Victoria 3

Victoria 3

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Community Mod Framework
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15 dec, 2024 @ 7:13
4 jul @ 5:38
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Community Mod Framework

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Beskrivning
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
91 kommentarer
1230james 30 jun @ 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  [skapare] 30 jun @ 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 jun @ 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 jun @ 3:04 
@Lord R It looks like that. In any case, the shifts are related to the selected localization.
Lord R  [skapare] 27 jun @ 11:59 
@Nilserrich: So, do I understand you correctly, the German locs of the Morgenröte Mobilization Options are too long?
Nilserrich 27 jun @ 11:55 
Update to my reported problem: I found out by chance that this is related to the localization used. The texts are probably longer in German and it doesn't fit in the window. The content of the window is then displaced. But it is not gamebreaking. I can reach all the buttons. It just doesn't look nice.
Bahmut  [skapare] 27 jun @ 4:22 
Hi @Dr.Plague the issue is now fixed
Dr.Plague 25 jun @ 13:36 
@1230james Sorry should've done that earlier. Made a post in the coop discord.
Nilserrich 25 jun @ 13:06 
When I use this mod together with Morgenröte, the mobilization tab under military has problems. It looks like the content of the tab is too big and doesn't fit in the window. The content is cut off on the left and right. CMF is loaded at the top, Morgenröte in second place.

Lord R of Morgenröte has suggested that this could be coming from CMF after I noted this error there as well.
1230james 24 jun @ 14:58 
By that I mean I think it looks normal on my end but perhaps I'm missing something that I typically never look at so I'm just not aware something's missing. A picture would be a lot more helpful in that case.