MSoniSama wrote: ↑Sat Aug 01, 2020 7:57 pm
Could we get an update for 1.1.7.2 Hotfix-2. Some stuff doesn't work like max stack.
(
edit: removed incorrect information on other non-functional options - I accidentally tested outdated versions of them)
I am using fantomas's 1.1.7.0 (x64) table on the 1.1.7.2 Hotfix-2 game version and the only option that is no longer working for me is the "Add Money (market)" option where money still decreases when buying an item. However, I never really needed the Add Money option due to using the No Buy Item Requirement and/or 9,999,999 Money Hover options.
- Add money (Market) (Money is still taken when buying for me)
The max item stack option you noted not working for you is still working for me, though I am using a slightly altered old version of fantomas's code for it and not their current code. In addition to using an old version of fantomas's code for that option, I also changed the max stack to be 98 instead of 50 that the current code has it set at so that it gets as max amount as it can get without causing a new stack to be created upon looting another of it. I did this primarily to double how long before I need to split/refill stacks.
You can duplicate the current max item stack entry in your table (highlight option, ctrl+c, ctrl+v, OK) and then right-click the copied option and click 'Change script' and replace the code in the new window with this to see if it works for you:
Code: Select all
//Game: Grim Dawn + All DLC's
//Version: v1.1.1.1
define(address,Game.GAME::Item::IncrementStack+3F)
define(bytes,89 8F 5C 07 00 00)
[ENABLE]
assert(address,bytes)
alloc(newmem,$1000,Game.GAME::Item::IncrementStack+3F)
label(code)
label(return)
newmem:
mov ecx,#98
//mov ecx,[rdi+00000760] //0x760 - maxItemValue { 100 }
code:
mov [rdi+0000075C],ecx //0x75C - currentItemValue
jmp return
address:
jmp newmem
nop
return:
[DISABLE]
address:
db bytes
// mov [rdi+0000075C],ecx
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: Game.GAME::Item::IncrementStack+3F
"Game.dll"+25E9BE: 48 8B F9 - mov rdi,rcx
"Game.dll"+25E9C1: FF 90 80 05 00 00 - call qword ptr [rax+00000580]
"Game.dll"+25E9C7: 8B 8F 5C 07 00 00 - mov ecx,[rdi+0000075C]
"Game.dll"+25E9CD: 03 CB - add ecx,ebx
"Game.dll"+25E9CF: 3B C8 - cmp ecx,eax
"Game.dll"+25E9D1: 76 0C - jna Game.dll+25E9DF
"Game.dll"+25E9D3: 2B C8 - sub ecx,eax
"Game.dll"+25E9D5: 89 0E - mov [rsi],ecx
"Game.dll"+25E9D7: 89 87 5C 07 00 00 - mov [rdi+0000075C],eax
"Game.dll"+25E9DD: EB 06 - jmp Game.dll+25E9E5
// ---------- INJECTING HERE ----------
"Game.dll"+25E9DF: 89 8F 5C 07 00 00 - mov [rdi+0000075C],ecx
// ---------- DONE INJECTING ----------
"Game.dll"+25E9E5: 8B 87 5C 07 00 00 - mov eax,[rdi+0000075C]
"Game.dll"+25E9EB: 48 8B 5C 24 30 - mov rbx,[rsp+30]
"Game.dll"+25E9F0: 48 8B 74 24 38 - mov rsi,[rsp+38]
"Game.dll"+25E9F5: 89 87 DC 05 00 00 - mov [rdi+000005DC],eax
"Game.dll"+25E9FB: B0 01 - mov al,01
"Game.dll"+25E9FD: 48 83 C4 20 - add rsp,20
"Game.dll"+25EA01: 5F - pop rdi
"Game.dll"+25EA02: C3 - ret
"Game.dll"+25EA03: CC - int 3
"Game.dll"+25EA04: CC - int 3
}
What other options are not working for you and which version of the table are you using (32/64)?