I'm guessing this is for 1.0.3fantomas wrote: ↑Tue Mar 05, 2019 9:17 amMe... again.
I just find a more stable 'Max Health, Stamina, and Morale' script (it still is base on Hieppies first script) - In fact, each time you click on a resident, its stats go up to the max. I didn't check it enough to see if it affects enemies as well but I hope you'll report it in that case.
All what I can to say is that still now, I have no game crashing with the script, whatever a new game or a saved game I started.
Code: Select all
[ENABLE] alloc(newmem,1000,DawnOfMan:Human:getName+b) label(returnhere) label(originalcode) label(exit) alloc(tempmem,8) registersymbol(morale_p) alloc(morale_p,8) newmem: mov [tempmem],rdx mov rdx,[rax+00000090] //hydration mov rdx,[rdx+10] mov [rdx+14],(float)1 mov [tempmem],rdx mov rdx,[rax+00000098] //nutrition mov rdx,[rdx+10] mov [rdx+14],(float)1 mov [tempmem],rdx mov rdx,[rax+000000A0] //health mov rdx,[rdx+10] mov [rdx+14],(float)1 mov [tempmem],rdx mov rdx,[rax+000000A8] //temperature mov rdx,[rdx+10] mov [rdx+14],(float)1 mov rdx,[tempmem] mov rdx,[rax+000000B0] //Stamina mov rdx,[rdx+10] mov [rdx+14],(float)1 mov rdx,[tempmem] mov rdx,[rax+000000D8] //Rest mov rdx,[rdx+10] mov [rdx+14],(float)1 mov rdx,[tempmem] mov rdx,[rax+000000E0] //Morale mov rdx,[rdx+10] mov [morale_p],rdx mov [rdx+14],(float)1 mov rdx,[tempmem] originalcode: mov rax,[rax+000000E8] exit: jmp returnhere DawnOfMan:Human:getName+b: jmp newmem nop nop returnhere: [DISABLE] dealloc(newmem) dealloc(tempmem) unregistersymbol(morale_p) dealloc(morale_p) DawnOfMan:Human:getName+b: mov rax,[rax+000000E8] //Alt: db 48 8B 80 E8 00 00 00
[COMPLETED] Dawn of Man
- EnterpriseNL
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Re: Dawn of Man
I didn't know about the crafting for 1.0.2 never saw it(so many posts) the building 1.0.3 you published Fantomas works perfectly fine, the crafting 1.0.3 when I enable it crashes immediately
Last edited by EnterpriseNL on Tue Mar 05, 2019 12:57 pm, edited 1 time in total.
Re: Dawn of Man
Yes, I'm actually on v1.0.3 steamEnterpriseNL wrote: ↑Tue Mar 05, 2019 12:54 pmI didn't know about the crafting for 1.0.2 never saw it(so many posts) the building 1.0.3 you published Fantomas works perfectly fine, the crafting 1.0.3 when I enable it crashes immediately
I'm guessing this is for 1.0.3fantomas wrote: ↑Tue Mar 05, 2019 9:17 amMe... again.
I just find a more stable 'Max Health, Stamina, and Morale' script (it still is base on Hieppies first script) - In fact, each time you click on a resident, its stats go up to the max. I didn't check it enough to see if it affects enemies as well but I hope you'll report it in that case.
All what I can to say is that still now, I have no game crashing with the script, whatever a new game or a saved game I started.
Code: Select all
[ENABLE] alloc(newmem,1000,DawnOfMan:Human:getName+b) label(returnhere) label(originalcode) label(exit) alloc(tempmem,8) registersymbol(morale_p) alloc(morale_p,8) newmem: mov [tempmem],rdx mov rdx,[rax+00000090] //hydration mov rdx,[rdx+10] mov [rdx+14],(float)1 mov [tempmem],rdx mov rdx,[rax+00000098] //nutrition mov rdx,[rdx+10] mov [rdx+14],(float)1 mov [tempmem],rdx mov rdx,[rax+000000A0] //health mov rdx,[rdx+10] mov [rdx+14],(float)1 mov [tempmem],rdx mov rdx,[rax+000000A8] //temperature mov rdx,[rdx+10] mov [rdx+14],(float)1 mov rdx,[tempmem] mov rdx,[rax+000000B0] //Stamina mov rdx,[rdx+10] mov [rdx+14],(float)1 mov rdx,[tempmem] mov rdx,[rax+000000D8] //Rest mov rdx,[rdx+10] mov [rdx+14],(float)1 mov rdx,[tempmem] mov rdx,[rax+000000E0] //Morale mov rdx,[rdx+10] mov [morale_p],rdx mov [rdx+14],(float)1 mov rdx,[tempmem] originalcode: mov rax,[rax+000000E8] exit: jmp returnhere DawnOfMan:Human:getName+b: jmp newmem nop nop returnhere: [DISABLE] dealloc(newmem) dealloc(tempmem) unregistersymbol(morale_p) dealloc(morale_p) DawnOfMan:Human:getName+b: mov rax,[rax+000000E8] //Alt: db 48 8B 80 E8 00 00 00
- EnterpriseNL
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Re: [COMPLETED] Dawn of Man
Game crash with the table from, Unfortunately, don't know which cheat does it
viewtopic.php?f=4&t=8829
[Link]
viewtopic.php?f=4&t=8829
[Link]
Re: [COMPLETED] Dawn of Man
i've encountered that too, working.EnterpriseNL wrote: ↑Tue Mar 05, 2019 2:20 pmGame crash with the table from, Unfortunately, don't know which cheat does it
viewtopic.php?f=4&t=8829
[Link]
Last edited by darkGraf on Tue Mar 05, 2019 2:37 pm, edited 1 time in total.
