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So glad to see you're back, man. Looking forward to easily the best cheat menu in the game coming back. Sketchy's just ain't got nothing on you ;-;

EDIT: Also, could you toss the old AGOT and EK menu links back up? The old AGOT one mostly still works, and I know EK hasn't updated since and I don't have that one anymore.
 
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Can you heal other character ids with the heal.0 menu? ...

Yes you can by adding the CharID, but why make it complicated when instead you can use the right click diplomatic option
by activating the "Toggles Click Menu" option in decisons.
 
I'm sorry, I don't know what that means (Right click diplomatic option?

Using the regular way to use diplomatic option by right clicking a portrait.

and the toggles click menu
"Toggles Click menu" is an option in Decisions.
Click it and the regular diplomatic options get extended with options of the mod.

edit3: mistake, 'stressed' works fine, scuzi
 
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Could be they updated the stressed trait with something else. I'll look into it when it gets released. My Internet is too slow to play beta and keep it updated. :p
 
Could be they updated the stressed trait with something else. I'll look into it when it gets released. My Internet is too slow to play beta and keep it updated. :p

Sooooorry, misinterpretation of what i saw in game. :eek:
I wondered why it seemed to be stressed only and after i checked the files, i checked ingame and...
It works in 2.62Beta, it's just that i tested it with chars who had more than three negative traits and stressed was always fourth
and the window only allows three, thus 'stressed" only showed up when another trait was 'fixed' before.

*oops*
 
Yeah. The limitations of the CKII event system allow only four choices, one of which I always reserve for backing out of the event with no effect, thus only three other choices. I'm not too sure if there is a way around it.
 
@Slvrbuu

Issues i've seen worthy to mention:

- I guess you know about the lack-of-display issue with the cheat traits (the crossed sword).
- There are several empty steps in "Religious traits" between "Pilgrim" and before getting to "Sympathy indian".

- i find it could be useful if "toggle dynastic healing" in decisions would show if it's on or off.

Cheers :)
 
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Two things:

One) I have been working on the Elderkings version, but it's for the SVN. If anyone is still interested I will clean it up a bit and upload it here.
Two) I have updated the Vanilla version, it's already on the workshop, and the link in the first post has been updated.

Updated with a few new options, and some changes.
Options include:
- Forcing two married characters to have a child (added so I could save dynasties without console)
- Adopting a character with your spouses dynasty (again, to save a dynasty)
- Create Children (Choose between a boy or girl)
- Forcing Rulers to be Independent (also removing any claims to any title that ruler owns from their old leiges)
- Form an Alliance.

Changes include:
- Fixing some localization
- Adding a red (Cheat) prefix to every target decision to make it easier to distinguish my options from the vanilla game, or any other mod.
- Changed Hand of God so that it no longer grants income, but instead makes everything cheaper. It increases demesne size by 1000, and dueling skill by 100, among other changes. Hopefully this makes it more useable, it still makes you immortal

I've done testing myself, but if you find any bugs please let me know.
 
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One) I have been working on the Elderkings version, but it's for the SVN. If anyone is still interested I will clean it up a bit and upload it here.

I'm playing the ElderKings SVN version for the moment, so I would be interested, but don't bother if I'm the only one interested. Thanks for the update anyway.
 
I will do afterwards. That one I may start from scratch. It's incredibly out of date, and may be easier to just re-add any features to the vanilla.
 
Alright. I've uploaded a version for ElderKings. Please be sure to set up my mod's EK_Cheat_Menu.mod dependencies to whatever name you chose for your ElderKings SVN.
So if your ElderKings SVN shows up as "Elder Kings Dev"
then go into my .mod and make sure it is under the dependencies like so:
dependencies=
{
"Elder Kings Dev"}

If you've used their .mod provided in their mod folder after downloading the SVN, this shouldn't be an issue.