Grim Dawn + All DLC's

Upload your cheat tables here (No requests)
Architect
Cheater
Cheater
Posts: 32
Joined: Mon May 22, 2017 4:09 pm
Reputation: 9

Re: Grim Dawn + All DLC's

Post by Architect »

StinVec wrote:
Sat Mar 02, 2024 4:24 pm
Do those 'better loot' options actually work for others? And I mean actually work, not just seem to work as they activate, but no real noticeable changes to loot quality happens.
Loot quality--at least for non-epics and non-leggies--in this game seem to be controlled by dynamic tables as evidenced by the item DBRs in the game files. If you just want to force double rarity, you can hijack the Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers function.

Notable offsets are as follows:
r11 + A8 - double rare (rare prefix + rare suffix)
r11 + AC - rare prefix, no suffix
r11 + B0 - no prefix, rare suffix
r11 + B4 - rare prefix, normal suffix
r11 + B8 - normal prefix, rare suffix

I won't bother with the others anymore as they can screw the game up, based on what I see (drop no affixes, etc) because the game for some reason uses the concept of broken items (e.g. monsters can equip items as well that devs don't want them to drop, for example).

Since the values are weighted, throwing a high amount on one of the above will skew the table to that rarity. Something like below should work to force double rares for example.

Code: Select all

[ENABLE]

aobscanmodule(rares,Game.dll,41 89 93 A8 00 00 00) // should be unique
alloc(newmem,$1000,rares)

label(code)
label(return)

newmem:

code:
  mov [r11+000000A8],edx
  mov [r11+000000A8],#1000000000 // 1 billion should be sufficiently high.
  jmp return

rares:
  jmp newmem
  nop 2
return:
registersymbol(rares)

[DISABLE]

rares:
  db 41 89 93 A8 00 00 00

unregistersymbol(rares)
dealloc(newmem)
I think you can influence legendaries the same way, though those most probably don't use the exact concept as above.

EDIT: Actually, combined with the code provided a few posts before mine, this just drops virtually every single rare item in the game. I keep seeing green and blues and purples everywhere.

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

Locke_Smithy
Expert Cheater
Expert Cheater
Posts: 58
Joined: Sat Sep 18, 2021 3:07 am
Reputation: 14

Re: Grim Dawn + All DLC's

Post by Locke_Smithy »

is stinvec's table for gog version only? i cant seem to get my steam version working with the table

User avatar
StinVec
Table Makers
Table Makers
Posts: 135
Joined: Sun Jun 25, 2017 7:02 am
Reputation: 209

Re: Grim Dawn + All DLC's

Post by StinVec »

Locke_Smithy wrote:
Mon Jun 17, 2024 3:00 am
is stinvec's table for gog version only? i cant seem to get my steam version working with the table
Everything should also work on GoG right now (I think), but the v1.2.0.4/1.2.0.5 table is configured for and tested on Steam-based x64.

Are you certain that your game version is Grim Dawn v1.2.0.4 or 1.2.0.5 and running the x64 executable and not the 32-bit?

If you are running the playtest build, I haven't done anything with checking what needs updating for that build as it is a "beta" and constantly changing and getting updates. I'll update options that will need updating when the official game patch for the next release version is put out though.

(EDIT: Game version 1.2.1.0 should release around noon EDT tomorrow the 19th. I will look to see what needs updating, after they release that version. However, I expect 1-3 hotfixes to follow in the coming days after the main update releases, so some options might need additional updating if/when they push those out.)
Last edited by StinVec on Tue Jun 25, 2024 3:40 pm, edited 3 times in total.

Locke_Smithy
Expert Cheater
Expert Cheater
Posts: 58
Joined: Sat Sep 18, 2021 3:07 am
Reputation: 14

Re: Grim Dawn + All DLC's

Post by Locke_Smithy »

StinVec wrote:
Mon Jun 17, 2024 4:36 pm
Locke_Smithy wrote:
Mon Jun 17, 2024 3:00 am
is stinvec's table for gog version only? i cant seem to get my steam version working with the table
Everything should also work on GoG right now (I think), but the table is configured for and tested on Steam-based x64.

Are you certain that your game version is Grim Dawn v1.2.0.4 or 1.2.0.5 and running the x64 executable and not the 32-bit?

If you are running the playtest build, I haven't done anything with checking what needs updating for that build as it is a "beta" and constantly changing and getting updates. I'll update options that will need updating when the official game patch for the next release version is put out though.
OH YEAH YOURE RIGHT I FORGOT ABOUT THAT 64 THING. REDOWNLOADING THE BLOODY GAME AGAIN

User avatar
StinVec
Table Makers
Table Makers
Posts: 135
Joined: Sun Jun 25, 2017 7:02 am
Reputation: 209

Re: Grim Dawn + All DLC's

Post by StinVec »

Updated for/tested on Steam-based v1.2.1.1 -or- v1.2.1.2 x64
(should all work for GoG version as well, if any are not then please me know)

If there are any issues with these updated options, or if I missed updating something, please let me know!

Image of table unattached and collapsed options as of V22:
  • [Link]
Image of table attached and expanded options as of V22:
  • [Link]
Previous Table Version Update Notes:
V1
Options Updated:
  • Monsters Can't Move
  • Set all enemies to 1 HP
  • Set Pet Limit (For Each Pet Type)
  • Enable Harder Difficulties (enable > select / create character)
  • Invincible (Player, Pets and Allies) (disables subtraction of life)
  • Invincibility (Player Only) (activates 'isInvincible' flag in 'cheat' form)
  • Invincible (Player Only) (Enables 'isInvincible' function)
  • Infinite Mana (mana bar locked to 250), reserve is ignored
  • Free Crafting (All slots zero quantity needed)
  • Free Crafting (Selective slots zero quantity needed)
  • 9,999,999 Money
  • Super Attack Speed
  • Super Run Speed
  • Super Spell Cast Speed
  • No Skill Cooldown V2c
  • Freeze Buff Timers > Skill Primary & Potions
  • Freeze Buff Timers > Skill Secondary
  • Freeze Buff Timers > Skill Passive On Hit
  • Infinite Skill Points (999 locked)
  • Infinite Devotion Points (999 locked)
  • Infinite Attribute Points (999 locked)
  • Get All Devotion Points
  • Player Info Pointers v1 (populates after a few seconds)
  • All offsets in both Player Info Pointer options
Option Added:
  • Enable Harder Crucible Difficulties (enable > select / create character)
Changes:
  • Added a note on the minimap reveal
  • Renamed "Shattered Realm - Timer Does Not Decrease" to "Shattered Realm / Crucible - Timer Does Not Decrease"
V2
Found I had failed to update the crafting options minutes after posting the table. Updating attached table with these updated:
  • Free Crafting (All slots zero quantity needed)
  • Free Crafting (Selective slots zero quantity needed)
V3
Option Added:
  • "Infinite Mana V2 (999999 Locked), No Upkeep / Reserve"
    Removed the previous Infinite Mana options and replaced them with a proper single option that locks both current and max mana to 999999 and removes mana upkeep/reserve.
V4
Options Updated for v1.2.1.1 x64:
  • Set Pet Limit (For Each Pet Type)
  • getConsoleToggle
  • Character Light Radius
  • Invincible (Player, Pets and Allies) (sets 'Invincible' flag to 1)
Option Added:
  • MONEY -|- ITEMS > Loot Control
    "Loot and Shop Items Always Double Rare Or Better" by @Architect
    (NOTE: ensure you are above level 8 for non-common loot to start dropping that will be made double rare)
    Thank you very much to @Architect for posting this option!
    I will work to add more loot-related options to this Loot Control section.
V5
Options Expanded:
  • Player Info Pointers v1 (populates after a few seconds)
  • Player Info Pointers v2 (attack to briefly populate)
    - Added "+Masteries+ (Points Invested In Bar)" pointers section for displaying/altering points spent into unlocking mastery skill tiers.
    - Just as in Mastery Control, set an active mastery to 0 points spent in it to gain Undo Class button so you can switch to another mastery.
V6
Options Expanded:
  • Player Info Pointers v1 (populates after a few seconds)
  • Player Info Pointers v2 (attack to briefly populate)
    - Grouped and nested some pointers to try making them more orderly
    - Added pointers for Devotion Affinity Points
    NOTE: Increasing points to gain access to constellations will only cause accessible stars within constellations to become illuminated at first - the constellations themselves will not become illuminated until a star is actually clicked.
Option Added:
  • Infinite Affinity Points (All 999 locked)
    - NOTE: Activates all stars in constellations - Constellation illumination updates after clicking a star

