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Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Sat Jun 17, 2023 11:19 am
by BipBop
So Nameless had a ton of patience and taught me how to update species traits too, and probably other stuff that it's based on the same changes. Enjoy.

Civics, ethics, species traits, achievements and console work 100%, since I use them. I haven't tested the others.

The table auto attaches to the game ( I think in 10 seconds, I forgot how many seconds I used ), so basically you start the table, press Yes, start the game, then wait for the table to auto attach. I did that for the Enable Achievements option that works only if you load the table during loading.

Cheers

PS: I did the monkey job, if Stellaris changes things I won't be able to update anything, Namelessy is the brain. :mrgreen:

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Sat Jun 17, 2023 11:41 am
by CobraPL
andrew_exec wrote:
Sat Jun 17, 2023 8:21 am
BipBop wrote:
Thu Jun 15, 2023 5:29 pm
Here is civics and ethics points updated for 3.8.4 based on Namelessy "Cheat Engine for Idiots" book :D

The table auto attaches to the game ( I think in 10 seconds, I forgot how many seconds I used ), so basically you start the table, press Yes, start the game, then wait for the table to auto attach. I did that for the Enable Achievements option that works only if you load the table during loading.

NOTHING ELSE IS UPDATED! Enable Achievements and those 2 options work fine.

Cheers
what about pointers "max amount of traits" and "max trait points"??
Yup, I think that traits during char creation are not working.
EDIT: Post above contains the solution.

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Sat Jun 17, 2023 5:42 pm
by andrew_exec
Thanks. guys!:)) But what about leader perk during creation game?:)))) and main table not working, empire points too :(((

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Sat Jun 17, 2023 7:20 pm
by BipBop
For future reference, if anyone wants to do it himself or herself, here it's my perfectly formatted document with all the knowledge I gathered from Elder Nameless:
Nameless Cheat Engine Guide For Updating Civics, Species, Bla Bla, Blu, written by mi
[Link]

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Sat Jun 17, 2023 8:11 pm
by andrew_exec
BipBop wrote:
Sat Jun 17, 2023 7:20 pm
For future reference, if anyone wants to do it himself or herself, here it's my perfectly formatted document with all the knowledge I gathered from Elder Nameless:
Nameless Cheat Engine Guide For Updating Civics, Species, Bla Bla, Blu, written by mi
[Link]
Thats nice, but where is manual to make working all other pointers?:))) If it really that simple, make new full table and receive our respect :))) Чел, если ты реально в этом шаришь, ну сделай таблицу да и все, пусть все профы занимаются тем, в чем реально шарят.

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Sat Jun 17, 2023 8:50 pm
by BipBop
I don't understand cyrillics, and also I have no idea how to do things beside monkey stuff lol. I do understand most latin languages, bar portuguese.

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Sat Jun 17, 2023 9:28 pm
by andrew_exec
BipBop wrote:
Sat Jun 17, 2023 8:50 pm
I don't understand cyrillics, and also I have no idea how to do things beside monkey stuff lol. I do understand most latin languages, bar portuguese.
Same thing, dude :))) About monkey stuff :))) Russian part - the translation of my clumsy english, from certain point of view :)))

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Sun Jun 18, 2023 2:53 pm
by Namelessy
andrew_exec wrote:
Sat Jun 17, 2023 8:11 pm
Thats nice, but where is manual to make working all other pointers?:))) If it really that simple, make new full table and receive our respect :))) Чел, если ты реально в этом шаришь, ну сделай таблицу да и все, пусть все профы занимаются тем, в чем реально шарят.
To update the pointers, load up recifences table, attach CE to the stellaris process, enable the table. If you look at the achievement table for, for instance, Energy, you will see:

Code: Select all

                    <CheatEntry>
                      <ID>7318</ID>
                      <Description>"Energy (x100000) ==&gt;"</Description>
                      <ShowAsSigned>1</ShowAsSigned>
                      <Color>FF00FF</Color>
                      <VariableType>8 Bytes</VariableType>
                      <Address>pPlayer</Address>
                      <Offsets>
                        <Offset>8</Offset>
                        <Offset>30</Offset>
                        <Offset>1FF8</Offset>
                      </Offsets>
                    </CheatEntry>
So the base pointer i pPlayer (from Recifenses table), and the offsets are 1FF8, 30, and 8.

In ce, to see all the data for the player, click on "Memory View", then select the menus "Tools" -> "Dissect data/structures".
In the "Group 1" input box in the screen that opens, write: "[pPlayer]" (without the quotes), then in the menu, select "Structures" -> "Define new structure". In the box that opens then, you should probably write something larger than the default in "Size" box. 8192 to get to offset 2000, but probably a bit more if something has been expanded.

And there you have the player structure. To test it on a working version, you can scroll down to 1ff8, expand that, scroll down to 30, expand that, and there you will see the resources. Energy from offset 8, etc.

When it changes, the first offset is usually pushed down a bit. You can expand something a lower in the list and see if you can find it easily that way. If not, you can start searching until you find energy (search for value between, use console to add one energy, repeat search until you find it). Then put a "what writes to this address", use the console to add 1 more energy, and you can look at the code to, hopefully, find the new offsets. Then it is "just" to update all the offsets.

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Tue Jun 20, 2023 1:44 pm
by TheGreen
we have 3.8.4 already? cheezus

made a stellaris pause and now I have to wait again haha

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Mon Jul 03, 2023 10:05 pm
by BlaxFly
I have to ask, would it be possible to make a damage multiplier for your ships?

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Wed Jul 05, 2023 11:08 am
by starfuryzeta
BlaxFly wrote:
Mon Jul 03, 2023 10:05 pm
I have to ask, would it be possible to make a damage multiplier for your ships?
There are Mods that can do that. I've previously used one called Tass Cheat Tool that adds modifiers via Edicts. Find it and more on the Steam workshop.

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Mon Jul 10, 2023 6:44 pm
by BipBop
I also use Tass Cheat Tool, it has all kinds of sexy modifiers.

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Tue Jul 25, 2023 11:38 pm
by darkfaungames
Thanks for the Cheat table, this has been my joy for the last year, playing stellaris with all available CT options has been a lot of fun, especially the "Pretty Quick Fleet Movement", "Quick Research" and "Quick Tasks" options. Please if you can work on CT 3.8.4 I really appreciate it, thanks for all the work.

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Sun Aug 20, 2023 1:21 pm
by captainjamesmartin
Any luck with an update?

Re: Stellaris Nemesis x64 v3.4.5 (a361) (GM and More) 2022-Jul-04

Posted: Tue Sep 12, 2023 10:04 am
by darquan0
Stellaris 3.9.1 is out today.
And the only things that are needed are, of course, modded achievments and console in ironman. Everything else is done through console...
Preparing to check it right about now.

UPD: unable to, they have changed a lot my personal mods are affecting, gotta sync that first. For instance, a lot (all of them, actually) of ascension paths are updated, many buildings are changed (now worker cooperative affects a lot), colony types are almost totally rewritten (I guess related to merchant jobs), council agendas are totally reviewed, and so on, and so on...