Stellaris

Stellaris

Dynamic Mod Menu (2.8)
53 kommentarer
Deviant 28 feb, 2021 @ 1:28 
Version 2.8.1 - the mod works. Unlike "mod manager", it does not reduce the size of the "government" tab to a vanilla state. The main thing is to download the compatibility patch.
mario0244  [skapare] 7 nov, 2020 @ 17:07 
No clue. Don't play the game anymore. If you have problems use Irony to check for conflicts.
Woodwyrm 7 nov, 2020 @ 2:04 
does DMM work with Alpha Mod and Planetary Diversity?
OldEnt 2 nov, 2020 @ 22:49 
Thank you kindly good sir.
mario0244  [skapare] 2 nov, 2020 @ 22:46 
Looks fine.
OldEnt 2 nov, 2020 @ 22:42 
Hi, I have implemented DMM into Aggressive Crisis Engine but I am wondering if I haven't missed something. Could you have a quick look? https://github.com/Fiiral/Improved-Crisis/commit/2b1fa2528dbbd92fda999000bfe8d83eaa57ebe9

I have claimed the followin event namespaces:
dmm_mod_utilities.20
dmm_mod_utilities_20_flag
If someone is already using these please let me know so I can change them.
Lady Lucina 29 sep, 2020 @ 4:41 
Maybe it's something in Crisis Manager that detects DMM and only fires the event if it is present.

Anyway, thanks for the response!
mario0244  [skapare] 27 sep, 2020 @ 16:33 
DMM does not show any notifications and honestly I have no clue what's going on in your game. Could be a mod conflict perhaps or related to Crisis Manager.

DMM is just a GUI that launches other peoples events. When you toggle the uninstall of DMM all it does is remove the global flag that DMM sets in the game. No where does it have logic in place to create a notification.
Lady Lucina 27 sep, 2020 @ 9:55 
Hm, okay. I just figured it was DMM, because if I click the uninstall option and reload the save (only the save, not the game) then it doesn't reappear.
mario0244  [skapare] 27 sep, 2020 @ 8:02 
Can't help you, this is a question for the crisis manager author.
Lady Lucina 27 sep, 2020 @ 7:20 
Is there a way to get rid of the (!) notification that prompts me to check my Crisis Manager settings every time I reload a save and places an everblinking signal on my homeworld and home system?
mario0244  [skapare] 22 maj, 2020 @ 20:01 
It's on your end.
ุReshy 22 maj, 2020 @ 18:09 
Missing Descriptor File?
Jagen 6 apr, 2020 @ 15:05 
Understood, many thanks!
mario0244  [skapare] 2 apr, 2020 @ 8:58 
That's because DMM didn't detect any active mods. This can happen for some mods as they only register themselves on game start (for optimization). This means you probably added DMM on an ongoing game as well as the mod in question. You'll need to run the registration event manually for these (as in from the console) ex. for AI Species Limit this would be "event dmm_mod_1_flag.1" command for Crisis Manager
"event dmm_mod_10_flag.1". The name of the event depends on the category.
Jagen 2 apr, 2020 @ 2:12 
OK thanks. I do see the button, it's just nothing happens when I click on it!
mario0244  [skapare] 28 mar, 2020 @ 10:00 
With the recent changes the compatibility patch uses the dependencies tag to ensure it is executed after UI Overhaul, DMM and what other dependencies there may or may not be. So the load order isn't important anymore.
If you still don't see the button (as I am assuming that you don't) then you didn't pick the right compatibility patch.
Jagen 28 mar, 2020 @ 9:04 
Can I just clarify, below you say to ensure the "compatibility patch is above UI Overhaul and DMM", but in the compatibility patch description it says to put it at the bottom of the load order. Which should it be?
mario0244  [skapare] 25 mar, 2020 @ 12:56 
I've got a dedicated thread for compatibility patch requests, please use that. Check the thread for compatibility patch.
Alkill1000 25 mar, 2020 @ 11:56 
this mod seems to conflict with the event horizon offset facility mod, the button doesnt appear when i have that mod activated
[Phönix] Xaneas 16 dec, 2019 @ 5:06 
Wow this was fast!
Thanks!
mario0244  [skapare] 15 dec, 2019 @ 19:39 
Patch added. Check the compatibility patches thread.

Also, just wanted to shout out a big f*** you to Paradox and their Launcher development team. All of my local mods dissapeared after an update (after not running the game for more than a month).
mario0244  [skapare] 15 dec, 2019 @ 18:21 
Not at the moment. You'd be the first to mention this mod.
[Phönix] Xaneas 15 dec, 2019 @ 12:09 
Button is not showing when "Speed Dial" mod is activated.
Is there a patch for this?
Plerion 9 okt, 2019 @ 19:50 
Thanks for the insights!
mario0244  [skapare] 7 okt, 2019 @ 20:03 
Due to an inquiry requests thread for mod menus to be created goes here: https://sp.zhabite.com/workshop/filedetails/discussion/1840010432/1628539187783703472/
mario0244  [skapare] 24 sep, 2019 @ 3:10 
@Miss.메이드씨

If you've got UI Overhaul, DMM, Compatibility patch the button should be located as seen on the image: https://prnt.sc/pa86to

If it is not available then there is:
- Another (3rd mod) overwritting both DMM and UI Overhaul changes
- Mod is not activated (for some reason)
- Mod load order is messed up (if you use mod managers)

