TCS Improved Mod Page

TCS UI Mods 5

LoadOrder is pretty finicky. you have to set it at exactly the same scope in both mods, and i don't think it affects <UIScripts>. i had so much trouble with it that i came up with an entirely different method to override the tooltip, haha. btw, what do you mean by "very high"? i usually set my mods to LoadOrder 1000, although occasionally i use a higher value if i need to override a specific mod.
Yeah I tried ~1000 too.
A setup that works is:
  • My "fixes" mini-mod: 1000
  • TCS's tooltips: 1001
  • TCS's tooltips modified to use <ImportFiles>
If I leave TCS's tooltips on <UIScripts>, it does not overwrite my mod, for some reason I am struggling to understand. This ModLoader is a bit of a mess, is there really no official documentation of any sort?
 
the modinfo format is pretty well documented on the Civ 6 forums, but we don't know yet exactly what's been added or changed. we'll probably know more when Firaxes releases a modding toolkit, although there's always a lot that modders have to figure out by reverse engineering.

i believe that UIScripts tells the loader that you're adding a new script that will need to run at startup, whereas LoadFiles tells it that you are overriding a file that was defined by another mod (which includes the base game modules). i don't think UIScripts can actually override anything, and when i was using it, i saw evidence that my mod was running in addition to the base scripts instead of replacing them. luckily that happens to work anyway because of the way that the game registers tooltips.
 
Version 14 is out.

My focus for upcoming versions will be to revisit some spacing and layout issues, likely moving buildings back to a column instead of a row, moving specialists to the yields row with iconography, and replacing the trade route info with iconography appended to the civ name.
 
Version 14 is out.

My focus for upcoming versions will be to revisit some spacing and layout issues, likely moving buildings back to a column instead of a row, moving specialists to the yields row with iconography, and replacing the trade route info with iconography appended to the civ name.
Awesome! Thanks for implementing my suggestions!
By the way, if I can give me two cents, I think the horizontal layout for buildings is great and a much better use of space!
 
Version 14 is out.

My focus for upcoming versions will be to revisit some spacing and layout issues, likely moving buildings back to a column instead of a row, moving specialists to the yields row with iconography, and replacing the trade route info with iconography appended to the civ name.

Awesome! A very, very minor pet peeve I have with the mod is the red background going over the border. Any way to fix it?

1740179679468.png
 
Hey @thecrazyscot just wanted to let you know that it looks like you misplaced the loadorder property in your last update.
It's supposed to be a child of the ActionGroup not of Action, so it's now working correctly at the moment, your mod is getting loaded very early on as if the property wasn't there.
 
Hey @thecrazyscot just wanted to let you know that it looks like you misplaced the loadorder property in your last update.
It's supposed to be a child of the ActionGroup not of Action, so it's now working correctly at the moment, your mod is getting loaded very early on as if the property wasn't there.
Fixed in Version 15, sorry about that.
 
I play with multiplayer with a friend who plays on Mac and he is unable to use this mod. Is this a known issue, I can't seem to find anything out about this.
I haven't heard that - as far as I know this is fully compatible with Macs. Did he extract it properly to the mod folder so it's not nested inside an extra folder?
 
Hi! Since latest release I've seen some errors relative to the plot tooltip from this mod; I don't have them right now, but I just wanted to make you know – in case you didn't see them already
 
Hi! Since latest release I've seen some errors relative to the plot tooltip from this mod; I don't have them right now, but I just wanted to make you know – in case you didn't see them already
Hey - I've encountered only one error (Carthage Unique Quarter is missing a tooltip string) - have you encountered any others?
 
I love your new mod! This was much needed. Some order in the chaos. Thanks!

I don't see the Version of my mods, like in your first screenshot. Not even from this mod itself. [edit: that was just me being blind]
What makes content 'locked', like the dlc civs but not the dlc leaders?
 
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I love your new mod! This was much needed. Some order in the chaos. Thanks!

I don't see the Version of my mods, like in your first screenshot. Not even from this mod itself.
What makes content 'locked', like the dlc civs but not the dlc leaders?
There is very little information I can currently parse from the Modding databases, for...some reason (I couldn't even find a way to access the .modinfo version!). So for now I've simply added Version and SpecialThanks as Properties in the ModInfo file (you can add whatever Property you like), and my mod will read those properties.

1741207941589.png
 
I love your new mod! This was much needed. Some order in the chaos. Thanks!

I don't see the Version of my mods, like in your first screenshot. Not even from this mod itself.
What makes content 'locked', like the dlc civs but not the dlc leaders?
Whoops, sorry - didn't answer the locked question.

There is a parameter (mod.allowance) which indicates whether something is locked or not. It seems entirely internal as there is no reference to it anywhere in the modinfo. If it is not Full, then content is not yet unlocked for you (whether because you do not own it or because a flip has not yet been switched by FXS).
 
There is very little information I can currently parse from the Modding databases, for...some reason (I couldn't even find a way to access the .modinfo version!). So for now I've simply added Version and SpecialThanks as Properties in the ModInfo file (you can add whatever Property you like), and my mod will read those properties.
Aw thanks, I'll update my mod :-)

There is a parameter (mod.allowance) which indicates whether something is locked or not. It seems entirely internal as there is no reference to it anywhere in the modinfo. If it is not Full, then content is not yet unlocked for you (whether because you do not own it or because a flip has not yet been switched by FXS).
That makes sense.
 
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