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    Original Sin 2 Cheat Engine

      суббота 25 апреля
          96
    Download Cheat Engine 7.1 for Windows

    April 22 2020:Cheat Engine 7.1 Released for Windows and Mac:

    Re: Divinity Original Sin 2 Post by CoffeeKitty » Mon Dec 10, 2018 4:56 am would kill for an update to zanzer's table, the mouseover or last item moved broke this patch and i'd really appreciate some sort of fix or some help trying to fix em, thanks. The good thing about Cheat Engine is you can use it to edit practically any skill, gold, resilience or character counts in your Divinity Original Sin 2. If you have gone through the Cheat Engine introductory guide, you might know how to load a game and scan memory locations looking for specific changes that might affect the game.

    After releasing 7.1 to my patrons a few weeks ago here's the public release for everone else
    Also, from now on, the Mac version and Windows version will have equal release dates and features(Excluding mac/windows only stuff) as the sourcecode of the both have been merged into one
    Additions and changes:

  • Added support for il2cpp (mono)
  • Added support for .NET dll plugins
  • Change register on breakpoint now also affects FP and XMM registers
  • Added CEShare, a way to share your tables with other people
  • Improved disassembling
  • copy bytes+addresses now only does bytes+addresses
  • call filter can now use the unwind data for functions to get a decent list of instructions
  • structure dissect shows the pointerpath at the bottom
  • Follow register while stepping (rightclick the register to show the option)
  • registersymbol and label now support multiple definitions in one line
  • improved the speed of the structure list when getting data from a pdb
  • hexview: doubleclicking a non-byte value now shows in the type you set
  • added sorting to the found code dialog
  • added filtering to the changed addresses window
  • the debugger settings won't lock from changing anymore, still needs you to reopen a process to have an affect
  • added always hide children groupoption
  • group headers can act as address now
  • AA command createthreadandwait now has a timeout parameter
  • Assembler scanning improvement
  • Added an AVX2 version of CE, which will speed up all those floating point operations CE does so much..
  • Improved structure lookup for PDB files
  • Symbolhandler can now have the following types in front of pointers : (BYTE), (WORD), (DWORD), (QWORD), (CHAR), (SHORT), (INT), (INT64) to typecast the pointer to a value of that type
  • Structure dissect can detect vc++ and object pascal classnames now
  • Dissect code now also detects references to strings
  • Sorting the addresslist now sorts faster and more properly with regards to groups (depends on the level your current selection is)
  • Rightclick the addresslist header to bring up a menu which allows you to disable sorting
  • Improved the processlist responsiveness
  • The chosen floating point rounding type is now saved in the registry
  • You can now use (addresslist description) as an address
  • Improved autocomplete

  • Changes:
  • DBVM doesn't activate the TSC hook by default. You can still activate it by using dbvm_enableTSCHook()

  • Fixes:
  • Fixed memoryleak when opening a file for hexediting again
  • Fixed utf8 display of the dissect windows window
  • Clear the taskbar progress when using a custom scan
  • Hexview: Fixed changing the address when pressing a non char key
  • Hexview: Fixed changing the address when doubleclicking and then canceling
  • alloc with a prefered base is now more aggressive in getting the range you want
  • fixed mono symbol lookup while dlls are still being loaded
  • fixed the structure compare not giving a proper errormessage
  • fixed improper error messages in structure dissect
  • fixed opening process in XP
  • fixed potential deadlock with the symbolhander
  • fixed issue with using the process var as symbol
  • fixed default form size for some windows when using high DPI
  • fixed DBVM on systems that have the default MTRR set as 6 (e.g Asus systems)
  • fixed DBVM find what accesses with large datasets
  • Lua
    New functions:
  • function onTableLoad(before)
  • sendMessageTimeout
  • createTimer(delay,function())
  • createStructureFromName()
  • createSynEdit()
  • changes:
  • fixed executeCodeLocalEx with certain parameter definitions
  • fixed openFileAsProcess
  • checkSynchronize has a timeout now
  • OnGetDisplayValue now also works on AA records(<script>)

  • Please report bugs and give suggestions for an even better version next time
    Post patch releases (This is the reason why your 7.1 version says there is a newer version):
    04/26/2020: Fixed slow loading and deleting huge tables

    April 8 2020:Cheat Engine 7.1 Released for patrons:

    Just a small notification that CE 7.1 has been released for my patrons. The official public version will come out as soon as a third party has given the green light (sometimes takes a few days and with this current pandemic who knows how long that will take. Will take a while)

    August 20 2019:Cheat Engine 7.0 Released:

    New major version released. Many improvements and features to make your gaming better
    Download: Cheat Engine 7.0 for windows
    Please report bugs and give suggestions for improvements in the bug tracker or forum
    And you can of course contribute yourself by adding to the source on GitHub or become a patreon
    Additions and changes:

