[COMPLETED] Pathfinder: Kingmaker

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Rebelicious
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Re: Pathfinder: Kingmaker

Post by Rebelicious »

wannabecheater wrote:
Fri Sep 28, 2018 5:38 pm
Hi, you can see the various code snippets i pasted in my eariler post, they are all complete feats and i tested them live in the game to verify every single one worked. (Weapon Mastery doesn't seem to, hence i excluded it) They should be in that structure, though i have not touched spell casters yet so i do not know if the code is different for them. Maybe you can share your entire clean party.json file? Might be your viewer not parsing the code correctly?
Here you go, man: [Link]

And yeah, I've been wondering if that could be the thing too, but I'm using Notepad++ and the JSTool plugin, using the "JSON Sort" option for viewing/editing.

Edit: Jesus Christ I'm a retard. I'm supposed to be using JSFormat, not JSON Sort.

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Re: Pathfinder: Kingmaker

Post by wannabecheater »

yep, JSFormat XD
So are you able to see the feats properly now?

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Re: Pathfinder: Kingmaker

Post by wannabecheater »

I tried adding Power Attack but it didnt work (does not show up under ability on the hotbar). Probably needed to copy some code under a different section (for abilities).

Rebelicious
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Re: Pathfinder: Kingmaker

Post by Rebelicious »

wannabecheater wrote:
Fri Sep 28, 2018 5:54 pm
yep, JSFormat XD
So are you able to see the feats properly now?
Holy shit, this thing is actually pretty clear now, compared to before, and yes, I think I can pick out the correct sections now, however, I still have no idea how to figure out which "Feature" corresponds to which feat. I'm seeing ~30 potential feats (probably a bit less, ignoring some of the bigger blocks and sticking to those that look like they could be feats) on what's a fresh character. Some have some indication as to their function from "ComponentName", though, but not all.

I'm pretty sure this is the Human trait that gives +1 Skill Point per lvl, for example:

Code: Select all

{
								"$id": "248",
								"$type": "Kingmaker.UnitLogic.Feature, Assembly-CSharp",
								"m_Context": {
									"$id": "249",
									"m_OwnerDescriptor": {
										"$ref": "5"
									},
									"m_CasterReference": {
										"m_UniqueId": "54935cbe-ed93-4aa9-8ee0-faf89d9e80f9"
									},
									"m_Ranks": [0, 0, 0, 0, 0, 0, 0],
									"m_SharedValues": [0, 0, 0, 0, 0, 0],
									"m_Params": null,
									"AssociatedBlueprint": "3adf9274a210b164cb68f472dc1e4544",
									"ParentContext": null,
									"m_MainTarget": null,
									"Params": {},
									"SpellDescriptor": "None",
									"SpellSchool": "None",
									"SpellLevel": 0,
									"Direction": {
										"$type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
										"x": 0.0,
										"y": 0.0,
										"z": 0.0
									}
								},
								"Blueprint": "3adf9274a210b164cb68f472dc1e4544",
								"m_ComponentsData": [{
										"$id": "250",
										"ComponentName": "$AddSkillPoint$4a606a4f-ecc4-4279-b632-fe33c1c260aa"
									}
								],
								"Rank": 1,
								"Source": "0a5d473ead98b0646b94495af250fdc4",
								"Param": null,
								"IgnorePrerequisites": true,
								"Owner": {
									"$ref": "5"
								},
								"Initialized": true,
								"Active": true,
								"SourceItem": null,
								"SourceCutscene": null
							}
Still, definitely an improvement, even if I'll be forced to do trial and error.

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Re: Pathfinder: Kingmaker

Post by wannabecheater »

The ones you add will be at the bottom i think. Best way to get the id is to make a copy of the save game, cheat to gain level to grab the feat and then compare the 2 party.json to extract the correct feat code.

