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Re: Europa Universalis IV v1.23.0.0 STEAM (GM and More) 2017-Nov-19

Posted: Wed Nov 29, 2017 2:44 pm
by bregoran
Hotfix Patch 1.23.1, checksum 1dc0 went out of beta and just got released.

Re: Europa Universalis IV v1.23.0.0 STEAM (GM and More) 2017-Nov-19

Posted: Wed Nov 29, 2017 3:39 pm
by CompactDisc
Oh crap, oh well, I hope my extension will keep working :P

Re: Europa Universalis IV v1.23.0.0 STEAM (GM and More) 2017-Nov-19

Posted: Wed Nov 29, 2017 4:06 pm
by Chaplin15
afraidless wrote:
Wed Nov 29, 2017 9:50 am
Chaplin15 wrote:
Tue Nov 28, 2017 11:56 pm
Tried it after the update, it still doesn't work... Oh well, what a bummer, hopefully some good samaritan will make a mac version for the tables, highly unlikely but hey, a man can dream.

Thanks for all anyhow!
why do you use mac anyway?
I happen to own one MacBook Air that serves me really well for my day to day work. For what I need at the moment, I like it.

Re: Europa Universalis IV v1.23.0.0 STEAM (GM and More) 2017-Nov-19

Posted: Wed Nov 29, 2017 4:14 pm
by Ketoku
CompactDisc wrote:
Wed Nov 29, 2017 3:39 pm
Oh crap, oh well, I hope my extension will keep working :P
The console option is still working, the other options of the extension unfortunately not.

Re: Europa Universalis IV v1.19.2.0 STEAM (GM and More)

Posted: Wed Nov 29, 2017 8:14 pm
by throwaway220
CompactDisc wrote:
Tue Mar 07, 2017 11:59 am
---------------------------------------------
Table Extension for EU4 v1.23.0.0!
---------------------------------------------
== By CompactDisc ==

This extension contains a huge amount of extra pointers for the game. It will allow you to alter much more than Recifense's script alone.

Instructions:
Download the original table from Recifense and open it in cheat engine. Then open my extension in the same Cheat Engine instance. It may ask you if you want to merge or keep the current list, say yes.

Once you activate Recifense's script, the pointers should work. You can then save the merged table as a whole if you want to use it again.

If something doesn't work, please post it in this thread so I can fix it.
Requests are also welcome!

Updates:
30-Nov-2016: Updated for EU4 v1.19.2.0 (7dd8) - Extension v2.4
- Hotfix 2.4a (Supply limit fix)
13-Apr-2017: Updated for EU4 v1.20.1.0 (07f1) - Extension v2.5
- Removed Estates for now (will look at this later)
- Added new pointers: States, Acceptable cultures
19-Apr-2017: Added pointers - Extension v2.6
- Re-added Estates thanks to BringChaos
- Added new pointers: Accepted cultures (By BringChaos), Splendor (MoH DLC only feature)
20-Apr-2017: Fix - Extension v2.6
- Fixed advisor pointers
26-Apr-2017: Updated for EU4 v1.21.0.0 (bbec) - Extension v2.7
- Added pointers:
Militarization (government)
Absolutism (government)
Harmonization (religion)
2-May-2017: Updated for EU4 v1.21.1.0 (63a8) - Extension v2.8
- Fix for province name
- Removed Papal Controller due to being really buggy
Workaround -> cheat papal influence and kill the pope (kill PAP) using console to instantly be papal controller
19-June-2017: Updated for EU4 v1.22.0.0 (b6eb) - Extension v2.9
20-June-2017: Fix for province pointers - Extension v2.9b (WORKS FOR v1.22.1.0)
- Province fix for autonomy, HRE membership, natives
23-Nov-2017: Updated for EU4 v1.23.0 (1b5e) - Extension v2.12
- Added some pointers: Overextension, Army Professionalism and a few others I forgot :p
Issues: Lost the values for the Russian Tsardom government due to changes, will try and fix.

Wishlist:
Features:
  • Modded Ironman support
  • Infinite Golden Eras(use console for now)
  • Instant 100 Spy network
  • Player-only fast_diplo
  • Diplomatic relations cap increase
  • Papal controller
Credits:
Thanks to BringChaos for providing the original console script.
The script cannot be merged, every time I open it with an instance of CT with Recifense's original script, it just removes his and puts the extension. It never asks me if I want to merge them. Am I doing it wrong?

Re: Europa Universalis IV v1.23.0.0 STEAM (GM and More) 2017-Nov-19

Posted: Wed Nov 29, 2017 8:44 pm
by Ketoku
throwaway220 wrote:
Wed Nov 29, 2017 8:14 pm
The script cannot be merged, every time I open it with an instance of CT with Recifense's original script, it just removes his and puts the extension. It never asks me if I want to merge them. Am I doing it wrong?
As I still can merge CD's extension table with the 1.23.0.0 (1b5e) version of Recifense's original table it seems you do something wrong but cannot comment on what exactly based on your post.

The way I do it is as follows:

1. Open EU4
2. Open Cheat Engine 6.7
3. Select "Process to Open" (blinking Computer symbol in CE)
4. Choose EU4 Process
5. Due to renaming Recifense's original table to "EU4.CT" and saving in "my cheat table" folder auto prompt to load associated table. Accept.
6. Recifense's table is now active in CE.
7. Choose "Open a chat table..." option (the open file symbol in CE)
8. Choose CD's extension file. Accept merge request.
9. Both files, Recifense's and CD's now available in CE.

