Grim Dawn + All DLC's

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TheDracon
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Re: Grim Dawn + All DLC's

Post by TheDracon »

@StinVec - Thank you for your work on this table :-)
I'm having difficulty with the vast majority of options in the table, and I'm trying to figure out what I'm doing wrong.

Game version: Steam, all DLCs, Build ID: 14908469 (07/02/2024), no mods
Game executable: Direct launch of Grim Dawn.Exe from the Grim Dawn\x64 folder
Session info: Story Mode, Single Player, Normal Difficulty, Non-Veteran
Character: Level 9 created just for testing

Here is the results of me just trying to toggle functions on:
Category: Manual Enable:
None toggle

Category: Other
None toggle

Category: Factions
None toggle

Category: HP | MP
None toggle
Invincibility (Cheat) can’t find fragment

Category: Money Items
None toggle
Free crafting individual slots seem toggleable, but have no visible effect at crafter
Iron Cost not toggleable

Category: Speed | Skills
Super Attack Speed - Toggleable, no effect
Super Run Speed - Toggleable, values setable in float, no effect
Super Cast Speed - Toggleable, can’t tell effect
DW - Not toggleable
Exclusives - Not toggleable
Active limit - Not toggleable
No skill cd - not toggleable
No item cd - not toggleable
Freeze buff timers:
Tinctures - toggleable, have none to test
Oils - toggleable, have none to test
Skill secondary - not toggleable
Passive OH - toggleable, works

Category: Points
Skill points: works, but lose current points on disable (always sets to 0 on disable)
Attribute points: works, but sets to massive number on disable (poss -x on unsigned int)
Devotion points: works, set to 15 on disable
Affinity Points: not toggleable
Affinity points increase on refund - toggleable, no affect?
Get all dev points - works
Remove item lvl/stat reqs
Augs - toggleable
Armor/weaps/accessories - not toggleable
Alternates - not toggleable
Mastery Control v2 - not toggleable

Category: Crucible/shattered realm
Doesn’t seem to be fully accurate - e.g. have a tribute but shows 0 in crucible control

Category: Pointers:
Neither toggleable

TL:DR: Most everything doesn't work except the skill/attribute/devotion points and the buff timer freeze.
This seems odd, as I can very obviously see your live development going on, but even the new functions aren't "toggleing".

Any ideas where I would start troubleshooting?

Thank you :-)

Edit: Clarified game version to indicate direct launch of x64 version
Edit2: Changing work to toggle for clarify

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

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

TheDracon wrote:
Sat Jul 06, 2024 9:00 pm
Spoiler
@StinVec - Thank you for your work on this table :-)
I'm having difficulty with the vast majority of options in the table, and I'm trying to figure out what I'm doing wrong.

Game version: Steam, all DLCs, Build ID: 14908469 (07/02/2024), no mods
Game executable: Direct launch of Grim Dawn.Exe from the Grim Dawn\x64 folder
Session info: Story Mode, Single Player, Normal Difficulty, Non-Veteran
Character: Level 9 created just for testing

Here is the results of me just trying to toggle functions on:
Category: Manual Enable:
None toggle

Category: Other
None toggle

Category: Factions
None toggle

Category: HP | MP
None toggle
Invincibility (Cheat) can’t find fragment

Category: Money Items
None toggle
Free crafting individual slots seem toggleable, but have no visible effect at crafter
Iron Cost not toggleable

Category: Speed | Skills
Super Attack Speed - Toggleable, no effect
Super Run Speed - Toggleable, values setable in float, no effect
Super Cast Speed - Toggleable, can’t tell effect
DW - Not toggleable
Exclusives - Not toggleable
Active limit - Not toggleable
No skill cd - not toggleable
No item cd - not toggleable
Freeze buff timers:
Tinctures - toggleable, have none to test
Oils - toggleable, have none to test
Skill secondary - not toggleable
Passive OH - toggleable, works

Category: Points
Skill points: works, but lose current points on disable (always sets to 0 on disable)
Attribute points: works, but sets to massive number on disable (poss -x on unsigned int)
Devotion points: works, set to 15 on disable
Affinity Points: not toggleable
Affinity points increase on refund - toggleable, no affect?
Get all dev points - works
Remove item lvl/stat reqs
Augs - toggleable
Armor/weaps/accessories - not toggleable
Alternates - not toggleable
Mastery Control v2 - not toggleable

Category: Crucible/shattered realm
Doesn’t seem to be fully accurate - e.g. have a tribute but shows 0 in crucible control

Category: Pointers:
Neither toggleable

TL:DR: Most everything doesn't work except the skill/attribute/devotion points and the buff timer freeze.
This seems odd, as I can very obviously see your live development going on, but even the new functions aren't "toggleing".