- EnterpriseNL
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Re: [COMPLETED] Dawn of Man
I'm using these cheats enabled, i'm not using the WIP cheats
[Link]
[Link]
Re: [COMPLETED] Dawn of Man
It's free build script. I will try to fix. Thx for report.EnterpriseNL wrote: ↑Tue Mar 05, 2019 2:36 pmI'm using these cheats enabled, i'm not using the WIP cheats
[Link]
Re: [COMPLETED] Dawn of Man
You can download new version of table. I've fixed the problem.EnterpriseNL wrote: ↑Tue Mar 05, 2019 2:36 pmI'm using these cheats enabled, i'm not using the WIP cheats
[Link]
Re: [COMPLETED] Dawn of Man
I'm testing on GOG 1.03 now. @darkGraf, would you please make it so the options in your table don't auto-select themselves? It's a small thing, but I usually turn them on one by one as needed. Also, is it possible to split the stat decay up like before, where one option just does health & stamina? When all stats are maximized all the time, they just stand around without eating, praying etc. Makes it so boring.
The "Inf prey" option is the one where butchered prey gets 99 meat, skins & bones? That was hilarious. Why move it to WIP?
Oh, and thanks for the fast move, that one was needed badly.
@fantomas, I hope you'll move your tables to darkGraf's new post. I'm getting confused with all the tables floating around here.
As for the game crash on loading if crafting scripts are active, that's unavoidable. Best to finish crafting before saving (or maybe have a clean savegame to load first, activate the scripts then load the other savegame, that might work).
CH's Cal has a similar option in his trainer that just triggers the crafting process without needing any of the base ingredients. No idea how he does it (goes for most trainer/table options nowadays, I wish someone would make a Udemy course on this stuff 'cause I know I could be really good at it with some training), but it has the same crash-prone issues. It's an amazing option though. If that option were combined with your instacraft...
As usual, thanks for the dedication, without your tables I'd be out doing something productive right now.
Hmmm...
I'm not using any of the instaproduction options. I have the group open though (which checked them all momentarily). I'll start a new game and see if it happens again.
The "Inf prey" option is the one where butchered prey gets 99 meat, skins & bones? That was hilarious. Why move it to WIP?
Oh, and thanks for the fast move, that one was needed badly.
@fantomas, I hope you'll move your tables to darkGraf's new post. I'm getting confused with all the tables floating around here.
As for the game crash on loading if crafting scripts are active, that's unavoidable. Best to finish crafting before saving (or maybe have a clean savegame to load first, activate the scripts then load the other savegame, that might work).
CH's Cal has a similar option in his trainer that just triggers the crafting process without needing any of the base ingredients. No idea how he does it (goes for most trainer/table options nowadays, I wish someone would make a Udemy course on this stuff 'cause I know I could be really good at it with some training), but it has the same crash-prone issues. It's an amazing option though. If that option were combined with your instacraft...
As usual, thanks for the dedication, without your tables I'd be out doing something productive right now.
Hmmm...
Code: Select all
System.Collections.Generic.List`1[DawnOfMan.EntityAmount].get_Item (Int32 index)
DawnOfMan.EntityAmounts.getEntry (Int32 i)
DawnOfMan.CraftQueue.isBelowLimits (DawnOfMan.Recipe recipe, DawnOfMan.EntityAmounts predictedProduction, Int32 hungryPeople)
DawnOfMan.CraftQueue.updateRecipeContinuousProduction ()
DawnOfMan.CraftQueue.updateContinousProduction ()
DawnOfMan.Structure.tick (Single timeStep)
DawnOfMan.EntityManager.fixedUpdate (Single timeStep, Int32 frameIndex)
DawnOfMan.GameStateGame.fixedUpdate (Single timeStep, Int32 frameIndex)
DawnOfMan.GameManager.fixedUpdate (Single timeStep)
DawnOfMan.GameBehaviour.FixedUpdate ()
Re: [COMPLETED] Dawn of Man
Do it yourself Right click on a header: Group config > unmark "Activating this entry activates its children"
And save the table
Will do in further updates.Also, is it possible to split the stat decay up like before, where one option just does health & stamina? When all stats are maximized all the time, they just stand around without eating, praying etc. Makes it so boring.