If you followed the above and get the error I honestly cannot say why it is not working for you as the same (based on the above steps) still works for me.

Re: Europa Universalis IV v1.23.1.0 STEAM (GM and More) 2017-Nov-29

Posted: Wed Nov 29, 2017 9:34 pm
by Recifense
Hi guys,

A table was added for version 1.23.1.0. Please look at the frist post.

Cheers!

Re: Europa Universalis IV v1.23.1.0 STEAM (GM and More) 2017-Nov-29

Posted: Wed Nov 29, 2017 10:38 pm
by eddycatboy
Thanks Rec.

Re: Europa Universalis IV v1.23.1.0 STEAM (GM and More) 2017-Nov-29

Posted: Thu Nov 30, 2017 3:57 am
by Ioannes
Pointers in CD's table seem to be working fine for me - given they are used together with Reci's hotfixed table.

Still testing though.

Re: Europa Universalis IV v1.23.1.0 STEAM (GM and More) 2017-Nov-29

Posted: Thu Nov 30, 2017 2:55 pm
by CompactDisc
I'm glad to hear, because I've got almost no time for updates at the moment :p

Re: Europa Universalis IV v1.23.0.0 STEAM (GM and More) 2017-Nov-19

Posted: Sun Dec 03, 2017 1:37 pm
by throwaway220
Ketoku wrote:
Wed Nov 29, 2017 8:44 pm
throwaway220 wrote:
Wed Nov 29, 2017 8:14 pm
The script cannot be merged, every time I open it with an instance of CT with Recifense's original script, it just removes his and puts the extension. It never asks me if I want to merge them. Am I doing it wrong?
As I still can merge CD's extension table with the 1.23.0.0 (1b5e) version of Recifense's original table it seems you do something wrong but cannot comment on what exactly based on your post.

The way I do it is as follows:

1. Open EU4
2. Open Cheat Engine 6.7
3. Select "Process to Open" (blinking Computer symbol in CE)
4. Choose EU4 Process
5. Due to renaming Recifense's original table to "EU4.CT" and saving in "my cheat table" folder auto prompt to load associated table. Accept.
6. Recifense's table is now active in CE.
7. Choose "Open a chat table..." option (the open file symbol in CE)
8. Choose CD's extension file. Accept merge request.
9. Both files, Recifense's and CD's now available in CE.

If you followed the above and get the error I honestly cannot say why it is not working for you as the same (based on the above steps) still works for me.
does the console work in multiplayer?

Re: Europa Universalis IV v1.23.1.0 STEAM (GM and More) 2017-Nov-29

Posted: Mon Dec 04, 2017 7:33 am
by Ioannes
It doesn't work on MP because MP actually locks console from opening, not only inserting commands. As a result, you can't even open it.

If you find a way to open it, though - yes, it works. Or used to back before the console lock. But I recall it also causing Desync issues.

If you're planning on softening up a MP game, your best bet is to ask everyone to allow you to edit what you want, then leave & hotjoin or just rehost. Unless you're planning on cheating behind everyone's back, but you wouldn't do that... right? Right?! >:(

Re: Europa Universalis IV v1.23.1.0 STEAM (GM and More) 2017-Nov-29

Posted: Mon Dec 04, 2017 3:27 pm
by afraidless
Ioannes wrote:
Mon Dec 04, 2017 7:33 am
Unless you're planning on cheating behind everyone's back, but you wouldn't do that... right? Right?! >:(
i would. :|

Re: Europa Universalis IV v1.23.1.0 STEAM (GM and More) 2017-Nov-29

Posted: Mon Dec 04, 2017 8:41 pm
by throwaway220
Ioannes wrote:
Mon Dec 04, 2017 7:33 am
It doesn't work on MP because MP actually locks console from opening, not only inserting commands. As a result, you can't even open it.

If you find a way to open it, though - yes, it works. Or used to back before the console lock. But I recall it also causing Desync issues.

If you're planning on softening up a MP game, your best bet is to ask everyone to allow you to edit what you want, then leave & hotjoin or just rehost. Unless you're planning on cheating behind everyone's back, but you wouldn't do that... right? Right?! >:(
Yeah, the desync issues ruin any kind of cheating in mp. The only way you could successfully cheat in mp as a random player and not a host would require a advanced piece of code which tricks the game into thinking you're in sync.

Re: Europa Universalis IV v1.23.1.0 STEAM (GM and More) 2017-Nov-29

Posted: Mon Dec 04, 2017 8:47 pm
by CompactDisc
throwaway220 wrote:
Mon Dec 04, 2017 8:41 pm
Ioannes wrote:
Mon Dec 04, 2017 7:33 am
It doesn't work on MP because MP actually locks console from opening, not only inserting commands. As a result, you can't even open it.

If you find a way to open it, though - yes, it works. Or used to back before the console lock. But I recall it also causing Desync issues.

If you're planning on softening up a MP game, your best bet is to ask everyone to allow you to edit what you want, then leave & hotjoin or just rehost. Unless you're planning on cheating behind everyone's back, but you wouldn't do that... right? Right?! >:(
Yeah, the desync issues ruin any kind of cheating in mp. The only way you could successfully cheat in mp as a random player and not a host would require a advanced piece of code which tricks the game into thinking you're in sync.
I managed to get the console working in MP in a previous version but it required all parties to activate the code on their game.
I did abandon the project though, it was way too complicated to keep functional across versions. But the functionality is in the game.
I suspect the dev build has some code that allows for this natively.