Any ideas where I would start troubleshooting?

Thank you :-)

Edit: Clarified game version to indicate direct launch of x64 version
Edit2: Changing work to toggle for clarify
Hi! I hope we can get it running for you so you can start using all of the options. From each of the issues you are describing, it sounds exactly like what would happen if you attached the table to the 32bit executable and not the x64 executable.

I believe the issue is caused by Steam.

While it would seem logical that directly launching the executable found within the x64 folder as you are doing would launch the x64 version of the game, I believe Steam takes control of what executable is launched even if you manually launch a specific one and Steam is switching you to the 32bit executable.

You must specifically tell Steam you want the x64 version to get launched when you launch the game by adding /x64 to the advanced launch options for the game in your library.

Doing this will cause directly launching either of the game executables or any shortcuts pointing to either of them to always launch the x64 version as Steam would be configured to automatically use the x64 executable. Without specifying /x64 in the launch options for the game in Steam, Steam will default to forcing the 32bit executable to be used.

TheDracon
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Reputation: 2

Re: Grim Dawn + All DLC's

Post by TheDracon »

StinVec wrote:
Sun Jul 07, 2024 12:10 am
TheDracon wrote:
Sat Jul 06, 2024 9:00 pm
Spoiler
@StinVec - Thank you for your work on this table :-)
I'm having difficulty with the vast majority of options in the table, and I'm trying to figure out what I'm doing wrong.

Game version: Steam, all DLCs, Build ID: 14908469 (07/02/2024), no mods
Game executable: Direct launch of Grim Dawn.Exe from the Grim Dawn\x64 folder
Session info: Story Mode, Single Player, Normal Difficulty, Non-Veteran
Character: Level 9 created just for testing

Here is the results of me just trying to toggle functions on:
Category: Manual Enable:
None toggle

Category: Other
None toggle

Category: Factions
None toggle

Category: HP | MP
None toggle
Invincibility (Cheat) can’t find fragment

Category: Money Items
None toggle
Free crafting individual slots seem toggleable, but have no visible effect at crafter
Iron Cost not toggleable

Category: Speed | Skills
Super Attack Speed - Toggleable, no effect
Super Run Speed - Toggleable, values setable in float, no effect
Super Cast Speed - Toggleable, can’t tell effect
DW - Not toggleable
Exclusives - Not toggleable
Active limit - Not toggleable
No skill cd - not toggleable
No item cd - not toggleable
Freeze buff timers:
Tinctures - toggleable, have none to test
Oils - toggleable, have none to test
Skill secondary - not toggleable
Passive OH - toggleable, works

Category: Points
Skill points: works, but lose current points on disable (always sets to 0 on disable)
Attribute points: works, but sets to massive number on disable (poss -x on unsigned int)
Devotion points: works, set to 15 on disable
Affinity Points: not toggleable
Affinity points increase on refund - toggleable, no affect?
Get all dev points - works
Remove item lvl/stat reqs
Augs - toggleable
Armor/weaps/accessories - not toggleable
Alternates - not toggleable
Mastery Control v2 - not toggleable

Category: Crucible/shattered realm
Doesn’t seem to be fully accurate - e.g. have a tribute but shows 0 in crucible control

Category: Pointers:
Neither toggleable

TL:DR: Most everything doesn't work except the skill/attribute/devotion points and the buff timer freeze.
This seems odd, as I can very obviously see your live development going on, but even the new functions aren't "toggleing".

Any ideas where I would start troubleshooting?

Thank you :-)

Edit: Clarified game version to indicate direct launch of x64 version
Edit2: Changing work to toggle for clarify
Hi! I hope we can get it running for you so you can start using all of the options. From each of the issues you are describing, it sounds exactly like what would happen if you attached the table to the 32bit executable and not the x64 executable.

I believe the issue is caused by Steam.

While it would seem logical that directly launching the executable found within the x64 folder as you are doing would launch the x64 version of the game, I believe Steam takes control of what executable is launched even if you manually launch a specific one and Steam is switching you to the 32bit executable.

You must specifically tell Steam you want the x64 version to get launched when you launch the game by adding /x64 to the advanced launch options for the game in your library.

Doing this will cause directly launching either of the game executables or any shortcuts pointing to either of them to always launch the x64 version as Steam would be configured to automatically use the x64 executable. Without specifying /x64 in the launch options for the game in Steam, Steam will default to forcing the 32bit executable to be used.
Well, that's super embarassing.
You were absolutely correct, even though I had the steam setting to always launch 64 bit and was directly launching the 64 bit executable, it must have been launching the 32 bit.

