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Re: Dragon's Dogma 2 +7 c

Posted: Fri Mar 29, 2024 5:26 pm
by MemberWithQuestions
Is there a way edit RC crystals amount just like gold instead of infinite?

Re: Dragon's Dogma 2 +7 c

Posted: Sat Mar 30, 2024 11:02 pm
by citizenking
I keep getting a nearby allocation error when I attempt to use the item replacement code. It was working fine yesterday and the day before, but late last night I started getting the error. Sometimes restarting the DD2 client would resolve it, but its working less and less and now it seems to not work at all.

It specifically says it cannot allocate nearby 143CB42B5.

Re: Dragon's Dogma 2 +2

Posted: Sun Mar 31, 2024 3:58 pm
by PantherX82
krustytoe wrote:
Fri Mar 22, 2024 9:58 pm
just copy and paste into your cheat table

Highlighted Item Finder (Turn off when not using it)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>3</ID>
      <Description>"Highlighted Item Finder"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(ItemAob,DD2.exe,0F 10 48 20 0F 11 44 24 40)
alloc(newmem,$100,ItemAob)
label(code)
label(return)
label(ItemPtr)
registersymbol(ItemAob)
registersymbol(ItemPtr)

newmem:
  mov [ItemPtr],rax

code:
  movups xmm1,[rax+20]
  movups [rsp+40],xmm0
  jmp return

ItemPtr:
  dq 0

ItemAob:
  jmp newmem
  nop 4
return:

[DISABLE]
ItemAob:
  db 0F 10 48 20 0F 11 44 24 40

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>2</ID>
          <Description>"Quantity"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>ItemPtr</Address>
          <Offsets>
            <Offset>2A</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
When I tried to use this I am getting a error message: error in line 4 (<?xml version=1.0 endcoding= "utf-8"?>): this instruction can't be compiled

Re: Dragon's Dogma 2 +7 c

Posted: Sun Mar 31, 2024 4:15 pm
by Leunsel
citizenking wrote:
Sat Mar 30, 2024 11:02 pm
It specifically says it cannot allocate nearby 143CB42B5.
That's exactly why one needs to use long jumps (14-byte jumps) for all scripts that are not just byte-patches.
It's up for the creator to decide whether or not he fixes that but using long-jumps in the AoB Scripts will fix that.

Re: Dragon's Dogma 2 +9

Posted: Sun Mar 31, 2024 5:05 pm
by TemptingIcarus
Any chance for an Instant Cast for Spells?

Then some others I had in mind.
Debilitation Damage Multiplier (i.e - More Poison DoT/More Fire DoT)
Debilitation Status Multiplier (i.e - Being able to apply Poison/Fire/Frostbite 100% of the time on hit.)

Re: Dragon's Dogma 2 +9

Posted: Sun Mar 31, 2024 11:12 pm
by gunbalde60
TemptingIcarus wrote:
Sun Mar 31, 2024 5:05 pm
Any chance for an Instant Cast for Spells?

Then some others I had in mind.
Debilitation Damage Multiplier (i.e - More Poison DoT/More Fire DoT)
Debilitation Status Multiplier (i.e - Being able to apply Poison/Fire/Frostbite 100% of the time on hit.)
There's a mod for that.

Re: Dragon's Dogma 2 +9

Posted: Sun Mar 31, 2024 11:50 pm
by TemptingIcarus
gunbalde60 wrote:
Sun Mar 31, 2024 11:12 pm
TemptingIcarus wrote:
Sun Mar 31, 2024 5:05 pm
Any chance for an Instant Cast for Spells?

Then some others I had in mind.
Debilitation Damage Multiplier (i.e - More Poison DoT/More Fire DoT)
Debilitation Status Multiplier (i.e - Being able to apply Poison/Fire/Frostbite 100% of the time on hit.)
There's a mod for that.
No there is not. I've already checked multiple times today. The one you're thinking of is for Sorcerer's and it's half-baked. Not what I need/want. Already had this discussion with another member in another thread.

Re: Dragon's Dogma 2 +9

Posted: Mon Apr 01, 2024 12:47 am
by Ninomae Tako'nis
TemptingIcarus wrote:
Sun Mar 31, 2024 11:50 pm
gunbalde60 wrote:
Sun Mar 31, 2024 11:12 pm
TemptingIcarus wrote:
Sun Mar 31, 2024 5:05 pm
Any chance for an Instant Cast for Spells?

Then some others I had in mind.
Debilitation Damage Multiplier (i.e - More Poison DoT/More Fire DoT)
Debilitation Status Multiplier (i.e - Being able to apply Poison/Fire/Frostbite 100% of the time on hit.)
There's a mod for that.
No there is not. I've already checked multiple times today. The one you're thinking of is for Sorcerer's and it's half-baked. Not what I need/want. Already had this discussion with another member in another thread.
You sure about that? There's a "Casting Speed Multipliers" mod that was released yesterday and covers all 3 magic classes and allows instant casts. Sounds like that's exactly what you need/want.

Re: Dragon's Dogma 2 +9

Posted: Mon Apr 01, 2024 3:04 am
by TemptingIcarus
Ninomae Tako'nis wrote:
Mon Apr 01, 2024 12:47 am
TemptingIcarus wrote:
Sun Mar 31, 2024 11:50 pm
gunbalde60 wrote:
Sun Mar 31, 2024 11:12 pm


There's a mod for that.
No there is not. I've already checked multiple times today. The one you're thinking of is for Sorcerer's and it's half-baked. Not what I need/want. Already had this discussion with another member in another thread.
You sure about that? There's a "Casting Speed Multipliers" mod that was released yesterday and covers all 3 magic classes and allows instant casts. Sounds like that's exactly what you need/want.
Yeah. I have the Cast Speed Multiplier. But I'm currently playing Thief with Daggers that only have an %18 Chance to Poison a mob. I'd like to ramp that up to 100% and change the damage on it so it does more damage. Are you picking up what I'm putting down. (I mostly have a grudge against those fucking lizard assholes in Battahl with their giga poison that chunks your health pool.)