Try to edit your character level and class level and set the correct exp ([Link]) to level directly into the feat without going thru a couple of levels before it. This is so you do not clutter up your party.json with bazillion feats gained from the lvl 2 and up, otherwise It will make identifying the correct feat you want difficult.

(e.g. make yourself lvl 19 fighter and set exp to 3.6mil to grab weapon mastery and 1 bonus combat feat ONLY on level up)

Rebelicious
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Re: Pathfinder: Kingmaker

Post by Rebelicious »

I think I've figured out a pretty easy way on how to do it:

1) I create a character. The simplest choices possible, so that they're easy to remember. Pick a set of feats (assuming human). As that character is created, the game will auto-save.
2) I create another character, an exact duplicate of the previous one, except other feats, automatically creating a second auto-save.
3) I extract both auto-saves into a folder each.
4) I open the party.json of each save in Notepad++, using the JSTool Plugin to select JSFormat.
5) I search in each of the files for "features", and copy the entire section out for each of saves, creating two new tabs in Notepad++.
6) I compare the two tabs, using the Compare function (might be a plugin, I don't remember).

It is now extremely easy to pick out the feats, since they are the only things standing out, and indeed, it seems to be the two (in my case, the test pilot being a human cleric starting with 2 feats) almost right at the end of the features section.

If this is correct, this should be Selective Channel:

Code: Select all

{
								"$id": "369",
								"$type": "Kingmaker.UnitLogic.Feature, Assembly-CSharp",
								"m_Context": {
									"$id": "370",
									"m_OwnerDescriptor": {
										"$ref": "5"
									},
									"m_CasterReference": {
										"m_UniqueId": "54935cbe-ed93-4aa9-8ee0-faf89d9e80f9"
									},
									"m_Ranks": [0, 0, 0, 0, 0, 0, 0],
									"m_SharedValues": [0, 0, 0, 0, 0, 0],
									"m_Params": null,
									"AssociatedBlueprint": "cd9f19775bd9d3343a31a065e93f0c47",
									"ParentContext": null,
									"m_MainTarget": null,
									"Params": {},
									"SpellDescriptor": "None",
									"SpellSchool": "None",
									"SpellLevel": 0,
									"Direction": {
										"$type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
										"x": 0.0,
										"y": 0.0,
										"z": 0.0
									}
								},
								"Blueprint": "cd9f19775bd9d3343a31a065e93f0c47",

								"m_ComponentsData": [{
										"$id": "371",
										"ComponentName": "$IncreaseResourceAmount$df3d3b0b-e516-4dbc-95d2-bd97fd84c17d"

									}
								],
								"Rank": 1,
								"Source": "5b72dd2ca2cb73b49903806ee8986325",

								"Param": null,
								"IgnorePrerequisites": false,
								"Owner": {
									"$ref": "5"
								},
								"Initialized": true,
								"Active": true,
								"SourceItem": null,
								"SourceCutscene": null
							}
And this should be Extra Channel:

Code: Select all

{
								"$id": "372",
								"$type": "Kingmaker.UnitLogic.Feature, Assembly-CSharp",
								"m_Context": {
									"$id": "373",
									"m_OwnerDescriptor": {
										"$ref": "5"
									},
									"m_CasterReference": {
										"m_UniqueId": "54935cbe-ed93-4aa9-8ee0-faf89d9e80f9"

									},
									"m_Ranks": [0, 0, 0, 0, 0, 0, 0],
									"m_SharedValues": [0, 0, 0, 0, 0, 0],
									"m_Params": null,
									"AssociatedBlueprint": "fd30c69417b434d47b6b03b9c1f568ff",
									"ParentContext": null,
									"m_MainTarget": null,
									"Params": {},
									"SpellDescriptor": "None",
									"SpellSchool": "None",
									"SpellLevel": 0,
									"Direction": {
										"$type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
										"x": 0.0,
										"y": 0.0,
										"z": 0.0
									}
								},
								"Blueprint": "fd30c69417b434d47b6b03b9c1f568ff",