Thank you for the help, and thank you again for the work you've been doing on this table :-D

For anyone else who experiences problems, it seems the key is to ensure you have /x64 in the launch options for the game in Steam ... Steam just launches the 32 bit regardless of anything else you do.

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

TheDracon wrote:
Sun Jul 07, 2024 12:43 pm
Spoiler
StinVec wrote:
Sun Jul 07, 2024 12:10 am
TheDracon wrote:
Sat Jul 06, 2024 9:00 pm
Spoiler
@StinVec - Thank you for your work on this table :-)
I'm having difficulty with the vast majority of options in the table, and I'm trying to figure out what I'm doing wrong.

Game version: Steam, all DLCs, Build ID: 14908469 (07/02/2024), no mods
Game executable: Direct launch of Grim Dawn.Exe from the Grim Dawn\x64 folder
Session info: Story Mode, Single Player, Normal Difficulty, Non-Veteran
Character: Level 9 created just for testing

Here is the results of me just trying to toggle functions on:
Category: Manual Enable:
None toggle

Category: Other
None toggle

Category: Factions
None toggle

Category: HP | MP
None toggle
Invincibility (Cheat) can’t find fragment

Category: Money Items
None toggle
Free crafting individual slots seem toggleable, but have no visible effect at crafter
Iron Cost not toggleable

Category: Speed | Skills
Super Attack Speed - Toggleable, no effect
Super Run Speed - Toggleable, values setable in float, no effect
Super Cast Speed - Toggleable, can’t tell effect
DW - Not toggleable
Exclusives - Not toggleable
Active limit - Not toggleable
No skill cd - not toggleable
No item cd - not toggleable
Freeze buff timers:
Tinctures - toggleable, have none to test
Oils - toggleable, have none to test
Skill secondary - not toggleable
Passive OH - toggleable, works

Category: Points
Skill points: works, but lose current points on disable (always sets to 0 on disable)
Attribute points: works, but sets to massive number on disable (poss -x on unsigned int)
Devotion points: works, set to 15 on disable
Affinity Points: not toggleable
Affinity points increase on refund - toggleable, no affect?
Get all dev points - works
Remove item lvl/stat reqs
Augs - toggleable
Armor/weaps/accessories - not toggleable
Alternates - not toggleable
Mastery Control v2 - not toggleable

Category: Crucible/shattered realm
Doesn’t seem to be fully accurate - e.g. have a tribute but shows 0 in crucible control

Category: Pointers:
Neither toggleable

TL:DR: Most everything doesn't work except the skill/attribute/devotion points and the buff timer freeze.
This seems odd, as I can very obviously see your live development going on, but even the new functions aren't "toggleing".

Any ideas where I would start troubleshooting?

Thank you :-)

Edit: Clarified game version to indicate direct launch of x64 version
Edit2: Changing work to toggle for clarify
Hi! I hope we can get it running for you so you can start using all of the options. From each of the issues you are describing, it sounds exactly like what would happen if you attached the table to the 32bit executable and not the x64 executable.

I believe the issue is caused by Steam.

While it would seem logical that directly launching the executable found within the x64 folder as you are doing would launch the x64 version of the game, I believe Steam takes control of what executable is launched even if you manually launch a specific one and Steam is switching you to the 32bit executable.

You must specifically tell Steam you want the x64 version to get launched when you launch the game by adding /x64 to the advanced launch options for the game in your library.

Doing this will cause directly launching either of the game executables or any shortcuts pointing to either of them to always launch the x64 version as Steam would be configured to automatically use the x64 executable. Without specifying /x64 in the launch options for the game in Steam, Steam will default to forcing the 32bit executable to be used.
[/spoiler

Well, that's super embarassing.
You were absolutely correct, even though I had the steam setting to always launch 64 bit and was directly launching the 64 bit executable, it must have been launching the 32 bit.

Thank you for the help, and thank you again for the work you've been doing on this table :-D

For anyone else who experiences problems, it seems the key is to ensure you have /x64 in the launch options for the game in Steam ... Steam just launches the 32 bit regardless of anything else you do.
You're welcome! I'm glad that was, indeed, the trouble, and that it is working properly for you now that the x64 exe is launching as you want it to. If you encounter any problems with options or need help with anything else, please let me know!

_____
Also adding here:

v1.2.1.1 -or- v1.2.1.2 x64 table post updated to V14:
Spoiler
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.
_____
EDIT:
v1.2.1.1 -or- v1.2.1.2 x64 table post updated to 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
_____
EDIT:
v1.2.1.1 -or- v1.2.1.2 x64 table post updated to 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

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

After many, many hours of testing and failing to find how to do it, I've finally made progress on the Enemy Spawn Density option.

