Divinity: Original Sin Discussion
I have to remember to turn Avast off for a time whenever I download these trainers, and also when I click to use them.
[Edited by Cryshal, 8/21/2014 7:06:24 PM]
Hey, 0x90, I wanted to express my gratitude for your work on keeping this up to date. It's pretty obvious Larian knew they were betting the farm and I imagine they're all breathing one hell of a lot easier now that this last-ditch effort is proving to be a success. I understand why they are patching it as they are, though I'd have preferred for that not to be the case - I feel like Brian Fargo's approach with Wasteland 2 is so much better. If it needs more time, just talk to the people who waited as long as they did for a true successor! People grumble but he delayed release for a year because IT WASN'T DONE, you know? And he kept the Wasteland 2 tribe just fine. I still am waiting with baited breath for that game to release and I imagine once it does it's going to be considerably more polished because of the extra time invested in it.
Larian seems to have panicked a bit on the QA front in an effort to get out a true successor to Divine Divinity. You can see a lot of seeds of ideas in Original Sin all the way back in Beyond Divinity, but they didn't really know how to implement the two-character gameplay with hack n' slash combat. So glad they went with turn-based, tactical combat instead and made it really deep and enjoyable, but I feel like this one could have used a little more time in the oven. I know they have to patch to fix issues, and frankly I am glad they are aggressively fixing whatever they can, but I also know that's a real pain for you guys.
0x90, thanks for an AMAZING trainer/editor. It really is just fantastic and has increased my enjoyment of the game by a ton Thank you for being so responsive to unexpected changes. Hopefully they'll get it fully lined out ASAP. I mean, to be fair, it did only officially go gold basically at the start of July, and at this point Larian is a 40-person studio who were working with a 4 million dollar budget for a game that needed to be AAA quality; there's only so much that they CAN do at a time. So thank you, 0x90 and PWiz, for supporting this awesome game with your awesome work
Do you think you'd ever want to make a save editor for Divinity: OS, 0x90? Your Wasteland 2 one is top notch, but then I don't see a whole lot that a save game editor can do that you can't just do with the trainer. Add or remove items, I guess, without needing to craft them? I know that the Wasteland 2 one makes a lot more sense, I just love me a save editor, haha. I know it's unlikely but I figured I'd inquire if you think it'd be worth doing...
Anyway. Thanks so much.
[Edited by Agreed, 8/22/2014 1:20:12 PM]
First, obviously go to the correct part of the trainer.
Second, find your characters' slots. In the beginning of the game, you have two, and they will sometimes get reallocated to different memory when transitioning (save/load) so if there isn't any character apparent in the first character slot (all zeroes on the stats, etc.), keep looking through the next three to find your party.
Third, edit your stats however you'd like. Attributes naturally max at 15 in the game, but it continues to apportion bonuses well beyond that - the game does become trivially easy, however, especially with impossibly high hit points or defense or what have you. Skills max out at 5 naturally. I haven't messed with exceeding that, personally.
Fourth, QUICKSAVE, then QUICKLOAD. Your changes should now be reflected in your characters. If not, you may have a game and trainer version mismatch, or an unsupported distribution of the game - or you may be subject to a particularly heavy-handed antivirus or antimalware, so perhaps read the CH trainer troubleshooting guide for more info if you think that may be the case.
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