								"m_ComponentsData": [],




								"Rank": 1,
								"Source": "0a5d473ead98b0646b94495af250fdc4",

								"Param": null,
								"IgnorePrerequisites": false,
								"Owner": {
									"$ref": "5"
								},
								"Initialized": true,
								"Active": true,
								"SourceItem": null,
								"SourceCutscene": null
							}
Meaning this should be Arcane Armor Training:

Code: Select all

{
								"$id": "369",
								"$type": "Kingmaker.UnitLogic.Feature, Assembly-CSharp",
								"m_Context": {
									"$id": "370",
									"m_OwnerDescriptor": {
										"$ref": "5"
									},
									"m_CasterReference": {

										"m_UniqueId": "3c9a15c9-8388-4779-adf0-43a8bfc86a39"
									},
									"m_Ranks": [0, 0, 0, 0, 0, 0, 0],
									"m_SharedValues": [0, 0, 0, 0, 0, 0],
									"m_Params": null,
									"AssociatedBlueprint": "1a0298abacb6e0f45b7e28553e99e76c",
									"ParentContext": null,
									"m_MainTarget": null,
									"Params": {},
									"SpellDescriptor": "None",
									"SpellSchool": "None",
									"SpellLevel": 0,
									"Direction": {
										"$type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
										"x": 0.0,
										"y": 0.0,
										"z": 0.0
									}
								},

								"Blueprint": "1a0298abacb6e0f45b7e28553e99e76c",
								"m_ComponentsData": [{
										"$id": "371",

										"ComponentName": "$ArcaneSpellFailureIncrease$7dfefd77-b08f-4788-9dcf-0cd3df31f0f2"
									}
								],
								"Rank": 1,

								"Source": "0a5d473ead98b0646b94495af250fdc4",
								"Param": null,
								"IgnorePrerequisites": false,
								"Owner": {
									"$ref": "5"
								},
								"Initialized": true,
								"Active": true,
								"SourceItem": null,
								"SourceCutscene": null
							}
And finally, this should be Metamagic (Extend Spell):

Code: Select all

{
								"$id": "372",
								"$type": "Kingmaker.UnitLogic.Feature, Assembly-CSharp",
								"m_Context": {
									"$id": "373",
									"m_OwnerDescriptor": {
										"$ref": "5"
									},
									"m_CasterReference": {
										"m_UniqueId": "3c9a15c9-8388-4779-adf0-43a8bfc86a39"
									},
									"m_Ranks": [0, 0, 0, 0, 0, 0, 0],
									"m_SharedValues": [0, 0, 0, 0, 0, 0],
									"m_Params": null,
									"AssociatedBlueprint": "f180e72e4a9cbaa4da8be9bc958132ef",
									"ParentContext": null,
									"m_MainTarget": null,
									"Params": {},
									"SpellDescriptor": "None",
									"SpellSchool": "None",
									"SpellLevel": 0,
									"Direction": {
										"$type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
										"x": 0.0,
										"y": 0.0,
										"z": 0.0
									}
								},
								"Blueprint": "f180e72e4a9cbaa4da8be9bc958132ef",
								"m_ComponentsData": [{
										"$id": "374",
										"ComponentName": "$AddMetamagicFeat$9d3e4706-f657-499f-b774-f719bd221cda"
									}
								],
								"Rank": 1,
								"Source": "5b72dd2ca2cb73b49903806ee8986325",
								"Param": null,
								"IgnorePrerequisites": false,
								"Owner": {
									"$ref": "5"
								},
								"Initialized": true,
								"Active": true,
								"SourceItem": null,
								"SourceCutscene": null
							}
I haven't tried transplanting these yet, though, but it should be correct.

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Re: Pathfinder: Kingmaker

Post by antema »

On a side note. I attempted to pursue a relationship with Valerie as a female character. There are two places in the save that denote gender. "Gender" and "CustomGender". CustomGender is the one that changes the gender symbol and dialogue options, but unfortunately, gender seems to be tied to appearance. So you end up looking a little weird.