I managed to overrun Devil's Crossing with a bunch of Common and Hero enemies. Still more work to do on it as right now it might affect a bunch of pools. I also need to work to separate boosting Common enemies from boosting Heros/Champions.

Then also test to see if it affects all game modes and all difficulties or only certain ones. So still more to do, but I made some major progress on it.

_____

EDIT:
v1.2.1.1 -or- v1.2.1.2 x64 table post updated to 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 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!

_____
bubblybroccoli wrote:
Mon Feb 05, 2024 9:41 pm
Has anyone ever managed to figure out how to increase the amount of mobs spawning like the old Grim Down Trained Hard trainer did?
Sorry it took me so long to chase down how to do it. I hope this works well for you.
Last edited by StinVec on Sun Jul 21, 2024 4:18 pm, edited 1 time in total.

AlexS
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Re: Grim Dawn + All DLC's

Post by AlexS »

StinVec wrote:
Thu Jul 18, 2024 6:04 am
After many, many hours
(Google translation)

One of the long-time users of your cheat table asked me to convey my gratitude to you for your efforts in improving and maintaining the cheat table in working order. He is not registered on this forum, so he asked me. I pass it on. :)

He also asked me to pass on one request to you: if you don't mind, could you use colors in the table that would be visible in the light theme?

Here is a fragment of the table when using the Cheat Engine light theme:
Image

Here is the same fragment, if you select all the points:
Image

The user knows (I told him) that you can easily select and change all the colors at once, at the same time, but he objected that in this case the entire table would turn out to be the same color, which would violate your design style.

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

AlexS wrote:
Sat Jul 20, 2024 5:42 pm
Spoiler
StinVec wrote:
Thu Jul 18, 2024 6:04 am
After many, many hours
(Google translation)

One of the long-time users of your cheat table asked me to convey my gratitude to you for your efforts in improving and maintaining the cheat table in working order. He is not registered on this forum, so he asked me. I pass it on. :)

He also asked me to pass on one request to you: if you don't mind, could you use colors in the table that would be visible in the light theme?

Here is a fragment of the table when using the Cheat Engine light theme:
Image

Here is the same fragment, if you select all the points:
Image

The user knows (I told him) that you can easily select and change all the colors at once, at the same time, but he objected that in this case the entire table would turn out to be the same color, which would violate your design style.
Your friend is very welcome! I am glad keeping it updated/expanded is appreciated!

I apologize for it never occuring to me to see how the table looks with my color choices on a light cheat engine color scheme. I always use a dark theme for everything to reduce eye strain (as well as reduce energy use and wear on my monitor) and didn't experience the options being unreadable on a white background.

I've re-configured the color scheme of the options in the table. I hope the table is now more usable for light-theme users without needing to manually alter the colors of the table every time I update!
  • [Link]
As a note, multiple individual options can be selected while holding the CTRL key. After selecting the options that one wants to change, one can then right-click on any of the selected options to then choose to change the color of only those selected options. It is usful to avoid needing to change the color of each one individually or having to bulk change the entire table.

If the table still has unreadable/hard to read options with the colors I've selected, please let me know so I can adjust it further!

EDIT - I realized I chose the same color of purple for Crucible/Shattered Realm as I did for Factions. Glad I caught it before uploading the altered table, but it will remain the same color in this pic.

v1.2.1.1 -or- v1.2.1.2 x64 table post updated to V16b:
  • Updated table color scheme to avoid issue of being unreadable on a light-themed cheat engine.

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

v1.2.1.1 -or- v1.2.1.2 x64 table post updated to 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)
Options Fixed:
"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!

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Re: Grim Dawn + All DLC's

Post by Digi »

StinVec wrote:
Tue Jul 23, 2024 8:19 pm
v1.2.1.1 -or- v1.2.1.2 x64 table post updated to 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)
Options Fixed:
"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!


Brother, just saw the options you've got on the table...
Glorious. Really appreciate the time you've spent on this. Thank you.

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

Digi wrote:
Sun Jul 28, 2024 9:40 pm
Spoiler
StinVec wrote:
Tue Jul 23, 2024 8:19 pm
v1.2.1.1 -or- v1.2.1.2 x64 table post updated to 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)
Options Fixed:
"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!


Brother, just saw the options you've got on the table...
Glorious. Really appreciate the time you've spent on this. Thank you.
You're welcome, and thank you very much also! I hope there are plenty of things that you find useful to use in it to make the game more enjoyable for you.