1st possibility: You must identify for me which mod also overwrites main_botton.gui
2nd possibility: Though a tiny possibility it is the simplest issue
3rd possibility: Ensure in the mod manager (whichever you might use) that the compatibility patch is above UI Overhaul and DMM.
Miss.메이드씨 24 sep, 2019 @ 1:26 
I can't find DMM button. I use UI overhoul dynamic compatibility patch both.
mario0244  [skapare] 23 sep, 2019 @ 8:13 
New version changes:
Add options menu
Add scroll option
Add option to uninstall DM

Due to constraints the UI can only look like it is currently.
SolidSpaceDisk 15 sep, 2019 @ 20:56 
sub'd
mario0244  [skapare] 15 sep, 2019 @ 16:08 
@ssd21345
Ok, patch is added. Check the compatibility patches thread for a link.
mario0244  [skapare] 15 sep, 2019 @ 9:23 
Yeah probably. I always though the UI Overhaul Dynamic was a simple fork of UI Overhaul (I use this one). I'll look into it.
SolidSpaceDisk 15 sep, 2019 @ 3:48 
Is Compatibility patch needed to make it works with UI overhaul dynamic? It overwrites main_bottom.gui
mario0244  [skapare] 10 sep, 2019 @ 15:19 
Now, for your second question. Each category has its own unique ids (flags, events, buttons) which start from 1 and go to 250. The updated python script takes this into account.

So in short pick a category and pick an ID and it's yours for that category alone. ID 10 will be then taken only for the category you chose, others ID 10s will be free.

Also when choosing your category, pick where you feel your mod fits best. Or if you feel there is a missing category, we can always add more. I'm open to suggestions.
mario0244  [skapare] 10 sep, 2019 @ 15:19 
To be honest there is no distinction between any categories. You get to pick which category you'd like out of 5 offered or to be more precise where you feel your mod fits best. I do not impose any rules or guidelines about this. Freedom is given to the mod maker. I can only offer my insight in how I will pick a category for any future mods I make.

General: I feel this fits best to put mods which alter some game rules or game behavior ex. AI Species Limit.
GFX: Mods which have something to do with graphical effects, for example there was a mod out there which allowed people to change their shipsets in game.
Utilities: Mods like Editor Config or Custom Dificulty fit best in this category for me.
Events: More events mod (I'd actually split this in 2 categories), Crisis Manager
Other: These for me would be mods that fit in neither category, for example this would be a perfect fit for my Merge AI Species mod or 995 cores mod. They don't necessarily actively affect the game.
kuyan-judith 10 sep, 2019 @ 14:26 
Also, could I register the ID 10 in whichever category would be appropriate for a mod for more easily checking data about other empires?
kuyan-judith 10 sep, 2019 @ 14:24 
What's the distinction between General and Other?
mario0244  [skapare] 10 sep, 2019 @ 11:10 
New version changes:
- Increase number of slots to 250
- Add categories: General (old default category), Events, GFX, Utilities, Other (each has 250 slots)
- Add category launcher (the launcher is smart enough to determine if you've got mods in more than 1 category and will determine whether to launch mod category launcher or the mod category -- if you've got mods in only 1 category)
- Handle slot deactivation\uninstallation
Plerion 9 sep, 2019 @ 10:49 
@ Theunknown - Because scrolling for mundane, repetitive tasks is not fun (not saying that endless pagination is). UI mods like those taking advantage of higher resolutions, or mods tinyfying windows are a good example. Console ports of games like Civ6 or other PDX titles tend to increase scrolling a lot. But for once-in-a-run stuff (like configuration settings) it works fine imho.
LST Theunknown 9 sep, 2019 @ 2:12 
@Plerion why is the trend to reduce scrolling?

@mario0244 What a shame. Nevertheless I thank you very much for trying it
I appreciate your afford much! :)
mario0244  [skapare] 8 sep, 2019 @ 22:22 
Nope, scrolling is a no go.

The mod is too "heavy" for scrollbars and game crashes when I add them (seems like parallel processing issue on PDX end).
I tried an alternate "low weight" approach but encountered a limitation on the GUI end.

So gotta scrap that idea.
Plerion 8 sep, 2019 @ 17:40 
The usual trend in UX is to reduce scrolling, but for options and settings it works fine.
LST Theunknown 8 sep, 2019 @ 13:50 
I can't speak for all, but ... you could make an option in your menu for that ;D
mario0244  [skapare] 8 sep, 2019 @ 12:43 
You mean to replace pagination with scrolling? It should be possible. Do people in stellaris prefer scrolling over pagination?
LST Theunknown 8 sep, 2019 @ 11:41 
I hope this become big. It's an awesome concept!

So guys, Spread the words!:steamhappy:

@mario0244 is it possible to make it scrollable?
ryan.yates11 26 aug, 2019 @ 16:51 
this nigga really wrote a whole python script for a game
mario0244  [skapare] 25 aug, 2019 @ 15:18 
@INFOWARS.COM
I'd be lying if I said yes. I did play Skyrim (had tons of mods on it as well). Idea was born from a concept idea about having available "slots" which other modders could use. That idea came to me from X3: Reunion where modders had limited number of available ids to use for new weapons.
Devious 25 aug, 2019 @ 13:50 
Did you get inspiration for this from the Skyrim Mod Menu?
Robert 25 aug, 2019 @ 11:04 
Neat. Let's hope lots of mods take advantage.
mario0244  [skapare] 25 aug, 2019 @ 10:21 
@Binary
Is this a joke? :D
Short answer: No
Long answer: This is Stellaris with a barely functional scripting language. Things I take for granted in any other language don't exist here. I did the best I could with the limitations set upon me.