Crusader Kings III

Crusader Kings III

GUI X Character Window
180 Comments
Royal Raven 26 Jun @ 3:18pm 
I notice it acts really weird on an Ironman mode save, if you do any tweak to that save, remove or add a mod, this UI mod acts weird. It would not show Secondary Wife or Concubine.
Royal Raven 25 Jun @ 3:45pm 
For anyone curious, if some elements seem missing in the UI, I would recommend adding this mod to a new save, adding it to an existing save will have some elements missing.
Royal Raven 24 Jun @ 6:19pm 
Also, for anyone interested, there is a GUI X Uncoloured Titles Patch:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3154762790
Royal Raven 24 Jun @ 6:18pm 
@Gonzo Monkey Could you create a pinned discussion, about the way a player has to edit the Patrum Scuta file, to make the lowborn shields work in GUIX, that way it is easier to find for everyone. Thanks.
Heavenly Weapon Getta 13 Jun @ 1:15am 
Could you add the PROWESS to marriage and grant title panel ? Great mod !
Zincau 6 Jun @ 10:03pm 
great mod.. could you integrate rename character feature also?
outlander7 1 Jun @ 5:51am 
I love the mod but I have a weird problem where rivals don't show up in the relationship menu. Is there any solution?
acar 29 May @ 4:08pm 
Can you make the secondary spouses/concubines header (i) "clickable" and (ii) constrained to show at most 7, similar to how relationships work right now? I know base game supports only 1+3 but there are mods that make that limit go away
Gonzo Monkey  [author] 25 May @ 12:38pm 
Hey Dio, thanks. The idea was to better reflect a family tree with grandparents -> parents -> siblings -> children. In hindsight it was an unnecessary change to make it different from vanilla and now it might be confusing to switch back for anyone that's used the mod for a while. Honestly it's difficult to gather feedback at scale for a mod so I mostly just go with my gut.
Dio 25 May @ 9:03am 
Nice mod. I'm using it, but one thing I'm having a hard time adjusting to is the order of the family tab. In the original, after the parents come the children, but in your mod, first come the siblings and then the children, why the change?
Gonzo Monkey  [author] 17 May @ 7:10am 
Switching Doom,
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.
Gonzo Monkey  [author] 17 May @ 7:00am 
Thanks Slazenger!
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.
Slazenger 12 May @ 3:44pm 
Appreciate your work and updates - fantastic QOL mod!
Switching Doom 11 May @ 1:57am 
Compatible with Ultimate Graphics Collection (Reloaded)? :crusader_helmet:


https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2949884841
Gonzo Monkey  [author] 4 May @ 4:25pm 
Updated for 1.16 - Khans of the Steppe
Made compatible with Khans of the Steppe concepts like Nomad, Subjects, Herd, Obedience, Suzerain, Tributary.
Gonzo Monkey  [author] 4 May @ 7:54am 
Thanks jahbi, I'm working on Khans of Steppe today! They added a few things here and there for nomads so I need to make sure I'm catching everything, but it looks manageable. Appreciate the coffee gesture, but all good. I enjoy working on the mod, and am happy others appreciate it!
jahbi 4 May @ 12:54am 
Can see neither herd nor heir in Khans of Steppe.
Amazing mod, highly apreciated. Thanks for the great work!!!
How can I buy you a coffee?
Gonzo Monkey  [author] 2 May @ 9:19pm 
Thanks typobrahe, Bionic, SuchANoob for the feedback
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
Raleigh90 1 Apr @ 12:58pm 
Yes, I can confirm what @typobrahe said, this mod breaks the court position view, any chance for an update?
typobrahe 30 Mar @ 4:22am 
This mod seems to be conflicting with the new court position overview UI in 1.15.0.
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.
ChemicalCat 3 Jan @ 4:24am 
does someone know where can i find the fertility % ?
Khavarna Sarvajna 19 Dec, 2024 @ 12:45pm 
It seems after using this mod i can't use the better barbershop and the mod to add more lifestyles is there anyway to fix that?
BloodWork 10 Nov, 2024 @ 8:16am 
I love this mod, but the new Debug: Roads of Power cheats (e.g., Buff Scheme) aren’t working with it. It must be an issue with this mod because the cheats appear when I disable it, but they disappear when the mod is active.
Bionic 31 Oct, 2024 @ 7:25pm 
Any chance of adding Grudge relationships to the Relations tab? Currently there's no way to tell a character has a grudge without looking at their opinion modifiers. The relationship shows up in vanilla
John S. Stapler 27 Oct, 2024 @ 7:02pm 
what he said
SuchANoob 27 Oct, 2024 @ 4:04am 
Any plans to update GUI X to include the Influence Points and Governor Efficiency in the Character Window for Admin Realm rulers? That way it would be more in line with the new vanilla Character Window.
Gonzo Monkey  [author] 26 Oct, 2024 @ 4:41pm 
@Dragamyre

