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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3154762790
That is a mashup of other mods, and at least some of those will conflict, so not 100% compatible. But you could use this mod and some of the individual mods listed like all of the map updates.
I've just updated the mod to add even more QoL, replacing the filter icon on the Court and Vassal tabs (that cycled through filter options) with a filter button and pop-up window showing all filter options.
Credit to アステリオス because I adopted the idea from the RUI: Character mod. I've always wanted a drop-down for filtering but the consensus seems to be those are near impossible to replicate because they are hard coded, but the new pop-up window approach is more robust than the user needing to cycle through options by clicking the same button.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2949884841
Made compatible with Khans of the Steppe concepts like Nomad, Subjects, Herd, Obedience, Suzerain, Tributary.
Amazing mod, highly apreciated. Thanks for the great work!!!
How can I buy you a coffee?
Bit of a delayed update as I only just picked up Chapter III dlcs, but I made the requested changes now. I did test but it's hard to check all possibilities so let me know if anything looks wrong.
• Added Influence Points and Governor Efficiency for Admin Rulers
• Removed the conflict with the new court position UI
• Added Grudge relationships to the Relations tab - Up to 4 Grudges will show, and then the section will be clickable to show an expanded view, the same as Lovers, Friends and Rivals
Small icons for courtier's relation with player (e.g. dynasty, heir) are all displayed at the same time in a row and colliding with frame's borders.
The court position task buttons disappear until switching court tabs around and when court position frame is not loaded in (for bottom positions you need to scroll to) the buttons don'T show at all.
You can load Patrum Scuta after GUIX, but it will replace the GUIX lowborn crests.
(the feature at 4:25 of the youtube video)
If you want Patrum Scuta crests & GUIX lowborn crests, there's a quick fix.
Locate the coat_of_arms.gui file in the Patrum Scuta mod.
It should be in SteamLibrary\steamapps\workshop\content\1158310\2877995588\gui\shared
Open the gui file in any text editor.
Search for the following 2 lines of code:
texture = "gfx/interface/coat_of_arms/lowborn.dds"
tooltip = "[lowborn|E]"
Replace those 2 lines with:
texture = "[GetIllustration( 'lowborn_coa' ).GetTexture( Character.MakeScope )]"
tooltip = "LOWBORN_TRADE_TYPE"
That's it, load Patrum Scuta after GUIX and it will now pull in the dynamic GUIX lowborn crests instead of loading a single lowborn shield texture.
Note that if Patrum Scuta ever updates the coat_of_arms.gui file then you may need to do this again. So if the GUIX lowborn crests are suddenly missing one day, that's probably why.
does this mod is included into your mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2220762808
or does it the same what the Mod Nameplates does?
With the Appointed Counsel window, I just thought maybe there wasn't room for it, since there is a lot of other icons there.
I'll take a look at the Appoint to Counsel window when I get some time. I see what you mean and agree the Powerful Vassal icon should appear. I remember really struggling to mod the different windows because the icons depend on getting the relationship between characters and I think that changes depending on the window.
It's been a long time since I looked at the titles but I do remember the title "prince" had some exceptions. It was sometimes used like a title but the character did not have a landed title or something like that.
The colors reflect the landed rank, not the name of the title. For example, I think you can have the son of a king be a prince but the son not be landed.
You could check out the file "culture_titles_l_english" as that's where the titles are matched to the "#tier" which then controls the color of the title in the file guix_textformatting mentioned in my comment below.
If you do have a specific example of a landed ranked title that's not in that file because it was added in later update, I can update the official mod.
In the mod is the folder named "gui" with a file called "guix_textformatting"
Edit that file using notepad
Change the RGB numbers between the brackets to set the colors.
for example, this is gray
format = "color:{0.45, 0.45, 0.45}"
I included notes in the file so you can easily see which rank and color you're editing.
You could set them to all be the same or make them whatever color you prefer.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3154762790
https://imgur.com/QapX5KG
I'd use this 100% for the rest of my CK3 days if the UI was adapted to 100%
Maybe add a scroll bar function to the main UI so it can be used with any UI scaling?
Also the prowess icon would be cleaner if it was aligned with the rest of the icons.
Came here from RUI as well. Good job man!
This is a few of the errors that should be very visible in your error log, the steam window is too small to show them all.
[08:43:32][pdx_persistent_reader.cpp:237]: Error: "Failed to read key reference: death_martyrdom: death_martyrdom, near line: 712" in file: "history/characters/afghan.txt" near line: 712
[08:43:32][pdx_persistent_reader.cpp:237]: Error: "Failed to read key reference: death_murdered_by_religious_rebels: death_murdered_by_religious_rebels, near line: 1709" in file: "history/characters/bedouin.txt" near line: 1709
[08:43:32][pdx_persistent_reader.cpp:237]: Error: "Failed to read key reference: death_killed_by_khurramites: death_killed_by_khurramites, near line: 14236" in file: "history/characters/bedouin.txt" near line: 14236
I made do without the skulls, but I can't give you a error log sample because I have gone back to using RUI:Character now that an update has been published, not because your mod isn't good, it is one of the best UI, but I only stumbled on your mod when RUI wasn't updated and I have been a big fan of RUI since it was first released, I feel at home with it.
The only deathreason I found not in the mod was death_peaceful.
All the death reasons are in one file to group them by the nature of death, making it easier to assign the correct skull. Necessary to keep track when modding hundreds of death types. Even if I'd kept them across 3 files, the mod files would still override vanilla and prevent new content when the game gets updated, like most mods.
Deleting the deathreasons folder removes 12 custom skull types, and how those skulls are set to specific death reasons. So it's safe to delete but you lose that part of the mod.
It's caused by your inexplicable merging of the death reasons files into one file, which serves no functional purpose, and you have not updated it with the fp3 death reasons.
Deleting your deathreasons folder to let vanilla back in has solved all the death reasons errors and had no discernible adverse effects on your mod's function.