Option Fixed:
  • Set Pet Limit (For Each Pet Type)
    - Corrected an address digit to the correct one that I had missed when I updated the others in the option
V7
Option Added:
  • Set Mini Pet Limit
    - Functions similar to "Set Pet Limit", but controls total max mini pets spawned at once instead of individual pet types
    - Dropdown select max number or enter your own (0 = Unlimited)
    - Default option value is 12 (normally 3 max) and can set option default value in code
V8
Option Added:
  • All Learned Exclusive Skills Active At Once
    > Removes limit of 1 active at a time and activates all known/learned exclusive skills
    > To reinstate limit of 1, disable option and reload character from main menu
V9
(v1.2.1.1 -or- v1.2.1.2 x64)

Options Updated: "SPEED -|- SKILLS" section
  • Freeze Buff Timers > "Skill Primary & Potions"
    > Renamed to "Skill Primary, Oils / Elixirs / Potions"
    > Updated "Burrwitch Brew" potion check as it was also catching "Elixir of the Void", which now properly freezes.
Options Added: "SPEED -|- SKILLS" section
  • No Item Cooldown - Oils / Elixirs / Tinctures
    > Since 1.2.1.0, Oil, Elixir and Tincture items have shared cooldowns for each type and this option removes their cooldowns.
  • Freeze Buff Timers > "Tinctures"
    > Affects Tinctures, such as "Slithblood Tincture" (def: 10s)
  • "Remove 1 Active limit - Oils & Elixirs"
    > v1.2.1.0 had also made it so only one Elixir and one Oil could be active at a time.
    > Allows all elixirs and oils to be active at the same time again.
    > To revert to a single oil/elixir again, disable the option and reload, or reapply each buff to restore the limit flag on them
Also an archive.org backup of this table version:
[Link]
V10
(v1.2.1.1 -or- v1.2.1.2 x64)

Options Updated:
"SPEED -|- SKILLS" section
  • All "Freeze Buff Timers" options now reset the frozen buffs back to their starting durations when it freezes them instead of only freezing the buffs at their remaining durations.
    > This will allow someone to bind a hotkey to toggle the option on and off again as a way to reset active buffs back to their full durations instead of only being able to freeze buffs at their remaining durations.
  • Freeze Buff Timers > "Skill Primary, Oils / Elixirs / Potions"
    > Further altered "Burrwitch Brew" exclusion check as another buff was still being caught.
    > I don't know if anyone even uses that potion, but this should be the last update needed on its check for this build.
  • Freeze Buff Timers > "Skill Passive On Hit"
    > "Ancestral Ward" (from "Seal of Ancestry" component) invincibility-causing buff check removed from the option code.
    > This buff is no longer controlled by the address that this option uses and no longer needs an exclusion check.
Also an archive.org backup of this table version:
[Link]
V11
(v1.2.1.1 -or- v1.2.1.2 x64)

Option Altered: "OTHER" section
  • Created option group "Ambiance Control"
  • Moved "Character Light Radius" into new "Ambiance Control" option group
Options Added: "OTHER" section
  • "Ambiance Control" > "Time Of Day" option added
    > Can change number in code to set default value
    > Dropdown select value or enter manually (24 hour clock 0-24) 0 = 12 AM (Midnight) 6 = 6 AM (Dawn) 12 = 12 PM (Day) 20 = 8 PM (Dusk)
  • "Ambiance Control" > "Time Of Day" > Alternate "Custom Ambient Lighting Color" option added (overrides Time of Day)
    > Can change number in code to set default value
    > Can change color values in code to customize hue / intensity
    > Dropdown select value 0 = DARKNESS 1 = RED 2 = BLUE 3 = GREEN 4 = AQUA 5 = ORANGE
Also an archive.org backup of this table version:
[Link]
V12
(v1.2.1.1 -or- v1.2.1.2 x64)

Option Added: "SPEED -|- SKILLS" section
  • "Enable Dual Wield - Melee & Ranged" > Removes the need to train certain skills in specific masteries or equip certain items with a bonus on them to be able to wield two melee or two ranged weapons
Also an archive.org backup of this table version:
[Link]
V13, V13c
(v1.2.1.1 -or- v1.2.1.2 x64)

Option Added: "MANUAL ENABLE - OTHER" section
  • "Spawn Nemesis On Demand (of killed enemy's faction)"
    1) Enable and kill an enemy > Sets kills of that faction to 1 below random # needed to spawn a nemesis 2) Disable option and kill one more enemy of that faction to spawn a nemesis > Kill will trigger amount needed to spawn that faction's nemesis NOTE: Each nemesis of a faction can only spawn once per game load
    NOTE: Can disable subtraction line in code to cause first kill to trigger nemesis
V13b Fixed
> Corrected code to prevent nemesis from immediately spawning even with the kill count reduction


V13c Fixed the fix
- Fixed the trouble still present in V13b of the nemesis still spawning on the first kill even with the corrected code to prevent it from immediately spawning until you want it to spawn. There was a problem with the register still that conflicted with other instructions. Using a few instructions later and utilizing "rbx" as a buffer to reduce the needed count by 1 before inserting it into "eax".

Working properly now so you can kill as many of an enemy as you want, but the nemesis will not spawn until the first kill of the faction after you disable the option so you can choose exactly when you want to battle the nemesis.

Note: May want to re-enable the option again after you spawn the nemesis so you don't accidentally kill an adjacent enemy of a different faction and trigger its nemesis as well, unless you want to potentially fight multiple nemesis (nemesises?) at the same time.

