Resource icon

Enhanced User Interface v1.30m

Hi... I'm not able to use more than 1 additional mods with EUI?! I started a new game with different mods and EUI and everything seems fine, the mods are running. After loading the first savegame, there is only one mod running. But why? EUI ist correctly installed. I use on my Windows 8 machine all DLC's of Civ5 over steam. The mods are: Faster Aircraft Animation, InfoAddict, Great People Info, Greatest Cities, RED Modpack, UI-City Happiness, UI-Grat Work Manager, UI-Trade Opportunities, UI-Wonder Planner, Worldcongress Projects and Wonder Race. Please help...
 
Did you load the game directly, without going through the Mods menu first? If so, I believe it will only load the mods that altered the gameplay - things like InfoAddict which don't alter save games won't automatically be reloaded. This is not particular to EUI - the base game acts like this too.

However, the game will remember the last set of mods you selected, so if you select Mods at the main menu you can simply click next and it will load all of those mods you had enabled, and you can then reload your game with them all active.
 
bc1, long time no see!

A quick request if you wouldn't mind...
Somebody asked me to provide support for my new ZN-EraPopups mod straight from your DiploCorner Icons stack. It currently is accessible via the "Generic" function... but i guess that person would prefer a custom slot for it.

Thus... i'm joining the necessary "DC45_EraPopups.DDS" file in the zip below while the NotificationPanel LUA+XML codes would need to be adapted by you.
Please?
EUI is already designed to allow mods to put up their own icons in EUI's diplo corner icons stack in a way which is also compatible with the standard drop down menu (without EUI): all you have to do is add an "art" entry with the name of the mod's icon file, to the table registered by the mod for the standard drop down list. For example Sukritact's Events and Decisions makes use of this EUI feature with the following code:
Code:
function OnAdditionalInformationDropdownGatherEntries(additionalEntries)
    table.insert(additionalEntries,
    {
    text = Locale.ConvertTextKey("TXT_KEY_ENACT_DECISIONS"),
[B][COLOR="Red"]    art = "DC45_EnactDecision.dds",
[/COLOR][/B]    call = OnEnactDecisionsPopup
    }
    )
end
LuaEvents.AdditionalInformationDropdownGatherEntries.Add(OnAdditionalInformationDropdownGatherEntries)
BTW, would you mind making a Civ5-look redesign of Civ BE's top panel help and menu buttons ? That would look cool in EUI...

Cheers
 
Call me dumb enough in LUA handling... but which file exactly do i need to adapt with the "art=???" stuff along with corresponding "TXT_KEY_???" if necessary? New insert? Overwrite existing function?

I suppose that would be something like; Expansion2/UI/InGame/WorldView/DiploCorner.lua... Right?
Cuz, my file seems to be coded differently with its header being -- function RefreshAdditionalInformationEntries() and many other obvious variations.

PS; Oooooppppsss - i now realize that you most probably meant that OUR own ZN-EraPopups LUA code should be providing this feature internally. In that case, that's another task for Nutty -- eventually!

BE_Style -- to -- Civ5 specific Menu & Top Panel "assets" conversion? Sure -- you'd just have to give me some quick snapshot(s) of what exactly you'd want to replace (as sort of From-To reference set of two images)... and i'll get right on it.
I *DO* have Beyond-Earth which should allow the creation of such custom things to be relatively simple.
 
which file exactly do i need to adapt with the "art=???"
in your project's newerapopup.lua file, add the following line:
Code:
function OnAdditionalInformationDropdownGatherEntries(additionalEntries)
	table.insert(additionalEntries, {
[B][COLOR="Red"]		art="DC45_EraPopups.dds",[/COLOR][/B]
		text=Locale.ConvertTextKey("TXT_KEY_ERAS_CENTER_DIPLO_CORNER_HOOK"),
		call=OnEraRightClick
	});
end
LuaEvents.AdditionalInformationDropdownGatherEntries.Add(OnAdditionalInformationDropdownGatherEntries);
Add the "DC45_EraPopups.dds" icon file to your project, set to VFS=true, and Rebuild

BE_Style -- to -- Civ5 specific Menu & Top Panel "assets" conversion? Sure -- you'd just have to give me some quick snapshot(s) of what exactly you'd want to replace (as sort of From-To reference set of two images)... and i'll get right on it. I *DO* have Beyond-Earth which should allow the creation of such custom things to be relatively simple.
I would like to replace the ugly "HELP" and "MENU" in the upper right corner with their graphic button replacements from CivBE (MenuButton.dds and HelpButton.dds), except graphically modified with the Civ5 look

Cheers
 
Gotcha! It really is much easier than i first thought... all i needed to find was that newerapopup.lua file and just look for that exact function -- Done!

