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Re: Crusader Kings 2 v3.0.1 Steam (GM and More) 2018-Dec-12

Posted: Sun Jan 13, 2019 8:22 pm
by H Con
Lord Blade wrote:
Sun Jan 13, 2019 7:42 pm
So how exactly does the change culture/religion cheat work? How do I go about making the changes?
The religions and cultures have a value expressed in as a small string of letters and numbers (Like 58ACD99E). If you, for example, look up your character in CE, you can see his religion and culture as well as a string for each of them. If you, say, have conquered some land and want to convert it to your religion and culture, you can select your character, copy the string values, and next select the counties and replace their strings with the ones you copied.

Re: Crusader Kings 2 v3.0.1 Steam (GM and More) 2018-Dec-12

Posted: Thu Jan 17, 2019 4:24 pm
by covya
Has anyone found the ironman offsets for 3.0.1.1?

Re: Crusader Kings 2 v3.0.1 Steam (GM and More) 2018-Dec-12

Posted: Thu Jan 17, 2019 4:46 pm
by BennYthehitman
Just a heads-up a mini-patch went live. Doesn't seem to have changed enough to break the table. In these cases will it be enough to dummy out the version checking portion of the table?

Re: Crusader Kings 2 v3.0.1 Steam (GM and More) 2018-Dec-12

Posted: Thu Jan 17, 2019 5:40 pm
by CompactDisc
I'm practically braindead at the moment (sick), so I won't be much help. Just so y'all know. But the version checking portion of the table checks if all the altered code is still correct.
If the table doesn't activate, it means one or more important pieces of code have changed. You'd have to check each individual part and fix it to update the table.

Re: Crusader Kings 2 v3.0.1 Steam (GM and More) 2018-Dec-12

Posted: Fri Jan 18, 2019 1:47 am
by Lord Blade
Yeah, I can't get the table to run now. :(

Re: Crusader Kings 2 v3.0.1 Steam (GM and More) 2018-Dec-12

Posted: Fri Jan 18, 2019 3:30 am
by rlurking
"CK2game.exe"+1232550 would be the base for checksum checks.

eax from here also points to it
aobscanmodule(ironmancheck_scan,CK2game.exe,80 78 39 00 74 13)

Re: Crusader Kings 2 v3.0.1 Steam (GM and More) 2018-Dec-12

Posted: Fri Jan 18, 2019 4:01 am
by rlurking
No code changes, just addresses moved.

New address locations for the main Recifense script

Code: Select all

define(MPLR,CK2game.exe+0055ee1c)
define(MCAP,CK2game.exe+00164e2f)
define(MDAT,CK2game.exe+0055ea2f)
define(MOUP,CK2game.exe+0035f192)
define(MBLD,CK2game.exe+0078c701)
                        
define(MMOV,CK2game.exe+009a4327)
define(GMDE,CK2game.exe+006dafe4)
define(MMOR,CK2game.exe+0086bd4b)
define(MSIE,CK2game.exe+0032e7fe)
                        
define(MTLE,CK2game.exe+003e87dc)
define(MOSC,CK2game.exe+0044e16b)
define(MCCR,CK2game.exe+0078b9bd)
define(MOTS,CK2game.exe+009a617c)
define(MODS,CK2game.exe+007c444d)
I have no idea where to find the last 4 addresses, I think they are pointers to data structures? They're used for trait information, and checking player ownership for the upgrade/construction/tech scripts. Leaving them as is crashes the game, removing their references in the scripts will result in those particular scripts working incorrectly.

Anyway, temp table that functionsish sorta. Wouldn't trust the upgrade/construction/tech scripts

Re: Crusader Kings 2 v3.0.1 Steam (GM and More) 2018-Dec-12

Posted: Sat Jan 19, 2019 12:39 am
by Lord Blade
Hope someone can get the construction/upgrade stuff working. I was making use of that to actually get stuff done. :p

Re: Crusader Kings 2 v3.0.1.1 Steam (GM and More) 2018-Jan-18

Posted: Sat Jan 19, 2019 1:31 am
by Recifense
Hi guys,

A table was updated for version 3.0.1.1. Please look at the first post.

Cheers!

Re: Crusader Kings 2 v3.0.1.1 Steam (GM and More) 2018-Jan-18

Posted: Sat Jan 19, 2019 1:38 am
by Lord Blade
Marry me!

Re: Crusader Kings 2 v3.0.1.1 Steam (GM and More) 2018-Jan-18

Posted: Sat Jan 19, 2019 9:00 am
by squeee
Recifense wrote:
Sat Jan 19, 2019 1:31 am
Hi guys,

A table was updated for version 3.0.1.1. Please look at the first post.

Cheers!
err, somehow I cannot click/activate the sub-scripts in this table without having the original 3.0.1 (CDYZ) table merged in (the main script can be activated normally though).
This problem also occurs when I'm using the updated table from rlurking.
Something wrong? can anybody else confirm this, or is it just mine? :|
Thank you.

Re: Crusader Kings 2 v3.0.1.1 Steam (GM and More) 2018-Jan-18

Posted: Mon Jan 21, 2019 7:49 pm
by Lord Blade
I grabbed the 3.0.1.1 table and it worked just fine.

Re: Crusader Kings 2 v3.0.1.1 Steam (GM and More) 2018-Jan-18

Posted: Tue Jan 22, 2019 1:44 pm
by xavikbr
3.0.1.1
"CK2game.exe"+1232550
offset 37 value 1 – mods
offset 36 value 0 – ruler designer

Re: Crusader Kings 2 v3.0.1.1 Steam (GM and More) 2018-Jan-18

Posted: Tue Jan 22, 2019 2:31 pm
by Aranna
xavikbr wrote:
Tue Jan 22, 2019 1:44 pm
3.0.1.1
"CK2game.exe"+1232550
offset 37 value 1 – mods
offset 36 value 0 – ruler designer
Thanks!

Re: Crusader Kings 2 v3.0.1.1 Steam (GM and More) 2018-Jan-18

Posted: Fri Jan 25, 2019 11:20 am
by aftokinito
Would it be possible to completely disable the game over screen so that we can bypass limitations such as inland republics and theocracies not being playable?