  • Icons
  • Added a way to dissect and show a function's working using a diagram
  • Auto repeat option for unchanged value scans
  • Added lua formula scans
  • Moved the compare to first/saved from scan type to a checkbox
  • Added a scanner that can detect and undo memory changes in the target process code sections (patch scanner under tools in memview)
  • The tutorial now has a link to online help for each step
  • Added a toolbar for stepping while debugging
  • When a memoryrecord fails to activate, you can rightclick it and see why it failed
  • AutoAssembler will now cut down on the nop's used
  • Better error reporting in autoassembler scripts
  • DBVM can now dynamically adjust the TSC. This can be disabled if it causes performance issues with dbvm_setTSCAdjust(disable)
  • speedhack now also hooks gettickcount64
  • added dw 'utf16string' support
  • implement VPID support in DBVM (performance increase)
  • kernelmode->driverlist now also shows driver exports
  • kernelmode symbols now also show in the enum dll's and exports
  • change the way slow symbol lookup is handled
  • several small updates to the codecave scanner
  • several small updates to the hexview find window
  • Use defered pdb loading instead of waiting for it
  • Several more windows have been made DPI Aware
  • Add option to show processid's as decimal in the processlist
  • When pressing shift+space instead of space to follow an instruction you will now open a new memview window
  • Added *:undefined support for dropdown lists
  • Added init.lua files for translations to use
  • Stackview now shows symbolnames as well
  • Some extra windows will now save their location
  • Exe trainer generator now lets you change the default files
  • The description of conditional jumps is better to understand now
  • Ultimap2 can now keep the tracer files and scan kernelmode memory as well if desired
  • Groups now get created afgter the selected item
  • Smartedit can now also 'smart'-edit children
  • You can now pick a breakpoint type without having to go to settings, and once picked it will be the default type for Toggle breakpoints until changes again
  • Floating point screen will now stay within the screen
  • Clicking execute in the lua engine will now change focus back to the editor field
  • Debugger interface settings will now only lock after a succesful attach
  • Some translation improvements here and there
  • DBVM changeregonbp's are now displayed in CE's interface as well
  • The foundlist colors can be customized now
  • Improved DBVM cloak performance when more than 20 regions are cloaked
  • Implemented DBVM based execute watch and 'find what addresses this code accesses'
  • Implemented DBVM breakpoints (They always execute afterwards, including execute bp's)
  • Improved autocomplete so it now doesn't delete old code
  • Added hotkeys to ultimap2

  • Fixes:
  • fixed BSOD in recent windows updates
  • fixed VEH debug not handling breakpoints when a thread is created/destroyed right at the same time as a breakpoint
  • fixed the stacktrace in 64-bit targets
  • fixed rounded Extreme for float and double scans
  • speedhack now waits for proper dll injection
  • several disassembler instructions
  • some assembler instructions
  • improved the stability of dbvm find what * routines
  • fixed the hit counter in dbvm find what * routines
  • fixed kernelmode symbol loading
  • fixed DBVM memoryleak when disabling watches
  • fixed DBVM internal memory manager (more stable now)
  • fixed internal VirtualToPhysicalCR3 when dealing with 2MB+ pagesizes
  • fixed using megajmp's in cloaked regions
  • fixed speech when using async records
  • fixed executeCodeEx for more than 4 parameters
  • fixed static field script in mono by adding 64-bit codegeneration
  • fixed mono process crashing in some cases
  • fixed megacall following
  • fixed NO_CACHE memory being scanned anyhow even if it was disabled
  • fixed dealing with floating point values that are too big to be useful
  • fixed setting DR7 to a strange value when using global debug
  • fixed clearing DR6 when in the wrong process in kernel debug
  • fixed triggering kernelmode breakpoints in locations you can not properly break (no interrupts)
  • fixed loading dbvm inside dbvm inside dbvm inside dbvm
  • fixed autoassembler replacing words in quoted strings
  • fixed processwatcher not getting a proper PID
  • fixed hotkeys triggering changed/unganged for types they aren't supposed to
  • fixed showing dr2, dr3 and dr4 types in the threadlist

  • lua:New functions:
    • compareMemory
    • encodeFunctionEx
    • enableKernelSymbols
    • waitForExports
    • waitForDotNet
    • waitForPDB
    • waitforsymbols
    • searchPDBWhileLoading
    • duplicateHandle
    • getScreenDPI
    • extendedToByteTable
    • byteTableToExtended
    • executeCodeLocalEx
    • executeMethod
    • allocateSharedMemoryLocal
    • (un)registerCreateCallback
    • (un)registerFirstShowCallback
    • (un)registerCreateCallback
    • dbk_usePhysicalMemoryAccess
    • dbk_setSaferPhysicalMemoryScanning
    • dbk_readPhysicalMemory
    • dbk_writePhysicalMemory
    • dbvm_addMemory
    • dbvm_removechangeregonbp
    • dbvm_speedhack_setSpeed
    • dbvm_setTSCAdjust