If there is an area of the game that doesn't work how you want and there's currently no option for that area in the table to make it how you want, or if an option exists for it but it is lacking or insufficient, please mention it!

_____
Also:
v1.2.1.1 -or- v1.2.1.2 x64 table post updated to V17:

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

Joshuan
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Re: Grim Dawn + All DLC's

Post by Joshuan »

Thank you very much StinVec.
Your passion for this title is remarkable.

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

Joshuan wrote:
Tue Jul 30, 2024 8:50 am
Thank you very much StinVec.
Your passion for this title is remarkable.
You're welcome! And thank you, too. There are barely a handful of games I play where I both enjoy everything about the game itself and also appreciate and have a lot of respect for the developer of the game.

I try to keep improving and building onto this table so it might help others to tweak areas of the game they might not find fun so that they might be able to enjoy it as much as I do.

Plus, some people have limited time to enjoy playing, or have disabilities to limit their ability to play some areas of the game, or some just aren't as capable in games as they used to be. Others may even find the game to be too easy at times, or enjoy over-the-top difficulty. I hope the options offer the ability to lessen or increase the degree of focus or ability that some areas of the game might require.

_____
Also:
v1.2.1.1 -or- v1.2.1.2 x64 table post updated to V18:
Spoiler
"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.
_____
EDIT:
v1.2.1.1 -or- v1.2.1.2 x64 table post updated to V19:

"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.
Last edited by StinVec on Mon Aug 26, 2024 5:24 am, edited 1 time in total.

playerboy8
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Re: Grim Dawn + All DLC's

Post by playerboy8 »

does anyone know if it is possible to use cheat engine to change Devotions unlocked? fx from 35/55 to 0/55
Tried scanning for values myself, but im a noob..

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

playerboy8 wrote:
Tue Aug 13, 2024 7:40 pm
does anyone know if it is possible to use cheat engine to change Devotions unlocked? fx from 35/55 to 0/55
Tried scanning for values myself, but im a noob..
You can use the cheat table linked just above to change unlocked devotions.

Under the "Pointers" section are two versions of the "Player Info Pointers" options.
Populate V1 by opening your Hero Panel, or do an attack to populate V2.
Under the "Devotions" section in the pointers are:
  • Devotion Points - Available (points to spend in constellations)
  • Devotion Points - Total (how many of the max 55 points you have unlocked, which is what you are asking about)
  • Devotion Points - Max (the 55 devotion points you can get normally in the game)
Just change the number for Total in the pointer to the number you want.
e.g. Changing Total from 35 to 0 would show as 0/55 points unlocked.

That is just a display value though. To remove the devotion points you've earned and spent, you would need to refund them and then decrease the Available points pointer to match so you would have no spent points and none to spend.

But the shrines would still be restored/cleansed and you wouldn't be able to redo them to earn the points again, so there's really no reason to remove available/unlocked devotion points that I can think of.

However, I suspect you are asking about this as you may want to 'unrestore', 'uncleanse' or reset all devotion shrines so you can do them again on your save game. Resetting the Total Unlocked devotion points to 0 and removing the available points will still leave any shrines restored/cleansed as that is not how shrines work.

To reset shrines, one would need to dig into testing what values get changed when restoring a specific shrine and then look to see if there is a way to mass-unrestore all shrines versus resetting each one individually. Then also look to see if there is a way to unrestore them without needing to have the option enabled in order to keep them unrestored as you would not necessarily be able to restore them while the option is enabled that is freezing them as being unrestored, and disabling the option would set all of them back to restored again.

If you are asking about this as you do want to unrestore all or some shrines, I think the Grim Dawn Stash tool offers the ability to reset shrines on individual save game files.

_____
EDIT:
Checked GDStash and it does offer the ability to reset both individual Shrines and Riftgates on the Character Editor tab. As this tool modifies the data in the save file directly, resetting shrines with it is very quick and simple. However, while 'unrestoring' shrines by altering runtime memory using Cheat Engine is surely possible, it is likely much more difficult/time-consuming to use CE to track down exactly what gets changed when you restore a shrine and then to configure and test an option that would revert one or more shrines to being 'unrestored' upon interacting with a restored shrine.

(Also, apparently fearlessrevolution blocks external links and force-converts them to being broken links, so I can't link GDStash's modpage to save someone 5 seconds from needing to find it themselves...wow, can't even say the name of the mod site...Now I understand a few things about this place better and may plan accordingly.)

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Chindopopito
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Re: Grim Dawn + All DLC's

Post by Chindopopito »

Holy Molly! You keep getting better and better, @StinVec, thank you!

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