Re: Dragon's Dogma 2 +2

Posted: Mon Apr 01, 2024 3:40 pm
by krustytoe
PantherX82 wrote:
Sun Mar 31, 2024 3:58 pm
krustytoe wrote:
Fri Mar 22, 2024 9:58 pm
just copy and paste into your cheat table

Highlighted Item Finder (Turn off when not using it)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>3</ID>
      <Description>"Highlighted Item Finder"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(ItemAob,DD2.exe,0F 10 48 20 0F 11 44 24 40)
alloc(newmem,$100,ItemAob)
label(code)
label(return)
label(ItemPtr)
registersymbol(ItemAob)
registersymbol(ItemPtr)

newmem:
  mov [ItemPtr],rax

code:
  movups xmm1,[rax+20]
  movups [rsp+40],xmm0
  jmp return

ItemPtr:
  dq 0

ItemAob:
  jmp newmem
  nop 4
return:

[DISABLE]
ItemAob:
  db 0F 10 48 20 0F 11 44 24 40

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>2</ID>
          <Description>"Quantity"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>ItemPtr</Address>
          <Offsets>
            <Offset>2A</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
When I tried to use this I am getting a error message: error in line 4 (<?xml version=1.0 endcoding= "utf-8"?>): this instruction can't be compiled
Just copy and paste into Cheat Engine. You do not need to open an Auto Assemble to paste it in. Also use the one updated by jonaaa because it have the Item ID and some extra goodies.
viewtopic.php?p=344401#p344401

Re: Dragon's Dogma 2 +12

Posted: Mon Apr 01, 2024 10:38 pm
by mayhemfighter
Possible to Edit pawn badges? As once complete pawns get smarter AI for the monster

Re: Dragon's Dogma 2 +12

Posted: Tue Apr 02, 2024 11:22 am
by Codetalker
mayhemfighter wrote:
Mon Apr 01, 2024 10:38 pm
Possible to Edit pawn badges? As once complete pawns get smarter AI for the monster
I tried editing it myself in memory browser.
I got all the badges , It worked offline but unfortunally when I tried to search my pawn ID online it showed my pawn has no badges.It means pawn will have no badges when others hire it.
Maybe this way is 'ilegal'.

Re: Dragon's Dogma 2 +12

Posted: Wed Apr 03, 2024 6:05 am
by ghoxen
Codetalker wrote:
Tue Apr 02, 2024 11:22 am
mayhemfighter wrote:
Mon Apr 01, 2024 10:38 pm
Possible to Edit pawn badges? As once complete pawns get smarter AI for the monster
I tried editing it myself in memory browser.
I got all the badges , It worked offline but unfortunally when I tried to search my pawn ID online it showed my pawn has no badges.It means pawn will have no badges when others hire it.
Maybe this way is 'ilegal'.
I honestly don't know if that's just a bug. I tried searching for my main pawn which has unmodified stats and pawn badge progression, and similarly it's showing my main pawn with no pawn badge unlocked. Maybe it just doesn't show for your own main pawn? My main pawn is UVFCM3N4D5Q2 fyi

What's your main pawn's Pawn ID so I can look it up / summon and see if the pawn badges are unlocking correctly?

An alternative way to do this may be to increase the kill counter (for both pawn badge and adventure logbook) to something like 19/20, and then make the final kill legitimately to organically trigger the badge unlock.

Re: Dragon's Dogma 2 +2

Posted: Thu Apr 04, 2024 12:36 pm
by Rankti
krustytoe wrote:
Mon Apr 01, 2024 3:40 pm
PantherX82 wrote:
Sun Mar 31, 2024 3:58 pm
krustytoe wrote:
Fri Mar 22, 2024 9:58 pm
just copy and paste into your cheat table

Highlighted Item Finder (Turn off when not using it)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>3</ID>
      <Description>"Highlighted Item Finder"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(ItemAob,DD2.exe,0F 10 48 20 0F 11 44 24 40)
alloc(newmem,$100,ItemAob)
label(code)
label(return)
label(ItemPtr)
registersymbol(ItemAob)
registersymbol(ItemPtr)

newmem:
  mov [ItemPtr],rax

code:
  movups xmm1,[rax+20]
  movups [rsp+40],xmm0
  jmp return

ItemPtr:
  dq 0

ItemAob:
  jmp newmem
  nop 4
return:

[DISABLE]
ItemAob:
  db 0F 10 48 20 0F 11 44 24 40

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>2</ID>
          <Description>"Quantity"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>ItemPtr</Address>
          <Offsets>
            <Offset>2A</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
When I tried to use this I am getting a error message: error in line 4 (<?xml version=1.0 endcoding= "utf-8"?>): this instruction can't be compiled
Just copy and paste into Cheat Engine. You do not need to open an Auto Assemble to paste it in. Also use the one updated by jonaaa because it have the Item ID and some extra goodies.
viewtopic.php?p=344401#p344401
It is also not working anymore for me for some reason. Yesterday it was (the updated one from jonaaa) :-(

Re: Dragon's Dogma 2 +12

Posted: Thu Apr 04, 2024 12:41 pm
by jonaaa
I tested recently and it's working fine, make sure to install REFramework.