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.
Komnenos 25 Oct, 2024 @ 6:42am 
finally a replacement to RUI
Dragamyre 20 Oct, 2024 @ 11:05am 
It is hard to go without this mod, but it clashes with Patrum Scuta. Tried going with one & another, tho I wonder if there's any way for compatibility between these two! :albino_trait:
Switching Doom 7 Oct, 2024 @ 3:51pm 
i also saw that there is no german translate i only see commands in some areas :RoyalBodyguard:
Switching Doom 7 Oct, 2024 @ 3:11pm 
Hi

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? :crusader_helmet:
ARK_Underline 7 Oct, 2024 @ 2:47am 
Hello! Is it possible to add to an already existing save?
Royal Raven 5 Oct, 2024 @ 1:47pm 
@Gonzo Monkey Yeah "Prince" seems pretty weird to me. I scrolled around the map during my character pick, and looked at all the Prince and they never got colored. I saw in another mod that only changed color titles, prince never got colored either. Might be like you said, someone can be labeled Prince and not be landed. Its probably simpler that way, so there is not an addition of code to figure it out.

With the Appointed Counsel window, I just thought maybe there wasn't room for it, since there is a lot of other icons there.
Gonzo Monkey  [author] 5 Oct, 2024 @ 11:17am 
@royal raven
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.
Gonzo Monkey  [author] 5 Oct, 2024 @ 10:27am 
@royal raven
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.
Gonzo Monkey  [author] 5 Oct, 2024 @ 10:09am 
For anyone that wants to modify the color formatting of ranks, it's a simple edit.
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.
Royal Raven 3 Oct, 2024 @ 6:45pm 
I am curious, why the "Prince" title, did not get a color title?
Steve Balboni 3 Oct, 2024 @ 3:39pm 
Thanks for the update!
Despair 1 Oct, 2024 @ 12:07pm 
can you change the color of the count rank ? it's practically invisible in banners that pops out when an important event happens
M 30 Sep, 2024 @ 8:52pm 
Would it be possible to add patch for Show Me Your Council mod?
Royal Raven 29 Sep, 2024 @ 9:10am 
@Gonzo Monkey Is it possible for you to add the Power Vassal Icons to this screen, like how it vanilla it is. When I am trying to select a replacement for my Counsel I find the Powerful Icon important. I do notice you have some extra icons on that screen so I figured that is why that icon was omitted.
https://imgur.com/QapX5KG
Steve Balboni 24 Sep, 2024 @ 9:14pm 
Any chance of an update for Roads of Power soon?
Malice 23 Sep, 2024 @ 12:03pm 
By far the coolest setting for a character UI.

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!
Lost Nomad 22 Sep, 2024 @ 12:55am 
Those errors are from a fresh vanilla game using a playset that only has GUI X in it.
Lost Nomad 22 Sep, 2024 @ 12:54am 
tbc it's not that you have created a monolithic file, it's that you did not update it to fp3 and it's too unwieldy to do a simple diff update, which I would have done had you left the folder ala vanilla.

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
Lost Nomad 21 Sep, 2024 @ 3:33pm 
Sorry but I don't see how you cannot see the error log spam for all the unknown fp3 death reasons, they're listed in a big block in the error log. Like I said, deleting your folder removes all the unknown death reason spam in the error log.

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.
Gonzo Monkey  [author] 21 Sep, 2024 @ 1:09pm 
@lost nomad Do you have any examples of fp3 death reasons?
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.
Lost Nomad 21 Aug, 2024 @ 2:52am 
Your mod causes all the death reasons added in fp3 to be missing.

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.
curialbellic 4 Aug, 2024 @ 7:37am 
Could someone make a Spanish translation of this mod?