Crusader Kings III

Crusader Kings III

GUI Modding Framework
9 Comments
Tobbzn  [author] 9 Feb, 2022 @ 12:19am 
Yup. In fact scripted widgets are a direct response to this mod :)
Greysuki 9 Feb, 2022 @ 12:08am 
For those one who want to use dynamic ui.
The version 1.5.0 have add new feature called Scripted Widgets.
Basiclly is official version of GUI Modding Framework.

You can get more info in Dev Diary:
https://www.crusaderkings.com/en/pc/news/dev-diary-87-royal-modding
Tobbzn  [author] 16 Jan, 2022 @ 10:37am 
It's not located anywhere. Datamodels are hardcoded by paradox.
Zing 16 Jan, 2022 @ 8:42am 
Hello :)
I've been looking for the source of datamodel = "[GetPersonalityTraits]" call, but I cant find the personality traits datamodel anywhere. Where is it located?
Tobbzn  [author] 16 Mar, 2021 @ 5:23pm 
Well, considering how LocalizedText works, it's now possible to do spanreed chats where both players are editing the same LocalizedText at the same time.

An enterprising modder could add such a feature as an option in their otherwise murderous chat module ;)
Agami 16 Mar, 2021 @ 4:41pm 
is there even a point in a chat that doesn't murder innocents?
Tobbzn  [author] 16 Mar, 2021 @ 4:37pm 
@Agamidae Can we expect a less murderous chat module now? :P
Agami 16 Mar, 2021 @ 4:30pm 
"Pass global variables to GUI by attaching them to dummy_male or dummy_female!"
you storming geniuses...
EnumaEllis 13 Mar, 2021 @ 3:13pm 
Interesting