Re: Pathfinder: Kingmaker (Steam)
Posted: Sat Sep 29, 2018 3:22 pm
Instead of trying to change time, maybe change how long events take to complete. Like instead of 14 or 60 days just 1 day. Think that might be possible!?
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
Niedzielan wrote: ↑Sat Sep 29, 2018 1:50 amAlright. If you send me a save file I'll take a look at it, barely started actually playing the game itself (choosing what type of character I want to play is hard, plus time spent figuring out the table) so I'm not quite at that stage myself. Hopefully it's not too difficult to locate...Carrnage wrote: ↑Sat Sep 29, 2018 1:02 amjust tested that, set the table timer to zero and started a project, no advancement is happening.Niedzielan wrote: ↑Sat Sep 29, 2018 12:14 am
From what I gather the kingdom stuff has a Start Time and and End Time. It uses the max of current time and start time and uses that to calculate the time remaining until End Time, rather than projects having individual timers. If you start a project after you reduce the timer, does it still progress as expected or does it need to "catch up"? If the former, then it's not bug, I'll just eventually need to get around to adding kingdom end times to the table (if possible).
There's a kingdom timer, in the kingdom UI theres a displayed time that if you lower the timer in the table does not move. and stays at it's last position until the table timer catches up.
I'd really like that as well.vitaeexmorte wrote: ↑Sat Sep 29, 2018 7:02 amI tried it with my sorcerer. It seems that you only put in the address that governs class feat progression.
Spell progression ist unchanged, meaning even if class level is frozen you will be able to get higher level spells and after internally reaching 20 not getting any new ones.
This is kinda bad for spontaneous casters who want to repeat a spell level to grab all spells.
Any plans on including them?
I think this would be easier done by creating a UABE mod (i.e., modifying the kingdom event assets in the assetbundle.) IMO, there's too much to take into account for either a Patchwork mod or a memory cheat. With Patchwork, I was able to change the resolution time to 0 days, but it breaks the Skip Day button and crashes the game. My guess is that either Patchwork doesn't support modifying parametered constructors, or I don't know how to modify parametered constructors; otherwise, there's something more going on. With a UABE mod, you can just change the ResolutionTime property of each event directly. The main issue is that UABE sucks and there are a lot of events.
Doesn't work. Or rather, you can't even load the game with it, it freezes and crashes before it even loads.Agasio wrote: ↑Sat Sep 29, 2018 6:01 pmMade a quick dll edit to give you enough points to max your stats on char creation, and make it so you can max out your skills and still continue with the creation process. Virus Scans included. Let me know if it causes any problems. I'm using the GOG version but it should still work fine, put it in your Pathfinder Kingmaker/Kingmaker_Data/Managed folder.
[Link] - The .dll
[Link] - The whole .rar
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int pointCount = (!unit.IsCustomCompanion()) ? 25 : 20;
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int pointCount = (!unit.IsCustomCompanion()) ? 102 : 20;
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return this.TotalSkillPoints - this.SpentSkillPoints;
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return this.TotalSkillPoints + this.SpentSkillPoints;
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public bool IsSkillPointsComplete()
{
if (this.SpentSkillPoints > this.TotalSkillPoints)
{
return false;
}
if (this.SpentSkillPoints == this.TotalSkillPoints)
{
return true;
}
foreach (StatType type in StatTypeHelper.Skills)
{
if (this.m_Unit.Stats.GetStat(type).BaseValue < this.NextLevel)
{
return false;
}
}
return true;
}
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public bool IsSkillPointsComplete()
{
if (this.SpentSkillPoints > this.TotalSkillPoints)
{
return true;
}
if (this.SpentSkillPoints == this.TotalSkillPoints)
{
return true;
}
foreach (StatType type in StatTypeHelper.Skills)
{
if (this.m_Unit.Stats.GetStat(type).BaseValue < this.NextLevel)
{
return true;
}
}
return true;
}