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Enhanced User Interface v1.30l

Weird. I managed to 'fix' it by rearranging the entry in TopPanel.xml by putting ProgressMeter before LossMeter. I'm not sure if this breaks anything, but so far seems to be working fine.
 
Hi bc1, unfortunately your mod doesn't work for me - I do everything you wrote in the instruction, and yet UI doesn't show in game menu in my mods folder/DLC list (with DLC mods display enabled or disabled, it doesn't matter). I had no other version of your mod and I have all my other mods unactive - your mods downloaded recently from civ fanatics simply doesn't display on list for me ;f
 
Krajzen, you don't need to activate anything. If it's in the DLC folder, it will just work. To disable, delete it or move it from that folder.

O_O

I will check that

EDIT
- I checked that, it truly works
- This is wonderful thanks, oh awesome creator of this mod
- I am your loyal servant till death.

;)
 
Oh no... It seems it is incompatible with Health and Plague... The best interface mod I have ever seen in this game vs my favourite mod component :/

Does anybody know how to make these two working altogether?
 
Oh no... It seems it is incompatible with Health and Plague... The best interface mod I have ever seen in this game vs my favourite mod component :/

Does anybody know how to make these two working altogether?

From Health & Plague's description:
Compatibility
...
* Will conflict with mods that change: City Banner, City View, or Top Panel.

The easy solution is to disable those components of Enhanced UI (delete the corresponding folders from the UI folder). Otherwise, you'd have to incorporate the changes, which, depending on the changes FramedArchitect made might be rather simple (or might not).
 
Oh no... It seems it is incompatible with Health and Plague... The best interface mod I have ever seen in this game vs my favourite mod component :/
Does anybody know how to make these two working altogether?
It should work without anything needed to be done/deleted, the mod will simply override some of the Enhanced User Interface assets
@punkdavid: that mod overwrites CityBannerManager, CityView, and TopPanel, nothing I can do about it.

Should be compatible even though it overrides corresponding EUI components.

You may want to ask the mod author, it's possible to change his mod to be compatible wit the EUI top panel and stay compatible with base game: make a seperate file lua/xml set called by UiAddin, hook up its "HealthString" TextButton to EUI's "TopPanelInfoStack" (found using LookUpControl) using ChangeParent. SortChildren can probably be used to put it at the right spot (function: true if either GetID's is "HealthString" and the other is not "FaithString"), that last part I have not tried.

Sorry if this was asked before (in one of the last 14 pages :lol:), but I'm getting ridiculously high numbers (probably decimals, but I see no ',' or '.') on plot yields. Any idea? Maybe an incompatibility?
This is a known incompatibility with the strange things CEP does with yields
 
Wait, so to sum up, is it possible to make Enhanced Interface and Health working together? (for example, could I delete proper UI lua files of Health to make it work?)

Oh, and two more questions
1) Does EUI work with Emigration :p
2) Does it work with Civ IV Diplomatic Features :p

I have big problem - I love this interface but it collides with many cool mods I am used to play with :p
Especially TopPanel, CityBanner and CityView

Ehh, in the worst case I will simply have to delete these UI changes and leave notifications changes (leaders), they don't conflict with anything (surprisingly) and are the best part of this mod. Although I love these city banners so much :(
 
Most mods which change TopPanel & CityView could be modified fairly easily to become compatible, see post #278 above.
It's a bit more complicated with the notifications, but it's been solved for
Heroes of Might and Wisdom
so now it's just a question of merging in this solution to other mods
For city banners there is no solution yet.
But in all cases it relies on the willingness of the mod author to make modifications... better start lobbying now :lol:
 
Most mods which change TopPanel & CityView could be modified fairly easily to become compatible, see post #278 above.
It's a bit more complicated with the notifications, but it's been solved for so now it's just a question of merging in this solution to other mods
For city banners there is no solution yet.
But in all cases it relies on the willingness of the mod author to make modifications... better start lobbying now :lol:

I've had a couple of requests for compatibility between this and CSD sent to me via PM. I minimally edit the CityView.lua to add in support for the Great Diplomat and Civil Servant of CSD, and I heavily edit the citystatehelper.lua (or whatever it is called) for the new quests. These changes, needless to say, make CSD and this mod incompatible.

