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DReCHo posted on Nov 03, 2009 12:49:42 PM - Report post
so i'll start listing some: runscript addxp X - X is the amount runscript zz_money X - 10 gold is 100000 runscript zz_addparty NPCname - add party member by name runscript zz_addapproval - used to raise / lower one's approval, i haven't discovered how it works
more will come, i can't remember them atm.
[Edited by DReCHo, 11/3/2009 12:55:20 PM]
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Seroster posted on Nov 03, 2009 12:51:37 PM - Report post
Well things are better than I thought then, I imagined runscript would be limited to things like runscript "quest completion script" etc. etc. But now that I think about it, unlike Oblivion & such where things like addXP are seperate from scripts (which are usually for starting events and/or doing journal entries) most of DAO actions basically ARE script commands/events as the wiki describes them. Still not sure if this will allow things like additem, BUT we should at least be able to look up the item codes for such a thing with the toolset...
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Seroster posted on Nov 03, 2009 12:55:32 PM - Report post
Oh, yeah the "money" in the game is basically stored as how many copper peices you have. 100 coppers make 1 silver and 100 silver make 1 gold. So if you're wanting X amount of gold you have to do X and add 4 0s, or X0,000. 100g would be 1,000,000. Etc. etc.
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gardinerg posted on Nov 03, 2009 12:55:51 PM - Report post
Great work peeps!
Start the game with: -enabledeveloperconsole, use ~ to open console (hidden when active).
OK so we know how to get the console open, does anyone have the list of scripts that can be run using runscript?
What about stat, talent and skill point scripts? ;-)
Sorry, I wish I had the toolset right now...
[Edited by gardinerg, 11/3/2009 12:57:14 PM]
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DReCHo posted on Nov 03, 2009 12:57:05 PM - Report post
Additem, maybe not. Spawning items, probably yes. Item IDs are a bit harder to get.
runscript ai off -turn off the AI runscript selectparty -party selection screen runscript chargen -select origin screen runscript pc_immortal -possibly god mode runscript killallhostiles
I am now going to test most of these if they work, will be back later.
[Edited by DReCHo, 11/3/2009 1:04:18 PM]
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Seroster posted on Nov 03, 2009 12:58:04 PM - Report post
I'd imgaine addaproval would be either a positive or negative #, negative would lower approval and positive would increase it. But it seems like you'd have guessed that already so I dunno.
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gardinerg posted on Nov 03, 2009 12:59:54 PM - Report post