View attachment 5562716
first time using CE
is this normal?
Sry, just came back. Tested game v5.16 (prev. v 5.15) and
latest table (v5) works with
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(check also Info
here, to build yourself f.e.). It seems latest game versions wont work anymore with CE 7.5 (mono bug - without trying to hack CE itself which idk if that's possible while you are hocked onto a game, I think there is no fix possible for CE pre 7.6.)
EDIT: Actually it's the table updates - since v4 CE 7.5 would not work anymore (with any MtE version). Could be I ported code from a table I created for another
game - where i knew 7.5 worked with those code changes and suspected it would on this game too. Sry, my fault. Will check on it somewhere on the next days. Else I can just recommend to either DL CE 7.6 or try the earlier versions (its on bottom of the post, as
attach). Wont be feature complete. But as I've tested all but "Controling options" could be enabled from table v3. /EDIT
no that is not a standard thing, but then again, that's a cheat table for 5.7 version, we're closing to version 5.17
so, no it's not gonna work that easily.
v5: Change: Enable script from
thread to timer.
FIX: v5.15 lame script code adaptions
ADD: script to open savegame dir/pw
No, latest table was checked against 5.15 (even is in the changelog - see above) and as long as the few hooks I choose aren't done anew, it basically should work with any version. And even if things change on his unity code - I'd expect just sub-scripts to not work.
"Enable" should - well, things i can imagine on how it fails:
A) change of .exe filename to something that doesn't start with "Max". (no name change happened yet and fix is simply at best setting "var.pn2").
B) Unity invents a new manager system inside (as Enable checks on "GameplayManager:Update") - it's unlikely. Also the game still uses same unity version as from start years ago.
2018.4.13.
C) newer unity versions break CE's mono compatibility (
likely happened here). Happened at other games. It's rare. And requires dev to update unity version which isn't simple if code wasn't done with that in mind.
D) EDIT: I screwed up and didn't check things I should have (which actually happened) /EDIT.
And i think that's about it how "Enable" could fail if CE is installed/running correctly.
Else - if some functions get renamed, new/changed code, that edits the compiled bytes on the mentioned hooks (as it happened partly with v5.15) etc. - parts of some scripts could fail, but not the start like for peanutstando. (To give an idea how often this happens - at least in this game: even table v1 FULLY works on all game versions from earliest I have 1.19 till 5.16 on both CE 7.5/7.6. From game dev side only 5.15 did require small changes in 1 sub-script.)
Hey, I remembered that this game is used to be about 5GB right?
You are right. There have been some asset clean-ups see f.e. attached comparison v 5.12 vs 5.15
With the Christmas update, is there any new H-content or does it just add hats and decorations?
Welll .. new H content yes but not as much as you may wish. Check
release note for details.