pointer sequence of each settings group. IMO it changed from 6(v0.9.2f) to 13(v0.9.3b)
You beat me to post the fix, lol. Nice to know I'm not the only one interested in keeping this amazing CT alive. I'm fairly new to making tables, so I started to fiddle with the lua code, and said to myself: "what if the only thing preventing this script from working, is a change in the memory record?".

Thank you, @SakakiChizuru for keeping this alive too.

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Re: The Slormancer

Post by SakakiChizuru »

Chindopopito wrote:
Sat Oct 12, 2024 8:59 pm
SakakiChizuru wrote:
Sat Oct 12, 2024 7:57 am
I may found fix of "Pointers"->"Game Shop/Loot Settings Pointers" in v0.9.3b

Step:
Load the OG CT.
Edit "Game Shop/Loot Settings Pointers" Lua Script.

At end of the script:

Change:
[ENABLE]
populateSettings(memrec,6)


to
[ENABLE]
populateSettings(memrec,13)


Here's the screen cap with modification and it's effect(Idk if those are the correct Shop/Loot settings,but I guess it is.):
[Link]

Devs maybe changed Pointer sequence of each settings group. IMO it changed from 6(v0.9.2f) to 13(v0.9.3b)
You beat me to post the fix, lol. Nice to know I'm not the only one interested in keeping this amazing CT alive. I'm fairly new to making tables, so I started to fiddle with the lua code, and said to myself: "what if the only thing preventing this script from working, is a change in the memory record?".

Thank you, @SakakiChizuru for keeping this alive too.
Ahahaha..Actrually I almost wants to PM you for your fix :D
My friend introduced this game to me about 3 days ago and I found this CT then I found Game Shop/Loot Pointers not working.

At the very beginning, I want try to fix but there's a big problem - IDK what CE will shows while this CT can run normally because I cant get v0.9.2f version of the game.
So I decide to analyze those pointers stucture in memory view(I do modify lua to output those Pointers' base addresses).
BTW I'm an amateur programmer, working on .Net and WinForms.

I checked both "Shop/Loot" and "Expendition"'s Lua script and found their BaseAddress are sorted as an regular structure, then I found populateSettings(memrec,6) in shop/loot and populateExpenditionSettings(memrec,9) - Those 2 functions have almost the very same codes.
Then I goto memoryview, change the 2nd parameter of populateSettings, and get BaseAddress, goto the address, till I found the right ones.

So I guess, Devs store those Settings' baseaddress pointer in an regular structure, but every update will/willnot change it's order - That's why you said - "Pointers, they always break".
Finally, I guess this Pointer BaseAddress Structure will remain regular ordered but may or maynot change indexes of each one. I think we can try changing the 2nd parameter to fix CT if new versions' coming and Pointers not working again. :D

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Re: The Slormancer

Post by Chindopopito »

SakakiChizuru wrote:
Sat Oct 12, 2024 9:24 pm
Ahahaha..Actrually I almost wants to PM you for your fix :D
My friend introduced this game to me about 3 days ago and I found this CT then I found Game Shop/Loot Pointers not working.

At the very beginning, I want try to fix but there's a big problem - IDK what CE will shows while this CT can run normally because I cant get v0.9.2f version of the game.
So I decide to analyze those pointers stucture in memory view(I do modify lua to output those Pointers' base addresses).
BTW I'm an amateur programmer, working on .Net and WinForms.

I checked both "Shop/Loot" and "Expendition"'s Lua script and found their BaseAddress are sorted as an regular structure, then I found populateSettings(memrec,6) in shop/loot and populateExpenditionSettings(memrec,9) - Those 2 functions have almost the very same codes.
Then I goto memoryview, change the 2nd parameter of populateSettings, and get BaseAddress, goto the address, till I found the right ones.

So I guess, Devs store those Settings' baseaddress pointer in an regular structure, but every update will/willnot change it's order - That's why you said - "Pointers, they always break".
Finally, I guess this Pointer BaseAddress Structure will remain regular ordered but may or maynot change indexes of each one. I think we can try changing the 2nd parameter to fix CT if new versions' coming and Pointers not working again. :D
This is a good to know info, thank you for sharing. This will help me understand how lua and CT work, faster. Right now, I'm finishing a huge list of what most pointers do (at least the most important ones), it'll be easier for anyone that use this CT to know what some pointers do and changing them to their liking.

Thank you, again.

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