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Enhanced User Interface v1.30m

You have it correct, this UI DLC won't show up on the DLC startup menu because that list is hardcoded in the game engine (or queries a DLC tag which I have not discovered).

The side bar / ribbon is only displayed when options - interface options - "single player score list" is UNchecked (so the two don't overlap, and it also gives a convenient way to disable it).
This UI DLC affects base game UI, so it is not friendly with other mods which do the same. But it's modular, so you can try disabling conficting modules by removing the corresponding subfolder from "UI_bc1".

Where do I find the game options - interface options - 'single player score list' so I can uncheck it?
Just thought - maybe in the game options menu. I was looking for a special options menu for this only.
Thanks.

I removed the 'top panel' sub-folder from UI-bc1 and unchecked 'single player score list' but, unfortunately, I don't get panels on the side.
I must be doing something wrong but I don't know what it is. Maybe more incompatibility with WHowards mods, though those mods don't have sidebars.
Too bad. This seemed like a good mod.
 
I removed the 'top panel' sub-folder from UI-bc1 and unchecked 'single player score list' but, unfortunately, I don't get panels on the side.
I must be doing something wrong but I don't know what it is. Maybe more incompatibility with WHowards mods, though those mods don't have sidebars.
Too bad. This seemed like a good mod.
Try it without Whoward's UI mods, and see if it works. If there are still things that don't work, or things in Whoward's UI mods which you miss, report them here and I'll have a look.
 
Uploaded version 1.4
  • Fixed some bugs (and probably created new ones :lol:)
  • Cities: clicking on city state banner's quest icons will jump to encampement if relevant
  • Diplo: show ally flag on city state ribbon, clicking on quest icons will jump to encampement if relevant
  • Diplo: sort the city state ribbon list by decreasing influence
  • Diplo: sort the civilization ribbon list by decreasing score
  • Diplo: add open borders icons on civilization ribbon, add a player icon, change friendship icon to a flower
  • Diplo: expanded the mouseovers
  • PlotHelp: improved the filtering of what gets displayed, now taking into account the unit currently selected (no more info on farms and mines while making war, effect of academies etc only shown if appropriate great person is selected )
  • TopPanel: expanded the mouseovers, and the large tech meter mouseover will now show tech overflow cues
 
Try it without Whoward's UI mods, and see if it works.

The following mods of mine will be incompatible with this mod (due to changes to core files in the indicated "section" of this mod)
  • Global - City State Gifts (BNW) : Diplo
  • UI - City Expansion : Cities
  • UI - City Happiness : TopPanel
  • UI - City Production Queue Enhancements : Cities
  • UI - Condensed Promotions (GK) : UnitPanel
  • UI - Diary : TopPanel
  • UI - Gold Alerts : TopPanel
  • UI - Great Work Manager : TopPanel
  • UI - Improved City Banner : Cities
  • UI - Notification Options (GK) : Diplo
  • UI - Overlay {Xyz} : MiniMap
  • UI - Summary {Xyz} : TopPanel

Note that the last two {Xyz} ones match multiple of my mods

EDIT: Global - City State Gifts (BNW), UI - Improved City Banner and the UI - Overlay {Xyz} mods will replace functionality in this mod, please do not report these as "broken" - you have to decide if you want the features from this mod or one (or more) of those mods!
 
:eek: so basically nothing works together :crazyeye::cry::sad:

The other 157 mods (including 18 UI ones) should be compatible, so I'm not sure I'd say "nothing works" :mischief:
 
Is there anything that could be done with reasonable effort to improve compatibility ?