Also an archive.org backup of this table version:
[Link]
V14
(v1.2.1.1 -or- v1.2.1.2 x64)

Option Altered:
"POINTS" section
  • "Mastery Control" is now an option group > Previous "Mastery Control V2" option is renamed to "Points In Active Mastery Tab and is in this option group
Option Added:
"POINTS" section
  • Mastery Control > "Enable Both Masteries From Level 1" option > Allows selection of both masteries (and advancing devotions) immediately from level 1.
    > Normally the first tab and devotions opens up at level 2, and the second mastery tab is locked until level 10.
Also an archive.org backup of this table version:
[Link]
V15 & 15b
(v1.2.1.1 -or- v1.2.1.2 x64)
  • V15:
Options Altered:
"SPEED -|- SKILLS" section
  • "Remove 1 Active limit - Oils & Elixirs" Updated > Option code is now written in a more proper way
    > I had mistakenly included my first "let's see if this works" quickie version of the option in the table instead of the more properly-made version
"POINTS" & "MONEY -|- ITEMS" sections
  • "Remove Item Level+Stats Requirements" > Option moved from "POINTS" section to "MONEY -|- ITEMS" section
Options Added:
"OTHER" section
  • Ambiance Control > "Fogginess" > Only if "Fog" is enabled in graphics options
    > Change number in code to set default value
    > Dropdown select value
    0 = Dense Fog
    1 = More Fog
    2 = Default
    3 = Less Fog
    4 = Much Less Fog
    5 = No Fog
  • Ambiance Control > "Custom Fog Color" > Only if "Fog" is enabled in graphics options
    > Change number in code to set default value
    > Dropdown select value (can customize colors in code)
    0 = DARK
    1 = RED
    2 = BLUE
    3 = GREEN
    4 = AQUA
    5 = ORANGE
  • V15b:
No new options ready yet, just an update for a few existing options.

Options Altered:
"Ambiance Control" section
  • "Time Of Day" > Reconfigured code to match functionality of "Fogginess" and "Fog Color" options for consistency
    > Added "Default" value to option code and dropdown presets and set it as the option default instead of "Night"
    > (can edit option code to change option default value)
    > Default just resumes time advancing normally from whatever the time is currently set to being
    > Updated option notes
  • "Fogginess" > Set "Default" value as the option default instead of "Dense"
    > (can edit option code to change option default value)
    > Updated option notes
  • "Fog Color" > Added "Default" value to option code and dropdown presets and set it as the option default instead of "Dark"
    > (can edit option code to change option default value)
    > Updated option notes
Also an archive.org backup of this table version:
[Link]
V16,16b,16c
(v1.2.1.1 -or- v1.2.1.2 x64)
  • V16
Option Added:
"MANUAL ENABLE - OTHER" section
  • "Enemy Spawn Density V1" > Change number in code to set option default value
    > Enabling / changing value ONLY affects density of new enemies loaded into memory
    > Affects enemy density in ALL game modes (main, crucible, shattered realm, etc.)
    > Dropdown select value
    1 = Default (1, but varies)
    2 = Medium (4)
    3 = High (7)
    4 = Extreme (10)
    5 = Absurd (25) (high amount of enemies can/will cause lag)
Notes:
  • I recommend enabling it at the main menu, or before traveling to a new map area. If you alter the value while in-game, only new enemies getting loaded into memory will have their density altered (new enemies get loaded as you run around the map).
  • As of now, common/hero/champion density are tied together. Will work to determine how it is decided if an enemy will be a Hero or Common so they can be separated.
  • I believe a single setting that boosted density across the board of all enemy types is how that "Trained Hard" density option also used to function.
  • Trained Hard also only offered a 1-10 scale of density boost. You can now choose the Absurd setting to run at 25, or alter the code to customize the density settings as low or high as you would like.
  • This is only V1 of this option. I will still work on separating Hero/Champion spawn density from Common enemies.
If anyone encounters troubles with the option, please let me know!
_____
  • V16b
Updated table color scheme to avoid issue of being unreadable on a light-themed cheat engine.
I apologize for not realizing the issue my previous color selections caused.

Image of full table as of V16 with all options/notes expanded:
  • [Link]
(Image shows the new color scheme as of V16b. I have corrected the Crucible color group so it no longer matches the Factions color, but did not do so until after I assembled this pic.)
_____
  • V16c
Update primarily focuses on correcting a few issues present in a few options.

Option Expanded:
"OTHER" section
  • "XP Gain Multiplier" > Updated pre-configured dropdown values for multiplier to: 0 = No XP from kills
    1 = Normal XP from kills
    2 = x2 XP from kills
    3 = x3 XP from kills
    5 = x5 XP from kills
    10 = x10 XP from kills
    > Can still manually enter multiplier number (whole number, not decimal)
Option Fixes:
"POINTERS" section
  • "Player Info Pointers V2" > Corrected name for "Order of Death's Vigil" faction pointer as I somehow accidentally changed it to "Remove Most Enemies" at some point
"FACTIONS"
  • "Faction - Friendly - Instant Revered (when encountered)"
  • "Faction - Enemy - Instant Nemesis (when encountered)" > Completely re-wrote the faction options to instead alter the rank of each faction individually to fix troubles the old version had.
    > No more selecting a Friend/Enemy/Both option and it is now two separate options for Friendlies and Enemies.
    - You can activate one or the other or both depending on what you want. > Friendlies Instant Revered option also includes a check in the code for Neutral factions and will not act on a Neutral faction until it is designated as an enemy or a friendly with 1 point earned on it. - ISSUE FIXED: This corrects the trouble the old options had due to how they were configured where a Neutral faction that was then made an enemy resulted in them refusing to attack you since they had already been incorrectly marked as friendly prior to designating them as friend or foe. So no more trouble of Kymon's Chosen/Order of Death's Vigil/Barrowholm/The Outcast enemies just standing around and not attacking you after they get designated as being an enemy faction. > Friendlies Instant Revered also includes a check in the code to automatically set the Eldritch Horror faction as being designated as enemies. (Enemies Instant Nemesis option will set them to being enemies at Nemesis rank immediately) - ISSUE FIXED: No more having to manually change Eldritch Horrors from being incorrectly marked as friendly and switch them to being enemies like the old option required.
If there are any troubles encountered with the updated Faction options, or if there are still any other annoying issues present in the table, please let me know!

Also an archive.org backup of this table version:
[Link]
V17
(v1.2.1.1 -or- v1.2.1.2 x64)

Update Summary:
Primarily updated/replaced the "No Skill Cooldown" option to also allow for % cooldown reduction/increase. Also expanded the Character Light Radius option to offer selectable default value in code, as well as adjusted a few other ambiance option values.

Update Details:
"No Skill Cooldown V2c" option removed and replaced with an expanded "Skill Cooldown Time" option and "Cooldown Control" group.
- This updated version still allows for removing skill cooldowns completely (option default).
- You can now also choose to decrease skill cooldowns by various percentages instead of removing them entirely.
- You can also choose to increase skill cooldowns to being longer than normal if that is something one would want to do.