Image

As you can see, it looks a little better on some armors, but still pretty bad.

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Lord Blade
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Re: Pathfinder: Kingmaker

Post by Lord Blade »

So, all that feat editing and such seems cool. But I know I'd screw it up. lol
Think I should wait and see if someone can make an editor I can use. :p

Rebelicious
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Re: Pathfinder: Kingmaker

Post by Rebelicious »

Alright, so I've figured out that if you have many party members, there are many different sections of "Features". The player character's relevant feature section has, after the "Features" block

Code: Select all

"Owner": {
							"$ref": "5"
If you place your feats in any other "Features" block other than the one preceding the one that is owned by $ref 5, your feats will go to the wrong person.

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Re: Pathfinder: Kingmaker

Post by antema »

On yet another side note. It seems to be impossible to modify your character's appearance. I created two identical characters. Male Fighter with premade build, with the only difference being their hair style. When comparing the party files, the only differences were m_UniqueId and time. So, if I'm correct, appearance is stored in the UniqueId. I even compared the player files, and the only difference there was also the UniqueId, and coordinates.

Was really hoping to get human haircut for my aasimar.

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Re: Pathfinder: Kingmaker

Post by Anglican »

Is it possible toe edit your kingdom's stat via save editing?

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Re: Pathfinder: Kingmaker

Post by LaserEye »

Anglican wrote:
Fri Sep 28, 2018 9:18 pm
Is it possible to edit your kingdom's stats via save editing?
An additional question I personally have. Can you increase the base stats of the Citizens of your kingdom via save editing?

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Re: [COMPLETED] Pathfinder: Kingmaker

Post by Myrmidon »

Arcane Feats
Feat: Spell Focus (Conjuration)
+1 Difficulty Class to all saving throws of magic you cast for the selected school of magic

Code: Select all

{
								"$id": "434",
								"$type": "Kingmaker.UnitLogic.Feature, Assembly-CSharp",
								"m_Context": {
									"$id": "435",
									"m_OwnerDescriptor": {
										"$ref": "5"
									},
									"m_CasterReference": {
										"m_UniqueId": "f7abd8ac-5414-4c78-91f8-eace1b200edb"
									},
									"m_Ranks": [0, 0, 0, 0, 0, 0, 0],
									"m_SharedValues": [0, 0, 0, 0, 0, 0],
									"m_Params": null,
									"AssociatedBlueprint": "16fa59cc9a72a6043b566b49184f53fe",
									"ParentContext": null,
									"m_MainTarget": null,
									"Params": {},
									"SpellDescriptor": "None",
									"SpellSchool": "None",
									"SpellLevel": 0,
									"Direction": {
										"$type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
										"x": 0.0,
										"y": 0.0,
										"z": 0.0
									}
								},
								"Blueprint": "16fa59cc9a72a6043b566b49184f53fe",
								"m_ComponentsData": [{
										"$id": "436",
										"ComponentName": "$SpellFocusParametrized$05c6e747-2c3a-4259-badb-4a1f58cfe95b"
									}
								],
								"Rank": 1,
								"Source": "0a5d473ead98b0646b94495af250fdc4",
								"Param": {
									"$id": "437",
									"$type": "System.Nullable`1[[Kingmaker.Blueprints.Classes.Selection.FeatureParam, Assembly-CSharp]], mscorlib",
									"Blueprint": null,
									"WeaponCategory": null,
									"SpellSchool": "Conjuration",
									"StatType": null
								},
								"IgnorePrerequisites": false,
								"Owner": {
									"$ref": "5"
								},
								"Initialized": true,
								"Active": true,
								"SourceItem": null,
								"SourceCutscene": null
							}
Feat: Augment Summoning
+4 Strength & Constitution to stats of conjuration summons (Summon monster & summon elemental spells}

Requirements:
  • Spell Focus (Conjuration)

