Stellaris

Stellaris

Dynamic Mod Menu [3.10.*]
189 kommentarer
Cedric Scum 21 maj @ 4:43 
Im request someone to port this mod to 4.0 please!
bascott83 19 maj @ 7:19 
Looking forward to a update to 4.0
tilarium 9 maj @ 11:07 
Correction: I forgot Fatherland had been updated the other day. Yup, can confirm now, that this is working. Won't say it's 100%, but it's working which is all I care about.
tilarium 9 maj @ 11:03 
@Azoor Don't think it needs one. The menu shows up in my game, hard to fully test though as the mods that I use that rely on this do need updates. But this is likely fine.
alfharobby 8 maj @ 11:27 
NO Giga, ACOT, DOA, ZOFE, Planetary Diversity.
only Sartek among the mod i subscribe use this mod menu feature.
AzoorFox 7 maj @ 17:02 
UPDATE WHEN??????????
LauraTons 6 maj @ 11:59 
Anyone have issues with 4.0?
=L33T 720= 19 apr @ 20:58 
is this working for 3.14?
TheFlyingPotato  [skapare] 1 apr @ 14:16 
@MartianLeo Compatible (last time I checked, I play with both)

@Jaysus27 it's possible indeed, but using "dmm_is_installed" will log stuff in your error.log if you don't have DMM installed. So it has both pros and cons.
As DMM doesn't touch anything gameplay related, you really have no reason to uninstall it midplaythrough (besides, it probably causes issue when you try to remove it, as a lot of mods that uses scripts) => I personally recommend using the flag, but both are fine
MartianLeo 31 mar @ 19:52 
is this compatible with UI Overhaul?
Jaysus273 12 mar @ 20:01 
Thanks very much for the excellent mod! I just added compatibility for my own mod with it.

Might I suggest replacing NOT = { has_global_flag = dmm_installed } with NOT = { dmm_is_installed = yes } in your guide for modders?
The former will prevent the edict from showing in old save games if, for whatever reason, DMM is removed partway through, while the latter handles that fine.
Jaysus273 7 mar @ 14:15 
It works fine, idk why people are complaining.
AzoorFox 9 jan @ 16:52 
UPDATE WHEN??????????
Corruptedking 11 dec, 2024 @ 13:52 
Please update this
💀Kralazar Mallus💀 2 nov, 2024 @ 23:48 
Is it need to be updated or its working fine right now?
bascott83 1 nov, 2024 @ 0:24 
Please update to 3.14
Figaround 29 sep, 2024 @ 23:12 
Please update. :WHII_Dominate:
Ahmet 21 sep, 2024 @ 9:58 
it is working
AL|EN 14 sep, 2024 @ 7:27 
@TheFlyingPotato Thanks for this mod!

Sorry for the nitpicking but could you please for the next mod update, add the "v" letter for "supported_version" property in the descriptor.mod file. Otherwise, it doesn't work. You can also set it to "v3.*" so you won't have to update it for every minor version.
guirab09 21 aug, 2024 @ 3:57 
does this mod messes with the cetana situation? im asking since i had ther come up as the crisis and her event chain broke, and idk why
AavaAana 7 aug, 2024 @ 1:28 
thankyou inerael for testing it
Inerael 31 jul, 2024 @ 10:16 
Answer: yes, still working :)
Inerael 31 jul, 2024 @ 10:13 
hey, does someone know if it still working pls ?
quenny 18 jul, 2024 @ 22:35 
Not working or maybe im an idiot.
MajorGeneralPike 27 jun, 2024 @ 17:56 
This doesn't work with the latest patch
Blazingdevil 9 jun, 2024 @ 6:05 
does this work with 3.12?
bascott83 29 maj, 2024 @ 13:22 
anyone having problems with this mod on 3.12?
mjolnirCSOcarrier 20 maj, 2024 @ 4:33 
Should still work with the MA DLC?
TheFlyingPotato  [skapare] 3 apr, 2024 @ 10:11 
Aren't we all?
2M4L 3 apr, 2024 @ 7:18 
i might be stupid
Redovic Draconis 13 mar, 2024 @ 22:21 
I see, thank you for clarifying.
TheFlyingPotato  [skapare] 13 mar, 2024 @ 11:34 
@invictus97 Yes.

