Grim Dawn + All DLC's

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chakabetao
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Re: Grim Dawn + All DLC's

Post by chakabetao »

Is there still an option to increase drops in the game and is it working? I didn't want other modifications because it loses the challenge, but I don't have much time to farm.

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 »

Chindopopito wrote:
Thu Aug 15, 2024 5:01 am
Holy Molly! You keep getting better and better, @StinVec, thank you!
You're welcome once again, Chindopopito, and thank you! I have come a long way from just trying to work out how to make one or two cheats for myself to get infinite ammo or invincibility on games I used to play. Working on this has helped me to learn a lot and I try to use what I learn to help others. I'm glad this help is appreciated!

_____
Also:
v1.2.1.1 -or- v1.2.1.2 x64 table post updated to V20:

"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
_____
Progress updates on some of the other options I have been working on still:
Spoiler
Some progress/success, but a lot to figure out still:
  • Various market/shop options (e.g. increased amount of offered items of each type, etc.) - Some progress on some, not so much on others.
  • Resistance Control - Decent progress on allowing for customizing the % for every resistance separately, but still some issues to work out.
  • Hardcore control / revive dead hardcore character - Works, but doesn't really "revive" the character and the option must remain enabled to be able to play the dead character.
    - Character still shows as dead in the character select, but can hit Play to resume playing the character.
    - Can also toggle HC on and off on-the-fly mid-play, which can be used to turn it off if you are going to die to avoid needing to look at reviving the character entirely as it wouldn't be a HC character anymore until you turn it back on as being HC.
  • Selectable Weather - Can freeze a weather (foggy, rainy, snowy, blowing leaves, ashes, etc.) once it is active, or force the weather to change to the next type of weather, but haven't gotten it to be selectable to allow for immediately changing the weather to the desired type (let alone if the weather is not appropriate for the climate of the zone e.g. snow in Ugdenbog). Even if I get it working would also need to try to have a check for disabling custom weather selection while in an underground area or indoors where there is no weather.
  • Remove skeleton key dungeons/instanced areas blocking Personal Riftgate travel - Still working on this. Have made a lot of progress on it, but still doesn't work right.
  • Player Size Scale - Just a funny option to be a giant or a miniature player strolling around the map. Have some strange mismatches of parts of armor/weapons and the player scaling separately and even depending on which direction you're facing. Basically trying to manually turn on just the scaling effects from the Colossus buff, but able to customize the scaling to be larger or smaller. Not a high priority.
  • Custom Auto-loot radius - Mainly wanted to make the range of auto-loot of components and such to be double the max offered in the options. Good progress on it, but not done yet.
  • Necromancer Skeleton type control - Was looking into making it so you can choose Necromancer skeletons to always spawn as melee or always ranged instead of randomly spawning one of those two types.
    - Found where the skeletons get created and their attributes set and can see the differences between the melee and the ranged, but haven't pinpointed the exact instruction that randomizes whether it is a melee or ranged skeleton.
    - Got it to cancel spawning melee skeletons when they are randomly chosen to spawn, so that only ranged skeletons will spawn, but some other summons on other masteries were also getting caught and canceled (i.e. Storm Totem). Still working on it.
Little to no progress/success yet:
  • Auto-unlock all bags on new character without needing to consume the item to unlock them all - This seems surprisingly tough to nail down. No success yet.
  • Champ/Hero spawn frequency separate from common enemy density - Not much progress. I think I did manage to get Heroes that do spawn to be groups of 2-4 Heroes instead of only one Hero. Still testing that, but haven't managed to increase frequency of Hero spawns to be more frequent than normal enemies yet. Still testing that more also.
  • Epic/Legendary loot - No success yet in getting such loot items to be dropped by any enemy and to then have high probability/weight so only those drop.
  • Auto-learn/unlock all formulas - Just started looking at it.
  • Auto-learn/unlock all illusionist appearances - Just started looking at it.
  • Custom OA/DA/Crit Chance and such - Still look around at it now and then, but haven't made meaningful progress.
  • Mutator selection - Starting into looking to be able to choose various mutators (such as enemies have more health but lower resistances, etc.) to enable without needing to be inside of a Dangerous/Challenge area.
  • Remove Fog of War from map v2 - Still working on getting area immediately around the player to be clean also.
  • Item cost control - Make all items cost a custom % less expensive or % more expensive, or just outright free. I would personally like things to cost more Iron as I find Iron to be very overabundant in the game. I've never really had to farm for currency in order to afford an item. I want to allow people to make things more expensive if they want them to be, or able to make things merely cost less instead of only being able to remove the cost entirely or just enable unlimited Iron.
If there are any other kinds of options for things -small or big- that anyone might desire to help the game to be more enjoyable for them, please mention it and I'll see what I can do.