Another easy thing to do -- some CivBE basic DDS files "adapted" to Civ5 general graphic concept. I'll return right here once i have these new files for you.
Thanks.

PS; There you go. That was real easy, and fast! Both Zipped below as i kept the BE formatting principle of 28x84 (with three items, top being a bit darker than the others)
 

Attachments

  • EUI-New_HelpMenuButtons.zip
    EUI-New_HelpMenuButtons.zip
    7.7 KB · Views: 142
  • EUI_HelpButton.png
    EUI_HelpButton.png
    4.2 KB · Views: 1,447
  • EUI_MenuButton.png
    EUI_MenuButton.png
    3.7 KB · Views: 1,496
First things first: Thanks. This mod/DLC is amazing and improves the game on so many levels. Firaxis should hire you. This UI makes so much more sence than the vanilla UI.

I have only one little issue, hence I registered here to make this request:

When buying new tiles the gold amount of tiles that are too expensive are red. And I think it looks... well, I don't like it. And I don't know where to look for it in the files. Even if I did... lol coding... :D

Do you think it would be possible to (tell me how to) change the text color to grey?

Or to keep the original text color, but grey out the golden coin. Again, I have no idea where, or how. Anything would be appreciated.

Well... it's minor issue, so... no rush :)
 
Just installed the UI, it's pretty awesome. However I noticed that I have no espione icon in the top right:

http://i.imgur.com/7ADTbxV.jpg

Playing G+K/BNW. Is is my resolution (1280x1024) somehow messing it up? I've also seen a graph icon in the top right in some gameplay videos with the UI, is that infoaddict or am I also missing that?

Help much appreciated.
 
Just installed the UI, it's pretty awesome. However I noticed that I have no espione icon in the top right:

http://i.imgur.com/7ADTbxV.jpg

Playing G+K/BNW. Is is my resolution (1280x1024) somehow messing it up? I've also seen a graph icon in the top right in some gameplay videos with the UI, is that infoaddict or am I also missing that?

Help much appreciated.

Maybe reach the point when you have spies ? This is when someone reaches renaissance, your screeshot is at 1320BC
 
When I donate to city states, instead of a message, I get the localization variable TXT_KEY_CITY_STATE_DIPLO_JUST_SUPPORTED.

I looked at the source to CityStatePopup\CityStateDiploPopup.lua and I see the variable name there. It is in the format L("var name"). Perhaps the L macro isn't loaded when this file gets loaded?

I see in a file Core\EUI_tooltips.lua a definition for L(). Perhaps this include is not being done in City state lua mentioned above?

In any event, I just wanted to report this and perhaps someone will know exactly what to change to make it correct. I know for myself, I can just replace L( with Locale.ConvertTextKey and that should make my problem go away. Just the next time there's a release, if it's not fixed, I'll have to put this change back in.

Thanks.

-- And then I look at the file again and see L = Locale.ConvertTextKey. Perhaps this is being overwritten by an include on the next lines down? I'll try moving it down...
 
Well, this is what I get for posting an error without doing proper debugging. Apparently, the string is missing from my copy of assets\Gameplay\XML\NewText\EN_US\CIV5GameTextInfos_Jon.xml.

I guess I'll try a reinstall.

Sorry for the noise.

When I donate to city states, instead of a message, I get the localization variable TXT_KEY_CITY_STATE_DIPLO_JUST_SUPPORTED.

I looked at the source to CityStatePopup\CityStateDiploPopup.lua and I see the variable name there. It is in the format L("var name"). Perhaps the L macro isn't loaded when this file gets loaded?

I see in a file Core\EUI_tooltips.lua a definition for L(). Perhaps this include is not being done in City state lua mentioned above?

In any event, I just wanted to report this and perhaps someone will know exactly what to change to make it correct. I know for myself, I can just replace L( with Locale.ConvertTextKey and that should make my problem go away. Just the next time there's a release, if it's not fixed, I'll have to put this change back in.

Thanks.

-- And then I look at the file again and see L = Locale.ConvertTextKey. Perhaps this is being overwritten by an include on the next lines down? I'll try moving it down...
 
There you go. That was real easy, and fast! Both Zipped below as i kept the BE formatting principle of 28x84 (with three items, top being a bit darker than the others)
attachment.php
attachment.php
Thanks a bunch... included in 1.25h

When buying new tiles the gold amount of tiles that are too expensive are red. And I think it looks... well, I don't like it. And I don't know where to look for it in the files. Even if I did... lol coding... :D

Do you think it would be possible to (tell me how to) change the text color to grey?