Currently investigating (I just did a quick search of all my mods for all the core game files your mod changes to get the above list)
 
The other 157 mods (including 18 UI ones) should be compatible, so I'm not sure I'd say "nothing works" :mischief:
:lol:great news:goodjob: I did not realize there were so many of them :crazyeye:
Currently investigating (I just did a quick search of all my mods for all the core game files your mod changes to get the above list)
I am perfectly willing to make changes on my side if that can help
 
I am perfectly willing to make changes on my side if that can help

Minor changes to TopPanel.xml (search for "TooltipTypeDiary") and TopPanel.lua (search for "-- WH") to fix

  • UI - City Happiness : TopPanel
  • UI - Diary : TopPanel
  • UI - Gold Alerts : TopPanel
  • UI - Great Work Manager : TopPanel
  • UI - Summary {Xyz} : TopPanel

players will need to download the latest versions of these from my web-site (which I'll update later today)
 
Great suggestions :D !
To improve the independence between the mods, may I suggest the following:
Spoiler :
- the EUI DLC changes "CurrentTurn" type from "Label" to "TextButton" (and also for date, just in case...) as per your code so hooks can be attached
- your mod hooks its tooltips and callbacks by calling "SetToolTipType()" and "RegisterCallback()" on ContextPtr:LookUpControl( "/InGame/TopPanel/xxx" ) where xxx is "CurrentTurn", "HappinessString", "GoldPerTurn", "TourismString". Actually this is needed to avoid breaking the EUI DLC's own callbacks if your mod is not loaded (and keeping in mind DLCs are loaded before mods, this should work regardless of whether the EUI DLC is used or not since these objects are present in the unmodified game)
- I am not sure "TooltipTypeDiary" actually needs to reside in "TopPanel.xml" rather than in one of your mods' own .XML if set by Lua "SetToolTipType()" rather than xml "ToolTipType=", if so could "ChangeParent" be used to work around this and preserve mod independence ? No sweat making the change you suggested, though. Edit: actually why don't you use the existing "TooltipTypeTopPanel" ? Both seem to be the same...
- I don't understand what the "LuaEvents.SummaryOverlayOffset(Controls.TopPanelDiploStack:GetSizeX() + 30)" is for. UI items could easily be added to the "TopPanelDiploStack" by using "ChangeParent" to ContextPtr:LookUpControl( "/InGame/TopPanel/TopPanelDiploStack" ), now that this stack has an ID in the EUI DLC. Would this not work out better ?
- I don't understand what the "LuaEvents.TopPanelOverlayNotify.Add(function () LuaEvents.TopPanelOverlayOff() end)
LuaEvents.TopPanelOverlayOff()" is for. If this is to check wether the EUI DLC is loaded, would it not be cleaner to query its GUID (it's 570f793e-fc33-417f-ae19-7cecccdd5f85) (or the existence of "TopPanelDiploStack" ID by ContextPtr:LookUpControl( "/InGame/TopPanel/TopPanelDiploStack" ) returning an object)
Cheers
 
Most of items 1, 2 and 3 are moot, as the standard TopPanel.xml has these fields as labels not text buttons (which is why I use an overlay over the top panel) so LookupControl is useless as labels don't have the necessary methods

SummaryOverlayOffset() is something my own mods use to push my summary bar about on the top panel (mainly to shuffle out of the way of IGE), your new design of top panel breaks any mod (including mine) that make assumptions about the top panel

TopPanelOverlay... are some events I added for another modder to switch off the top panel overlay - to avoid text clash issues. Your new design changes the standard layout so it can be used to switch off my overlay buttons on the top panel

Up to you if you want to make your new top panel layout collaborate with my mods, fully understand if you don't. But the code in post #38 will allow users to patch their own systems to get the various mods to work together.
 
I do want to try to collaborate, but IMHO the changes you suggest either plain break the DLC (which is not quite fair) see point #2 or just may not work because DLC are loaded before mods: if the DLC calls LuaEvents which are not initialized because no mod is not loaded yet, will anything happen ? (BTW how does this work with mods ? Is the order in which they are loaded deterministic ?) (BTW2 I don't understand your reply to point#3: how about simply using the existing "TooltipTypeTopPanel")

Still I can make all of the changes hoping they do work, except for those which plain break the DLC's own callbacks (point #2):
Code:
Controls.HappinessString:RegisterCallback(Mouse.eRClick, function () LuaEvents.CityHappinessDisplay() end)
Controls.GoldPerTurn:RegisterCallback(Mouse.eRClick, function () LuaEvents.GoldAlertsDisplay() end)
Controls.TourismString:RegisterCallback(Mouse.eRClick, function () LuaEvents.GreatWorkmanagerDisplay() end)
As a solution, would it possible for me to instead modify the DLC's own callback functions to check if e.g. "LuaEvents.CityHappinessDisplay" is not nil, and if so call that instead of its own code ? Would that work ?
 
if the {anycode} calls LuaEvents which are not initialized because no mod is not loaded yet, will anything happen?