"Character Light Radius" option re-written to allow for easily setting the option default in code just like the other "Ambiance Control" options.

"SPEED -|- SKILLS" section
  • Added option group: "Cooldown Control"
  • Moved option: "No Item Cooldown - Oils / Elixirs / Tinctures" into "Cooldown Control" group
  • Removed option: "No Skill Cooldown V2c"
  • Added option: "Skill Cooldown Time" to "Cooldown Control" group (replaces "No Skill Cooldown V2c") > Remade option offers dropdown selection of percentages to remove, reduce or increase cooldown time for skills
    > Can change default option value in code
    0 = No Cooldown (option default)
    1 = -75%
    2 = -50%
    3 = -25%
    4 = Default
    5 = +25%
    6 = +50%
    7 = +75%
    8 = +100%
"OTHER" section
  • "Ambiance Control > "Character Light Radius" > Re-wrote option to include ability to edit default option value in code 0 = No Light Emission
    1 = -50%
    2 = Default (option default)
    3 = +50%
    4 = +100%
    5 = +200%
    6 = +500%
  • "Ambiance Control > Time Of Day > Alternate "Custom Ambient Lighting Color" > Added Default value to code and set it as the option default value
  • "Ambiance Control > "Fog Color" > Adjusted order of option values in dropdown
Also an archive.org backup of this table version:
[Link]
V18
(v1.2.1.1 -or- v1.2.1.2 x64)

"MANUAL ENABLE - OTHER" section
  • Option Renamed: "Spawn Nemesis On Demand" to "Spawn Nemesis On Demand / Disable Nemesis Spawning" > I realized the option could also be used as a means to disable Nemesis spawning entirely for those that don't want random bosses to disrupt their game sessions.
    > Added a note to point out that the option can be used to disable Nemesis spawning entirely simply by keeping the option enabled so the needed number of kills to spawn a Nemesis will never be hit and no Nemesis will ever spawn.
  • Option Added: "Remove Map Fog Of War V1" replaces "MiniMap Reveal" > Updated version more reliably reveals 99% of the map when enabled and hides it again when disabled.
    > Still pinpointing the instruction that would also remove fog from the map panels that are immediately around the player (these soon-to-be-revealed areas immediately around the player are handled separately it seems)
"HP -|- MP" section
  • Option Added: "No Mana Upkeep / Reserve" > Split to being a separate option instead of only being tied in with also having Infinite Mana (both can be enabled at the same time though)
  • Option Added: "Health Regeneration Bonus" > HP/Second bonus regeneration added to base HP regeneration
    > Base HP regeneration is determined by your amount of Physique, while bonus HP regeneration is from gear and skills
    > I based the dropdown options for bonus HP regen on what my 'natural' and 'cheated' characters mostly have for bonus HP regen from gear and skills ('natural' about 100-500 HP/sec, 'cheated' from 500-3500 HP/sec)
    > Can change default option value in code
    0 = No Bonus Regen
    1 = Default (option default)
    2 = 100 HP/sec
    3 = 500 HP/sec
    4 = 1000 HP/sec
    5 = 2000 HP/sec
    6 = 5000 HP/sec
    7 = 10000 HP/sec
  • Option Added: "Mana Regeneration Bonus" > Mana/Second bonus regeneration added to base Mana regeneration
    > Base Mana regeneration is determined by your amount of Spirit, while bonus Mana regeneration is from gear and skills
    > I based the dropdown options for bonus Mana regen on what my 'natural' and 'cheated' characters mostly have for bonus Mana regen from gear and skills ('natural' mostly no bonus regen at all to about 50 Mana/sec bonus regen, 'cheated' from no bonus regen at all to about 5000 Mana/sec bonus regen)
    > Can change default option value in code
    0 = No Bonus Regen
    1 = Default (option default)
    2 = 25 Mana/sec
    3 = 50 Mana/sec
    4 = 100 Mana/sec
    5 = 200 Mana/sec
    6 = 500 Mana/sec
    7 = 1000 Mana/sec
    8 = 5000 Mana/sec
"SPEED -|- SKILLS" section
  • Option Fixed: "Freeze/Restart Buff Timers" > "Skill Primary, Oils / Elixirs / Potions" > Switched the exclusion check for "Burrwitch Brew" (yet again) to an alternate offset as the rbx+330 offset check I was using was also catching and excluding Nightblade's "Pneumatic Burst" skill and not freezing it as it should be.
Also an archive.org backup of this table version:
[Link]
V19
(v1.2.1.1 -or- v1.2.1.2 x64)

"MANUAL ENABLE - OTHER" section
  • Option Added: "No XP Loss On Death" > Gravestone is still created at the point of death, but gathering it does not return any XP as no XP was lost.
"CRUCIBLE / SHATTERED REALM" section
  • Option Added: "Shattered Realm: Always Show Enemies On Map" > Enemies will always be marked with stars on the map/minimap without needing to first hit 80% bar progress.
Also an archive.org backup of this table version:
[Link]
V20
(v1.2.1.1 -or- v1.2.1.2 x64)

"OTHER" section
  • Option Group Created: "Pet / Summon Control"
  • Options Moved: "Set Pet Limit (For Each Pet Type)" & "Set Mini Pet Limit" moved to "Pet / Summon Control" group
  • Option Added: Pet / Summon Control > "Temporary Summons No Longer Temporary" > Temporary summons that have a lifetime and then despawn are no longer temporary
    > Examples of such temporary summons include:
    Demolitionist > Mortar Trap (def: 24s)
    Demolitionist > Thermite Mine (def: 18s)
    Inquisitor > Inquisitor Seal (def: 24s)
    Inquisitor > Rune of Hagarrad (def: 30s)
    Inquisitor > Rune of Kalastor (def: 30s)
    Shaman > Primal Spirit (def: 20s)
    Shaman > Storm Totem (def: 14s)
    Shaman > Wendigo Totem (def: 15s)
"MONEY -|- ITEMS" section
  • Option Added: Loot Control > "Loot Seed Randomizer" > Updated the old "Loot Randomizer" option for the current 1.2.1.2 x64 game version
    > Option also updated to include ability to switch between Loot Seed Modes; 0=Custom, 1=Random, 2=Default
    > Specified Custom Seed # will only become active when you change the Loot Seed Mode to Custom
    > Default Loot Seed Mode setting and Custom Seed # can both be set in the code
    > So far in testing, I haven't found randomized loot seeds to produce anything all that decent or better than default looting, and it may even seem like less loot might be dropping for me at least. Of course RNG is RNG. At least the option works again now for those that liked to use it before and who may have found specific seed numbers they liked to use that produced items of stats they desire.
"POINTERS" section, both Player Info Pointers options
  • Pointer Group Renamed: "Character Stats" to "Character Data"
  • Pointer Group Added: "Character Statistics" > Older table versions had included these pointers for statistics. I've now added them again in case they might be useful to someone. Character Statistics Elapsed Time
    Total Deaths
    Monsters Killed
    Bosses & Heroes Killed
    Highest Single Hit Damage Dealt
    Highest Single Hit Damage Taken
Also an archive.org backup of this table version:
[Link]
V21
(v1.2.1.1 -or- v1.2.1.2 x64)