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Re: Grim Dawn + All DLC's

Post by AlexS »

StinVec wrote:
Mon Aug 26, 2024 5:24 am
Hardcore control / revive dead hardcore character - Works, but doesn't really "revive" the character and the option must remain enabled to be able to play the dead character.
(Google translation)

To properly resurrect a dead character, you need to edit two values at the same time - change the "Alive" check byte and reset the death counter.
Also note that the game must save these values, otherwise the next time you load the character will be considered dead again.

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Re: Grim Dawn + All DLC's

Post by StinVec »

AlexS wrote:
Mon Aug 26, 2024 3:49 pm
StinVec wrote:
Mon Aug 26, 2024 5:24 am
Hardcore control / revive dead hardcore character - Works, but doesn't really "revive" the character and the option must remain enabled to be able to play the dead character.
(Google translation)

To properly resurrect a dead character, you need to edit two values at the same time - change the "Alive" check byte and reset the death counter.
Also note that the game must save these values, otherwise the next time you load the character will be considered dead again.
Thank you very much! I had forgotten about that IsAlive address and did not think to check if that was not also being reset to alive status after I reset deaths to zero. I'll work more on that soon to get it working properly finally!

arrow2733
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Re: Grim Dawn + All DLC's

Post by arrow2733 »

StinVec wrote:
Tue Aug 27, 2024 12:35 am
AlexS wrote:
Mon Aug 26, 2024 3:49 pm
StinVec wrote:
Mon Aug 26, 2024 5:24 am
Hardcore control / revive dead hardcore character - Works, but doesn't really "revive" the character and the option must remain enabled to be able to play the dead character.
(Google translation)

To properly resurrect a dead character, you need to edit two values at the same time - change the "Alive" check byte and reset the death counter.
Also note that the game must save these values, otherwise the next time you load the character will be considered dead again.
Thank you very much! I had forgotten about that IsAlive address and did not think to check if that was not also being reset to alive status after I reset deaths to zero. I'll work more on that soon to get it working properly finally!
Thank you sir for the table

arrow2733
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Re: Grim Dawn + All DLC's

Post by arrow2733 »

Is it possible to add a slider or edit the attack speed?

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Re: Grim Dawn + All DLC's

Post by StinVec »

arrow2733 wrote:
Mon Sep 09, 2024 12:36 am
Is it possible to add a slider or edit the attack speed?
Hey. In the next update I'll include an update to the Super Attack Speed option and the other 'Super' options to allow for selecting the amount of speed increase as well as setting the option default value just as I've done for several other options.

In the meantime, you can manually change it by editing the option script and setting the value lower:
1) First disable the Super Attack Speed option (untick)
2) Then right-click the option and select "Change script"
3) The attack speed value is this line:

Code: Select all

mov [rcx+00004CDC],(float)1000
4) Change 1000 to a different number and hit OK to accept the script change
5) Re-enable the option

Default starting attack speed is 20, while the normal max attack speed is 200.

Be sure to save your change to the table after doing this change so you don't have to do it again the next time you open the table.

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Re: Grim Dawn + All DLC's

Post by StinVec »

arrow2733 wrote:
Mon Sep 09, 2024 12:36 am
Is it possible to add a slider or edit the attack speed?
The new table update includes these options now having selectable/customizable values. I hope the changes to them are useful to you!

v1.2.1.1 -or- v1.2.1.2 x64 table post updated to V21:

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%

arrow2733
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Re: Grim Dawn + All DLC's

Post by arrow2733 »

StinVec wrote:
Sun Sep 15, 2024 3:59 am
arrow2733 wrote:
Mon Sep 09, 2024 12:36 am
Is it possible to add a slider or edit the attack speed?
The new table update includes these options now having selectable/customizable values. I hope the changes to them are useful to you!

v1.2.1.1 -or- v1.2.1.2 x64 table post updated to V21:

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%
Amazing!!!!! would be awesome to have always crit too but great table nonetheless!

