CQUI - A UI Overhaul (Now out on Steam Workshop!)

CQUI - A UI Overhaul (Now out on Steam Workshop!)

Ok, through a bit of experimentation it seems that if a.) you click a city name to open the panel when b.) the icon in the lower right is NOT the "Next Turn" icon then the production menu messes up. If that happens the info panel (left panel) bugs out and doesn't go away when you exit the city. I also noticed the same issue as mnf above. However, if you access the menu by clicking the city name when the Next Turn icon is up, everything works fine.
 
Just for full disclosure, it had been happening for some (though not always like now) in my previous game, but it was "refreshed" when I would click on a different city (so kind of annoying but, frankly your UI is so much better than the default that it was still worth dealing with).

Current mod list:
Chos Quick UI (yours)
DLC: Aztec Civilization Pack (default DLC, so I doubt it's the issue)
GDG's Vuilder Every Wonder Boost for chosen Civ (was not active in prior game which also saw the issue)
Historicity++ (corrects some historical errors in the civlopedia... i can try disabling this one but I don't believe it interacts with the UI at all)
Next City Plot by Ace (you said on the front page that this is compatible with yours)
TCS Customizable Warmongering Penalties 1.1 (in a moment I shall try disabling this one as well for error checking, but it doesn't look like it effects the UI at all either)
Unit Report Screen (also supposed to be compatible with yours)

I shall do some new game experiments with various combinations of the above to see if I can pinpoint one of them being the issue (starting with only using yours in case that in and of itself is somehow problematic).

---Edit---
I forgot to mention this before, but I did notice it happened a lot more frequently when I would change what the city would build, then exit, then go back in. Not sure if that helps error check at all, but if the roles were reversed, I'm sure I would like every piece of info I could get.

CQUI is not compatible with URS nor Next City Plot mod. The only way to use those mods with CQUI was to integrate them directly into CQUI, which I have done with the permission of the respective owners. You should remove both of those mods from your loadout because they are probably causing a lot of your problems. Remember that you need to start a new game for your mod changes in the additional content menu to apply, because once a game is started the mods are finalized and cannot be adjusted at all. IIRC Historocity++ also conflicts with CQUI

Ok, through a bit of experimentation it seems that if a.) you click a city name to open the panel when b.) the icon in the lower right is NOT the "Next Turn" icon then the production menu messes up. If that happens the info panel (left panel) bugs out and doesn't go away when you exit the city. I also noticed the same issue as mnf above. However, if you access the menu by clicking the city name when the Next Turn icon is up, everything works fine.

I can't reproduce this in any of my savegames. Please provide yours so I can test further
 
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How is progress towards version 0.7 coming along? I am eagerly awaiting more UI goodness from this mod!
 
How is progress towards version 0.7 coming along? I am eagerly awaiting more UI goodness from this mod!

what else do you need?

A few minor bug fixes needed but other than that I cant think of anything else thats missing.
 
How is progress towards version 0.7 coming along? I am eagerly awaiting more UI goodness from this mod!

Progress has been slow recently because of holiday chaos and renewing health insurance. It's a lot harder to program without my usual prescriptions lol. Expect a return to the usual flow of commits in the near future.

TBH.. they might want to wait for the upcoming Firaxis DLC release (very soon) which will surely come with some patching "attempts" as well.

I have no such plans to wait until another patch before releasing v0.7. It's already overdue and if we get sniped shortly after release I'll hotfix any incompatibilities and put it out in a second release.

what else do you need?

A few minor bug fixes needed but other than that I cant think of anything else thats missing.

There's always more!
 
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I have no such plans to wait until another patch before releasing v0.7. It's already overdue and if we get sniped shortly after release I'll hotfix any incompatibilities and put it out in a second release.

Expectedly so.. but, i just wanted to make sure your quality time is also well spent -- between us (the users & participants to development) & the inevitable Firaxis "Interferences" with *THEIR* compatibility hurdles to an otherwise great support by our precious cQui staff! ;)
 
Im not sure if this is intended, but the tile yeild icons appear permanent. i cant seem to disable them even through the CQUI menu
 
I just noticed another bug: when i load up a game that you previously used the CGUI mod in, the city screen does not load at all.

Otherwise this mod makes managing cities so much easier! Im loving it so far, Thanks!
 
CQUI is not compatible with URS nor Next City Plot mod. The only way to use those mods with CQUI was to integrate them directly into CQUI, which I have done with the permission of the respective owners. You should remove both of those mods from your loadout because they are probably causing a lot of your problems. Remember that you need to start a new game for your mod changes in the additional content menu to apply, because once a game is started the mods are finalized and cannot be adjusted at all. IIRC Historocity++ also conflicts with CQUI



I can't reproduce this in any of my savegames. Please provide yours so I can test further

Sorry if I misunderstood about which mods are compatible! I have disabled all other mods for my latest game to experiment. Since this is fairly early on and has no other mods, this should be what you are looking for. Hope this helps!
 

