Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

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covya
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Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Post by covya »

CompactDisc wrote:
Sun Mar 22, 2020 10:53 am
Cava wrote:
Sun Mar 22, 2020 10:04 am
Can someone tell me if there is a working table for the faction creation part?
I pretty much just make a cheat faction and then play the game normally...
Here, use this for now.
I was expecting Reci to release a table, but he seems to be away.
Might have something to do with Covid19, not sure.
It's my extension but without many of the pointers.

If you want, you can use it in conjunction with Fearlessrevolution's trainer, but that's only if you trust fearlessrevolution not to be spyware/malware.
Anyhow, you can use the console.

Edit: Updated version
Thanks dude! The method I was using for extra civics up until now was a joke! I was making an empire, starting the game, then saving & quitting. Then, edited the civics value in the defines, booted the game up with modded achievements allowed, used the free_government console command to get rid of the cool down, then added the civics, then rebooting the entire game with maximum civics back to normal so the AI didn't get them. Safe to say, you've probably just saved me a solid 30 minutes whenever I start a campaign :D

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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CompactDisc
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Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Post by CompactDisc »

covya wrote:
Sun Mar 22, 2020 1:16 pm
CompactDisc wrote:
Sun Mar 22, 2020 10:53 am
Cava wrote:
Sun Mar 22, 2020 10:04 am
Can someone tell me if there is a working table for the faction creation part?
I pretty much just make a cheat faction and then play the game normally...
Here, use this for now.
I was expecting Reci to release a table, but he seems to be away.
Might have something to do with Covid19, not sure.
It's my extension but without many of the pointers.

If you want, you can use it in conjunction with Fearlessrevolution's trainer, but that's only if you trust fearlessrevolution not to be spyware/malware.
Anyhow, you can use the console.

Edit: Updated version
Thanks dude! The method I was using for extra civics up until now was a joke! I was making an empire, starting the game, then saving & quitting. Then, edited the civics value in the defines, booted the game up with modded achievements allowed, used the free_government console command to get rid of the cool down, then added the civics, then rebooting the entire game with maximum civics back to normal so the AI didn't get them. Safe to say, you've probably just saved me a solid 30 minutes whenever I start a campaign :D
For next update, a quick tip: Before loading the game, change the civics and ethics in the defines to 134679 and 976431. Then start the game, use CE to find those values, and you have yourself 2 static pointers. They will remain valid until the next update. Of course, don't forget to repair the defines files after.
The species pointers are more complex, which is why I wrote a script for those.

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Alaunus
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Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Post by Alaunus »

CompactDisc wrote:
Sun Mar 22, 2020 10:53 am
[...]
I was expecting Reci to release a table, but he seems to be away.
[...]
*rings curfew bell*

His latest patreon post was from the 16th. Only worry if there is no sign of life until the 30th ;)

Given that we knew stuff would change *cough*origins*cough* I wasn't expecting anything quick in the first place.

And now knowing how much they changed I probably was slightly too optimistic.

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CompactDisc
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Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Post by CompactDisc »

Alaunus wrote:
Sun Mar 22, 2020 3:40 pm
CompactDisc wrote:
Sun Mar 22, 2020 10:53 am
[...]
I was expecting Reci to release a table, but he seems to be away.
[...]
*rings curfew bell*

His latest patreon post was from the 16th. Only worry if there is no sign of life until the 30th ;)

Given that we knew stuff would change *cough*origins*cough* I wasn't expecting anything quick in the first place.

And now knowing how much they changed I probably was slightly too optimistic.
Well, I agree, it's quite the big update, and knowing Reci he's adding a whole ton of new features ;)

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Recifense
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Re: Stellaris - Megacorp x64 v2.6.1 (GM and More) 2020-Mart-22

Post by Recifense »

Hi guys,

Two tables were added at the first post. One for version 2.6.0 and other for version 2.6.1.

Cheers and stay safe!

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CompactDisc
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Re: Stellaris - Megacorp x64 v2.6.1 (GM and More) 2020-Mar-22

Post by CompactDisc »

Power!!! Unlimited POWER!

PS: thanks!

strayfies
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Re: Stellaris - Megacorp x64 v2.6.1 (GM and More) 2020-Mar-22

Post by strayfies »

Glad you're okay Recifense, and thanks CompactDisc :)

NomuNomu
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Re: Stellaris - Megacorp x64 v2.6.1 (GM and More) 2020-Mar-22

Post by NomuNomu »

I know you mention that it's for the Steam version in the main post, but for those on GoG...

Code: Select all

AOBScanModule(MIM5,$process,40 38 3D ?? ?? ?? ?? 4C 8B EA 4C 8B E1 0F 84 ?? ?? ?? ?? 48 8B)

cbtendo
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Re: Stellaris - Megacorp x64 v2.6.1 (GM and More) 2020-Mart-22

Post by cbtendo »

Recifense wrote:
Sun Mar 22, 2020 10:28 pm
Hi guys,

Two tables were added at the first post. One for version 2.6.0 and other for version 2.6.1.

Cheers and stay safe!
Thanks Reci,

and to be honest, your table is keeping me safe by ensuring me to stay at home to play the game :D

sdarkpaladin
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Re: Stellaris - Megacorp x64 v2.6.1 (GM and More) 2020-Mar-22

Post by sdarkpaladin »

Bless the gods! You guys came through!

badmad
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Re: Stellaris - Megacorp x64 v2.6.1 (GM and More) 2020-Mar-22

Post by badmad »

Unfortunately the script doesn't seem to load. Of course I'm using unmodded Steam version 2.6.1 with CE 7.0. Thank you for your work anyway and stay safe and healthy!
Last edited by badmad on Mon Mar 23, 2020 8:49 am, edited 1 time in total.

Blanketghost
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Re: Stellaris - Megacorp x64 v2.6.1 (GM and More) 2020-Mar-22

Post by Blanketghost »

Thank you for the update. Stay safe and healthy, cheers!

yedijas
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Re: Stellaris - Megacorp x64 v2.6.1 (GM and More) 2020-Mar-22

Post by yedijas »

nice to know that you are healthy and fine Reci! Thank you for the table!

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Alaunus
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Re: Stellaris - Megacorp x64 v2.6.1 (GM and More) 2020-Mar-22

Post by Alaunus »

badmad wrote:
Mon Mar 23, 2020 6:25 am
Unfortunately the script doesn't seem to load. Of course I'm using unmodded Steam version 2.6.1 with CE 7.0. Thank you for your work anyway and stay safe and healthy!
If you tried all the usual approaches (start CE first; start stellaris first; try activating the script while stellaris still loads the mainmenu; etc etc) there is one last thing you can try. try uninstalling and then reinstalling CE itself.

badmad
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Re: Stellaris - Megacorp x64 v2.6.1 (GM and More) 2020-Mar-22

Post by badmad »

Alaunus wrote:
Mon Mar 23, 2020 11:06 am
badmad wrote:
Mon Mar 23, 2020 6:25 am
Unfortunately the script doesn't seem to load. Of course I'm using unmodded Steam version 2.6.1 with CE 7.0. Thank you for your work anyway and stay safe and healthy!
If you tried all the usual approaches (start CE first; start stellaris first; try activating the script while stellaris still loads the mainmenu; etc etc) there is one last thing you can try. try uninstalling and then reinstalling CE itself.
The first part with AOB scan passes, then when I try to activate Main Script nothing happens, I'll use figment pointers for now :)

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