Stellaris

Stellaris

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Mod Menu
   
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File Size
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0.359 MB
Jul 23, 2017 @ 1:53pm
Nov 28, 2021 @ 10:15am
34 Change Notes ( view )

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Mod Menu

In 2 collections by had
Русская коллекция Stellaris
23 items
Had's lovely mods
7 items
Description
This is a mod resource for mods that use Mod Menu.

Load order
Put this mod after all other interface mods.

Corrently supported mods:

Explanation for users:
You need to subscribe to this mod only if it is necessary to access the menu.
Some mods can have menu files locally. In this mod always will be the latest version of menu files that can solve compatibility problems.

Explanation for modmakers:
This mod contains files that add a button (and other stuff) to call the menu.
You can add your own menu to this system (the only requirement is global flag for the trigger (for example, autobuild_installed)) to give your mod cool settings, some new game features, call for debugging of coding without using the console (usefull for ironmen), or something else, there are many possibilities.


How it works:
The new button will invoke a menu event, and each option available from this menu will call an event or menu from each mod available to control it's features or settings. See one of the supported mods above for specific examples.

Topics:
How to set global flag
How to make menu
How to deal with resources of Mod Menu
List of com. patches

GitHub[github.com]

Write, if you have any suggestions or questions, or if you want to write something.
You can do with the mod's code whatever you want, give me credits if you want.
Popular Discussions View All (4)
4
Jul 30, 2017 @ 6:48pm
PINNED: [Guide] Part 2: Make A Menu.
had
1
Jan 13, 2020 @ 8:19am
Known Compatibility Patches
FirePrince
0
Jul 24, 2017 @ 3:48am
PINNED: [Guide] Part 3: Resources of Mod Menu.
had
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345 Comments
had  [author] Jun 21 @ 5:06am 
I checked, you should use it on current version of stellaris.
This mod edits government_view.gui and this file last was edited year ago.
I will update version consistency later.
Francisco Jun 21 @ 4:13am 
Hey there. Could you update this to the latest version? Thank you!
Watchman May 19 @ 7:25am 
Is update needed?
Good druid Apr 3 @ 10:26am 
3.3.4
Лена Тихонова Apr 3 @ 5:46am 
update
Dustreaper Feb 13 @ 6:25am 
Hmm mod menu doesn't show up for me in my empire screen no matter if i put it after interface mods,as the last mod,or as the first mod hmm..I think only ui overhaul dynamic would affect this mod so i put this after it no dice..and i can see a conflict with dynamic political events but that's just.git files so that is fine..
Nuggets Jan 22 @ 9:51am 
Is it possible to add the decision again (so that the government tab doesn't have to be overwritten) ?
It's not game breaking or anything but it is kinda annoying to have this small government window compared to the other windows
had  [author] Dec 1, 2021 @ 3:12am 
Stellaris have no stuff for taking into account other mod, this mod override one interface frame (gov tab), whats all
BlaiddGwyn1 Dec 1, 2021 @ 1:28am 
"Why not just say that it's incompatible? Since it overrides all other UI mods." Because it's not, and that's not what's happening. There is nothing that I can see that it would be incompatible with. It just needs everything else to already be loaded so it can add them to its internal list.

It's been forever since I made any mods (for other games, obviously) but I do remember that being something peculiar about mods in general: a mod cannot read any other mods that load after it unless it's specifically looking for that exact mod to load (and even then it's clunky and preferred to just load that mod first). What it CAN do is, at the moment of being loaded, see what other mods have been loaded and incorporate them. That's why it needs to be loaded last. It doesn't override any previous mods, it just doesn't see any mods that are loaded after it.
had  [author] Oct 7, 2021 @ 10:56am 
Incorrect, this mod affect one gui file.
And do nothing with any mod.