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

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CompactDisc
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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by CompactDisc »

snoozy wrote:
Sun Jul 12, 2020 7:58 am
Please, someone tell me how to find minor artifacts 🙏, use value type 4 bytes and all, scan type “exact value” and “between” did not help
That pointer should be in the extension. You can check there.

How to use this cheat table?
  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

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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by Hexwall »

I have been using the latest table here without issue until today. I open it, select stellaris and I activate the script but CE just freezes and never works. I have no clue what happened between yesterday and today but it just won't work. Any ideas why?

EDIT: I know it says it won't work if its not the same version but I have been using it for 2.7.2 without any issue till now

tebtengri
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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by tebtengri »

Hexwall wrote:
Mon Jul 27, 2020 6:53 pm
I have been using the latest table here without issue until today. I open it, select stellaris and I activate the script but CE just freezes and never works. I have no clue what happened between yesterday and today but it just won't work. Any ideas why?

EDIT: I know it says it won't work if its not the same version but I have been using it for 2.7.2 without any issue till now
I am using it currently with no issues so far.

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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by Alaunus »

Try starting CE before Stellaris. Would not have been the first time the script ain't working when you do it the other way around.

And for the people who had problems while editing traits during empire creation lately. Make sure you actually activate [x] the trait script in the extension. CD made a little oopsy and saved the script childs open but inactive.

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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by CompactDisc »

Alaunus wrote:
Wed Jul 29, 2020 7:10 am
Try starting CE before Stellaris. Would not have been the first time the script ain't working when you do it the other way around.

And for the people who had problems while editing traits during empire creation lately. Make sure you actually activate [x] the trait script in the extension. CD made a little oopsy and saved the script childs open but inactive.
Oh my apologies, I didn't realise. This might be causing issues for more people. :oops:

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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by Alaunus »

You would be surprised how embarrasingly long it took me to realize this was the oopsy CD.

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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by CompactDisc »

Alaunus wrote:
Wed Jul 29, 2020 10:10 am
You would be surprised how embarrasingly long it took me to realize this was the oopsy CD.
I replaced the old file with a fixed one; just in case.

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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by Hexwall »

tebtengri wrote:
Wed Jul 29, 2020 5:33 am
I am using it currently with no issues so far.
I fixed the issue by uninstalling and installing CE again. No clue what happened.

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Re: Stellaris - Megacorp x64 v2.3.1 (GM and More) 2019-Jun-15

Post by CannonFodder »

CompactDisc wrote:
Sat Jun 15, 2019 10:12 pm
-----------------------------------------
Table Extension for Stellaris v2.7.2
-----------------------------------------
==By CompactDisc==

Credits:
This extension contains a large amount of extra pointers for the game. It will allow you to alter much more than Recifense's script alone.
It also enables the console in ironman mode.

Instructions:
Cheat Table Extension
Download the original table from Recifense and open it in cheat engine. Then open my extension in the same Cheat Engine instance. It may ask you if you want to merge or keep the current list, say yes.

Once you activate Recifense's script, the pointers should work. You can then save the merged table as a whole if you want to use it again.

If something doesn't work, please post it in this thread so I can fix it.
You can also ask for help on the discord server below.

Discord server:
Please join the Paradox Engine discord to discuss Paradox game tables and extensions:
[Link]

Change log:
2020 March 25: Updated for Stellaris 2.6.2
2020 June 12: Updated for Stellaris 2.7.2
2020 July 29: Fixed species script not activating
Table 2.7.2's Archetype and traits works correctly in race creator.
But Ethic Points and Civic Picks are pointing wrong address in race creator. My game is 2.7.2(60bf) gog version.
I can't find the right address by searching, are the encrypted?

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Re: Stellaris - Megacorp x64 v2.3.1 (GM and More) 2019-Jun-15

Post by Alaunus »

CannonFodder wrote:
Wed Sep 23, 2020 3:27 pm
Table 2.7.2's Archetype and traits works correctly in race creator.
But Ethic Points and Civic Picks are pointing wrong address in race creator. My game is 2.7.2(60bf) gog version.
I can't find the right address by searching, are the encrypted?
2.7.2 ethics and civics should be the following:

Ethics: stellaris.exe+1A35B54

Civics: stellaris.exe+1A35B48

If those are not correct for gog you probably need to follow CDs instructions how to find them yourself.

Not difficult to do. A monkey with a stick can do it.

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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by CannonFodder »

CompactDisc wrote:
Sun Jun 16, 2019 9:40 pm
shinobuped wrote:
Sun Jun 16, 2019 5:18 pm
Hmm, anything from compactdisc about editing traits/ethics/civics?
It's easy to find the values in the defines file.
But always remember: if you modify those values, they will always apply to AI as well.
Always pause your game when editing those values for your own purposes.

But if you still want to do it:
Set the values you want to change to really rare numbers in the defines.
Like 345678
or 13579.
Look for that value in the game, there shouldn't be many results.
Change them and see which one is the correct one.
Then you have your static pointer (until the next patch) :)
Which means you save the address in the form of 'stellaris+<somenumber>' and it'll keep working until the next patch.

Don't forget to put the value in the defines file back to normal and restarting the game.
Now you can edit the values you saved.
Do you mean this instruction? I come to understand it a bit now. We can only change the 'max' ethics points , not the 'remaining' one, right?

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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by Alaunus »

CannonFodder wrote:
Thu Sep 24, 2020 9:01 am
Do you mean this instruction? I come to understand it a bit now. We can only change the 'max' ethics points , not the 'remaining' one, right?
something like that.

you find the defines.lua in your stellaris game directory.

change the ethic and civic points in there to something like 1234567 and 2345678

start unmodded stellaris and go into empire creation. check if your available ethics and civics actually are what you changed them to.

then you search with CE for those values. if you picked the suggested numbers there should be only one hit each.

now you should have two fixed addresses somewhere next to stellaris.exe+1A35xxx

write those down.

close stellaris and revert the changes in defines.lua to the original values.

restart (modded) stellaris and fire up the cheattable.

change the address pointers in the table to the values you wrote down.

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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by CannonFodder »

Got them, they are
stellaris.exe+19C677C
stellaris.exe+19C678C
for my version.
Thanks for help.

demonpeen
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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by demonpeen »

some of CE scripts don't work anymore for 2.7.2. fast fleet doesn't work. fast research doesn't work. resources never has worked. fast build/tasks etc none of them work. It'd probably be faster to list what works, which was the pointers to see what mega structure and terraforming time works.

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Re: Stellaris Federations x64 v2.7.1 (GM and More) 2020-May-13

Post by michaelanglo.l »

a few of scripts do not work

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