Or to keep the original text color, but grey out the golden coin. Again, I have no idea where, or how. Anything would be appreciated.

Well... it's minor issue, so... no rush :)
I don't like it either, so did something about it in 1.25h

Cheers
 
First off, I'm loving the mod. I've always loved finding better UI for the games I play, and this is one of the better UI mods I've ever used. However, I have two problems to report.

While playing as Venice, in Strategic View, using DX9:

I could not delete units. Neither the graphical Delete Unit button or the keyboard delete button would work. I tried removing the Unit Panel module, but I still couldn't delete units.

While playing Venice, every time I took another civ's city through war (not a city state), I would immediately enter the city view, and the city would be annexed. I would get no option to puppet, and the raze city button would not work. This was observed in two separate games.

Neither of these problems occured after removing the mod and booting again in DX9.

Neither of these happened with the mod installed when playing in DX10-11.

I know these are fairly minor, but I thought I should mention it.

Also, I don't know if you take requests/recommendations, or if anyone knows of a mod I haven't found yet, but there is one aspect of the UI I've been wanting to change for a while now. I play in strategic view most of the time, but the city banners are only visible when zoomed in. Especially with all the changes this mod makes to the city banner, it's a pain to zoom in every time I want to read it. Would it be possible to add the full city banner to all zoom levels of strategic?
 
Found bug: If you looking at terrain tooltip during start of your turn the game will freeze.
Can provide lua.log later

I think I am having a problem similar to above. This was posted a while ago sorry, but I couldn't find a reply to it.

Civ 5 freezes or crashes quite randomly, I can't think of anything that has happened frequently enough to make me think it may be causing it. The only things I can think to tell you are that I always play on DX10&11, I use the full UI package and the game freezes between turns and I have to open the task manager to close the game.

Do you have any ideas what might be causing this?

I really like the enhanced UI, I think it is amazing, and I don't want to stop using it at all.
 
I really like this mod, except for the changes to the menus and buttons in the top-right of the game window, which I very much dislike. Is there a portion of this "module" mod I can remove to keep the standard interface in that area?

Also, I can tolerate the unit list on the left side but I'd prefer none, and return the command buttons to the flush-left side of the screen.

Furthermore, have others had any problems removing this mod? I deleted the UI-bc1 folder but would still have the interface appear even on a new game.

The city-view screen with the ugly tile-prices and one-click purchasing is the reason I tried removing it. Yes, I have since discovered in the description here, the option can be turned off. The whole idea however should be removed from existence. I bought a half-dozen tiles by accident before rage-quitting.

Anyway, I hope I can keep the mod but change the top-right area to the standard look.

TIA.... Jeffrey
 
Is it normal that there is no "capital star" or something on the list of cities in spy panel?
I was sure there was one, but apparently there isn't in base game. Wasn't there one in previous version of EUI, or am I just getting crazy?
 
I'm getting errors when hovering over civ's cities, or their icons on the scoreboard. This also happens when I hover over my own icon on the scoreboard.

Screenshots
Spoiler :

PoN6i8v.jpg

f03a0f61e6.jpg

a06b84e206.jpg



Lua.log
Spoiler :

