Europa Universalis V

Europa Universalis V

Dijos Cheat Menu
106 条留言
Hải 5 小时以前 
Is it hard to add a search bar to the mod? Genuinely asking
Eddshouse 11 月 15 日 上午 4:31 
Ahh my bad they work now, thank you.
dijo  [作者] 11 月 15 日 上午 4:18 
@Eddshouse is Estate Satisfaction Equilibrium 3rd button in page 2 specials in country what you're looking for?
Eddshouse 11 月 15 日 上午 3:45 
Could you possible add back the estate target satisfaction modifier
dijo  [作者] 11 月 15 日 上午 12:35 
If you have suggestions for custom actions you would want for characters, please post them in the suggestions thread. So far I have kill character, move to court, marry, divorce, set as heir, force abdicate, make union, break union, change to your culture, change to your religion
dijo  [作者] 11 月 14 日 下午 9:55 
@HurricaneColton There is Army Movement Speed in Military tab and Navy Movement Speed in Naval tab. Not an idiot :D
HurricaneColton 11 月 14 日 下午 5:33 
Did you remove Movement Speed or am i just an idiot and can't find it?
vfin621 11 月 14 日 下午 2:24 
Thank you!
dijo  [作者] 11 月 14 日 下午 1:57 
@vfin621 Sorry about that, the button is back in Military. I stopped making gui for unit type modifiers thinking i'd need to handle them differently. They still just get added via add_country_modifier. @VenecoHead the categorization still depends on key words and just seeing if the modifier name contains them and categorizes them like that. It's not the best tactic. I still want to have better categorization.
Barnacle Bill 11 月 14 日 下午 1:19 
Sometimes doubling the population is overkill you just need a thousand more soldiers to build a castle. The console will get me a thousand more peasants but takes a long time for them to get around to making like Gomer Pyle and leave Mayberry for boot camp.
VenecoHead 11 月 14 日 下午 12:48 
@dijo. Whenever you can, can you create a donation page? We appreciate your work, and as this is a useful mod, I think it is fair that you receive a token of gratitude.
VenecoHead 11 月 14 日 下午 12:47 
@vfin621. Everything should be there. After this last update I also struggled to find things, but I am pretty sure they are there. They were just moved. In a way, everything is more organized now, separated by category. We just have to learn where they are located.
vfin621 11 月 14 日 下午 12:38 
Mostly I mean stuff like 'siege ability', or 'infantry power' I no longer see it, assumed it was removed. Was it put somewhere else?
dijo  [作者] 11 月 14 日 下午 12:38 
@VenecoHead right click a location and click set target Then you can can click on selected after opening a modifier button in location. That will open the increment buttons and then when you add modifiers it will be added to the target location.
dijo  [作者] 11 月 14 日 下午 12:35 
@vfin621 Which were removed? Some booleans were recategorized and location modifiers seperated
vfin621 11 月 14 日 下午 12:28 
Why did you remove a bunch of the military modifiers?
VenecoHead 11 月 14 日 上午 10:57 
When you use the local bonuses, how do you select the location? Do you just click on it while you add the bonus?
dijo  [作者] 11 月 14 日 上午 8:07 
But the options stopped working when i switched them, let me fix.
dijo  [作者] 11 月 14 日 上午 8:05 
@CastielRael It is in the custom tab of Location
CastielRael 11 月 14 日 上午 7:49 
i liked the mod because it allowed for instant culture and religion conversion to all provinces and population in domain to be that of the ruler, but now it doesn't. seems the button was removed from custom tabs.
dijo  [作者] 11 月 14 日 上午 6:30 
@Azavar Didn't even notice :howl_scared: I will fix
Azavar 11 月 14 日 上午 6:20 
@dijo
The names of the modifiers have appeared but their descriptions look like MODIFIER_TYPE_DESC_local_monthly_prosperity :)
I use russian language.
Anyway thanks dude you're amazing.
dijo  [作者] 11 月 14 日 上午 5:50 
There is a button in custom tab that doubles population and there is modifiers for population too. With the ability to add location modifiers, you can add population growth to a specific location.
Barnacle Bill 11 月 14 日 上午 5:44 
@.jc.
There is a console command for population, although it isn't documented well.

population <location> <amount>
<location> is the non-localized name of the location
<amount> is the number of THOUSANDS of people to add.
so "population st_helena 1" would add 1000 people to the island of St. Helena.

a negative amount subtracts from the current population.