Update notes:
> Expanded 'Speed' options to include selectable/customizable values as I mentioned I would.
> Also completed and added a "Damage Resistance Control" option.
  • I will look to expand it to also offering to control condition/crowd control resists (stun, freeze, trap, slow, etc.)
  • I should also be able to make the same option to control Retaliation damage amounts.
  • I will also look closer to see if the route I went with this option can also lead to an Offensive/Defensive Ability Control option.
_____
"HP -|- MP" section
  • Option Added: "Damage Resistance Control" > Set your resistance for each of the 8 damage types individually
    > Also includes an option that overrides individual resistances and sets all types to a pre-configured value
    > Can change default resistance values in script
    > Dropdown select pre-configured values or manually enter up to 100
    > Entering negative values (-20) will make you weaker to a damage type
    > All resistances set to 100% makes you effectively invincible
    0%
    20%
    40%
    60%
    80% (normal max resistance) (option default for all resistances)
    100% (immune to that damage type)
"SPEED -|- SKILLS"
  • Options Renamed: > "Super Run Speed" to "Run Speed"
    > "Super Attack Speed" to "Attack Speed"
    > "Super Spell Cast Speed" to "Spell Cast Speed"
  • Option Group Created: "Player Speed Control"
  • Options Moved: > "Run Speed", "Attack Speed" & "Spell Cast Speed" to "Player Speed Control" group
  • Options Expanded: "Attack Speed" & "Spell Cast Speed" > Options updated to include ability to switch between pre-configured speed percent increases: 0 = Default
    1 = +100% (your default could be higher than this)
    2 = Max Default (+200%)
    3 = +400%
    4 = +600%
    5 = +800%
    6 = +1000% (option default)
    7 = +2000%
    > Can change default option value in script
  • Option Expanded: "Run Speed" > Option updated to include ability to set option default value in script
    > Renamed pre-configured speed percent increases to note their % increase and added +75% and +2000% speed increases:
    0 = Default (option default)
    1 = +75% (your default could be higher than this)
    2 = Max Default (+135%)
    3 = +250% (option default)
    4 = +500%
    5 = +750%
    6 = +1000%
    7 = +2000%
Also an archive.org backup of this table version:
[Link]
_____
Current Table: V22b
(v1.2.1.1 -or- v1.2.1.2 x64)
  • V22
Update Notes/Summary: "Please listen carefully as our menu options have changed"
I've adjusted quite a few of the option default and pre-configured dropdown values and moved some options - be sure to verify and set desired option values/states and change default settings for all options before using the updated table.

I made most of these changes to try to get the table to be at a near-completely customizable state for anyone using it. I hope these changes will limit the need for someone to have to set a bunch of options and values before they can even start playing. This way the table can just be latched (CTRL+F12) and 'Activate All' activated (CTRL+F11) and it would set everything to how someone chooses to have it all set.
1) Expanded many toggle options to now have 'Off' and 'On' option dropdown choices. > Most that are of questionable desirability have 'Off' as the option default that can changed to 'On' in the scripts. 2) Expanded more options to now have 'Default' as an option dropdown choice. > Some options have had pre-configured dropdown values altered slightly; e.g. Max Pets/Minipets. 3) Default option value for some options have changed; e.g. "Run Speed" now +135% (Max Default) instead of +250%.
4) Changed most options to hide children and notes until the option is activated if the children are useless unless the option is first activated.
5) Moved all options out of the "MANUAL ENABLE - OTHER" section and deleted it.
> Enemy-related options moved to the "OTHER" section in a new option group (Enemy Control).
> XP-related options moved to the "POINTS" section in a new option group (XP Control).
6) Removed the 'V' hotkey that I didn't notice was set on the XP Multiplier option.
7) Re-wrote the "Undetected" and "Monsters Can't Move" options to work properly and not affect pets/allies.
8) Re-wrote the "Set all enemies to 1 HP" and renamed it "Enemies Die Quickly V2".
9) Re-wrote the "Remove Map Fog Of War" option and it now removes fog from every map tile instead of all but those around the player.
10) Re-wrote the "Set Pet Limit (For Each Pet Type)" option to prevent a crash issue. Option also now has a 'Default' pre-configured dropdown setting that is now set as the option default (can be changed in script).
11) Re-wrote the "Shattered Realm: Instant Clear Floor (on kill)" option and renamed it to "Shattered Realm: Kills/Souls Required To Clear Floor". You can now select from a range of kills/souls required to advance to the next chunk, from just 1 kill to needing to clear the entire chunk. 'Default' pre-configured dropdown setting is the option default, but this can be changed in script.