If you'd like, I can help make compatible versions of these .lua files so you can stick them in an optional folder in your mod (to overwrite the CSD-less versions). More compatibility is always good. Let me know.

G
 
I've had a couple of requests for compatibility between this and CSD sent to me via PM. I minimally edit the CityView.lua to add in support for the Great Diplomat and Civil Servant of CSD, and I heavily edit the citystatehelper.lua (or whatever it is called) for the new quests. These changes, needless to say, make CSD and this mod incompatible.
If you'd like, I can help make compatible versions of these .lua files so you can stick them in an optional folder in your mod (to overwrite the CSD-less versions). More compatibility is always good. Let me know.
G
  • CityView.lua : your mod modifies so little I will simply merge your changes in the base EUI 1.13 version. Without your mod active, building.SpecialistType cannot be "SPECIALIST_CIVIL_SERVANT" so that's easy. You will simply need to add instructions to remove your mod's CityView.lua when using with EUI...
  • CityStateDiploPopup.lua : the easiest solution is to ask people to disable EUI's CityStatePopup module, or you could add the game's unmodified CityStateDiploPopup.xml and CityStateGreetingPopup.lua to your mod so they can override EUI's (mods always override DLCs, except for files loaded during pregame)
  • CityStateStatusHelper.lua : your mod should override EUI's without ill effect, some EUI info will simply be missing - no sweat
  • DiploList.lua : no conflict
  • PlotMouseoverInclude.lua : EUI does not rely on this file for its plot help, so it will not show the MINOR_CIV_QUEST_ARCHAEOLOGY stuff unless I merge it in... someday :lol:
Cheers
 
Those asking for compatibility between EUI v1.12 and CSD v17, please help test the attached modified EUI CityView.lua replacement in EUI's folder ...\UI_bc1\UI\CityView
You also need to remove CSD's own CityView.lua from ...\MODS\City-State Diplomacy Mod (CSD) for Brave New World (v 17)\Assets\UI\InGame\CityView, and disable EUI's CityStatePopup module (remove ...\UI_bc1\UI\CityStatePopup) for things to work
Cheers
 
Those asking for compatibility between EUI v1.12 and CSD v17, please help test the attached modified EUI CityView.lua replacement in EUI's folder ...\UI_bc1\UI\CityView
You also need to remove CSD's own CityView.lua from ...\MODS\City-State Diplomacy Mod (CSD) for Brave New World (v 17)\Assets\UI\InGame\CityView, and disable EUI's CityStatePopup module for things to work
Cheers

Thanks for the quick turnaround. I'll update the instructions for CSD when I have a chance.
G
 
Those asking for compatibility between EUI v1.12 and CSD v17, please help test the attached modified EUI CityView.lua replacement in EUI's folder ...\UI_bc1\UI\CityView
You also need to remove CSD's own CityView.lua from ...\MODS\City-State Diplomacy Mod (CSD) for Brave New World (v 17)\Assets\UI\InGame\CityView, and disable EUI's CityStatePopup module for things to work
Cheers

I tried this work around with no luck. :(
 
Small thing... with the newest patch that added a new "Conquest of the new world deluxe" scenario (for BNW owners), the Shoshone have a UI, Tipi, doesn't appear in the yield tooltip to indicate it's buildable on a tile
 
I tried this work around with no luck. :(
Care to elaborate: symptoms / lua.log etc...
Small thing... with the newest patch that added a new "Conquest of the new world deluxe" scenario (for BNW owners), the Shoshone have a UI, Tipi, doesn't appear in the yield tooltip to indicate it's buildable on a tile
Yes there is a known bug with unique improvement detection (fixed for 1.13) + the top panel needs a dedicated fix for compatibility with the scenario (todo)
 
Found it to be a 'in house' problem...:rolleyes::hmm::hammer2::shake::suicide:
Spoiler :
...so ya I had 2 copies of CIV5....moved my install and forgot to delete the old folder:nono: I was installing your mod in the wrong one :cringe:
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Thanks for the great mod bc1 :beer:
 

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would it be possible to add in the city view screen :
-building gold maintenance (below gold ideally)
-LOCAL happiness / unhappiness
I find whoward69 happiness panel very useful but instead of navigating to that panel to see how much a city is worth of unhappiness/happiness (and also with numerous cities you must find the specific city you are looking for), I think having it directly displayed would be awesome

thanks.
 
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