Crusader Kings II (x64) v3.3.3 Steam (GM and More) 2020-Jul-04

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mikeronincheese
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Re: Crusader Kings II (x64) v3.3.0 Steam (GM and More) 2019-Oct-29

Post by mikeronincheese »

Hi CompactDisc,

Would you kindly do the pointer for version 3.3.3. I believe the console in ironman still work but not the pointer for achievement.

Thank you and bless your kind heart.

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  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

saucefar
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Re: Crusader Kings II (x64) v3.3.0 Steam (GM and More) 2019-Oct-29

Post by saucefar »

Thank you Recifense and CompactDisc, game would not be the same without your hard work. I also have the same issue for 3.33.

For now i just use 3.30.., 3.31 and 3.32 was minor hotfixes for the converter and such, things you can live without.

If you want to keep the table at 3.32 that's fine with me, this chapter ends after years of updates on the tables, i hope you both will be there for ck 3 but i also understand if you have to cut back on all the tables you have to update.

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CompactDisc
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Re: Crusader Kings II (x64) v3.3.0 Steam (GM and More) 2019-Oct-29

Post by CompactDisc »

Updated the extension for v3.3.3, from now on, you can just enable the two scripts for achievements with mods/console.
Still requires the rules mod in order to get achievements with different game rules.

Enable the scripts in the game launcher if at all possible the earlier the better.
Otherwise you can still manually change the values.

viewtopic.php?f=4&t=10648&p=109392#p109392

mikeronincheese
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Re: Crusader Kings II (x64) v3.3.0 Steam (GM and More) 2019-Oct-29

Post by mikeronincheese »

You are truly divine CompactDisc, thank you very much.

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Zpyzix
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Re: Crusader Kings II (x64) v3.3.0 Steam (GM and More) 2019-Oct-29

Post by Zpyzix »

CompactDisc wrote:
Fri May 15, 2020 3:31 pm

Enable the scripts in the game launcher if at all possible the earlier the better.
Otherwise you can still manually change the values.

viewtopic.php?f=4&t=10648&p=109392#p109392
Thank you! Glad to break your 700 rep!

I normally activate the scripts at the main menu and they seem to work. I'm surprised the scripts work at launcher level and will give it a try.

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CompactDisc
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Re: Crusader Kings II (x64) v3.3.0 Steam (GM and More) 2019-Oct-29

Post by CompactDisc »

Zpyzix wrote:
Fri May 15, 2020 9:23 pm
Thank you! Glad to break your 700 rep!

I normally activate the scripts at the main menu and they seem to work. I'm surprised the scripts work at launcher level and will give it a try.
It's appreciated ;)

The scripts that activate modded achievements do their work before the main menu. Same for HOI4.
Though, I wrote this one in such a way that when you load a save game or use the ruler designer, it'll also fix the achievement pointers.

The thing is, there is no coded trigger for achievements except for the game load.
The only way I could make it work consistently without having to use it that early is by hard coding the achievement addresses.
Those are still in the pointers below the script though, since the game will likely no longer receive updates often.

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Lord Blade
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Crusader Kings II (x64) v3.3.0 Steam (GM and More) 2019-Oct-29

Post by Lord Blade »

So, is there a way to cheat to get those points for the CKIII unlocks? Or do I actually have to play all those scenarios?

[automerge]1592234463[/automerge]

So I'm using Recifense's table with the Extension. Most things seem to work okay, but the "No Revolt" cheat doesn't seem to be doing anything.

I was wondering if someone had a fix for that.
Last edited by Lord Blade on Mon Jun 15, 2020 3:21 pm, edited 1 time in total.

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Crusader Kings II (x64) v3.3.0 Steam (GM and More) 2019-Oct-29

Post by Gunwing »

Hello, Is there anyway to change the game rules mid game without breaking achievements? I want to turn on Pagan reformation that I disabled accidentaly at the beginning of the game.

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Re: Crusader Kings II (x64) v3.3.0 Steam (GM and More) 2019-Oct-29

Post by ShadySand »

Is there any way to launch events via CE?

CptWindwalker82
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Re: Crusader Kings II (x64) v3.3.0 Steam (GM and More) 2019-Oct-29

Post by CptWindwalker82 »

ShadySand wrote:
Mon Jun 29, 2020 8:41 pm
Is there any way to launch events via CE?
No, but you don't have to, since the extension gives you the console.

CptWindwalker82
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Re: Crusader Kings II (x64) v3.3.0 Steam (GM and More) 2019-Oct-29

Post by CptWindwalker82 »

Gunwing wrote:
Thu Jun 18, 2020 10:23 pm
Hello, Is there anyway to change the game rules mid game without breaking achievements? I want to turn on Pagan reformation that I disabled accidentaly at the beginning of the game.
I think this can only be done through save-editing.

_SEB_
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Re: Crusader Kings II (x64) v3.3.0 Steam (GM and More) 2019-Oct-29

Post by _SEB_ »

For some reason console and achievements wont work for me. I have the mod installed and I activate the options in the launcher. When I get in game console won't open, and achievements don't trigger. Any idea? Running 3.3.0 with all DLCs steam version.

CptWindwalker82
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Re: Crusader Kings II (x64) v3.3.0 Steam (GM and More) 2019-Oct-29

Post by CptWindwalker82 »

_SEB_ wrote:
Tue Jun 30, 2020 9:15 am
For some reason console and achievements wont work for me. I have the mod installed and I activate the options in the launcher. When I get in game console won't open, and achievements don't trigger. Any idea? Running 3.3.0 with all DLCs steam version.
What mod do you have installed? Expansive mods often change the checksum which can interfere with the table's function. If you are running CK2 v3.3.0 instead of the current v3.3.3, make sure you have loaded and activated *both* the table for v3.3.0 and the extension for v3.3.0.

_SEB_
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Re: Crusader Kings II (x64) v3.3.0 Steam (GM and More) 2019-Oct-29

Post by _SEB_ »

CptWindwalker82 wrote:
Tue Jun 30, 2020 10:08 am
What mod do you have installed? Expansive mods often change the checksum which can interfere with the table's function. If you are running CK2 v3.3.0 instead of the current v3.3.3, make sure you have loaded and activated *both* the table for v3.3.0 and the extension for v3.3.0.

I only have a few mods installed:
No Interreligious Defensive Pacts
Trait Softcap Exterminated
Sketchy Traits
Rename Anyone
[VS] Damascus Steel + Ancient Swords
Ruler Designer - No Limits
[LMM] Immersive Title Grant
Rich Childhood
Better Looking Garbs Full
I do have both tables merged, it does not work. It could be the mods though, I will have to try without any. Thanks!

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Re: Crusader Kings II (x64) v3.3.0 Steam (GM and More) 2019-Oct-29

Post by gonsi »

Quiting older thread ;)
CptWindwalker82 wrote:
Sat May 16, 2020 11:28 am
gonsi wrote:
Sat May 16, 2020 8:55 am
Any chance to add Tradepost limit to cheat table?
IIRC trade post limit is dependant wholly or partly on how many adult males of your dynasty are physically present in your court... Now I'm not a wizard like Reci or CD but that sounds like a tricky one. Interesting but tricky.
Tradepost limit is also affected by static values from your Family palace, special building from bloodline and probably other things. Maybe it would be possible to change those? It's not like you can't get way over limit anyway

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