"OTHER" section
Moved enemy-related options from the "MANUAL ENABLE - OTHER" table section into the "OTHER" section in a new "Enemy Control" option group.
  • Option Group Created: "Enemy Control"
  • Options Moved: Enemy-related options From "MANUAL ENABLE - OTHER"
    To "OTHER" > "Enemy Control" option group
    > "Enemy Spawn Density V1"
    > "Undetected V2" (now on its own and no longer a nested alternate)
    > "Set all enemies to 1 HP" (renamed to "Enemies Die Quickly V2")
    > "Monsters Can't Move" (renamed to "Enemies Can't Move V2")
    > "Spawn Nemesis On Demand / Disable Nemesis Spawning"
  • __________
    Fixed the old "Undetected" option to work properly: > Pets now attack enemies and enemies attack other enemies, but enemies will not attack the player or pets.
    > Also expanded the option with an 'Off' and 'On' state with 'Off' as the option default (can change in script)
  • Option Expanded: "Undetected V2 > Option re-written to allow pets to see enemies as valid enemies > Enemies don't consider you or pets as enemies
    > Enemies can move
    > Enemies can attack each other
    > Pets can attack enemies
    > Allies can attack enemies
    > Dropdown select value > Off (option default)
    > On
    > Can change default option value in script
  • __________
    Fixed the old "Monsters Can't Move" option to work properly and renamed it "Enemies Can't Move V2: > Pets and allies are no longer also frozen and are free to roam and attack frozen enemies.
    > Also expanded the option with an 'Off' and 'On' state with 'Off' as the option default (can change in script)
  • Option Renamed: "Monsters Can't Move to "Enemies Can't Move V2"
  • Option Expanded: "Enemies Can't Move V2 > Option re-written to not include pets/allies as being frozen > Enemies cannot move
    > Pets and allies can move and attack enemies
    > Dropdown select value > Off (option default)
    > On
    > Can change default option value in script
  • __________
    Renamed the "Set all enemies to 1 HP" option to "Enemies Die Quickly V2" and expanded it to have an 'Off' and 'On' state with 'Off' as the option default (can change in script).
  • Option Renamed: "Set all enemies to 1 HP to "Enemies Die Quickly V2"
  • Option Expanded: "Enemies Die Quickly V2 > Dropdown select value > Off (option default)
    > On
    > Can change default option value in script
  • __________
    Expanded "Spawn Nemesis On Demand / Disable Nemesis Spawning" to have an 'Off' and 'On' state with 'Off' as the option default (can change in script).
  • Option Expanded: "Spawn Nemesis On Demand / Disable Nemesis Spawning > Dropdown select value > Off (option default)
    > On
    > Can change default option value in script
  • __________
    Fixed the "Remove Map Fog Of War V1" option to work properly: > Now properly removes fog from every map tile.
    > Also expanded the option with an 'Off' and 'On' state with 'Off' as the option default (can change in script)
  • Option Renamed: "Remove Map Fog Of War V1 to "Remove Map Fog Of War V2"
  • Option Expanded: "Remove Map Fog Of War V2" Every map tile now has fog removed from it. > Dropdown select value > Off (option default)
    > On
    > Can change default option value in script
"HP -|- MP" section
Alternate Invincibility options discontinued from inclusion in the table as I noted they were likely going to be.
  • Options Removed: > "Invincibility (Player Only) (activates 'isInvincible' flag in 'cheat' form)"
    > "Invincible (Player Only) (Enables 'isInvincible' function))"
    > "Invincible (Player, Pets and Allies) (sets 'Invincible' flag to 1)"
"POINTS" section
Moved XP-related options from the removed "MANUAL ENABLE - OTHER" table section and "OTHER" section into a new "XP Control" option group.
  • Option Group Created: "XP Control"
  • Options Moved: XP-related options From "MANUAL ENABLE - OTHER" & "OTHER"
    To "POINTS" > "XP Control" option group
    > "XP Gain Multiplier" (renamed to "Kill XP Multiplier V2")
    > "No XP Loss On Death V2" (now V2)
    > "Instant Level 100 (upon gaining XP from a kill)" (now V2)
  • __________
    Expanded the "Instant Level 100 (upon gaining XP from a kill)" option to have an 'Off' and '!! ON !!' state with 'Off' as the option default (can change in script). > Change made to prevent someone from unintentionally being made level 100 from accidentally enabling the option and you must now specifically select to set it as '!! On !!' after enabling the option.
  • Option Expanded: "Set all enemies to 1 HP > Dropdown select value > Off (option default)
    > On
    > Can change default option value in script
"CRUCIBLE / SHATTERED REALM" section
Re-wrote and expanded "Shattered Realm: Instant Clear Floor (on kill)" option and renamed it to "Shattered Realm: Kills/Souls Required To Clear Floor".
  • Option Renamed: "Shattered Realm: Instant Clear Floor (on kill) to "Shattered Realm: Kills/Souls Required To Clear Floor"
  • Option Expanded: "Shattered Realm: Kills/Souls Required To Clear Floor > You can now select from a range of kills/souls required to advance to the next shard chunk, from just 1 kill to needing to clear the entire chunk.
    > Most maps have ~300-600 enemies/souls on them (based on shard #), but maps only require ~150-200 kills/souls (based on shard #) to progress
    > Dropdown select value of required enemies killed to advance
    > 1
    > 25
    > 50
    > 100
    > Default (~150-200) (option default) (switching from another value to this will apply to the next chunk)
    > 250
    > 300
    > All Enemies
    > Can change default option value in script
_____
  • V22b
"SPEED -|- SKILLS" section
  • Option Fixed: Freeze Buff Timers > "Skill Primary, Oils / Elixirs / Potions" > Corrected an erroneous label in the script to fix a crash issue when enabling the option
    > You can copy>paste the option into your table to replace the broken one with this fixed version, or you can manually replace the word "Tincture" in "_skillFreezeTincture_On" on line 35 in your existing option with the word "Primary" so it is "_skillFreezePrimary_On"
_____
Also an archive.org backup of the updated attached table:
  • [Link]
Attachments
Grim Dawn v1.2.1.1-1.2.1.2 (x64) 2024-11-14 V22b.ct
Grim Dawn v1.2.1.1 -or- v1.2.1.2 (x64) 2024-11-14 (various option authors) (V22b)
(1 fixed option)
(571.1 KiB) Downloaded 302 times
Last edited by StinVec on Mon Dec 09, 2024 7:46 am, edited 104 times in total.

User avatar
Chindopopito
Expert Cheater
Expert Cheater
Posts: 89
Joined: Wed Apr 26, 2023 4:40 pm
Reputation: 30

Re: Grim Dawn + All DLC's

Post by Chindopopito »

Stopped playing the game because I've been busy. Happy to see @StinVec keeps the table updated. Thank you! I'll check it out this weekend :D

R3V0L
Cheater
Cheater
Posts: 33
Joined: Sun May 12, 2019 8:26 pm
Reputation: 39

Re: Grim Dawn + All DLC's

Post by R3V0L »

StinVec wrote:
Wed Jun 19, 2024 7:18 pm
Updated for/tested on Steam-based v1.2.1.0 x64
(should all work for GoG version as well, if any are not then please me know)

.....
Thanks for updated table!
I've tried to make "mastery control" separate for each mastery, but when I'm trying to find pointers to add to "[_masteryBase]" using "what's accesses..." or "...writes to this address", game crashes.
Maybe I'm doing something wrong?

htrdrh3
What is cheating?
What is cheating?
Posts: 3
Joined: Sat Nov 07, 2020 2:40 pm
Reputation: 0

Re: Grim Dawn + All DLC's

Post by htrdrh3 »

Architect wrote:
Tue Apr 30, 2024 2:43 pm
StinVec wrote:
Sat Mar 02, 2024 4:24 pm
Do those 'better loot' options actually work for others? And I mean actually work, not just seem to work as they activate, but no real noticeable changes to loot quality happens.
Loot quality--at least for non-epics and non-leggies--in this game seem to be controlled by dynamic tables as evidenced by the item DBRs in the game files. If you just want to force double rarity, you can hijack the Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers function.

Notable offsets are as follows:
r11 + A8 - double rare (rare prefix + rare suffix)
r11 + AC - rare prefix, no suffix
r11 + B0 - no prefix, rare suffix
r11 + B4 - rare prefix, normal suffix
r11 + B8 - normal prefix, rare suffix

I won't bother with the others anymore as they can screw the game up, based on what I see (drop no affixes, etc) because the game for some reason uses the concept of broken items (e.g. monsters can equip items as well that devs don't want them to drop, for example).

Since the values are weighted, throwing a high amount on one of the above will skew the table to that rarity. Something like below should work to force double rares for example.

Code: Select all

[ENABLE]

aobscanmodule(rares,Game.dll,41 89 93 A8 00 00 00) // should be unique
alloc(newmem,$1000,rares)

label(code)
label(return)

newmem:

code:
  mov [r11+000000A8],edx
  mov [r11+000000A8],#1000000000 // 1 billion should be sufficiently high.
  jmp return

rares:
  jmp newmem
  nop 2
return:
registersymbol(rares)

[DISABLE]

rares:
  db 41 89 93 A8 00 00 00

unregistersymbol(rares)
dealloc(newmem)
I think you can influence legendaries the same way, though those most probably don't use the exact concept as above.

