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[mod] {CK2} Ala's Cheat Menu for Luxuria Fantasia


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Posted
any_demesne_title = { # Direct upgrade of a single building
	limit = {
		has_building = this_building1
		NOT = { has_building = this_building2 }
		is_feudal = yes
	}
	remove_building = this_building1 # For redundancy sake
	add_building = this_building2
}

or

capital_scope = { # Upgrades all buildings in your capital province's castles
	any_province_holding = {
		limit = {
			is_feudal = yes
		}
		trigger_switch = {
			on_trigger = has_building
			this_building2 = { # trigger_switch will only check the first condition. Reversed the order so proper priority is given.
				remove_building = this_building2 # For redundancy sake
				add_building = this_building3
			}
			this_building1 = { 
				remove_building = this_building1 # For redundancy sake
				add_building = this_building2
			}
		}
		if = {
			limit = {
				NOT = { has_building = this_building1 }
			}
			add_building = this_building1
		}
		trigger_switch = {
			on_trigger = has_building
			that_building2 = { # trigger_switch will only check the first condition. Reversed the order so proper priority is given.
				remove_building = that_building2 # For redundancy sake
				add_building = that_building3
			}
			that_building1 = { 
				remove_building = that_building1 # For redundancy sake
				add_building = that_building2
			}
		}
		if = {
			limit = {
				NOT = { has_building = that_building1 }
			}
			add_building = that_building1
		}
	}
}

 

Posted
5 minutes ago, lockeslylcrit said:

any_demesne_title = { # Direct upgrade of a single building
	limit = {
		has_building = this_building1
		NOT = { has_building = this_building2 }
		is_feudal = yes
	}
	remove_building = this_building1 # For redundancy sake
	add_building = this_building2
}

or


capital_scope = { # Upgrades all buildings in your capital province's castles
	any_province_holding = {
		limit = {
			is_feudal = yes
		}
		trigger_switch = {
			on_trigger = has_building
			this_building2 = { # trigger_switch will only check the first condition. Reversed the order so proper priority is given.
				remove_building = this_building2 # For redundancy sake
				add_building = this_building3
			}
			this_building1 = { 
				remove_building = this_building1 # For redundancy sake
				add_building = this_building2
			}
		}
		if = {
			limit = {
				NOT = { has_building = this_building1 }
			}
			add_building = this_building1
		}
		trigger_switch = {
			on_trigger = has_building
			that_building2 = { # trigger_switch will only check the first condition. Reversed the order so proper priority is given.
				remove_building = that_building2 # For redundancy sake
				add_building = that_building3
			}
			that_building1 = { 
				remove_building = that_building1 # For redundancy sake
				add_building = that_building2
			}
		}
		if = {
			limit = {
				NOT = { has_building = that_building1 }
			}
			add_building = that_building1
		}
	}
}

 

Since I do not already know, is this_building1 an actual scope though? Because if its not then I would have to know the name of any building I am changing. The question is not for vanilla buildings but I'm guessing modded ones?

Posted
46 minutes ago, Alaratt said:

Since I do not already know, is this_building1 an actual scope though? Because if its not then I would have to know the name of any building I am changing. The question is not for vanilla buildings but I'm guessing modded ones?

That's just a placeholder. Replace it with the actual name of the building

 

dw_slave_market_1

dw_slave_market_2

etc..

Posted
Just now, lockeslylcrit said:

That's just a placeholder. Replace it with the actual name of the building

Yeah that is what I figured. For now I will continue with the Culture Menu. Maybe at a later point I will write some scripting for vanilla buildings and the more used mods buildings.

Posted

I did use a quick and dirty workaround for custom religions in the ACM folder.  I just changed  religion_hellenic and religion_hellenic_reformed to tentacle_religion and tentacle_patriarchial since I have Hellenic Resurrected turned off in my game rules anyway even if it says "Hellenic and Hellenic Reformed on the menu buttons although the tooltip does show "Dagonist" and "Submissionist"  Additionally, since I only use Mini SWMH, I have all religions that are historically set in India set to "always=no" in my Religions file in the HIP folder so they won't show up for Shattered/Random World generation.   I'll probably replace the Bon religion with the Illithid religion later today. 

Posted
18 minutes ago, Celedhring said:

I did use a quick and dirty workaround for custom religions in the ACM folder.  I just changed  religion_hellenic and religion_hellenic_reformed to tentacle_religion and tentacle_patriarchial since I have Hellenic Resurrected turned off in my game rules anyway even if it says "Hellenic and Hellenic Reformed on the menu buttons although the tooltip does show "Dagonist" and "Submissionist"  Additionally, since I only use Mini SWMH, I have all religions that are historically set in India set to "always=no" in my Religions file in the HIP folder so they won't show up for Shattered/Random World generation.   I'll probably replace the Bon religion with the Illithid religion later today. 

Your gonna get pretty annoyed at the rate im putting out updates then lol. If the tentacle mod has a way to detect it like DWF modules do then I can add in specific options just for those religions, to only show up if the mods being used.

