List of working / non-working UI Mods on patch 1.2.4

Unfortunately for me, the one mod that hasn’t been updated yet, but which I miss the most, is Sukritact’s Simple UI Adjustments. I don’t think he’s updated it since being hired by Firaxis 🙁
 
When it comes to naming conventions, there's a new one in the Steam mods I'm exited to try out: Rosetta - Dynamic City names
Renaming settlements by Civ, Leaver, language, era .... Yay!


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When it comes to naming conventions, there's a new one in the Steam mods I'm exited to try out: Rosetta - Dynamic City names
Renaming settlements by Civ, Leaver, language, era .... Yay!


View attachment 740814
This is basically th same Mod they had in Civ VI, and it is an excellent way to get really unique city names for your Civs.

One caveat: the mod will apparently rename cities that you have manually named to make them match the mod's list of names for that Civ. I have had the mod do that to me several times, which is disconcerting to say the least. That caveat does not apply, of course, if you have not been insane enough to build your own city lists for about 30 different Civs/cultures and try to use them with the Mod!
 
When it comes to naming conventions, there's a new one in the Steam mods I'm exited to try out: Rosetta - Dynamic City names
Renaming settlements by Civ, Leaver, language, era .... Yay!

Sounds like it's doing a very different thing from description - PJLITBTW would (for example) rename Sparta to Lundren if you went from Greece to Normans, by using in-game name list for your current civ.
This seems to come with its own list of names, but more for a regional and historical spelling of those same cities - so you'd end up with a Norman name for a Greek city, rather than a Norman city.
Did I read it right?
 
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Sounds like it's doing a very different thing from description - PJLITBTW would (for example) rename Sparta to Lundren if you went from Greece to Normans, by using in-game name list for your current civ.
This seems to come with its own list of names, but more for a regional and historical spelling of those same cities - so you'd end up with a Norman name for a Greek city, rather than a Norman city.
Did I read it right?

Yeah. That’s why I liked using both mods!
 
One caveat: the mod will apparently rename cities that you have manually named to make them match the mod's list of names for that Civ. I have had the mod do that to me several times, which is disconcerting to say the least. That caveat does not apply, of course, if you have not been insane enough to build your own city lists for about 30 different Civs/cultures and try to use them with the Mod!
In the latest version, it's actually the opposite of this (according to my tests at least) - the mod isn't able to rename a city once it's been manually renamed, even if you manually give it the same name it had before. (The renaming commands in 7 are super finnicky compared to 6.) If you see this happening though, I'd love to see the UI logs so I can track down the issue!

Sounds like it's doing a very different thing from description - PJLITBTW would (for example) rename Sparta to Lundren if you went from Greece to Normans, by using in-game name list for your current civ.
This seems to come with its own list of names, but more for a regional and historical spelling of those same cities - so you'd end up with a Norman name for a Greek city, rather than a Norman city.
Did I read it right?
Correct! Rosetta only changes the root name in cases where a duplicate is detected.
 
In the latest version, it's actually the opposite of this (according to my tests at least) - the mod isn't able to rename a city once it's been manually renamed, even if you manually give it the same name it had before. (The renaming commands in 7 are super finnicky compared to 6.) If you see this happening though, I'd love to see the UI logs so I can track down the issue!
Admittedly, it only happened a few times and in cases where I had re-named the settlement with a totally different name, sometimes from a different Civ/language group. But it definitely happened, and more than once BUT never involved all the Rosetta-given names, only 1 - 2 in a game or Age.
 
Ritual Practices is purportedly working atm. I'm not able to open the city production menu upon founding my first settlement, so trying to figure out what mod is causing that as all of them have been updated.
 
Unfortunately for me, the one mod that hasn’t been updated yet, but which I miss the most, is Sukritact’s Simple UI Adjustments. I don’t think he’s updated it since being hired by Firaxis 🙁

Agreed! What I find really puzzling though, is that even 5 months after hiring him, some core elements of this mod still isn't in the game... :hmm:
 
Agreed! What I find really puzzling though, is that even 5 months after hiring him, some core elements of this mod still isn't in the game... :hmm:
Bad tongues will say that he was hired to not provide mods for things FXS wants to fix with paid DLC.
I would say he's working on a complete rehaul of the UI that will come with the 2.0 patch towards the end of the year. But, clearly, I'm an optimist who thinks that the world is a place of beauty and filled with nice people.
 
Took a little work to narrow it down, but I think that having F1rstdan's Cool UI active somehow sets all other civs and indies Out of Range for trade routes. I tried it several times with different combinations of mods ...View attachment 740811

Not for me, I just completed my first playthrough on 1.2.4, using F1rstdan's Cool UI mod, and had no problems with trade! Odd...
 
Bad tongues will say that he was hired to not provide mods for things FXS wants to fix with paid DLC.
I would say he's working on a complete rehaul of the UI that will come with the 2.0 patch towards the end of the year. But, clearly, I'm an optimist who thinks that the world is a place of beauty and filled with nice people.
I don't recall Firaxis ever selling DLC to fix the UI and I really doubt that they're going to start doing that any time soon.
 
Ritual Practices is purportedly working atm. I'm not able to open the city production menu upon founding my first settlement, so trying to figure out what mod is causing that as all of them have been updated.
I had that problem until I closed the game, unsubscribed City Hall, resubscribed and went back in ... Don't know if that's what's messing you up
 
Not for me, I just completed my first playthrough on 1.2.4, using F1rstdan's Cool UI mod, and had no problems with trade! Odd...
Huh. I wonder if I need to unsubscribe and resubscribe again to get it to reset like I had to with City Hall ...
 
I had that problem until I closed the game, unsubscribed City Hall, resubscribed and went back in ... Don't know if that's what's messing you up
Noted, I will try that later.
 
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