Code: Select all

{
								"$id": "438",
								"$type": "Kingmaker.UnitLogic.Feature, Assembly-CSharp",
								"m_Context": {
									"$id": "439",
									"m_OwnerDescriptor": {
										"$ref": "5"
									},
									"m_CasterReference": {
										"m_UniqueId": "f7abd8ac-5414-4c78-91f8-eace1b200edb"
									},
									"m_Ranks": [0, 0, 0, 0, 0, 0, 0],
									"m_SharedValues": [0, 0, 0, 0, 0, 0],
									"m_Params": null,
									"AssociatedBlueprint": "38155ca9e4055bb48a89240a2055dcc3",
									"ParentContext": null,
									"m_MainTarget": null,
									"Params": {},
									"SpellDescriptor": "None",
									"SpellSchool": "None",
									"SpellLevel": 0,
									"Direction": {
										"$type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
										"x": 0.0,
										"y": 0.0,
										"z": 0.0
									}
								},
								"Blueprint": "38155ca9e4055bb48a89240a2055dcc3",
								"m_ComponentsData": [{
										"$id": "440",
										"ComponentName": "$OnSpawnBuff$5214d45b-3b36-4c2d-8ae7-e1ae25260413"
									}
								],
								"Rank": 1,
								"Source": "5b72dd2ca2cb73b49903806ee8986325",
								"Param": null,
								"IgnorePrerequisites": false,
								"Owner": {
									"$ref": "5"
								},
								"Initialized": true,
								"Active": true,
								"SourceItem": null,
								"SourceCutscene": null
							}
Feat: Superior Summoning
+1 to number of creatures summoned

Requirements:
  • Spell Focus (Conjuration)
  • Augment Summoning

Code: Select all

{
								"$id": "441",
								"$type": "Kingmaker.UnitLogic.Feature, Assembly-CSharp",
								"m_Context": {
									"$id": "442",
									"m_OwnerDescriptor": {
										"$ref": "5"
									},
									"m_CasterReference": {
										"m_UniqueId": "f7abd8ac-5414-4c78-91f8-eace1b200edb"
									},
									"m_Ranks": [0, 0, 0, 0, 0, 0, 0],
									"m_SharedValues": [0, 0, 0, 0, 0, 0],
									"m_Params": null,
									"AssociatedBlueprint": "0477936c0f74841498b5c8753a8062a3",
									"ParentContext": null,
									"m_MainTarget": null,
									"Params": {},
									"SpellDescriptor": "None",
									"SpellSchool": "None",
									"SpellLevel": 0,
									"Direction": {
										"$type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
										"x": 0.0,
										"y": 0.0,
										"z": 0.0
									}
								},
								"Blueprint": "0477936c0f74841498b5c8753a8062a3",
								"m_ComponentsData": [],
								"Rank": 1,
								"Source": "02f3049806dbf62459259ea8cae8f715",
								"Param": null,
								"IgnorePrerequisites": false,
								"Owner": {
									"$ref": "5"
								},
								"Initialized": true,
								"Active": true,
								"SourceItem": null,
								"SourceCutscene": null
							}
Feat: Metamagic (Empower Spell)

