Our Adventurer Guild

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HenryEx
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Our Adventurer Guild

Post by HenryEx »

Current table version:

  • OAG_HenryEx.CT
    Table v9 for Game Version 1.55
    (426.68 KiB) Downloaded 1492 times

Caution for Cheat Engine 7.6

Unfortunately, 7.6 is currently much slower due to some unoptimized lua libraries being packed with the release. (See thread: https://forum.cheatengine.org/viewtopic.php?t=623290 )

To get back some lost speed, download these optimized lua DLLs from the cheatengine website and unzip them into your Cheat Engine folder, overwriting the previous files:
https://cheatengine.org/download/lua53-ce76.zip

Hopefully this will be fixed with the next CE release.

This table is cross-posted here from version 7 onwards.
I spent so much time on it that i'd like as many people to get to use it as possible.

I went a little wild and dove deep into lua / mono stuff on this game. includes somewhere around 3k lines of code written.
Keep in mind the table setup and some scripts are very complex, so it can take a few seconds to activate them.

Rudimentary stat editing for characters implemented in v3.
Extended options from v4 onwards.
Rudimentary Inventory stuff implemented in v5.
Inventory stuff during quests implemented in v6.
Adding skills to items implemented in v7.
Basic Quest editing implemented in v9.

FEATURES

"Get current Character stats" fetches the adventurer whose stat sheet you're currently looking at or, in battle, the character whose stats you check with Right-Click.This includes enemies. Keep in mind the game caches many adventurer stats, so you won't see any changes show up in-game until the cache is refreshed.
There's a script included that invalidates the cache for the current character. Change the stats with CE,, then use the script to update the character in-game.
Another script to Customize Traits allows you to add or remove traits from a character, as well as get some basic info on any trait in the game. A similar script to Change Traits lets you toggle stat talents (the gold stars). There's also a script to get the normally-useless MovementRange stat working.
Lastly, you can use Customize last viewed char with Tavern Scout: activate script, then go to the tavern's "Scout" feature (if it isn't enabled in your game settings, you can enable it with the table script "Enable character scouting" ), and select any class. The character you viewed last will show up in the game's customization window. Note: the character's name might show up a random value, but it won't be changed if you don't click into the name box. You can ignore it.

"Inventory" provides basic inventory management. It applies to party inventory when on a quest and guild inventory otherwise. You can select one of your current items to fetch its data (currently only displays ID / Description and skills) and change its amount (for items that can stack).
There's a sub-option to add new items to the inventory, from a list of all items in the game. Don't forget to specify the amount of items you want to add. This also includes an option to print some stats for the chosen item to the console, like item type, value, stat bonuses etc.
Another sub-option lets you add an arbitrary skill to the selected item. Since there's over 900 skills in the game, they are roughly separated into categories by their type. This should let you have any skill you want on a character without class changes, level ups etc. resetting your skills every time. Do note, the game will only properly load your edited items from a save file if you have activated Table setup before loading the save!

"Quests" features basic quest list management. Can add random quest with X stars to the list, or edit / remove the selected quest. Editing includes things like time left or the location modifiers. Don't want rain on the map? Remove it. Want to farm ores or wood? Add the Rich Resources mod.

"Database Pointers" includes a few pre-made entries like pointers to Gold or the Global Variable Table where you can edit stuff like the point cost for attributes / traits in character creation. You can use these pointers and CE's Mono Dissect Structure feature to get access to almost anything in the game. A few sample structures for game version 1.55 included. Structures may change with future game updates, but there is a way to update them after a patch. ;)

Me.
An option for those who'd like the Guild Master to take a more hands-on approach. Create a character with the same name as the Guild Master (or rename an existing one) and that character gets special perks: No wage, full happiness, no injuries, guaranteed chain attacks and at least friendship status with all guild members. The friendship script will also make sure you gain relationship with the 2 adventurers you choose to eat with at the tavern.

Other scripts:

► Show Spoiler

These are using AOB searches, so unless there's major code changes, they should be relatively patch-proof.

If you are using character scouting (or activate it with one of the scripts), you can go under Database Pointers - [->] Global Variable Table and change the TotalCustomizationPoints you get, or change the cost of talents / stats in the character creator to 0 or even negative. Alternatively, 'Expanded character customization' lets you ignore the customization points entirely.

If you enable Debug features (look under Database Pointers), you get access to some developer cheats:

  • Press [CTRL] + [Space] in town to get +1000 gold.

  • Press [CTRL] + [X] on an adventurer's page to get +1 skill point.

  • Press [CTRL] + [Y] on an adventurer's page to get +1000 experience.

  • Press [CTRL] + [Enter] to win a battle immediately (might have to take a turn to take effect).

To cut down on table size, most of the LUA scripts have been compressed. This means the table will only work with 64-bit Cheat Engine (but it's a 64-bit game anyways...). You can still edit things like which of the game's fields the table displays by editing the relevant tables in the Character Stats script yourself.

Changelog:

► Show Spoiler

Previous versions:

► Show Spoiler
Last edited by HenryEx on Sat Apr 05, 2025 4:39 pm, edited 2 times in total.

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JustcallmemrX
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Re: Our Adventurer Guild

Post by JustcallmemrX »

HenryEx wrote: Thu Mar 13, 2025 5:00 pm

Current table version:

  • OAG_HenryEx.CT

Would you be willing to add quest days don’t decrease?
When I play this game, I want to go through all the quests it throws at me. I don’t know if it brings up the same quest later, so this would be helpful if it doesn’t and hopefully it wouldn’t crash the game.
I don’t know If you just added a stop the day from passing when doing quest if the days for quest would still decrease.
Good work on this excellent CT and thank you for your time even if don’t do it.