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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 V22:

Image of table unattached and collapsed options as of V22:
  • [Link]
Image of table attached and expanded options as of V22:
  • [Link]
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 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

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Re: Grim Dawn + All DLC's

Post by Architect »

StinVec wrote:
Mon Oct 14, 2024 7:26 pm
-- snipped --
Table looks amazing, StinVec. Saw that GD is going to have an expansion this end of year. Hopefully most of the pointers and scripts stay true.

Been scanning their announcements and doesn't look like drop-related functions are going to be affected. Here's to hoping.

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Re: Grim Dawn + All DLC's

Post by Chindopopito »

I stopped playing the game due being hell busy when this table was at V6, but boy, oh boy! It keeps getting better and better.

I'm playing the GoG version and whenever I activate the freeze timer on potions and such items, the game crashes. Other than that, the options I use, work like a charm.

Thanks for such an amazing table @StinVec

P.S. I don't know if this happens on the Steam version, but whenever I go back to the main menu, or restart the game, all the items I altered the amount to, go back to their previous amount. The only items that won't go back to their previous amounts are oils, potions, elixirs. Any other item, i.e. materials, reset. Let's say I changed them to 250, if I close the game and open it, they go back to, 10.

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Re: Grim Dawn + All DLC's

Post by Aliver »

Chindopopito wrote:
Mon Nov 11, 2024 1:32 am
I stopped playing the game due being hell busy when this table was at V6, but boy, oh boy! It keeps getting better and better.

I'm playing the GoG version and whenever I activate the freeze timer on potions and such items, the game crashes. Other than that, the options I use, work like a charm.

Thanks for such an amazing table @StinVec

P.S. I don't know if this happens on the Steam version, but whenever I go back to the main menu, or restart the game, all the items I altered the amount to, go back to their previous amount. The only items that won't go back to their previous amounts are oils, potions, elixirs. Any other item, i.e. materials, reset. Let's say I changed them to 250, if I close the game and open it, they go back to, 10.
The same thing is happening for me when using the steam version. All the other options work except when using the Freeze Timer on oils, potions and what not, its just an instant crash.

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StinVec
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Re: Grim Dawn + All DLC's

Post by StinVec »

Aliver wrote:
Thu Nov 14, 2024 11:39 am
Chindopopito wrote:
Mon Nov 11, 2024 1:32 am
I stopped playing the game due being hell busy when this table was at V6, but boy, oh boy! It keeps getting better and better.

I'm playing the GoG version and whenever I activate the freeze timer on potions and such items, the game crashes. Other than that, the options I use, work like a charm.

Thanks for such an amazing table @StinVec

P.S. I don't know if this happens on the Steam version, but whenever I go back to the main menu, or restart the game, all the items I altered the amount to, go back to their previous amount. The only items that won't go back to their previous amounts are oils, potions, elixirs. Any other item, i.e. materials, reset. Let's say I changed them to 250, if I close the game and open it, they go back to, 10.
The same thing is happening for me when using the steam version. All the other options work except when using the Freeze Timer on oils, potions and what not, its just an instant crash.
Hey, you both! Thank you for mentioning the trouble with that option so I could look at it!

I made an error in the "Skill Primary, Oils / Elixirs / Potions" option when I was converting them all over to having on/off configuration ability. I was duplicating the code from one to another and then replacing labels with that option's labels to speed up updating all of the options. In that option I failed to replace one of the copied labels with that option's label.

When the option is enabled, the script is looking to jump to "_skillFreezePrimary_On", but I incorrectly left the label that exists in the script as "_skillFreezeTincture_On".

I will correct that option now in v22b and upload it, but if you or anyone else wants to manually fix the option then you can just replace the word "Tincture" in the script with "Primary":

1) Right-click the "Skill Primary, Oils / Elixirs / Potions" option > click "Change script"
2) On line 35 you will see this:

Code: Select all

_skillFreezeTincture_On:
//CHECK - PLAYER/FOE
  cmp [rsi+00001BBC],0     // checks if it is the player (0) or an enemy (2)
  jne code                 // if not the player, jump to code
3) Replace the "_skillFreezeTincture_On" with "_skillFreezePrimary_On" (can copy that label from a few lines above in the script or just replace "Tincture" with "Primary")

_____

v1.2.1.1 -or- v1.2.1.2 x64 table post updated to 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"
Last edited by StinVec on Fri Nov 15, 2024 7:22 am, edited 1 time in total.

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Chindopopito
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Re: Grim Dawn + All DLC's

Post by Chindopopito »

Thank you, for the update @StinVec. :D

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