Code: Select all

{
								"$id": "317",
								"$type": "Kingmaker.UnitLogic.Feature, Assembly-CSharp",
								"m_Context": {
									"$id": "318",
									"m_OwnerDescriptor": {
										"$ref": "5"
									},
									"m_CasterReference": {
										"m_UniqueId": "f7abd8ac-5414-4c78-91f8-eace1b200edb"
									},
									"m_Ranks": [0, 0, 0, 0, 0, 0, 0],
									"m_SharedValues": [0, 0, 0, 0, 0, 0],
									"m_Params": null,
									"AssociatedBlueprint": "a1de1e4f92195b442adb946f0e2b9d4e",
									"ParentContext": null,
									"m_MainTarget": null,
									"Params": {},
									"SpellDescriptor": "None",
									"SpellSchool": "None",
									"SpellLevel": 0,
									"Direction": {
										"$type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
										"x": 0.0,
										"y": 0.0,
										"z": 0.0
									}
								},
								"Blueprint": "a1de1e4f92195b442adb946f0e2b9d4e",
								"m_ComponentsData": [{
										"$id": "319",
										"ComponentName": "$AddMetamagicFeat$9d3e4706-f657-499f-b774-f719bd221cda"
									}
								],
								"Rank": 1,
								"Source": "5b72dd2ca2cb73b49903806ee8986325",
								"Param": null,
								"IgnorePrerequisites": false,
								"Owner": {
									"$ref": "5"
								},
								"Initialized": true,
								"Active": true,
								"SourceItem": null,
								"SourceCutscene": null
							}
Feat: Metamagic (Extend Spell)

Code: Select all

{
								"$id": "320",
								"$type": "Kingmaker.UnitLogic.Feature, Assembly-CSharp",
								"m_Context": {
									"$id": "321",
									"m_OwnerDescriptor": {
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									},
									"m_CasterReference": {
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									"m_SharedValues": [0, 0, 0, 0, 0, 0],
									"m_Params": null,
									"AssociatedBlueprint": "f180e72e4a9cbaa4da8be9bc958132ef",
									"ParentContext": null,
									"m_MainTarget": null,
									"Params": {},
									"SpellDescriptor": "None",
									"SpellSchool": "None",
									"SpellLevel": 0,
									"Direction": {
										"$type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
										"x": 0.0,
										"y": 0.0,
										"z": 0.0
									}
								},
								"Blueprint": "f180e72e4a9cbaa4da8be9bc958132ef",
								"m_ComponentsData": [{
										"$id": "322",
										"ComponentName": "$AddMetamagicFeat$9d3e4706-f657-499f-b774-f719bd221cda"
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								"Rank": 1,
								"Source": "02f3049806dbf62459259ea8cae8f715",
								"Param": null,
								"IgnorePrerequisites": false,
								"Owner": {
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								},
								"Initialized": true,
								"Active": true,
								"SourceItem": null,
								"SourceCutscene": null
							}
Feat: Metamagic (Heighten Spell)

Code: Select all

{
								"$id": "317",
								"$type": "Kingmaker.UnitLogic.Feature, Assembly-CSharp",
								"m_Context": {
									"$id": "318",
									"m_OwnerDescriptor": {
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									},
									"m_CasterReference": {
										"m_UniqueId": "9f87eb3f-cc43-4254-a2c5-812a1ee7130c"
									},
									"m_Ranks": [0, 0, 0, 0, 0, 0, 0],
									"m_SharedValues": [0, 0, 0, 0, 0, 0],
									"m_Params": null,
									"AssociatedBlueprint": "a1de1e4f92195b442adb946f0e2b9d4e",
									"ParentContext": null,
									"m_MainTarget": null,
									"Params": {},
									"SpellDescriptor": "None",
									"SpellSchool": "None",
									"SpellLevel": 0,
									"Direction": {
										"$type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
										"x": 0.0,
										"y": 0.0,
										"z": 0.0
									}
								},
								"Blueprint": "a1de1e4f92195b442adb946f0e2b9d4e",
								"m_ComponentsData": [{
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										"ComponentName": "$AddMetamagicFeat$9d3e4706-f657-499f-b774-f719bd221cda"
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								"Rank": 1,
								"Source": "5b72dd2ca2cb73b49903806ee8986325",
								"Param": null,
								"IgnorePrerequisites": false,
								"Owner": {
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								},
								"Initialized": true,
								"Active": true,
								"SourceItem": null,
								"SourceCutscene": null
							}
Feat: Metamagic (Maximize Spell)