@Redovic Draconis This mod doesn't hook into the vanilla rename feature. It simply add a way for modders to use a rename, as the vanilla rename feature is not accessible by modding. So you would need another mod (or console commands) to rename stuff in game.
invictus97 12 mar, 2024 @ 10:54 
Does it work on 3.11?
Redovic Draconis 4 mar, 2024 @ 16:11 
How do you access the keyboard feature? It does not appear when I click to rename something, so I am assuming another mod is preventing that or I need to use a keybind which I do not know.
TheFlyingPotato  [skapare] 1 dec, 2023 @ 11:30 
Short answer: It doesn't matter, put it anywhere.

Long answer: There is only one possible compatibility issue: If you don't see the "mod settings" button in the "escape menu", another mod is overwriting the same UI file. The only one I know that does it is a total conversion mod (star wars fallen republic), so it doesn't really matter. If that does happen though, just put DMM lower
dicelurker 30 nov, 2023 @ 22:31 
Best place for this in the load order? I assume right below the unofficial patch so it can detect the mods it manages.
StarOri 29 nov, 2023 @ 3:17 
Thank you :D since I made it I cannot play without it haha, especially with mods that adds a lot of techs so tech ratio differences matters even more !..
TheFlyingPotato  [skapare] 28 nov, 2023 @ 9:24 
Done! Nice mod btw, I'll probably use it in my next game
StarOri 28 nov, 2023 @ 7:52 
Hello! Can you add Technology Diffusion to your supporting mods list? https://sp.zhabite.com/sharedfiles/filedetails/?id=3047070190

Thank you for this mod, I hated seeing all these edicts indeed!
TheFlyingPotato  [skapare] 24 nov, 2023 @ 10:06 
The "display" (=the virtual keyboard you see) is always with an english keys disposition (QWERT...)

However, the keybindings that allow you to use your actual physical keyboards are linked to the actual keys: if you press "A" on your keyboard, you will get an "a" in Stellaris (to get an "A" you would need to press "shift+A", or toggle caps lock before hand)

TL;DR: while the UI is using the english disposition, you can use any physical keyboard (I don't have an english keyboard and it works)
MyresMkG 24 nov, 2023 @ 3:20 
Does the Keyboard Feature support English only?
TheFlyingPotato  [skapare] 19 nov, 2023 @ 1:42 
Small update that adds the spacebar as a keybinding for the keyboard feature, and fixes a size issue for the template.
Save compatible.

A new mod will come in a few minutes. It utilizes the keyboard to allow you to send customized insults to your multiplayer friends :)
Xeonzs 18 nov, 2023 @ 9:57 
Perfect, thank you sir.
TheFlyingPotato  [skapare] 18 nov, 2023 @ 9:36 
@Xeonzs
Nothing changed, so you can use it as is for any version since 3.8 (probably even older versions, but I don't remember)
Xeonzs 18 nov, 2023 @ 8:58 
Will this still work with the 3.9.x version? or will you upload a 3.9.x version for people who don't want to move to the new buggy patch yet?
TheFlyingPotato  [skapare] 18 nov, 2023 @ 3:49 
Updated to 3.10
No feature change
Great news, Paradox fixed the issue that made the keyboard unusable, so you might end up seeing more mods using it in the future
raw666 17 nov, 2023 @ 22:50 
Or 3.10 now?
Milchknoppers™©® 2 nov, 2023 @ 10:21 
will there be an update for the newest game version?
3.9.*
Figaround 3 okt, 2023 @ 17:21 
The problem after disabling your mod disappeared partially, those icons no longer cover all the settings tabs and attached to the first. And the settings of the Maginot world are not visible (maybe they are gone, but there is no selection effect when clicking). Your mod can be run on save, well, because the Gigas settings are not available to change after the start. And it takes me a long time to test about 15-20 minutes on my old laptop to enter the main menu and then start a new game.
TheFlyingPotato  [skapare] 3 okt, 2023 @ 14:15 
@Fgaround before I forget, if you want to retest DMM with gigas, test quickly on a new save just to be safe :)