EDIT: Actually, combined with the code provided a few posts before mine, this just drops virtually every single rare item in the game. I keep seeing green and blues and purples everywhere.
Is there anyone who could adjust these to the current patch? I cannot find the right addresses to hook into the rares.

User avatar
StinVec
Table Makers
Table Makers
Posts: 135
Joined: Sun Jun 25, 2017 7:02 am
Reputation: 209

Re: Grim Dawn + All DLC's

Post by StinVec »

htrdrh3 wrote:
Fri Jun 21, 2024 7:09 pm
Spoiler
Architect wrote:
Tue Apr 30, 2024 2:43 pm
StinVec wrote:
Sat Mar 02, 2024 4:24 pm
Do those 'better loot' options actually work for others? And I mean actually work, not just seem to work as they activate, but no real noticeable changes to loot quality happens.
Loot quality--at least for non-epics and non-leggies--in this game seem to be controlled by dynamic tables as evidenced by the item DBRs in the game files. If you just want to force double rarity, you can hijack the Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers function.

Notable offsets are as follows:
r11 + A8 - double rare (rare prefix + rare suffix)
r11 + AC - rare prefix, no suffix
r11 + B0 - no prefix, rare suffix
r11 + B4 - rare prefix, normal suffix
r11 + B8 - normal prefix, rare suffix

I won't bother with the others anymore as they can screw the game up, based on what I see (drop no affixes, etc) because the game for some reason uses the concept of broken items (e.g. monsters can equip items as well that devs don't want them to drop, for example).

Since the values are weighted, throwing a high amount on one of the above will skew the table to that rarity. Something like below should work to force double rares for example.

Code: Select all

[ENABLE]

aobscanmodule(rares,Game.dll,41 89 93 A8 00 00 00) // should be unique
alloc(newmem,$1000,rares)

label(code)
label(return)

newmem:

code:
  mov [r11+000000A8],edx
  mov [r11+000000A8],#1000000000 // 1 billion should be sufficiently high.
  jmp return

rares:
  jmp newmem
  nop 2
return:
registersymbol(rares)

[DISABLE]

rares:
  db 41 89 93 A8 00 00 00

unregistersymbol(rares)
dealloc(newmem)
I think you can influence legendaries the same way, though those most probably don't use the exact concept as above.

EDIT: Actually, combined with the code provided a few posts before mine, this just drops virtually every single rare item in the game. I keep seeing green and blues and purples everywhere.
Is there anyone who could adjust these to the current patch? I cannot find the right addresses to hook into the rares.
@architect
I have been going back over recent pages to see what I've missed and just saw your post last night. Thank you very much for taking the time to make such an informative and helpful post! I'm sorry I've only just gotten a chance to read it.

I created the option from the address and it wasn't working for me at first, but it worked great once I realized what my trouble was - I forgot that higher rarities only drop once you reach at least a certain character level. I was testing it on a new character and was below level 8 when better loot will get added to the tables and only basic loot was dropping. I had actually made almost exactly this option a while ago while testing a best loot option, but it never worked for me because I was always testing on a new, low level character. Now I understand what my mistake was. Tested your option again on a level 100 character last night and every single drop and item being sold was a double rare item. Worked fantastic!

_____

@htrdrh3
I'll update the table on my previous post with this when I get time, but here is the code for it now if you would like. It is for 1.2.1.0 x64 and not 1.2.1.1 x64 (I haven't updated today yet to see if anything needs updating). I put it into a "Loot Control" option tree as I'll work on doing this but for drop rates of legendaries and blues and such to also add into the option tree.

This is a full option; select the code and copy it, then paste it (CTRL+V) into your cheat table to create the option.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>137010</ID>
      <Description>"Loot Control"</Description>
      <Options moActivateChildrenAsWell="1" moDeactivateChildrenAsWell="1" moAllowManualCollapseAndExpand="1"/>
      <LastState Value="" RealAddress="00000000"/>
      <Color>FFFFFF</Color>
      <GroupHeader>1</GroupHeader>
      <CheatEntries>
        <CheatEntry>
          <ID>137008</ID>
          <Description>"Loot and Shop Items Always Double Rare Or Better"</Description>
          <LastState/>
          <Color>FFFFFF</Color>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>//Grim Dawn 1.2.1.0 x64

define(address,Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+DC)
define(bytes,41 89 93 A8 00 00 00)

[ENABLE]
assert(address,bytes)
alloc(newmem,$1000,Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+DC)

label(code)
label(return)

newmem:
  mov [r11+000000A8],#1000000000
  jmp return

code:
  mov [r11+000000A8],edx
  jmp return

address:
  jmp newmem
  nop 2

return:

[DISABLE]
address:
  db bytes
  // 41 89 93 A8 00 00 00

dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+DC

Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+AF: 41 03 D0              - add edx,r8d
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+B2: 45 8B 83 A8 00 00 00  - mov r8d,[r11+000000A8]
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+B9: 41 89 93 A4 00 00 00  - mov [r11+000000A4],edx
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+C0: 41 8B 4A 14           - mov ecx,[r10+14]
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+C4: 41 0F AF C8           - imul ecx,r8d
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+C8: F7 E1                 - mul ecx
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+CA: B8 1F 85 EB 51        - mov eax,51EB851F
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+CF: C1 EA 05              - shr edx,05
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+D2: 41 03 D0              - add edx,r8d
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+D5: 45 8B 83 AC 00 00 00  - mov r8d,[r11+000000AC]
// ---------- INJECTING HERE ----------
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+DC: 41 89 93 A8 00 00 00  - mov [r11+000000A8],edx
// ---------- DONE INJECTING  ----------
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+E3: 41 8B 4A 18           - mov ecx,[r10+18]
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+E7: 41 0F AF C8           - imul ecx,r8d
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+EB: F7 E1                 - mul ecx
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+ED: B8 1F 85 EB 51        - mov eax,51EB851F
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+F2: C1 EA 05              - shr edx,05
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+F5: 41 03 D0              - add edx,r8d
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+F8: 45 8B 83 B0 00 00 00  - mov r8d,[r11+000000B0]
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+FF: 41 89 93 AC 00 00 00  - mov [r11+000000AC],edx
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+106: 41 8B 4A 1C           - mov ecx,[r10+1C]
Game.GAME::LootItemTableRandomizer_Dyn::SetWeightModifiers+10A: 41 0F AF C8           - imul ecx,r8d
}
</AssemblerScript>
          <CheatEntries>
            <CheatEntry>
              <ID>137011</ID>
              <Description>"&gt;&gt;&gt; NOTES: Usage"</Description>
              <Options moHideChildren="1" moManualExpandCollapse="1" moAllowManualCollapseAndExpand="1"/>
              <LastState Value="" RealAddress="00000000"/>
              <Color>80FFFF</Color>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>137012</ID>
                  <Description>"Must be at least character level 8+ for rares to drop/be sold"</Description>
                  <LastState Value="" RealAddress="00000000"/>
                  <Color>80FFFF</Color>
                  <GroupHeader>1</GroupHeader>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
_____
EDIT: Just noticed Architect's code didn't need updating and the address is still the same. If his code wasn't working for you, perhaps the issue was the same that I encountered of being too low level for the non-common loot to get added to loot tables. Try to make sure you are at least level 8 so rare/double rare items can start spawning.
Last edited by StinVec on Sun Jun 23, 2024 7:28 pm, edited 1 time in total.

