The table already has an exp increase and ability freeze function. You level up, your ability points will constantly stay the same, and then you just add however many you want up to twenty. ADDING points in this game is a pain in the ass, if you don't already have them. The other trainers that try and set it to 99 points available keep having random issues of the game detecting it as an error, and zeroing out my available points, instead. How Pongozila has it right now is perfect, no problems.
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
The table already has an exp increase and ability freeze function. You level up, your ability points will constantly stay the same, and then you just add however many you want up to twenty. ADDING points in this game is a pain in the ass, if you don't already have them. The other trainers that try and set it to 99 points available keep having random issues of the game detecting it as an error, and zeroing out my available points, instead.
Yeah, Contralto said it all. Too much trouble, too much potential errors/freezes for something trivially achievable by two available code. Sorry Belnick.
Actually, I think he wants a button that gives him, say, 5 ability points to spend.
indeed, logic is normal in this one
but thx for trying to explain my non native English into English
I ended up just uninstalling the game and will wait for the full release of the game instead
"We noticed a couple things that slipped through the net when releasing our latest patch. Since they were easy to fix and won’t affect your savegames, we didn’t want to delay these fixes until the next patch. So behold, a hotfix!
Fixed Tutorial Treasure
Fixed outlines of characters after they were transformed to any other state
Fixed equipment being invisible for characters that were out of sight
Fixed armor potions and statuses like Fortified and Magic Shell giving less armor than they should
Fixed several issues in new character creation screen:
Fixed tags not showing up for the first custom character
Fixed issue with talents resetting when changing a civil ability
Fixed issue with portrait renderer not removing the helmets
Fixed issue with talent requirements appearing in red even though the character had the ability
Fixed issue with stats not properly resetting when reconnecting to character creation
Fixed a possible crash in character creation when going back to main menu
Savegames are compatible with v3.0.76.796."
Indeed right you are, I did not notice that!
Thankfully almost all codes worked without any change, the only one in need of a small update was the "9999 stats".
Thnx and enjoy the updated table.
Hey, first of all thank you for the table, but unfortunately I've noticed a problem with the "9999 stats" cheat... While it does increase the stats by 9999 it also makes the game freeze whenever you try to open the skillbook; I'm using the latest version of the game (3.0.77.309) and have used the cheat to increase all the stats, I would like to keep them buffed as they are now but, since it's needed to equip new acquired skills, the skillbook is quite essential... Do you know if there is a way to fix this problem while mantaining the increase on stats?
Hey, first of all thank you for the table, but unfortunately I've noticed a problem with the "9999 stats" cheat... While it does increase the stats by 9999 it also makes the game freeze whenever you try to open the skillbook; I'm using the latest version of the game (3.0.77.309) and have used the cheat to increase all the stats, I would like to keep them buffed as they are now but, since it's needed to equip new acquired skills, the skillbook is quite essential... Do you know if there is a way to fix this problem while mantaining the increase on stats?
I've not experienced this at all... but anyway since the game is so close to release... let's just wait for the game to release, I'll update the table and we check if the error persists.
The character creation value for attribute points is controlled by 3 4 byte values tied to points left. Use unknown and increase/decrease to find them.
Corresponding numbers for the three values for Attribute Points
3 -> 51 772 6
2 -> 50 516 4
1 -> 49 260 2
0 -> 48 4 0
Corresponding numbers for the three values for Perk Points
3 -> 51 768 6
2 -> 50 512 4
1 -> 49 256 2
0 -> 48 0 0
Corresponding numbers for the three values for Combat Ability Points
2 -> 50 131076 4
1 -> 49 65540 2
0 -> 48 4 0
Corresponding numbers for the three values for Civil Ability Points
2 -> 50 33554948 4
1 -> 49 16777732 2
0 -> 48 512 0
okay, seems the middle value is not too certain, but it seems that it shifts by 256 for every value changed.
Last edited by The Mogician on Thu Sep 14, 2017 8:35 pm, edited 1 time in total.
The character creation value for attribute points is controlled by 3 4 byte values tied to points left. Use unknown and increase/decrease to find them.
Corresponding numbers for the three values for Attribute Points
3 -> 51 772 6
2 -> 50 516 4
1 -> 49 260 2
0 -> 48 4 0
Corresponding numbers for the three values for Perk Points
3 -> 51 768 6
2 -> 50 512 4
1 -> 49 256 2
0 -> 48 0 0
okay, seems the middle value is not too certain, but it seems that it shifts by 256 for every value changed.
