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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
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
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
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?