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.
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?
Compatibility
...
* Will conflict with mods that change: City Banner, City View, or Top Panel.
It should work without anything needed to be done/deleted, the mod will simply override some of the Enhanced User Interface assetsOh 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?
@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.
This is a known incompatibility with the strange things CEP does with yieldsSorry if this was asked before (in one of the last 14 pages), but I'm getting ridiculously high numbers (probably decimals, but I see no ',' or '.') on plot yields. Any idea? Maybe an incompatibility?
so now it's just a question of merging in this solution to other modsHeroes of Might and Wisdom
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![]()
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
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
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
Care to elaborate: symptoms / lua.log etc...I tried this work around with no luck.![]()
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)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