[1081546.500] Initializing Lua 5.1.4
[1081614.250] InstalledPanel: Refreshing Mods
[1081614.250] InstalledPanel: GetModBrowserListings()
[1081614.250] InstalledPanel: Refreshing Mods
[1081614.250] InstalledPanel: GetModBrowserListings()
[1081614.375] InstalledPanel: Refreshing Mods
[1081614.375] InstalledPanel: GetModBrowserListings()
[1081789.875] CivilopediaScreen: SetSelectedCategory(12)
[1081789.875] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[1081789.875] CivilopediaScreen: SetSelectedCategory(1)
[1081789.875] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[1081790.250] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion2\Tutorial\Lua\TutorialInclude_Expansion2.lua
[1081790.250] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_Expansion1.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarPlunderTradeRoutePopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\NetworkKickedPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerritoryPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranchPopup.lua
[1081790.375] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.lua
[1081790.625] EconomicGeneralInfo: Total Units - 13
[1081790.625] EconomicGeneralInfo: Maint Free Units - 2
[1081790.625] EconomicGeneralInfo: Paid Units - 11
[1081790.625] EconomicGeneralInfo: Total Units - 13
[1081790.625] EconomicGeneralInfo: Maint Free Units - 2
[1081790.625] EconomicGeneralInfo: Paid Units - 11
[1081791.125] ChoosePantheonPopup: -249
[1081791.125] ChoosePantheonPopup: 963
[1081791.125] ChoosePantheonPopup: 714
[1081791.250] EspionageOverview: Refreshing My Cities
[1081791.250] EspionageOverview: table: 90596C80
[1081791.250] EspionageOverview: TXT_KEY_SPY_STATE_SURVEILLANCE
[1081791.375] ChooseIdeologyPopup: -249
[1081791.375] ChooseIdeologyPopup: 963
[1081791.375] ChooseIdeologyPopup: 714
[1081791.750] InfoAddictDataManager: INFO: Loading InfoAddict Data Manager
[1081791.875] InfoAddictDataManager: INFO: InfoAddict Version: 22
[1081792.000] InfoAddictDataManager: INFO: InfoAddict Branch: master
[1081792.125] InfoAddictDataManager: INFO: Using replay data: false
[1081792.125] InfoAddictDataManager: INFO: Game Version: 1.0.3.18 (379995)
[1081792.250] InfoAddictDataManager: INFO: Start Turn: 0
[1081792.375] InfoAddictDataManager: INFO: Num of Civs: 10
[1081792.500] InfoAddictDataManager: INFO: Player #0: Gandhi
[1081792.625] InfoAddictDataManager: INFO: Player #1: Ramesses II
[1081792.750] InfoAddictDataManager: INFO: Player #2: Ramkhamhaeng
[1081792.875] InfoAddictDataManager: INFO: Player #3: Boudicca
[1081793.000] InfoAddictDataManager: INFO: Player #4: Pachacuti
[1081793.125] InfoAddictDataManager: INFO: Player #5: Hiawatha
[1081793.250] InfoAddictDataManager: INFO: Player #6: Augustus Caesar
[1081793.375] InfoAddictDataManager: INFO: Player #7: Attila
[1081793.500] InfoAddictDataManager: INFO: Player #8: Casimir III
[1081793.625] InfoAddictDataManager: INFO: Player #9: Askia
[1081795.500] InfoAddictDataManager: INFO: Updating the historical data table with 293 turns took 1.744s to complete (293 queries).
[1081795.625] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.081s
[1081795.875] InfoAddictCivRelations: INFO: Total time to build political view: 0.011s
[1081796.125] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.041s
[1081796.125] Philippine_Functions: The Republic of the Philippines dawns
[1081796.125] Philippine_Functions: Loading TableSaverLoader.lua...
[1081796.250] Philippine_Functions: TableLoad ran without error; time: 0.001007080078125, checksum: 19
[1081796.375] Philippine_Functions: TableSave time: 0, inserts: 0, deletes: 0, updates: 0, unchanged: 1, checksum: 19
[1081796.875] AdvisorInfoPopup: Closing Advisor Info
[1081796.875] Demographics: Dequeuing demographics
[1081796.875] Demographics: Dequeuing demographics
[1081807.375] PlotHelpManager: Loading EUI plot help... 272.46600341797
____ _ _ _ _ _ __ __
| _ \| | ___ | |_| | | | ___| |_ __ | \/ | __ _ _ __ __ _ __ _ ___ _ __
| |_) | |/ _ \| __| |_| |/ _ \ | '_ \| |\/| |/ _` | '_ \ / _` |/ _` |/ _ \ '__|
| __/| | (_) | |_| _ | __/ | |_) | | | | (_| | | | | (_| | (_| | __/ |
|_| |_|\___/ \__|_| |_|\___|_| .__/|_| |_|\__,_|_| |_|\__,_|\__, |\___|_|