It causes crashes. You can still use it on your own risk.The "Inf prey" option is the one where butchered prey gets 99 meat, skins & bones? That was hilarious. Why move it to WIP?
Oh, and thanks for the fast move, that one was needed badly.
Are you using my latest table? Looks like EnterpriseNL's error in post above. And i fixed it.Hmmm...I'm not using any of the instaproduction options. I have the group open though (which checked them all momentarily). I'll start a new game and see if it happens again.Code: Select all
System.Collections.Generic.List`1[DawnOfMan.EntityAmount].get_Item (Int32 index) DawnOfMan.EntityAmounts.getEntry (Int32 i) DawnOfMan.CraftQueue.isBelowLimits (DawnOfMan.Recipe recipe, DawnOfMan.EntityAmounts predictedProduction, Int32 hungryPeople) DawnOfMan.CraftQueue.updateRecipeContinuousProduction () DawnOfMan.CraftQueue.updateContinousProduction () DawnOfMan.Structure.tick (Single timeStep) DawnOfMan.EntityManager.fixedUpdate (Single timeStep, Int32 frameIndex) DawnOfMan.GameStateGame.fixedUpdate (Single timeStep, Int32 frameIndex) DawnOfMan.GameManager.fixedUpdate (Single timeStep) DawnOfMan.GameBehaviour.FixedUpdate ()
- EnterpriseNL
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Re: [COMPLETED] Dawn of Man
The crash is indeed fixed, didn't get any errors after it got fixeddarkGraf wrote: ↑Tue Mar 05, 2019 8:17 pmWhisperer wrote: ↑Tue Mar 05, 2019 3:24 pmAre you using my latest table? Looks like EnterpriseNL's error in post above. And i fixed it.Hmmm...I'm not using any of the instaproduction options. I have the group open though (which checked them all momentarily). I'll start a new game and see if it happens again.Code: Select all
System.Collections.Generic.List`1[DawnOfMan.EntityAmount].get_Item (Int32 index) DawnOfMan.EntityAmounts.getEntry (Int32 i) DawnOfMan.CraftQueue.isBelowLimits (DawnOfMan.Recipe recipe, DawnOfMan.EntityAmounts predictedProduction, Int32 hungryPeople) DawnOfMan.CraftQueue.updateRecipeContinuousProduction () DawnOfMan.CraftQueue.updateContinousProduction () DawnOfMan.Structure.tick (Single timeStep) DawnOfMan.EntityManager.fixedUpdate (Single timeStep, Int32 frameIndex) DawnOfMan.GameStateGame.fixedUpdate (Single timeStep, Int32 frameIndex) DawnOfMan.GameManager.fixedUpdate (Single timeStep) DawnOfMan.GameBehaviour.FixedUpdate ()
Re: [COMPLETED] Dawn of Man
I changed the auto-enable setting, just figured you might wish to consider keeping them off by default in future versions of the table. Thanks for the instruction.
I didn't test the freebuild any further since it seems to permanently remove the resource-requirements on buildings. So I've switched back to @fantome's version, which just marks the building as having all of its prerequisites, allowing me to then cancel the construction and get the resources for free.
I'm using the three Conditions, the InfRes (selectively disabling the on-ground option when I need to get rid of a pile), the absolutely amazing fast move and some of the instacraft options. Nearly all these options seem to work crash-free on the GOG 1.03. Since you have the Steam version, if you want me to test the others, just say so.
The one that doesn't work is the Resources condition, everything just keeps deteriorating on me. Worked previously with an older version of the table on the GOG 1.00 version.
@fantome, when you get a chance, please note that the current version of your NoBuildingMaterialRequirement is pretty much game-breaking. It does what it is supposed to do, but it also removes all resource requirements for crafting the moment one item is being crafted, making it so that no more resources are needed to craft that object in the future. Although that may seem preferable, it stops the game from auto-producing the object. In other words, food no longer goes to the food dryer, weapons and clothes are no longer produced, and whole chains like grain/flour/bread and the metal industry stops working. Unless you manually start clicking on everything.
So please, please, please switch it back to the on-click method you used previously (or add that as a second option). That version never broke the crafting process and was actually quite handy when I needed to get rid of some excess building materials. Simply don't click on it. In the meantime, I'll see if the old table actually works...
