Works perfectly with the Steam version of the game as far as I can tell^^. Had to add the flower back to my inventory because I accidentally softlocked a questline, ty :D
Small edit: the sporadic crashes experienced by another user likely has nothing to do with the mod. Prior to downloading this mod, my game did that as well. Dunno why, just happens & its definitely not a hardware issue.
*Amy's Goodbye Kitty Bra + Underwear are blocked until "Scavenger Hunt" achievement is done. This is all blocked outfits UNBLOCKED without doing any achievements at all to CUSTOMIZE
Nope, doesn't work (and i followed the download instructions very closely). Spent about an hour trying to get it to work and i have no other mods active. Also causes the game to sporadically crash.
Tested with on gog : Game Version: 1.4.1.13155 Unity Version: 2022.3.16f1 Melonloader v0.7.0 Open-Beta
I had this message at the start in Melonloader log.
HPAchievementsEnabler v1.0.0 by igromanru Assembly: HPAchievementsEnabler.dll ----- 1 Mod loaded [Il2CppInterop] Class::Init signatures have been exhausted, using a substitute!
I just created a new game, and made a save at the beginning : in the ValueKeys, the save is flagged as "Cheated" (and also achievements don't unlock when tested). --------------------------------
With the 1.4.1 update, i've spotted some weird behaviours in the data (like vanilla game flagging cheated after some events like 'Frank save christmas' move).
Am not especially in the game but i'm really interested in the way the game put the flag cheated or not cheated on your run. Maybe is the dll not working anymore as expected ? Or maybe is it about tool versions ?
I finally found time to test it with latest version (v1.4.1.13155). The mod still works fine. I added an instruction how to test the mod to the Description page.
Am not especially in the game but i'm really interested in the way the game put the flag cheated or not cheated on your run.
The game is compiled as il2cpp aka. C++ assembly code. While it's possible to dump a lot of important information, it's not so easy to reverse engineer the code. The game sets few "cheated" flags in different locations, and I doubt that I found them all. Therefore, the easy solution for me was just constantly to overwrite all "cheated" flags and set them to "false": As long the Dev uses the same flags and doesn't change the system, the mod should work in any situation.
Well let me ask a better question does the "Achievments have been disabled" still suppose to pop up even though this mod is installed or not? if not i installed everything right and am on the latest build of Melonloader
I always find it sad when people can't or don't want to read my instructions or descriptions, which I have placed clearly visible on the mod's description page.
Hi mate, I did not find it work. That system was working properly but I still could not have any achievements. And I would be notified not to have any achievements once I cheated.
14 comments
Small edit: the sporadic crashes experienced by another user likely has nothing to do with the mod. Prior to downloading this mod, my game did that as well. Dunno why, just happens & its definitely not a hardware issue.
As alternative you can try to use my Cheat Engine table from fearlessrevolution.
put it in your ...\SteamLibrary\steamapps\common\House Party\HouseParty_Data\StreamingAssets
This is all blocked outfits UNBLOCKED without doing any achievements at all to CUSTOMIZE
Use latest MelonLoader.
Game Version: 1.4.1.13155
Unity Version: 2022.3.16f1
Melonloader v0.7.0 Open-Beta
I had this message at the start in Melonloader log.
HPAchievementsEnabler v1.0.0
by igromanru
Assembly: HPAchievementsEnabler.dll
-----
1 Mod loaded
[Il2CppInterop] Class::Init signatures have been exhausted, using a substitute!
I just created a new game, and made a save at the beginning : in the ValueKeys, the save is flagged as "Cheated" (and also achievements don't unlock when tested).
--------------------------------
With the 1.4.1 update, i've spotted some weird behaviours in the data (like vanilla game flagging cheated after some events like 'Frank save christmas' move).
Am not especially in the game but i'm really interested in the way the game put the flag cheated or not cheated on your run. Maybe is the dll not working anymore as expected ? Or maybe is it about tool versions ?
The mod still works fine.
I added an instruction how to test the mod to the Description page.
The game is compiled as il2cpp aka. C++ assembly code. While it's possible to dump a lot of important information, it's not so easy to reverse engineer the code. The game sets few "cheated" flags in different locations, and I doubt that I found them all.
Therefore, the easy solution for me was just constantly to overwrite all "cheated" flags and set them to "false":
As long the Dev uses the same flags and doesn't change the system, the mod should work in any situation.
You have probably not installed it correctly.