Code: Select all

{
								"$id": "320",
								"$type": "Kingmaker.UnitLogic.Feature, Assembly-CSharp",
								"m_Context": {
									"$id": "321",
									"m_OwnerDescriptor": {
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									},
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									"AssociatedBlueprint": "f180e72e4a9cbaa4da8be9bc958132ef",
									"ParentContext": null,
									"m_MainTarget": null,
									"Params": {},
									"SpellDescriptor": "None",
									"SpellSchool": "None",
									"SpellLevel": 0,
									"Direction": {
										"$type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
										"x": 0.0,
										"y": 0.0,
										"z": 0.0
									}
								},
								"Blueprint": "f180e72e4a9cbaa4da8be9bc958132ef",
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										"ComponentName": "$AddMetamagicFeat$9d3e4706-f657-499f-b774-f719bd221cda"
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								"Source": "02f3049806dbf62459259ea8cae8f715",
								"Param": null,
								"IgnorePrerequisites": false,
								"Owner": {
									"$ref": "5"
								},
								"Initialized": true,
								"Active": true,
								"SourceItem": null,
								"SourceCutscene": null
							}
Feat: Metamagic (Quicken Spell)

Code: Select all

{
								"$id": "313",
								"$type": "Kingmaker.UnitLogic.Feature, Assembly-CSharp",
								"m_Context": {
									"$id": "314",
									"m_OwnerDescriptor": {
										"$ref": "5"
									},
									"m_CasterReference": {
										"m_UniqueId": "46383f67-7bb3-4323-b483-146ea03a8745"
									},
									"m_Ranks": [0, 0, 0, 0, 0, 0, 0],
									"m_SharedValues": [0, 0, 0, 0, 0, 0],
									"m_Params": null,
									"AssociatedBlueprint": "ef7ece7bb5bb66a41b256976b27f424e",
									"ParentContext": null,
									"m_MainTarget": null,
									"Params": {},
									"SpellDescriptor": "None",
									"SpellSchool": "None",
									"SpellLevel": 0,
									"Direction": {
										"$type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
										"x": 0.0,
										"y": 0.0,
										"z": 0.0
									}
								},
								"Blueprint": "ef7ece7bb5bb66a41b256976b27f424e",
								"m_ComponentsData": [{
										"$id": "315",
										"ComponentName": "$AddMetamagicFeat$9d3e4706-f657-499f-b774-f719bd221cda"
									}
								],
								"Rank": 1,
								"Source": "5b72dd2ca2cb73b49903806ee8986325",
								"Param": null,
								"IgnorePrerequisites": false,
								"Owner": {
									"$ref": "5"
								},
								"Initialized": true,
								"Active": true,
								"SourceItem": null,
								"SourceCutscene": null
							}
Feat: Metamagic (Reach Spell)

Code: Select all

{
								"$id": "316",
								"$type": "Kingmaker.UnitLogic.Feature, Assembly-CSharp",
								"m_Context": {
									"$id": "317",
									"m_OwnerDescriptor": {
										"$ref": "5"
									},
									"m_CasterReference": {
										"m_UniqueId": "46383f67-7bb3-4323-b483-146ea03a8745"
									},
									"m_Ranks": [0, 0, 0, 0, 0, 0, 0],
									"m_SharedValues": [0, 0, 0, 0, 0, 0],
									"m_Params": null,
									"AssociatedBlueprint": "46fad72f54a33dc4692d3b62eca7bb78",
									"ParentContext": null,
									"m_MainTarget": null,
									"Params": {},
									"SpellDescriptor": "None",
									"SpellSchool": "None",
									"SpellLevel": 0,
									"Direction": {
										"$type": "UnityEngine.Vector3, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
										"x": 0.0,
										"y": 0.0,
										"z": 0.0
									}
								},
								"Blueprint": "46fad72f54a33dc4692d3b62eca7bb78",
								"m_ComponentsData": [{
										"$id": "318",
										"ComponentName": "$AddMetamagicFeat$9d3e4706-f657-499f-b774-f719bd221cda"
									}
								],
								"Rank": 1,
								"Source": "02f3049806dbf62459259ea8cae8f715",
								"Param": null,
								"IgnorePrerequisites": false,
								"Owner": {
									"$ref": "5"
								},
								"Initialized": true,
								"Active": true,
								"SourceItem": null,
								"SourceCutscene": null
							}
Last edited by Myrmidon on Sat Sep 29, 2018 2:07 am, edited 4 times in total.