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Do you make something for translantion system for another language?

afaik custom LOC support is still broken in the latest patch, which renders localizing the mod a huge pain right now. There's actually a Chinese localization PR ready to merge in, but I won't be doing so until Firaxis fixes that. Apologies for the inconvenience

I just noticed another bug: when i load up a game that you previously used the CGUI mod in, the city screen does not load at all.

Otherwise this mod makes managing cities so much easier! Im loving it so far, Thanks!

I'm 99% sure you're dealing with some sort of mod conflict, what mods do you have installed?

Does this mod include the latest version of the Unit Report Screen mod (1.61)?

Yes

Sorry if I misunderstood about which mods are compatible! I have disabled all other mods for my latest game to experiment. Since this is fairly early on and has no other mods, this should be what you are looking for. Hope this helps!

I'll look into this in a bit, thanks for providing the savedata!
 
So... I found a fix. I completely deleted my DLC folder (except for the Aztec DLC) and then redownloaded the most recent nightly and now (at least so far) everything works perfectly (with the minor exception of the GPP per turn obscures the total GPP earned because they are on the same line). Anyway, since I saw other people had a similar issue, that might work for them too!
 
afaik custom LOC support is still broken in the latest patch, which renders localizing the mod a huge pain right now. There's actually a Chinese localization PR ready to merge in, but I won't be doing so until Firaxis fixes that. Apologies for the inconvenience
(Sorry for my bad english)
I understand about bug you speak, but this found only in ingame menu. I am not see custom loc unloading in ingame text, sometimes before i stop translate Test of Time (this is in beta already) with it translation i dont see any drop text in russian when i load or very many reloading savegame. I very many reloading savegame (not game, when this bug is started), becouse i look for english text ingame, going to find where it placed, translate, save edited xml sql files and reload savefame for the all sql and xml are updated and reload too. I do this many tens times without reloading Civ 6 - i am not see bug custom-loc problem in russian chars in new translate text in very many placed.

Yesterday i start translate your mod first for self, but if you say than mod translated to Chinese - it makes no sense. Doubled new custom loc are after can`t be merged, do you can get me link for chinese translate for the new custom_loc for text or merge it on github, i dont think that some will be broken.
 
TBH.. they might want to wait for the upcoming Firaxis DLC release (very soon) which will surely come with some patching "attempts" as well.

@Zyxpsilon, I've been trying to find information on when the first DLC might be released without luck, did you see something about a planned release date somewhere? I've got a project I'm working on I'd definitely hold off on if I need a DLC was coming in the next 2-3 weeks.
 
AFAIK.. there isn't a clear answer to the DLC/SDK scheduling of late. I suspect Firaxis staff might have come up with some code hurdles that prevents them from distributing an official release yet. Trick with a code of such magnitude -- they are much better off going for solid stability first & (ONLY!) then trigger the post-content cycle(s). Even when 2K puts pressure on streaming valuable assets online.. they still have to realize quality is a priority for most players. UI was somewhat flawed since day-1 along with a few buggy gameplay features.

As for developping our own modding projects.. the essential still is that we (modders) must hold the full SDK to just work on any given rational (or complex) tasks. I fully expected them to issue that Toolset as early as Mid-December -- maximum. This day has now lapsed.. i might even lose interest soon as time goes along. I fear it may take awhile longer for that SDK to finally be offered publicly.
 
The luxury/bonus icons broken in the new update.

Im sure you know but just in case
 
AFAIK.. there isn't a clear answer to the DLC/SDK scheduling of late. I suspect Firaxis staff might have come up with some code hurdles that prevents them from distributing an official release yet. Trick with a code of such magnitude -- they are much better off going for solid stability first & (ONLY!) then trigger the post-content cycle(s). Even when 2K puts pressure on streaming valuable assets online.. they still have to realize quality is a priority for most players. UI was somewhat flawed since day-1 along with a few buggy gameplay features.

As for developping our own modding projects.. the essential still is that we (modders) must hold the full SDK to just work on any given rational (or complex) tasks. I fully expected them to issue that Toolset as early as Mid-December -- maximum. This day has now lapsed.. i might even lose interest soon as time goes along. I fear it may take awhile longer for that SDK to finally be offered publicly.

Welp, Firaxis hits us with the first paid DLC and still no SDK...

The luxury/bonus icons broken in the new update.

Im sure you know but just in case

Fixed in latest nightly thanks to the-m4a in PR #181
 
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