Victoria 3

Victoria 3

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Community Mod Framework
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105.238 MB
15. pro. 2024 v 7.13
6. čvc. v 1.27
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Community Mod Framework

V 2 kolekcích od uživatele Alexedishi
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Popis
Community Mod Framework

The Community Mod Framework is a utility mod that aims to improve mod inter-operability while giving modders tools for GUI, Political Movements, Parties and mod detection. This framework makes several changes to GUI files, political movements, and parties. While generally scripted for compatibility, it will collide with other mods that touch these files.

This framework is structured to be load order agnostic by using Victoria 3's file loading behavior, but it is good practice to place this mod before/above any other mods in your mod loader.

Documentation available on GitHub: https://github.com/Victoria-3-Modding-Co-op/Community-Mod-Framework

Any questions, feel free to reach out via the Modding Co-op: https://discord.gg/C2tpZzg9Qc

Compatibility

Current Scope
GUI Framework
This part of the framework intends to deconflict mods that require GUI changes which inherently lead to incompatibilities.
Current Features:
  • A way to add new buttons to the Sidebar (Credit to Bahmut, LordR, & Alexedishi)
  • Modification to the GUI template fullscreen_hide to hide the outliner whenever a scripted widget window is open (Credit to Bahmut & Alexedishi)
  • Modification to objective_types to add a scrollbar to the objectives screens. (Credit to Bahmut, KarafuruAmamiya and Xier)
  • Integration of the Modded DLC Framework (Credit to 1230James)
  • Unified system for cooltip types (Credit to 1230James)
  • Modification to the outliner and journal GUIs to hide custom objectives during gameplay (Credit to Taylor)
  • Several event windows for extra flavor (Credit to Bananaman & Klein for the Newspaper window, credit to Alexedishi for all others)
  • Integration of the Multi-line PM Framework (Credit to 1230James)
  • Modification to Journal Entry GUI to allow players to show characters (Credit to Bahmut and Mori)
  • Alerts can now open custom windows (Credit to Bahmut)
  • More than three local goods can now be shown in state building panel correctly (Credit to Bahmut)
  • The ability to hide and show specific Journal Entry Groups (Credit to rskhm)
  • Additional Modifier Icons + PSD template (Credit to CaelReader)

Scripting Framework
This part of the framework intends to provide helper functions to modders that by default are not part of the game.
Current Features:
  • Simple Structs to manage Variables (Credit to Bahmut)
  • Unified Keybind configuration to allow multiple mods to define Keybinds (Credit to Lord R)
  • Ability to block Heir notifications (Credit to 1230James)
  • Ability to block Country Formation notifications (Credit to Alexedishi)
  • Community Mod triggers to detect other active mods
  • Framework for running weekly events without a Journal Entry (Credit to Dingbat32 and LordR)

Community Politics Framework
  • Shared Party definition to deconflict mods that change base game parties
  • Shared Political Movement to deconflict mods that change base game parties

Community Mod Triggers
These triggers allow mods to detect each other. This does not automatically make mods compatible, but rather is a tool to allow modders to build script around the presence of other mods.

Special Thanks to all to have contributed:
  • Alexedishi
  • 1230James
  • Bahmut
  • Bananaman
  • CaelReader
  • Dingbat32
  • KarafuruAmamiya
  • Klein
  • LordR
  • MasterofGrey
  • Mori
  • Taylor
  • Xier
  • rskhm
Počet komentářů: 96
Bahmut  [autor] před 1 hodinou 
@echoes222 and @HeroicApplepie the 1.9.6 beta fixes this issue
echoes222 před 2 hodinami 
@HeroicApplepie it is kind of random. If you restart game enough times, buttons might show up.
HeroicApplepie před 2 hodinami 
funny, yesterday the buttons were visible.. anyways, thanks for the advise
Lord R  [autor] před 2 hodinami 
@HeroicApplepie: that's a vanilla bug. You can still access the windows by pressing "M", "Ctrl + A" and "Ctrl + S"
HeroicApplepie před 2 hodinami 
somehow the buttons of morgenröte at the bottom left are missing after loading the newest patch of this mod
1230james 30. čvn. v 20.18 
Yeah in some languages the mobilization options panel looks funky since there's no text wrapping. I noticed then when testing the Russian translation of GGGG. I changed that panel to suit my needs in that mod but I don't know if I'd recommend including it here since its implementation doesn't match vanilla if no changes or additions to mobilization options are made.
Lord R  [autor] 30. čvn. v 9.47 
@zzzptm: That error just describes exactly what is meant to happen. The effect is overwritten as it is supposed to happen.
zzzptm 30. čvn. v 9.35 
Got this in my debug.log...
[11:07:17][jomini_onaction.cpp:124]: There is more than one 'effect' defined using most recent:common/on_actions/cmf_heir_blocker.txt:4
[11:07:17][jomini_onaction.cpp:124]: There is more than one 'effect' defined using most recent:common/on_actions/com_formation_event_blocker.txt:4
Nilserrich 28. čvn. v 3.04 
@Lord R It looks like that. In any case, the shifts are related to the selected localization.
Lord R  [autor] 27. čvn. v 11.59 
@Nilserrich: So, do I understand you correctly, the German locs of the Morgenröte Mobilization Options are too long?