Crusader Kings III

Crusader Kings III

Divine Intervention Cheat Menu
Showing 51-60 of 105 entries
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Update: Jan 4, 2024 @ 9:24pm

Added two modifiers, a building slot modifier that only boosts by one, and a dynasty modifier that is base game just with no time limit (legacy of piracy, allows raiding for your dynasty).

Added a character interaction to change the name of a character's house.

Added a global variable that loads on game start, other mods can look for this variable for compatibility reasons.

Moved the main menu skull button slightly to the left, allowing simultaneous usage with advcm by mr tats.

Updated to a new variable system for pinned traits, the new system has the ability to be transferred on player character death, as well as if you switch character's using the cheat character interaction. You can also edit the DI_trait_story file in order to change the default traits that will be loaded in when you start a new game, or remove all pinned traits. If you create your own mod of this file and place it lower in the load order than dicm, you will be able to automatically have persistent pinned traits in new save games.

Let me know if the new pinned trait system is giving you any problems, still testing it out.

Update: Dec 26, 2023 @ 3:54pm

Added two character interactions, Take All Titles, and End Wars.

Take All Titles allows you to choose taking all the character's titles, or their sub-realm titles (essentially their titles + all their vassals titles). The sub-realm option can be used on the player character, allowing you to take all of your vassals titles in one go. (Only county tier and above titles are considered when taking the titles).

End Wars allows you to choose several methods of ending various wars. If used on another character, you can end all of their wars in white peace, loss, or win. Alternatively you can end only their wars with the player in white peace, or a victory for the player. Finally you can force all vassals of the chosen character to white peace any war they are in.

Currently, the End Wars interaction works for any war the character you are interacting with is involved, regardless of if they are the leader of the war, I see potential positives and negatives to this, but I think it's more useful this way than the other way in general. In the future I may allow more flexibility here.

Update: Dec 16, 2023 @ 11:29am

Added a new main menu option, Diplomacy Manager. For now the only functional tab is the relations tab, which currently only allows you to add and remove relations between the two selected characters. Anything other than those two options is placeholders. I plan to allow relations such as mass adding / removing relations between all pinned characters as well.

I have definite plans to fill out the truce section of the diplomacy menu shortly, will be able to end and begin truces between characters, as well as mass remove all truces from pinned characters, and add / remove truces between all pinned characters.

The wars tab is placeholder, I may or may not be able to add some interesting options into that tab, so we'll just see if there's enough to have a full tab for that.

If anyone has anymore ideas for the diplomacy menu, please let me know. I'm going to be working on that menu for the time being, until it is fleshed out the way I would like it to be.

Update: Dec 13, 2023 @ 4:17pm

New windows now appear on top, instead of at the bottom of the stack of windows. If I missed a window that still doesn't appear on top, let me know which one.

Update: Dec 12, 2023 @ 3:34am

Added new 'Convert' tab to cultural editor. It has the same window as the culture window from the character editor to pick any culture in the game to convert to, as well as additional buttons that allow you to quickly convert various characters / county cultures.

Update: Dec 6, 2023 @ 1:28am

Changed pin character interaction to always be visible, regardless of the interaction to show cheat interactions.

Update: Dec 6, 2023 @ 12:21am

Finished implementing the new system for all court positions in the character spawner.

Reduced the base stats of councilor and court position spawned characters, as they were very high across the board before. They are now more randomized and reasonable numbers, as you can give the 100 stat man trait to easily raise them up to high numbers if desired, whereas it's more time consuming to reduce base stats once set.

Update: Nov 20, 2023 @ 7:53am

Update: Nov 19, 2023 @ 7:25am

New interaction to swing the scales of power for an active diarchy the player is involved in.

Updated localizations for languages other than english.

Update: Nov 18, 2023 @ 8:51pm

Added new interactions, start diarchy, end diarchy, add secrets, reveal secrets, remove secrets.

Reworked nearly the entire character spawner. The new system is more modular than before, so adding new character types is very easy, and will have a smaller file size than before. The main reason for this rework was making it more modular, but it was prompted by the adding of a new checkbox, No Traits, which when enabled sets all base stats of a character to 10 and doesn't give them any random traits. The more specialized courtiers, like councilors, and characters of that nature will still have custom stats, and traits, just not random traits.

For now, everything is using the new system other than some of the court positions. From top to bottom, court physician to personal champion are all on the new system. Anything below champion has not been reworked yet.

As it's a new system, let me know if you notice anything weird.