|_| |___/
[1081807.500] PlotHelpManager: found default work rate 100
[1081807.500] PlotHelpManager: Finished loading EUI plot help 272.47698974609
[1081807.500] CityBannerManager: Loading EUI city banners... 272.47698974609
____ _ _ ____ __ __
/ ___(_) |_ _ _| __ ) __ _ _ __ _ __ ___ _ __| \/ | __ _ _ __ __ _ __ _ ___ _ __
| | | | __| | | | _ \ / _` | '_ \| '_ \ / _ \ '__| |\/| |/ _` | '_ \ / _` |/ _` |/ _ \ '__|
| |___| | |_| |_| | |_) | (_| | | | | | | | __/ | | | | | (_| | | | | (_| | (_| | __/ |
\____|_|\__|\__, |____/ \__,_|_| |_|_| |_|\___|_| |_| |_|\__,_|_| |_|\__,_|\__, |\___|_|
|___/ |___/
[1081807.500] CityBannerManager: Finished loading EUI city banners 272.48999023438
[1081807.500] UnitPanel: Loading EUI unit panel... 272.48999023438
_ _ _ _ ____ _
| | | |_ __ (_) |_| _ \ __ _ _ __ ___| |
| | | | '_ \| | __| |_) / _` | '_ \ / _ \ |
| |_| | | | | | |_| __/ (_| | | | | __/ |
\___/|_| |_|_|\__|_| \__,_|_| |_|\___|_|
[1081807.500] UnitPanel: Finished loading EUI unit panel 272.53799438477
[1081807.500] NotificationPanel: Loading EUI notification panel... 272.53799438477
_ _ _ _ __ _ _ _ ____ _
| \ | | ___ | |_(_)/ _(_) ___ __ _| |_(_) ___ _ __ | _ \ __ _ _ __ ___| |
| \| |/ _ \| __| | |_| |/ __/ _` | __| |/ _ \| '_ \| |_) / _` | '_ \ / _ \ |
| |\ | (_) | |_| | _| | (_| (_| | |_| | (_) | | | | __/ (_| | | | | __/ |
|_| \_|\___/ \__|_|_| |_|\___\__,_|\__|_|\___/|_| |_|_| \__,_|_| |_|\___|_|
[1081807.500] NotificationPanel: Finished loading EUI notification panel 272.57000732422
[1081807.500] CityView: Loading EUI city view... 272.58599853516
____ _ _ __ ___
/ ___(_) |_ _ \ \ / (_) _____ __
| | | | __| | | \ \ / /| |/ _ \ \ /\ / /
| |___| | |_| |_| |\ V / | | __/\ V V /
\____|_|\__|\__, | \_/ |_|\___| \_/\_/
|___/
[1081807.625] CityView: Finished loading EUI city view 272.60000610352
[1081807.625] TechTree: Loading EUI tech tree... 272.60000610352
_____ _ _____
|_ _|__ ___| |_|_ _| __ ___ ___
| |/ _ \/ __| '_ \| || '__/ _ \/ _ \
| | __/ (__| | | | || | | __/ __/
|_|\___|\___|_| |_|_||_| \___|\___|
[1081807.750] TechTree: Finished loading EUI tech tree 272.72399902344
[1081807.750] TopPanel: Loading EUI top panel... 272.72399902344
_____ ____ _
|_ _|__ _ __ | _ \ __ _ _ __ ___| |
| |/ _ \| '_ \| |_) / _` | '_ \ / _ \ |
| | (_) | |_) | __/ (_| | | | | __/ |
|_|\___/| .__/|_| \__,_|_| |_|\___|_|
|_|
[1081807.750] TopPanel: Finished loading EUI top panel 272.73699951172
[1081813.750] InfoAddictDataManager: INFO: Saving player stats took 1.185s to complete (10 inserts).
[1081813.875] InfoAddictDataManager: INFO: Updating the historical data table with 0 turns took 0s to complete (0 queries).
[1081814.000] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.064s
[1081814.125] InfoAddictCivRelations: INFO: Total time to build political view: 0.007s
[1081819.875] InfoAddictHooks: INFO: Changing InfoAddict button visibility to LeaderHead contexts
[1081819.875] Philippine_Functions: Player entering game ...
[1081820.000] Philippine_Functions: TableSave time: 0, inserts: 0, deletes: 0, updates: 0, unchanged: 1, checksum: 19
[1081840.000] Runtime Error: Assets\DLC\UI_bc1\NotificationPanel\NotificationPanel.lua:964: attempt to call method 'GetDoFCounter' (a nil value)
stack traceback:
Assets\DLC\UI_bc1\NotificationPanel\NotificationPanel.lua:964: in function <Assets\DLC\UI_bc1\NotificationPanel\NotificationPanel.lua:960>



My version is 1.0.3.18
I have all expansions
I use PC
This happens regardless of whether I have mods on or not
 
Evening all,
I was just wondering if anyone was aware of what to delete to disable the stacked notifications

"Notifications are bundled by type: this means each notification icon may correspond to several notifications, and you need to left click to cycle through bundled notifications to see each one. Left click on a notification icon may also jump to the appropriate location on the map, this location corresponds to the next cycled notification. Right click on a notification icon dismisses all of the notifications bundled with the icon."

I tried deleting the entire folder called Notification Panel, but it seemed to disable the leaders from being displayed on the right. Any help is great!
Thanks!
 
Back
Top Bottom