Divinity Original Sin was already pretty good at packaging values tightly together, so part 2 would do the same, basically these 4 byte values you listed are the attribute points directly, except only some bits of the 4 byte value are used. (Marked with an X below)
51 - 0011 0011
50 - 0011 0010
49 - 0011 0001
48 - 0011 0000
points - 0000 XXXX
If you just use the lower 4 bits, i.e. half a byte, it's exactly the right number.
772 - 0011 0000 0100
516 - 0010 0000 0100
260 - 0001 0000 0100
4 - 0000 0000 0100
points - XXXX 0000 0000
Same thing here really, except only the lower 4 bits of the second byte contain the number.
From that you see that the datatype of the skill points is a 4 bits value or half a byte.
So in any table it should be set to datatype binary with a length of 4 bits.
For this game the Binary datatype is probably a good approach for many values.
If you're looking for attribute/perk points, use Binary as datatype and search for the exact value, then it should be easy to find.
The character creation value for attribute points is controlled by 3 4 byte values tied to points left. Use unknown and increase/decrease to find them.
Corresponding numbers for the three values for Attribute Points
3 -> 51 772 6
2 -> 50 516 4
1 -> 49 260 2
0 -> 48 4 0
Corresponding numbers for the three values for Perk Points
3 -> 51 768 6
2 -> 50 512 4
1 -> 49 256 2
0 -> 48 0 0
okay, seems the middle value is not too certain, but it seems that it shifts by 256 for every value changed.
Divinity Original Sin was already pretty good at packaging values tightly together, so part 2 would do the same, basically these 4 byte values you listed are the attribute points directly, except only some bits of the 4 byte value are used. (Marked with an X below)
51 - 0011 0011
50 - 0011 0010
49 - 0011 0001
48 - 0011 0000
points - 0000 XXXX
If you just use the lower 4 bits, i.e. half a byte, it's exactly the right number.
772 - 0011 0000 0100
516 - 0010 0000 0100
260 - 0001 0000 0100
4 - 0000 0000 0100
points - XXXX 0000 0000
Same thing here really, except only the lower 4 bits of the second byte contain the number.
From that you see that the datatype of the skill points is a 4 bits value or half a byte.
So in any table it should be set to datatype binary with a length of 4 bits.
For this game the Binary datatype is probably a good approach for many values.
If you're looking for attribute/perk points, use Binary as datatype and search for the exact value, then it should be easy to find.
I got stream errors for attempting to use binary search. Can someone else pull this off?
The character creation value for attribute points is controlled by 3 4 byte values tied to points left. Use unknown and increase/decrease to find them.
Corresponding numbers for the three values for Attribute Points
3 -> 51 772 6
2 -> 50 516 4
1 -> 49 260 2
0 -> 48 4 0
Corresponding numbers for the three values for Perk Points
3 -> 51 768 6
2 -> 50 512 4
1 -> 49 256 2
0 -> 48 0 0
Corresponding numbers for the three values for Combat Ability Points
2 -> 50 131076 4
1 -> 49 65540 2
0 -> 48 4 0
okay, seems the middle value is not too certain, but it seems that it shifts by 256 for every value changed.
Divinity Original Sin was already pretty good at packaging values tightly together, so part 2 would do the same, basically these 4 byte values you listed are the attribute points directly, except only some bits of the 4 byte value are used. (Marked with an X below)
51 - 0011 0011
50 - 0011 0010
49 - 0011 0001
48 - 0011 0000
points - 0000 XXXX
If you just use the lower 4 bits, i.e. half a byte, it's exactly the right number.
772 - 0011 0000 0100
516 - 0010 0000 0100
260 - 0001 0000 0100
4 - 0000 0000 0100
points - XXXX 0000 0000
Same thing here really, except only the lower 4 bits of the second byte contain the number.
From that you see that the datatype of the skill points is a 4 bits value or half a byte.
So in any table it should be set to datatype binary with a length of 4 bits.
For this game the Binary datatype is probably a good approach for many values.
If you're looking for attribute/perk points, use Binary as datatype and search for the exact value, then it should be easy to find.
I got stream errors for attempting to use binary search. Can someone else pull this off?