No. That's why you the code needs to both listen for a broadcast and send an event - you can't guarantee in which order the code in the two mods/dlc run
 
Most of items 1, 2 and 3 are moot, as the standard TopPanel.xml has these fields as labels not text buttons (which is why I use an overlay over the top panel) so LookupControl is useless as labels don't have the necessary methods
This is incorrect: I just checked and verified that "HappinessString", "GoldPerTurn", "TourismString" are all TextButtons in the unmodified game, so the changes I suggested are perfectly valid and fair
... hooks its tooltips and callbacks by calling "SetToolTipType()" and "RegisterCallback()" on ContextPtr:LookUpControl( "/InGame/TopPanel/xxx" ) where xxx is "HappinessString", "GoldPerTurn", "TourismString". Actually this is needed to avoid breaking the EUI DLC's own callbacks if your mod is not loaded
For "CurrentTurn" I had said I would make the change. For the events too now that I understand how they work.

I do hope we can come to a reasonable and fair compromise.
 
... except for those which plain break the DLC's own callbacks

TopPanel.lua registers nothing on right-click, so I'm confused as to what callbacks you think that code is breaking
 
This is incorrect: I just checked and verified that "HappinessString", "GoldPerTurn", "TourismString" are all TextButtons ...

and CurrentDate/CurrentTurn are labels ... my mods all integrate, so there's little point fixing A, B and C if I can't also find a solution for D and E
 
Minor changes to TopPanel.xml (search for "TooltipTypeDiary") and TopPanel.lua (search for "-- WH") to fix

  • UI - City Happiness : TopPanel
  • UI - Diary : TopPanel
  • UI - Gold Alerts : TopPanel
  • UI - Great Work Manager : TopPanel
  • UI - Summary {Xyz} : TopPanel

players will need to download the latest versions of these from my web-site (which I'll update later today)

Do users need to download this 'Top Panel' zipped file or is that part of the updates for your (WHoward) mods and we simply download a new version of those 5 mods above (which, presumably, will include the updated Top Panel)?

Thanks.
 
Do users need to download this 'Top Panel' zipped file or is that part of the updates for your (WHoward) mods and we simply download a new version of those 5 mods above (which, presumably, will include the updated Top Panel)?

Thanks.

It would have been "download the updated mods, and download the zip file in the above post and manually unzip it over this dlc" ... but I've not updated the mods yet as I'm trying something out
 
The following mods of mine will be incompatible with this mod...
I have downloaded and tried whoward69's mods myself (although very superficially), and found the following mods to seem to work fine with the DLC:
  • Global - City State Gifts (BNW): only impact is not skipping city state greeting, very minor
  • UI - Improved City Banner : replaces DLC city banners, mouseovers and plot highlighting, the change is noticeable - your choice
  • UI - City Expansion : replaces DLC city screen improvements and plot highlighting, your call
  • UI - Overlay {Xyz} : only impact is reverting to bugged minimap resizing functionality no one but me has probably ever used, your call
  • UI - Condensed Promotions (GK) : replaces DLC minor changes with other minor changes, your call
  • UI - City Production Queue Enhancements : replaces DLC minor changes with other minor changes, your call
Mods incompatible with the DLC:
  • UI - Notification Options (GK) : will at least kill the DLC civilization & city state ribbon - i.e. the main part of the DLC - definitely not recommended. The DLC would need to be changed but I don't know how.
 
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