User avatar
StinVec
Table Makers
Table Makers
Posts: 135
Joined: Sun Jun 25, 2017 7:02 am
Reputation: 209

Re: Grim Dawn + All DLC's

Post by StinVec »

Updated the v1.2.1.0 x64 table for v1.2.1.1 x64 to include @Architect's Better Loot option and update a few others that needed updating.

User avatar
StinVec
Table Makers
Table Makers
Posts: 135
Joined: Sun Jun 25, 2017 7:02 am
Reputation: 209

Re: Grim Dawn + All DLC's

Post by StinVec »

R3V0L wrote:
Fri Jun 21, 2024 3:53 pm
StinVec wrote:
Wed Jun 19, 2024 7:18 pm
Updated for/tested on Steam-based v1.2.1.0 x64
(should all work for GoG version as well, if any are not then please me know)

.....
Thanks for updated table!
I've tried to make "mastery control" separate for each mastery, but when I'm trying to find pointers to add to "[_masteryBase]" using "what's accesses..." or "...writes to this address", game crashes.
Maybe I'm doing something wrong?
You're welcome!

The option only deals with the mastery that is in the currently active mastery tab.

The address for the mastery that is displayed in the currently active mastery tab is in rbx and the address that gets put into rbx changes based on what mastery is loaded on the active mastery tab.

The option moves this base address in rbx into _masteryBase and the amount of points spent into the mastery is in an address with a +C8 offset to the rbx mastery address.

The option allows for modifying the points in the rbx+C8 address for the mastery that is currently active in the mastery tab.

I don't know why you are getting a crash from doing a "What accesses / What writes to" on the rbx+C8 address displayed in the option. While doing that likely wouldn't be of any use for what you are wanting, I just ran those and did not experience a crash.

If you breakpoint "Game.GAME::Skill::GetMasteryLevel" and then open your mastery window, it will break for tracing. If you trace through, you should be able to see where it is determining the address to load for the active mastery and maybe find an instruction that can point to all of the mastery addresses.

However, "Game.GAME::Skill::GetMasteryLevel" is not ideal for wanting to use as a base to use pointers to find and point to the addresses of all masteries. Might have more success with doing it how Marcus101RR had by using the "Game.GAME::Character::GetExperiencePoints" base with pointer offsets to the mastery addresses.

Trouble is needing to adapt his option for x64 while his used x86; comparing with his old addresses really isn't of much use. It would need pointer scans ran from this address to the addresses of the masteries. The mastery addresses can be gotten from the Mastery Control option from switching the active mastery tab so the rbx+C8 address changes for the active mastery, so you can get the mastery addresses being put into rbx.

Regardless, even with all of the mastery addresses in a pointer list displaying how many points are in each one, that doesn't seem useful at all as you can only have two masteries active at a time.

Even if you put 50 points into each of the masteries in the list, that just unlocks the skill tiers in the masteries and you can still only put points into learning skills on two masteries at a time. To change the active mastery to another mastery still requires removing all of the points in the mastery bar of one of the two active masteries so that you can hit the Undo Mastery button and pick a different mastery.

Mastery Control allows for doing all this very quickly while in-game via hotkeys.

I just don't understand what use there is in having the masteries and how many points are in each in a list and why that would be preferred over how Mastery Control works.

vfg36276
Noobzor
Noobzor
Posts: 6
Joined: Mon May 01, 2023 8:39 am
Reputation: 5

Re: Grim Dawn + All DLC's

Post by vfg36276 »

StinVec wrote:
Sat Jun 22, 2024 9:20 pm
Updated the v1.2.1.0 x64 table for v1.2.1.1 x64 to include @Architect's Better Loot option and update a few others that needed updating.
Thank you for the job, my gog version is update to 1.2.1.0, i waiting for the release of the hotfix, I will test the table soon.

User avatar
StinVec
Table Makers
Table Makers
Posts: 135
Joined: Sun Jun 25, 2017 7:02 am
Reputation: 209

Re: Grim Dawn + All DLC's

Post by StinVec »

R3V0L wrote:
Fri Jun 21, 2024 3:53 pm
StinVec wrote:
Wed Jun 19, 2024 7:18 pm
Updated for/tested on Steam-based v1.2.1.0 x64
(should all work for GoG version as well, if any are not then please me know)

.....
Thanks for updated table!
I've tried to make "mastery control" separate for each mastery, but when I'm trying to find pointers to add to "[_masteryBase]" using "what's accesses..." or "...writes to this address", game crashes.
Maybe I'm doing something wrong?
After my last reply, I've spent some time getting the 32bit Masteries option you used to use updated for 64bit as it still seems to be of use to you and likely others.

I'm updating updated the 1.2.1.1 table with the Player Info Pointers options updated to have the mastery pointers added to them.

I only looked to find the x64 offsets for the base game masteries. I sometimes use DoM mod with all those added masteries, but I haven't updated/loaded it in a long time and need to do that before I can get the offsets for those masteries. If you use DoM or other mods, the offsets should just be about ~100 or so higher in the middle offset for each mastery (about 30-32 bytes higher).
Example:
Demolitionist's middle offset is 148
Occultist's middle offset is 258
Nightlblade's middle offset is 350
Arcanist's middle offset is 450
Shaman 548
Inquisitor 640
etc.

Should be able to continue on after Oathkeeper to keep getting the middle offsets for the other mod masteries.
Last edited by StinVec on Sun Jun 23, 2024 7:32 pm, edited 1 time in total.

User avatar
StinVec
Table Makers
Table Makers
Posts: 135
Joined: Sun Jun 25, 2017 7:02 am
Reputation: 209

Re: Grim Dawn + All DLC's

Post by StinVec »

vfg36276 wrote:
Sun Jun 23, 2024 11:42 am
StinVec wrote:
Sat Jun 22, 2024 9:20 pm
Updated the v1.2.1.0 x64 table for v1.2.1.1 x64 to include @Architect's Better Loot option and update a few others that needed updating.
Thank you for the job, my gog version is update to 1.2.1.0, i waiting for the release of the hotfix, I will test the table soon.
You're welcome! I don't think there will be any problems with any of the options on GoG, but if you do find something wonky, I would appreciate you letting me know so I can try to fix/adjust it to also work properly on GoG!

_____
EDIT:
Also updated the v1.2.1.1 x64 table again to V6 to add some things and fix the max pets option.

machine4578
Expert Cheater
Expert Cheater
Posts: 276
Joined: Tue Mar 07, 2017 3:12 pm
Reputation: 169

Re: Grim Dawn + All DLC's

Post by machine4578 »

great job StinVec for updating and sharing the updated table!! much appreciated!

Post Reply

Who is online

Users browsing this forum: AhrefsBot, austinn4160, Bing [Bot], binhtuxedo, Google Adsense [Bot], OPCOXE, slasher