Divinity Original Sin 2

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Zanzer
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Re: Divinity Original Sin 2

Post by Zanzer »

Added Increase Movement Speed and Print Global Variables.

Variables of note: CombatAbilityCap, AttributeSoftCap, CivilAbilityCap, SoftLevelCap

Too bad their values don't save to your game file.

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

draw95
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Re: Divinity Original Sin 2

Post by draw95 »

can someone here make the cheat with origin tag? or edit it?

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vosszaa
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Re: Divinity Original Sin 2

Post by vosszaa »

Zanzer wrote:
Sun Sep 17, 2017 1:49 am
Added Increase Movement Speed and Print Global Variables.

Variables of note: CombatAbilityCap, AttributeSoftCap, CivilAbilityCap, SoftLevelCap

Too bad their values don't save to your game file.
Just wanna confirm, movement speed works beautifully.

What does "Print Global Variables" do? I can see that it display all the variables in the game which I can see that "CombatAbilityCap" value is "10" but can we do/modify anything with those variables?

Does that also mean it's "impossible" to go beyond 10?

Zanzer
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Re: Divinity Original Sin 2

Post by Zanzer »

The first value in the list is that variable's address.
You can create a new record with that address of type float.

As long as you remember to change that value each time you start the game, you can go over the cap.

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vosszaa
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Re: Divinity Original Sin 2

Post by vosszaa »

Zanzer wrote:
Sun Sep 17, 2017 3:17 am
The first value in the list is that variable's address.
You can create a new record with that address of type float.

As long as you remember to change that value each time you start the game, you can go over the cap.
Holy shit that works! Thank you! You're fucking genius

Raticus79
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Re: Divinity Original Sin 2

Post by Raticus79 »

Pongozila wrote:
Fri Sep 15, 2017 8:39 pm
Updating table due to many bug/features changes...

Here's what we got now:
V3.0.141.999

+999 STATS
+5 Available points (If any) (Attributes/combat/talent/civil)
+INF. Item Durability
+No skill Cooldown
+Set XP Gain per enemy
+Using an Item gives +5 (ONLY WORKS IF YOU HAVE >2)
+Split item to double total (ONLY WORKS IF YOU HAVE >2) -- works with gold!
+2 of any item if 1
+99 Source Points
+Battle Action Points (inf / zero for enemies / both)


* Latest features in green *
I ran into a nasty bug with the "2 of any item if 1" cheat and it looks like it's not safe to use. There's a door that is supposed to have a dialog option to open it if you have a "giant diamond" in inventory, and that option doesn't show up if I have a 2 stack version instead of instead of the normal version, so I was stuck. Confirmed by going back and getting the diamond again without the option enabled and then it was fine with the non-stacking version.

Unfortunately I enabled that cheat a few hours ago and it might have affected other quest stuff, but I had an old save to go back to so I don't have to redo too much.

The "split item to double total" one is probably still ok.

Shiren
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Re: Divinity Original Sin 2

Post by Shiren »

Zanzer wrote:
Sun Sep 17, 2017 3:17 am
The first value in the list is that variable's address.
You can create a new record with that address of type float.

As long as you remember to change that value each time you start the game, you can go over the cap.
Does the "Print Global Variables" options have any special requirement to run? It's the only option that doesn't event inject, no error either, just do nothing at all

CopperheadSnake
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Re: Divinity Original Sin 2

Post by CopperheadSnake »

Does anyone know if we can alter talents using CE? I'd love to disable the Lone Wolf requirements so the talent doesn't have the companion check. I play with my girlfriend and she always wants to bring companions along and they screw up that talent.

CopperheadSnake
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Re: Divinity Original Sin 2

Post by CopperheadSnake »

Dupe
Last edited by CopperheadSnake on Mon Sep 18, 2017 12:20 am, edited 1 time in total.

Zanzer
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Re: Divinity Original Sin 2

Post by Zanzer »

It should print a lot of stuff to CE's console.
It doesn't activate, it just executes the Lua.
Is the popup window hiding behind another window?
Don't believe this Lua is something you could disable in settings.
Are you using an old version of CE?

trungtoto
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Re: Divinity Original Sin 2

Post by trungtoto »

Zanzer wrote:
Sun Sep 17, 2017 5:02 am
It should print a lot of stuff to CE's console.
It doesn't activate, it just executes the Lua.
Is the popup window hiding behind another window?
Don't believe this Lua is something you could disable in settings.
Are you using an old version of CE?
I not really sure how to use these address the right way.

1> I used Print option to get the address
2> click Add adress manually
3> put in the adress found in the print window and select Float
4> Navigate to the window below and change the value

is that the correct way to use it ?
it does not seem to change anything

Siggymas
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Re: Divinity Original Sin 2

Post by Siggymas »

Zanzer wrote:
Sun Sep 17, 2017 3:17 am
The first value in the list is that variable's address.
You can create a new record with that address of type float.

As long as you remember to change that value each time you start the game, you can go over the cap.
thank you for this awesome table!!! :D

trungtoto
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Re: Divinity Original Sin 2

Post by trungtoto »

Siggymas wrote:
Sun Sep 17, 2017 5:46 am
Zanzer wrote:
Sun Sep 17, 2017 3:17 am
The first value in the list is that variable's address.
You can create a new record with that address of type float.

As long as you remember to change that value each time you start the game, you can go over the cap.
thank you for this awesome table!!! :D
hey dude, can you tell me how to use these addresses ?

zirakk
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Re: Divinity Original Sin 2

Post by zirakk »

trungtoto wrote:
Sun Sep 17, 2017 6:47 am
hey dude, can you tell me how to use these addresses ?
From what I can tell, if you're changing the variables in-game you'll need to load a save to see the changes reflected. You can also just print and change the variables from the main menu instead so you don't have to wait through an extra load screen. So far that hasn't caused any issues for me.

jnfr00
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Re: Divinity Original Sin 2

Post by jnfr00 »

I'm encountering some issues when using the "Multiply Item" Cheat: if I use it on an equipment item the cheat does add x of that items in the same slot (it makes them stack), but when I split them (to distribute them between my pgs), the splitted item become a "Level 1" item of the original (if the original item has a requirement like anything above Level 1), aka I get a very underpower version of the item I duplicated, definetely not the same one..

Any solution?

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