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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.
Anyway, thanks for the response!
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.
"event dmm_mod_10_flag.1". The name of the event depends on the category.
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.
Thanks!
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).
Is there a patch for this?
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.
Add options menu
Add scroll option
Add option to uninstall DM
Due to constraints the UI can only look like it is currently.
Ok, patch is added. Check the compatibility patches thread for a link.
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.
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.
- 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
@mario0244 What a shame. Nevertheless I thank you very much for trying it
I appreciate your afford much! :)
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.
So guys, Spread the words!
@mario0244 is it possible to make it scrollable?
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.
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.