Better Report Screen (UI)

Better Report Screen (UI) 7.0

@Infixo .. while you are in there -- i should mention that FinalFreak16's SimplifiedGossip was updated too this morning and it was conflicting with your Cities List tab panel (no data and a single crappy line of false details). Yes i dared using the old versions together anyway.
So i suppose his hooks didn't recognized your indirect (old) swap of that third slot from default processing (he possibly requires a clean slate for the Firaxis "Report" XML structure, etc) or those valid changes aren't yet compatible with yours.
Something to check later once you're done with the newest gimmick.
 
Simplified Gossip compatibility
The latest version of the Simplified Gossip mod overwrites BRS. To fix this you need to remove or comment out the lines 66-72 in SimplifiedGossip.modinfo file. This file is in the folder where the mod is installed (either ...\Documents\My Games\Sid Meier's Civilization VI\Mods or ...\steamapps\workshop\content\289070\1126451168).
Code:
<ReplaceUIScript id="SimpleGossip_ReportScreen" criteria="Expansion2">
<Properties>
<LoadOrder>6054</LoadOrder>
<LuaContext>ReportScreen</LuaContext>
<LuaReplace>UI/ReportScreen_FF16.lua</LuaReplace>
</Properties>
</ReplaceUIScript>
To comment out, use <!-- and -->, as in normal .xml file.
 
Okay then.. that should explain why i get this Cities-Tab flaw when FF16's SimplifiedGossip mod is active while BRS is too.

BRS_Patch2-CitiesTabFlaw.png


Unless there is another issue.. i'll just have to fix his ModInfo local file as recommended! Thanks.
 
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Outstanding as usual mate, I was wondering though, will this update work OK with previous versions ? I've got a ton of custom edits, and until I can be bothered redoing them all I won't be updating yet, should I also hold off on this update or will I be good ?
 
Oh no I just meant, the Summer patch changes caused you to make changes to fit the Summer Patch. But say someone didn't apply the Summer patch, would BRS still be OK ? Does BRS work OK with pre-Summer Patch.

But it's all good pal, I actually just went through and modified all I needed to do (thank the gods for WinMerge!), and am currently up to date anyway :)
 
@Infixo just downloaded your mod for the first time. Really great stuff. Makes playing the game much easier. You probably get feature requests all the time, but have you considered adding current production to the Cities tab? I see it's on the Yields tab, but it would be helpful to have on the Cities one as well. Again, great stuff.
 
@TheFinalChiTown
There was a modmod on Steam that changed districts icons into „what is produced” info. Not sure if it is still active.
Addiding new info is problematic because there is simply no place for that. And I dont want to make a window bigger, because it wont fit on smaller screens. Not everyone uses 1920px.
 
@TheFinalChiTown
There was a modmod on Steam that changed districts icons into „what is produced” info. Not sure if it is still active.
Addiding new info is problematic because there is simply no place for that. And I dont want to make a window bigger, because it wont fit on smaller screens. Not everyone uses 1920px.
@Infixo makes sense. Just thought I'd throw it out there. Thanks again for the awesome mods. I've been trying your others as well. My favorite is the tech tree.
 
@Infixo ..

Any progress with ChimpanG (newest version of Civitas City-States) on adapting the shared HUD components with your BRS code.

He mentionned that your two mods are touching the same UI elements which causes various troubles on your basic screens (default size is reduced.. some initializing steps fail on most Tabs, etc).

Of course.. it's their "fault" but after stating he would contact you about this strange flaw -- please let me know if that still can be "repaired" easily.
 
@Zyxpsilon CIVITAS City-States has only 3 lua: TradeOverview, CityStates and CivilopediaPage_CityState. They don't conflict with any lua from BRS. If there are issues with BRS then it is rather a matter of new modifiers introduced by City-States mod that are not known to Real Modifier Analysis module.
 
I've tracked the bug.
In the file CSE_ShahrESukhte.sql there is line 32:
('CSE_SHAHR_E_SUKHTE_CULTURE_PEACE', 'YieldTYpe', 'YIELD_CULTURE' ),
It should be YieldType. Lua is case-sensitive and YieldTYpe is unrecognized by the script.
 
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