PlushAndSpicy
What is cheating?
What is cheating?
Posts: 3
Joined: Sat Sep 29, 2018 12:19 am
Reputation: 0

Re: Pathfinder: Kingmaker

Post by PlushAndSpicy »

Necrosx wrote:
Fri Sep 28, 2018 5:03 pm
Has anyone figured out how to copy traits from another character? Mainly Im hoping to make my main character undead, and as far as I know the only person in the game that has the trait is Jaethal.
This. Any news on this, anyone? I've been digging on the party.json a bunch for the last few hours but I'll admit I don't really know what I'm looking for.

Satiate
Noobzor
Noobzor
Posts: 9
Joined: Sat Sep 29, 2018 12:58 am
Reputation: 1

Re: Pathfinder: Kingmaker

Post by Satiate »

vuechangz wrote:
Fri Sep 28, 2018 4:00 pm
Nice Wakkaba, I didnt know the game could still read the folder. Ive always wondered why I lost some files when I deleted it. So I made a new folder so the game doesnt delete what I already edited. I noticed that since 7zip had the archive format at 7z, the game crashed allot. So I found out that it was actually zip that the save game was reading better and didnt constantly crash me.


Another cool thing to do if you dont want to waste time taking a specific ability and give it to you is to level up and then edit your save to level 1 again and relevel again. Its allot to do and this took awhile but this is a whole lot easier than editing specific abilities and not knowing which ability it is. For example there are some feats that I added in but werent activated. It said something like DEACTIVATED and its colored out grey.

Use the cheat from this site and level up all the way to 20 or go into the Save and Edit
"Experience":
Its right under "CharacterLevel":
The maximum experience is 360,000.

After picking your feats and etc.

There are 3 parts you have to edit
"Classes"
"m_Progressions"
"m_Selections"
Thanks for pointing this method out. I messed around with it a bit and made it work pretty easy. Definitely nice if you want to make a tweaked multiclass character. Can basically level out one of the classes, then level back down to 1 and just path through the other as you progress. I did a couple other little tweaks so the character wouldn't be as overpowered. Here's my process:

Uplevel:

Change xp in save file to desired level and load game. I used [Link] for xp values. Seemed correct at least in the level 10 test I did.
Can also level using the trainer here I believe. I didn't do it this way, but I would assume it would work as well.

Downlevel:

Set Experience to 0

Set CharacterLevel to 1

Set HitPoints BaseValue and PermanentValue to level 1 value (Also Change ModValue under HitPoints to reflect your Con mod at level 1. It will show a value of level*Con modifier)

Set m_Count (for modifier dependent) values from upleveled value back to 1
This is the multiplier count that will adjust the modifier values for modifier dependent items (at least this is my understanding)
example: Can search ": 20" to find values adjusted for a level 20 character

Set BaseAttackBonus to desired
example: Change BaseValue and PermanentValue to 1 from 20 if you leveled to 20 with a fighter and want to downlevel to level 1 value

Set SaveFortitude/SaveWill/SaveReflex to base levels.
Take into consideration any feats/class abilities that give you bonuses to feats. Don't deduct these values if your intention is to benefit from those feats. Likely requires comparison with an actual level 1 character sheet to adjust.

Under "Classes", set "Level": 1

Under "m_Progressions", set "Level": 1 for both values

Under "m_Selections", remove all entries for levels greater than 1
This will keep your level selections that you would have with a clean level 1 character while removing feat selection made down the line. Allows you to select feats when your character reaches those levels again

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