Posted
12 minutes ago, Alaratt said:

Your gonna get pretty annoyed at the rate im putting out updates then lol. If the tentacle mod has a way to detect it like DWF modules do then I can add in specific options just for those religions, to only show up if the mods being used.

has_global_flag = dw_tentacles_active

Posted
1 minute ago, lockeslylcrit said:

has_global_flag = dw_tentacles_active

cool, I will add it in the next update, gonna add compatibility for House Irae then, now that the culture menu is done

Posted

2.6.0 is Released!

 

Now includes a vanilla culture menu

 

Been busy modding this week!

 

A new game is NOT required when Installing/Updating this mod

Posted
37 minutes ago, Alaratt said:

Your gonna get pretty annoyed at the rate im putting out updates then lol. If the tentacle mod has a way to detect it like DWF modules do then I can add in specific options just for those religions, to only show up if the mods being used.

It doesn't bother me at all.  Part of the fun for me is to look under the hood and just maybe tinkering the mod to suit my own tastes with each iteration of the mod.  Mostly to see how things work. 

Posted
Just now, Celedhring said:

It doesn't bother me at all.  Part of the fun for me is to look under the hood and just maybe tinkering the mod to suit my own tastes with each iteration of the mod.  Mostly to see how things work. 

Thats how I learned how to mod CK2 ?

  • 2 weeks later...
Posted
15 hours ago, BlindPassPirates said:

Hey I use this mod and recently downloaded the new version all the options for show and hide appear in the intrigue menu but I can't do anything to characters as none of the options appear.

I downloaded the latest version, put it in the mod folder, and started the game. All the options are working the way they are supposed to. User error, bad install, or bad download are my guesses.

Posted
7 hours ago, BlindPassPirates said:

Thanks sorry for bothering you turns out it did work I just didn't know.

It's no problem, happy you figured it out ?

  • 1 month later...
Posted

     Still working on the rewrite of Slvrbuu's Cheat Menu, to be integrated directly into ACM. It is a lot of work to go through someone elses mod and check/rename everything, plus deleting unneeded stuff and adding stuff that would be useful to a DWF styled game, like same sex concubines and things like that.

     Been pretty busy in RL lately but I have some time right now towork on it, so going to dive back into it today. I also plan on adding some cheat styled artifacts and maybe a new bloodline.

 

     You are welcome to request features, the worst that can happen is I say no, or at least not right now.

Posted

3.0.0 is finally done!

 

Please let me know if you encounter bugs or need help understanding how something in it works, I tried to include any necessary instructions in the descriptions for those option in-game or on the main page but I might have forgotten something.

 

This Version adds new traits so a new game IS required the first time you use or if updating from 2.7 or below. 

Posted

Awesome..so many options.   The only thing that I can think of is being able to apply religions while on the Randomize Map screen so you don't have to fill in all those "noreligion" areas with the religions you want after you've created the map and your character but I doubt that's even feasible.  Or put down the religions exactly where you want them on the map BEFORE finalizing the map and the player character instead of having to reroll to get specific religions where you want on a randomized map.  The biggest issue is there's huge swaths of "noreligion" areas every reroll of the map and you cannot create a player character in a "noreligion" province.   The only religions that I have set for Random is Catholic, Sunni/Shia, Dagonic and Submissionist with all other religions set to either "no" or "alternate start - full random"

Posted
14 minutes ago, Celedhring said:

Awesome..so many options.   The only thing that I can think of is being able to apply religions while on the Randomize Map screen so you don't have to fill in all those "noreligion" areas with the religions you want after you've created the map and your character but I doubt that's even feasible.  Or put down the religions exactly where you want them on the map BEFORE finalizing the map and the player character instead of having to reroll to get specific religions where you want on a randomized map.  The biggest issue is there's huge swaths of "noreligion" areas every reroll of the map and you cannot create a player character in a "noreligion" province.   The only religions that I have set for Random is Catholic, Sunni/Shia, Dagonic and Submissionist with all other religions set to either "no" or "alternate start - full random"

I have never played on a randomized map. Afraid I know nothing about modding that type of situation.

  • 3 weeks later...
Posted
12 hours ago, cartixio said:

Question, on the ambition it added one that said use cheats to succeed and get religious authority
how does one do this 

It is supposed to grant Moral Authority for your religion. Click on the wiki link to see what effects this has. At the moment though it looks broken (again.. /sigh)

I will fix when I update to the overhaul changes most of the mods on Lovers Lab are getting right now.

Posted
2 hours ago, Badi_Wunderkind said:

Ala, please update to v3.3

 

Current version not show up in game.

The mod is working on my end. Make sure you have it enabled in the mod menu.

Posted
5 hours ago, Alaratt said:

The mod is working on my end. Make sure you have it enabled in the mod menu.

Already checked few times and deleted other cheat mods. It's enabled in the mods menu, but didn't show up in the game.

Posted
7 minutes ago, Badi_Wunderkind said:

Already checked few times and deleted other cheat mods. It's enabled in the mods menu, but didn't show up in the game.

I assume you have dark world fantasy installed and enabled in the mod menu too?

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