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JustcallmemrX
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Re: Our Adventurer Guild

Post by JustcallmemrX »

Sorry, I saw that some available assignments have turns until expired on them, that would be helpful too.
I’m watching a gameplay video.
I have a disability and It would take me a long time to even learn op code and LUA and learn how you added stuff to your complex table for me to add it. If you don’t believe me I can PM you proof. I am willing to learn things, but I need help now and I hope you understand.


HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

I can probably add that, yes.
The quest countdown isn't thing isn't that bad, since all really important (story) quests have no time limit, you get 10 days on "limited" quests for bosses, and the others are randomized quests that constantly refill anyways. In fact, you usually want to pick and choose to only do quests with good rewards / modifiers and let the meh ones run out, to get fresh quests. But i know FOMO can be an asshole, so i can look into infinite quest times.

For assignments, i am assuming you want instant assignment completion? Should also be doable.


HenryEx
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Re: Our Adventurer Guild

Post by HenryEx »

New version of the table v8 is out. Download in OP.

JustcallmemrX wrote: Tue Mar 18, 2025 2:35 am

Would you be willing to add quest days don’t decrease?
When I play this game, I want to go through all the quests it throws at me. I don’t know if it brings up the same quest later, so this would be helpful if it doesn’t and hopefully it wouldn’t crash the game.
I don’t know If you just added a stop the day from passing when doing quest if the days for quest would still decrease.
Good work on this excellent CT and thank you for your time even if don’t do it.

As requested, you can do this now. It's part of the Time Progression script in the Hub section. Here, you can progress the quest and assignment list without waiting for the next day, and also stop assignments and quests from expiring.
CAUTION: The game currently has a bug where quests that go past their expiration date get stuck on the quest list! So if you have a quest that runs out in 2 days and you advance the quest list by 3 days, it gets stuck on the list. I posted a bug issue on the steam forums but who knows if the dev will fix a feature that you need cheats to access. To be safe, only advance the quest list by 1 day each.

Another new script in the Hub section unlocks higher ranked guild upgrade proposals and also makes completion instant when buying them.

There's now also a script in the Character stats section to Make [MovementRange] stat work in game!
Besides stats like attributes, hitpoints, critchance or dodge , each character has a stat called MovementRange. This stat does nothing - your actual movement range in combat is solely determined by the game's base movement range plus any +Movement bonuses from traits, skills or equipment. The game never even touches the MovementRange stat.
Until now. Activate this script, edit a character's MovementRange and update the character to increase their movement in battle.
This way, it's not a flat increase for everyone, but only the characters you want to change.

Skills added to items should now also persist across loads. I partially rewrote how the game loads items from your save file. Messing with save files is always kind of a dangerous thing, but from the (admittedly limited) testing i've done, no problems cropped up. Skills you add to an item will now show up even after a save & load.
If you use this feature, maybe keep some additional save backups. Let me know if you come across any issues. There's an option to manually disable this by changing the line fixItemSkillLoading = true to false in the table lua script (Ctrl + Alt + L).

Changelog:

► Show Spoiler

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JustcallmemrX
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Re: Our Adventurer Guild

Post by JustcallmemrX »

HenryEx wrote:

Thanks for all your hard work brother.
I have a question.
How did you do the Unlimited Inventory Space?
I don’t know how many inventory spaces there are.
(The easy way)
If there are let’s say 30 [1E], did you do it by changing it to 99 [63]? Well that would mean after the address at position 30, all other addresses would have to be 0’s for allot of addresses.
(The hard way)
Or did you use a mov script to move the address?
I don’t know how you would’ve overcome the problem with buffer overflow if the game is limited to 30 spaces.
If the last item address 30th position is example 219F4098 0001 0063 And the addresses after is example 219F409C 7F79 4419, 219F40A0 617A CDFE and onwards, then even moving the addresses wouldn’t help because the game wasn’t ment to have more than 30 spaces.
Since I don’t know OP code or LUA, I don’t know how hard it would be for me to learn how to move codes to increase inventory spaces in other games.
It looks like you are an expert table maker, so tell me the truth, is this beyond my skills to learn?
Thanks


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Re: Our Adventurer Guild

Post by aanon007 »

thanks for the this wonderful cheat table honestly love this since game doesn't have modding capabilities but is there anyway to add skills like from different classes to a character ... i tried using the add skill to selected equipment but it does'nt save ...it works for that session but after i exit game and come back the skills are not present in that equipment no more ...i would love if there was a workaround or a saving feature ,since the game doesnt have modding capabilities ...thanks once again for making this wonderfull script.


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Re: Our Adventurer Guild

Post by aanon007 »

HenryEx wrote: Sat Mar 22, 2025 2:42 pm

New version of the table v8 is out. Download in OP.

Skills added to items[/b] should now also persist across loads. I partially rewrote how the game loads items from your save file. Messing with save files is always kind of a dangerous thing, but from the (admittedly limited) testing i've done, no problems cropped up. Skills you add to an item will now show up even after a save & load.
If you use this feature, maybe keep some additional save backups. Let me know if you come across any issues. There's an option to manually disable this by changing the line fixItemSkillLoading = true to false in the table lua script (Ctrl + Alt + L).

do i have to run the CT every time when i play the for the skill to be saved ?


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Re: Our Adventurer Guild

Post by Ybaru »

Amazing work - any chance you're working on an update for the latest DLC/patch? When I try to add/remove traits or talents the game crashes and I figure the newest update broke things.


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