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Re: Crusader Kings III | Updated: 2020-Sep-3

Posted: Fri Sep 04, 2020 4:58 am
by Darkedone02
tfigment wrote:
Fri Sep 04, 2020 4:35 am
Updated: v6 released. Added Lifestyle Points, Last Selected Culture Innovation, Last Selected Dynasty. Removed Root Culture Dynasty (pointer wasn't stable).
THANK YOU!

Now I need adjustable pointer for development of the towns.

Re: Crusader Kings III | Updated: 2020-Sep-3

Posted: Fri Sep 04, 2020 5:56 am
by tfigment
Updated: v7 released. Added Copy/Paste DNA functions. Uses the base64 version of the string. You can use this with the Portrait Editor. Portrait Editor can be accessed by enabling Debug Mode and using backtick ( ` ) to open debug panel which has a button for it. Use the "Copy DNA String", "Paste DNA String" in upper right corner.

Re: Crusader Kings III | v1.0.3 | Updated: 2020-Sep-3

Posted: Fri Sep 04, 2020 8:48 am
by Darkedone02
I want to let you know that the lifestyle points only remain in one tree, if you switch to a different skill tree, it will not put points into that skill tree.

Re: Crusader Kings III | Steam | Updated: 2020-Sep-2

Posted: Fri Sep 04, 2020 9:45 am
by Vane79
rlurking wrote:
Thu Sep 03, 2020 3:36 am
Looks like this is the place to dump CK3 info.

ck3.exe+29B1BF0 is the base address of the structure containing ironman flag & the integrity/checksum flag
+F9 = checksum/integrity, 0 disables achievements
+FA = ironman, 0 disables ironman
  • The +F9 check seems to be a rollup of all the different checks that are done (mod checksum, save file modification, debug mode enabled) that were independent flags in CK2
ck3.exe+29B076A is the debug/console enabled flag (normally enable by setting -debug_mode as a flag in a shortcut to the exe)
  • Unlike in CK2, running console commands does not flip the integrity switch, instead it only checks against the debug/console enabled flag.

Yesterday I was able to add a couple of addresses to the table for enabling the console and editing the achievements flag and it worked for a day and a half. Today it doesn't for some reason. Am I that bad with tables, or did pdx change something?

Also, find debug mode does nothing for me in the v7 table.

Re: Crusader Kings III | v1.0.3 | Updated: 2020-Sep-3

Posted: Fri Sep 04, 2020 10:07 am
by ReZpawner
Update 1.03 happened. That's probably what messed it up for you.

Re: Crusader Kings III | v1.0.3 | Updated: 2020-Sep-3

Posted: Fri Sep 04, 2020 10:26 am
by Vane79
Yes, apparently, it did. Is there a way to re-find those two addresses myself?

Re: Crusader Kings III | v1.0.3 | Updated: 2020-Sep-3

Posted: Fri Sep 04, 2020 10:33 am
by kimoryyr
Hello,
it works like a charm, thank you so much :)

Re: Crusader Kings III | v1.0.3 | Updated: 2020-Sep-3

Posted: Fri Sep 04, 2020 11:02 am
by Whisperer
The Selected character is still a bit jumpy. There is something I can do in the game to make it stable from what I can see (I think I have to close the character sidebar) but for now it's a fun little game to change the value at the right time.

I'm trying to find development values for provinces. This is a decimal value apparently. Any idea what to search for?
EDIT: Never mind, it's an Integer4 as well, I was looking at the wrong place. Now we just need to find the "Selected Holding" pointer. ;)

PS Thanks for sticking with it, figment!

Re: Crusader Kings III | v1.0.3 | Updated: 2020-Sep-3

Posted: Fri Sep 04, 2020 3:55 pm
by TempestTempTemplar
Other Lifestyle points can be found with +10 offset from the first one, but it seems that those only exist if that character has at least some experience in that Lifestyle.

Re: Crusader Kings III | v1.0.3 | Updated: 2020-Sep-3

Posted: Fri Sep 04, 2020 4:15 pm
by CompactDisc
Your genetics code is amazing :D
I love it!

Re: Crusader Kings III | v1.0.3 | Updated: 2020-Sep-3

Posted: Fri Sep 04, 2020 4:42 pm
by 0xDEAD10CC
CompactDisc wrote:
Fri Sep 04, 2020 4:15 pm
Your genetics code is amazing :D
I really hope you mean 'generic'.

Re: Crusader Kings III | v1.0.3 | Updated: 2020-Sep-3

Posted: Fri Sep 04, 2020 6:00 pm
by superqboi
any knowledge of county developmental level pointer/offset

Re: Crusader Kings III | v1.0.3 | Updated: 2020-Sep-3

Posted: Fri Sep 04, 2020 6:37 pm
by CompactDisc
0xDEAD10CC wrote:
Fri Sep 04, 2020 4:42 pm
CompactDisc wrote:
Fri Sep 04, 2020 4:15 pm
Your genetics code is amazing :D
I really hope you mean 'generic'.
Well the code itself isn't anything special, but the function it provides is, that's what i mean :P

Re: Crusader Kings III | v1.0.3 | Updated: 2020-Sep-3

Posted: Fri Sep 04, 2020 7:02 pm
by ReZpawner
Whisperer wrote:
Fri Sep 04, 2020 11:02 am
The Selected character is still a bit jumpy. There is something I can do in the game to make it stable from what I can see (I think I have to close the character sidebar) but for now it's a fun little game to change the value at the right time.

I'm trying to find development values for provinces. This is a decimal value apparently. Any idea what to search for?
EDIT: Never mind, it's an Integer4 as well, I was looking at the wrong place. Now we just need to find the "Selected Holding" pointer. ;)

PS Thanks for sticking with it, figment!
Use 7.0 for the character stuff. It works perfectly in 7.0, but jumps around in 7.1.

Re: Crusader Kings III | v1.0.3 | Updated: 2020-Sep-3

Posted: Fri Sep 04, 2020 7:53 pm
by TheGodUncle
Don't know how easy it would be to do because I don't really know how to use cheat engine that well but would it be possible to have your troops be invincible?