If I'm reading the script correctly, that means switching back to Buildable:anyPendingConstructionMaterials instead of EntityManager:anyResourcesAvailable. I'll go and see if the 1.02 table works on 1.03.
Yup, the 1.02 NoBuildingMateriablsRequirement works on 1.03 GOG by simply clicking on any construction once. The 1.03 version of the script works for constructions without needing to click on it first, but it also permanently removes requirements for crafting, which appears to cause auto-crafting to break. My game is now auto-crafting fishing rods, but still no clothes. Strange priorities, these settlers have...
I didn't test the freebuild any further since it seems to permanently remove the resource-requirements on buildings. So I've switched back to @fantome's version, which just marks the building as having all of its prerequisites, allowing me to then cancel the construction and get the resources for free.
I'm using the three Conditions, the InfRes (selectively disabling the on-ground option when I need to get rid of a pile), the absolutely amazing fast move and some of the instacraft options. Nearly all these options seem to work crash-free on the GOG 1.03. Since you have the Steam version, if you want me to test the others, just say so.
The one that doesn't work is the Resources condition, everything just keeps deteriorating on me. Worked previously with an older version of the table on the GOG 1.00 version.
@fantome, when you get a chance, please note that the current version of your NoBuildingMaterialRequirement is pretty much game-breaking. It does what it is supposed to do, but it also removes all resource requirements for crafting the moment one item is being crafted, making it so that no more resources are needed to craft that object in the future. Although that may seem preferable, it stops the game from auto-producing the object. In other words, food no longer goes to the food dryer, weapons and clothes are no longer produced, and whole chains like grain/flour/bread and the metal industry stops working. Unless you manually start clicking on everything.
So please, please, please switch it back to the on-click method you used previously (or add that as a second option). That version never broke the crafting process and was actually quite handy when I needed to get rid of some excess building materials. Simply don't click on it. In the meantime, I'll see if the old table actually works...
If I'm reading the script correctly, that means switching back to Buildable:anyPendingConstructionMaterials instead of EntityManager:anyResourcesAvailable. I'll go and see if the 1.02 table works on 1.03.
Yup, the 1.02 NoBuildingMateriablsRequirement works on 1.03 GOG by simply clicking on any construction once. The 1.03 version of the script works for constructions without needing to click on it first, but it also permanently removes requirements for crafting, which appears to cause auto-crafting to break. My game is now auto-crafting fishing rods, but still no clothes. Strange priorities, these settlers have...
- bloodsucker
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Re: [COMPLETED] Dawn of Man
thank you new update work great
BTW is forever young code still prevent increasing population ? the beta version show no increasing population after active
BTW is forever young code still prevent increasing population ? the beta version show no increasing population after active
Re: [COMPLETED] Dawn of Man
Yes, it is a little bit annoying, I admit. Didn't figured out yet a more stable way. But have to know that I'm not playing the game under steam so the code will probably be a little bit different (especially its memory address), but that's something that already has been discussed... on each my cheat table.
You'll have to check it manually or wait someone to do it.
My Crafting script does the same thing... in theory. I guess just the approach is relatively different. In fact, the craft system has two (2) steps, the first that needs ingredients and the second the time progress.Whisperer wrote: ↑Tue Mar 05, 2019 3:24 pmCH's Cal has a similar option in his trainer that just triggers the crafting process without needing any of the base ingredients. No idea how he does it (goes for most trainer/table options nowadays, I wish someone would make a Udemy course on this stuff 'cause I know I could be really good at it with some training), but it has the same crash-prone issues. It's an amazing option though. If that option were combined with your instacraft...
As usual, thanks for the dedication, without your tables I'd be out doing something productive right now.
Re: [COMPLETED] Dawn of Man
I think the game has a particular auto-crafting system, based on your resident count. If you have 10 resident, whatever the item you want to craft, you'll only be able to auto-craft 10 of that item, then the auto-crafting system will stop. That's why you never see Skins Outfit be auto-crafted as you already have the same number as your residents number by default, when you start a new game. But after each arrival of migrants (or new birth), it will restart automatically until that new number of residents. Or in the case your resident has broken its tool, the auto-crafting will start again, 'til your current residents' count.Whisperer wrote: ↑Tue Mar 05, 2019 10:27 pmit stops the game from auto-producing the object. In other words, food no longer goes to the food dryer, weapons and clothes are no longer produced, and whole chains like grain/flour/bread and the metal industry stops working. Unless you manually start clicking on everything.
...
My game is now auto-crafting fishing rods, but still no clothes. Strange priorities, these settlers have...[/i]
Do not think it has something to do with the script, IMHO.
Re: [COMPLETED] Dawn of Man
If you want to unlock all entities (builds, plants) without bothering with era or knowledge requirements, this is what you need.
AllEntitiesUnlocked
Enjoy!
AllEntitiesUnlocked
Enjoy!
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