Age of Empires II: Definitive Edition (101.102.8319.0)

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Re: Age of Empires II: Definitive Edition (101.102.8319.0)

Post by StupidDog »

I actually bought this game once and only played it in single player. I refunded it pretty quick because i kept getting these errors, didnt realize it at the time but it was the anti cheat going off.

IN SINGLEPLAYER ROFL.


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Re: Age of Empires II: Definitive Edition (101.102.8319.0)

Post by Bad_Boy »

Good evening!

J1327
Thanks so much buddy as always!
I wish you good luck with all my heart!
You are the best!


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Re: Age of Empires II: Definitive Edition (101.102.8319.0)

Post by Joshuan »

Thank you very much J1327.


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Re: 101.103.38337.0

Post by Bad_Boy »

J1327 wrote:

Comments: Helvv Kryd (Holy Wars)

Rated the music :thumbup:


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Re: Age of Empires II: Definitive Edition (101.102.8319.0)

Post by J1327 »

Alright updated allow mod* script.
it seems my function indexer shows invalid id's for second part of allow mod* will have to figure this out why somehow:
47102 -> 47101. ok
166067 -> 166074 . bad. shows invalid space.

even more rumblings:
while CE's internal indexer shows : 128258 , mine shows 166101 ,- maybe its not runtime function at all. will have to double check next time. meanwhile ids with cetutorial works fine (11398 versus mine 11398, previously i was getting also higher numbers back then than internal (invalid data) but i went to fix that -- seems that wasn't enough ).

link : viewtopic.php?p=4718#p4718


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Re: Age of Empires II: Definitive Edition (101.102.8319.0)

Post by Bad_Boy »

J1327 wrote: Fri Feb 27, 2026 6:04 pm

Alright updated allow mod* script.

Good afternoon.
I was hesitating whether to ask you to fix the "Allow Modifications" script or not. There was a minor update and the script stopped activating, but the pointers remained working. I went to the website, and there was an update. Now everything works as expected.
Thank you for your support and best of luck.

Sorry for my English, I use Google translate. :oops:


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Re: Age of Empires II: Definitive Edition (101.102.8319.0)

Post by J1327 »

I spent the weekend trying several different game versions, aiming to create a unified table. However it was unsuccessful attempt. The problem is that, Different versions has different aob's (different layout's and alignment (in version A some function is 4 bytes in version B 5 bytes and that breaks aob)). The only option is left is to dig deeper into position, check if there is any constant function available that is associated with second part of the script and use that as anchor. Another option would be debug for the user which i did on HL2 -- but idk, now, doing that feels off and also for this case requires at least once break completely game, allow tamper to take over.

Despite that, improved my own external console tool and many other small victories there and there... so no, am not out of options yet..

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TLDR;
...I really didn't want to slap /w surface aob which will break in next update , but for now it is what is


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Re: Age of Empires II: Definitive Edition (101.102.8319.0)

Post by Bad_Boy »

Hi.
The game updated yesterday, and the Allow Modifications script stopped working again. However, all other functions remain functional.

Sorry for my English, I use Google translate. :oops:


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Re: Age of Empires II: Definitive Edition (101.102.8319.0)

Post by J1327 »

as expected. updated array of bytes..
patch notes : https://www.ageofempires.com/news/age-o ... te-170934/


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Re: Age of Empires II: Definitive Edition (101.102.8319.0)

Post by Bad_Boy »

J1327 wrote: Fri Mar 13, 2026 1:22 pm

as expected. updated array of bytes..

101.103.39862.0-170934-22212991.CT
Nothing has changed. I still can't activate the "[$LUA/ASM] Allow Modifications" script.

Sorry for my English, I use Google translate. :oops:


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