A Total War Saga: TROY

A Total War Saga: TROY

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Provinces Panel Enhanced (UI/UX mod)
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Tags: mod, ui
File Size
Posted
909.787 KB
17 Sep, 2021 @ 4:22am
1 Change Note ( view )

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Provinces Panel Enhanced (UI/UX mod)

Description
UI Mod to adjust the Province Panel with information about Influences, Edicts and Highest Building Level in your owned provinces and regions.

Two new arrows are created on top of the Provinces Panel, near the title, that lets you navigate through the two additional "tabs" created by this mod: Influence and Edicts / Highest Building Level.

Influences Panel

The first "Tab" will display the list of provinces and regions owned with the current Influence value displayed.

Values higher than 60% are displayed in green, meaning economic building are operating at full efficiency in this province. Values lower than 60% are displayed in red, which should make you focus on increasing influence there.

Sort button above those values can be used to re-arrange the list, descending or ascending, based on these influence values.


Edicts / Highest Building Level Panel

The next "Tab" is used to quickly see which edicts are active on your owned provinces, and what is the highest settlement tier in this province.

It can be handy to adjust edicts, and / or check if all your Tier 5 settlements have built the special faction building available at max level.

Similarly to the Influences Panel, the sort buttons above those two values can be used to list your provinces by active edicts or highest building level.

You can then click on one of the provinces listed there scroll the camera to its position.

Notes

The UI is rebuilt on turn start, or when a settlement is acquired or lost.

This mod is active for all factions except Penthesilea, this faction doesn't own regions and doesn't have notions of Influences or Edicts.

Issues / Feedback

If you have any feedback or have any issue with the mod, you can hit me up (mklabs#8766) on the Modding Den discord[discord.gg] or mine[discord.gg] (more Unreal Engine focused) and head over to the modding related channels.

You can also use the GitHub repository and open up an issue: https://github.com/mklabs/tw-troy-mod-provinces-panel-enhanced

You can also find a basic changelog there.
11 Comments
Guvenoren 7 Aug, 2022 @ 1:06pm 
This game could use some more UI fixes. Like 4k widescreen and enhanced sizes for UI panels. Sparta would desperately need that, all recruitments are so compacted.
LiOne 20 Sep, 2021 @ 10:48pm 
Thank you!:steamhappy:
Working Joe 18 Sep, 2021 @ 2:00am 
@mklabs that was a better answer than I could have ever hoped for! Thank you so much! I am very familiar with the amazing folks in the Modding Den, truly a gem of a discord. I'm trying to implement Agamemnon's political offices system for other factions (basically a copy/paste job) but I believe I need to understand some UI basics to do it. Thank you very much, again!
mklabs  [author] 18 Sep, 2021 @ 1:20am 
@Darkblade Also, I would recommend checking out CA's generated API scripting documentation available online there: https://chadvandy.github.io/tw_modding_resources/Troy/

As well as the modding wiki that Vandy is maintaining with the help of the modding community: https://tw-modding.com/index.php/Main_Page (it may have some infos on UI scripting)

Finally, I would recommend to head over the Modding Den Discord, you can find the link on tw-modding main page. There's a whole community of modders there that might be able to help you (me included, even though I'm not super active but you can still ping me)
mklabs  [author] 18 Sep, 2021 @ 1:19am 
@Darkblade Those are binary files (often called template in code) that you can't really edit (unless you hex edit them) or author yourself, you have to work with what is available in game. So most of the time, I'm looking for an UI element that suits what I'm trying to create, clone it, clean up his children and rebuild the hierarchy to do what I'm trying to achieve.
mklabs  [author] 18 Sep, 2021 @ 1:18am 
@Darkblade UI scripting in Total Wars (at least for both wh2 / troy where I have some experience) is based off what is called uic.
mklabs  [author] 18 Sep, 2021 @ 1:16am 
@Darkblade I would advise to start super simple, and try to create a basic panel or basic button on the screen, and try to play with it: changing it's text, size, register some listeners to it like click, mouseover etc. You can then go over the multiple uic templates available in the game, try to create a new component from them and see the results. You may crash the game a few times, but that's part of the process ;)
mklabs  [author] 18 Sep, 2021 @ 1:15am 
@Darkblade Lastly, another good way to learn more about UI scripting is to learn from others. Both in the base game scripts code base and from other mods. You can reference the two UI mods I made for Troy for learning purpose.
mklabs  [author] 18 Sep, 2021 @ 1:12am 
@Darkblade Thank you for the kind words. Regarding UI modding, it's a long learning process but at it's core, it's all LUA scripting.

One of the things that really helped me sorting out those mods is the devtool mod I made for both wh2 and troy. For troy, it's not uploaded yet on Steam but you can find the Epic version there: https://www.epicgames.com/store/en-US/mods/a-total-war-saga-troy--1e5c001242fd4169a1d2f2a7b8d2d1c9 (it's outdatded now though, and for 1.6 while it's still working, UI is a bit messed up and some functionnality not working anymore)

This devtool lets me inspect the UI hierarchy in game, grab references to some UI component and debug their props / children etc. Was very handy to implement both the Temples List and Provinces Panel.
Working Joe 17 Sep, 2021 @ 4:08pm 
Another brilliant mod. May I ask where you learned to mod the UI? I'm familiar with scripting for WH2/Troy, however UI is like Hieroglyphics. Any tips?