    changes:
    • getWindowList now returns the results just like ce's window list
    • documented OnChangeBounds for the Control class (was already there, now documented as well)
    • executeCodeEx can now also taker just parameters without typedefs
    • added Data field to ListItem's
    • added description field to memrec.createHotkey method
    • added clear method to the menuItem class
    • readStringEx() can now deal with partial memory reads
    • executeCodeEx: Fixed more than 4 parameters
    • added Point type
    • fixed editbox selstart/sellength types, and added CaretPos
    • added HeaderSection class and document HeaderSections
    • added roundRect, drawFocusRect and textRect to the Canvas.
    • added ansicode character support for textRect
    • added loadFromStream and saveToStream to the RasterImage class
    • added readAnsiString and writeAnsiString to the Stream class
    • Better document the mode field of createFileStream
    • Expose the handle of the LuaPipeServer
    • Publish frmTracer
    • Publish frmUltimap2
    • Publish frmCodeFilter
    • Publish imagelist
    • Added the DrawItemEvent general GUI property to Lua's callback system
    • Added the MenuDrawItemEvent general GUI property to Lua's callback system
    • Added the ContextPopupEvent general GUI property to Lua's callback system
    • Created a new Diagram class group which can allow you to create graphs and diagrams
    • Memoryrecord.DropDownValue and DropDownDescription work now (still RO)

    Post release patches:
    8/21/2019: Fixed when scripts load other scripts using files in non ascii language encodings
    Russian translation files have been updated by SER[G]ANTChinese translation files have been updated

    August 19 2019:Cheat Engine Patreon, because why not

    Torrent the bay 2012. I've decided to join Patreon. If you wish to donate and you don't like paypal or bitcoin then this is an alternate way to support Cheat Engine
    Currently there's not much there but in the future I'll be adding some extras like special ranks in the forum, custom builds, pre-releases while stuff is being verified/certified, and other stuff.
    The link: https://www.patreon.com/cheatengine

    February 7 2019:Cheat Engine 6.8.3 Released:

    New version with a bunch of improvements to make using CE easier and some bugfixes Download: Cheat Engine 6.8.3 for windows
    Please report bugs and give suggestions for improvements
    Fixes:

  • debugging/stepping with hotkeys
  • several high DPI visual glitches
  • VEH debugger reattach works again
  • Pointerscan resume works again
  • Stackview can now show by reference , previously it did nothing
  • disassembling imul
  • speedhack while key down option
  • assembling values with x*2/4/8
  • the 'resume thread' in the threadlist now resumes threads instead of freezing them
  • fixed an error popping up when editing registers with no debugger attached
  • getNameFromAddress will not show userdefined symbols when symbols are disabled

  • Additions and Changes:
  • Waiting till all symbols have been loaded has been removed
  • Launching structure compare from dissect data now only needs 1 address, though it's recommended to have at least 2 each
  • Code completion in lua engine is now more smoother
  • You can now compare traces generated by the tracer
  • Threadlist window now has a copy to clipboard
  • Structure compare now digs deeper into pointers
  • Pointerscan import/export now works with newer types as well
  • Better Lua comment support
  • Added rudimentary sort to the structure compare window (based on levelwidth only)
  • Referenced strings now also shows if it's unicode
  • Formdesigner now has a context menu to add undocumented controls

  • Lua:
  • added enumMemoryRegions
  • added getWriteLog (Let's you get the writelog and activate it)
  • HexadecimalView: added the OnCharacterRender and OnValueRender events

  • Post release patches:
    02/11/2019: Don't search addresslist entries in PDB when still loading and give an option to quit slow load
    02/17/2019: Fixed speedhack giving an error first time activating and removed a message when using ctrl and scanning
    Unlimited Health
    Unlimited Action Points
    Unlimited Carry Weight
    No Cooldown
    Unlimited Durability
    Unlimited Items
    Unlimited Inventory Split
    Increase Movement Speed
    Selected Character Pointers (after changing attributes or skills, manually spend +1 in-game to save)Cheat
    Last Item Moved Pointers
    Mouseover Item Editor (doesn't save, oh well)
    Treat Containers as New
    Find Item in New Container (must have lucky charm)
    Set Treasure Level
    Print Global Variables - <address> <name> (<value>) - use float type
    Print Treasure Identifiers - shows ID and name of each item (use to find current item ID labels for the Find Item script)
    Is GM Variable under Selected Character Pointers (Item Editor)No Longer Working
    BACKUP YOUR SAVED GAME!
    Set the variable to 1 to enable Game Master mode
    Do a Quick Save with F5 and a Quick Load with F8 so the changes take full effect
    You can now right-click on your existing gear and select Manage
    When you're done cheating, set the Is GM variable back to 0
    Quick Save with F5 and Quick Load with F8 to go back to normal
    Warning The Find Item hack will replace a container's contents.
    This could probably include quest items, so use with caution!
    Maybe find an area with lots of containers and then save the game.
    Open all of the containers to make sure they don't contain something important.
    Then reload the game and use the hack as you please.
    Special thanks to TechnoJacker for game share!
    Table by Pongozila: http://fearlessrevolution.com/viewtopic .. 506#p17506
    Table by Cielos: http://fearlessrevolution.com/viewtopic .. 566#p17566
    Table by Vee_: http://fearlessrevolution.com/viewtopic .. 975#p17975