The new people show up as peasants and you have to wait for them to promote. I haven't discovered a way to add directly to the higher classes. That would be a nice feature for this mod
dijo  [作者] 11 月 14 日 上午 5:28 
Should be fixed
dijo  [作者] 11 月 14 日 上午 5:22 
Fixing it now. I forgot to include the games localization for other languages modifier types. Sorry about that!
dijo  [作者] 11 月 14 日 上午 5:16 
@Azavar Thanks for letting me know. What language are you using? Can you try unsubscribing and resubscribing, or deleting the mod files and resubscribing.
Azavar 11 月 14 日 上午 5:04 
After the update, the names of the modifiers disappeared, not only in the cheat menu, but throughout the game. Now there are names like MODIFIER_TYPE_NAME_local_monthly_prosperity everywhere.
Calplop 11 月 13 日 下午 1:32 
This is my favourite cheat mod. Do you know if there's any cheat that can force you to leave / break a personal union? I also second Veneco with a character interaction type that can force a character to abdicate / kill / move to your court.
.jc. 11 月 12 日 下午 2:58 
yo bro can you make a pop growth cheat?
dijo  [作者] 11 月 12 日 上午 12:44 
@VenecoHead I think it'd be possible. I also want to provide options for every type of modifier, i think when i get to adding character modifiers i could also look into features like that too
VenecoHead 11 月 12 日 上午 12:37 
@dijo. I know this is very deep into mod development, and maybe not part of your vision of what you want this mod to do, but do you think there could be options for interacting with the characters? I.E. Marry such and such, kill such and such, move to country, etc?
dijo  [作者] 11 月 11 日 下午 11:35 
@Immortal Zeki, i will look into both and follow up. I was thinking of getting rid of the button to open the menu and using a hotkey that users can change themselves to open it, which would allow it to be compatible with any ui changing mod. Its been a few couple days since I've gotten on PC, hopefully I'll have the energy to after work today, but if not i have thursday and friday off to work on it.
Immortal Zeki 11 月 11 日 下午 5:16 
2 question. 1. do you know what create_character command does and how to use it? seems like I should be able to make my own character, but doesn't work. 2. this does not work with Good Interface mod due to UI changes, is there the potential for a submod or a different location to to open the menu?
howsky 11 月 10 日 上午 10:50 
many thanks for this mod!
VenecoHead 11 月 10 日 上午 8:45 
As @totoro said, small increments in the modifiers would be such an amazing addition. That way the effects aren't as drastic.
dijo  [作者] 11 月 9 日 上午 1:06 
@小白求不虐 Thanks for the report. All modifier value type mismatches have been fixed for v2.4, I will be working on getting it ready for upload when I get home from work.
小白求不虐 11 月 9 日 上午 1:02 
Hello.

I discovered some flaws while using the mod yesterday. The modifier 'country_child_education' uses percentage values, for example 'country_child_education = 0.5', rather than 'yes' or 'no'.

Using 'yes' or 'no' prevents this modifier from working. It seems there are many similar cases like this.

Finally, thank you for your mod.
dijo  [作者] 11 月 9 日 上午 12:09 
Thanks, when i first extracted the modifiers I used larger percentages, next update the decimal modifiers increments will be more reasonable 1% 10% and 100%
totoro 11 月 8 日 下午 11:28 
actually, with regards to the last commenter, I don't know how hard this would be to implement, but 0.1 (and honestly 0.01) would be nice to have for times i dont want to double my pop count yearly but regular growth is insufficient
皮皮山上的咕咕⑨ 11 月 8 日 下午 10:54 
Hi! I noticed something in the mod and wanted to help clarify it:

The modifier global_estate_target_satisfaction (Estate Satisfaction Equilibrium) works with percentage-based values, but it’s currently being used as if it were a flat number.

So if the intention is to increase satisfaction equilibrium by +10%, the correct format should be:

global_estate_target_satisfaction = 0.1


Instead of using 10, since that would actually apply +1000%, which is probably not intended.

Just wanted to point this out in case it helps. Thanks for your work on the mod!
dijo  [作者] 11 月 8 日 下午 10:28 
@totoro ill check max building when i get home, just guessing but it's probably a location modifier and the version out right now is trying to add it as a country modifier. V2.4 will add location modifier support.
totoro 11 月 8 日 下午 10:12 
oh if cabinet efficiency was fixed I must be on an old version, nevermind about that one.
totoro 11 月 8 日 下午 10:11 
max building limit and country cabinet efficiency modifiers do not work (cabinet modifier does not attempt to change variable (+/-1,10,100 are blank), building limit just does not set).
dijo  [作者] 11 月 8 日 下午 1:18 
@VenecoHead it means country wide, only applied to your country. Local modifiers are for locations. Tonight or tomorrow I will be releasing version 2.4 that gives the ability to add location modifiers to your owned locations or selected
VenecoHead 11 月 8 日 下午 12:00 
When the modifier says global (and please forgive my ignorance), is this referring to every single nation, as in global, or will it affect only my nation?
lazarusblack 11 月 8 日 上午 8:31 
@dijo I got your message. I have deleted my comment from the other mod.
Barnacle Bill 11 月 8 日 上午 6:34 
Ah, I was doing everything with the game paused. You are right it changed everything at the month turnover.
dijo  [作者] 11 月 8 日 上午 6:14 
@töihin surauttaja fixed, thank you :cockatiel_hype:
dijo  [作者] 11 月 8 日 上午 6:14 
@Barnacle Bill are you waiting for a month to tick? My process is this press button -> population looks the same -> wait till month tick -> population changes to primary culture/religion. I'm not sure what it could be.