TCS Improved Mod Page

TCS UI Mods 6

I've never seen the modules folder cause that issue before - I've seen an extra nested TCS-Improved-Plot-Tooltip folder due to how some people unzip things.

I guess I should just remove the modules folder as it seems to cause more confusion than anything else - attempting to follow FXS folder structure doesn't really seem worth it in this case :badcomp:
When I was plaing Skyrim Special Edition quite a while ago I downloaded all my mods from Nexus as I do not trust Steam mods (about 450 of them, used a mod that allowed combining them into 1 eg: Armor, followers, clothing, ( IBash?) to avoid the mod limit). some mods worked as soon as I downloaded where others would need an extra file removed first. There was no consistent reason I could tell. I should of remembered this when I posted here. I have a memory problem as 74 and my past are catching up to me :)
 
TCS Improved Plot Tooltip v17 released!

Various improvements:
  • Updated Korean localization
  • Updated Russian localization
  • Removed "modules" folder from mod folder structure
  • Folder name now includes version number
  • Fixed a bug where Config strings weren't parsing when In Game
  • Fixed Config Option changes not updating the tooltip when in-game
  • Adjusted building name handling when using Row display
  • Polished building handling when using Column display
  • Moved resource section below constructibles
  • Moved Natural Wonder description to below constructibles
  • Removed unnecessary extra space around improvements
  • Updated Total Yields to only show if there are 2+ yield types present
 
I love the new update. Row display still get some names cut off. See examples below, with v16 on the left and v17 on the right. Not a complaint, just for your information.

These are on font scale Large. When I change it to Medium, the Observatory will fit. For the Amphitheater to fit I have to go to font scale Small (but that one didn't really fit in v16 either, it was kinda cheating there).


TCS v16 example 1.png
TCS v17 example 1.png



TCS v16 example 2.png
TCS v17 example 2.png
 
thecrazyscot updated TCS Improved Mod Page with a new update entry:

Version 3

What's Changed​

  • Added Enable/Disable All buttons for each category
  • Fixed bug where the incorrect mod-id was showing on the default page
  • Hid "Essential" content (again, for now) - will eventually add a config option to allow you to view them
  • Removed "modules" folder from mod folder structure
  • Download folder now includes version number
  • Added Italian, Korean, Portuguese, and Russian localizations

Read the rest of this update entry...
 
I love the new update. Row display still get some names cut off. See examples below, with v16 on the left and v17 on the right. Not a complaint, just for your information.

These are on font scale Large. When I change it to Medium, the Observatory will fit. For the Amphitheater to fit I have to go to font scale Small (but that one didn't really fit in v16 either, it was kinda cheating there).


View attachment 724607View attachment 724608


View attachment 724609View attachment 724610
Oh interesting - I always use font scale medium, so I've never tested at font scale large. To keep large font scale, it will probably be best to display buildings as a Column. Thanks for checking it! Goes to show that the life of a modder is way easier than the game devs!
 
I downloaded version 17 .... I got a repeatable crash when loading a save game when I use the Vulkan driver. I went back to the windows driver and the save game loads. FYI
 
I downloaded version 17 .... I got a repeatable crash when loading a save game when I use the Vulkan driver. I went back to the windows driver and the save game loads. FYI
Huh, that's weird - I've exclusively used the Vulkan driver since the game released.
 
This regard the Improved Mod Manager.

You seem to need a refresh. If you disable your mod, return to the main menu and come back it's still enabled. Within the debug console under UI->General there's a refresh all button. I think that reloads the mods, but I could be wrong. It's a pretty trivial issue, but it might be a pretty trivial fix, i.e. just a function call. Save/Load mod config would be nice, but it seems the game doesn't allow you to read/write any files. Some games let you read/write a single config file for obvious reasons, but this doesn't seem to be one of them. I appreciated the changes for enable/disable all. The version number from the root node would be nice. I'm thinking that's actually used by the game engine to make decisions. Since most disregard/misuse it I can see why you didn't display it, but I suspect in some cases people have problems due to not using it properly. Particularly users sticking multiple versions of the same mod out there all with the same version number.

With notque's AI mod there's confusion for about what's actually loaded from a save game. An in-game panel to list active mods would seem useful. If refreshing the game actually reloads the mods it might be possible to actually enable/disable mods in game. A button on the show more panel on the pause menu would seem a good place for it. With the save game being machine readable it's hard saying what's in there. I really doubt they store an encoded version of the mod, but who knows. I can think of several tests to get some idea what happens when loading a save game, but I don't know enough to get the mod info in game. A panel that displays that information would make it much easier.

Mattifus is working on a Mod Configuration Panel. That seems a natural fit with this mod. There's persistence issues though. The user wouldn't be happy if they spent a bunch of time configuring their mods only to find it all lost once they start a game or exit the application. Right now I'm not able to get his menu to display so give it a bit of time to work out bugs. It seems with the production panel there's definitely a need. Everyone hates it and everyone change it. They seem to be negotiating priorities to determine which gets displayed, but I imagine the player would rather choose. Lots and lots of mods doesn't seem a good answer.

Overall I really appreciate your mod. It was desperately needed.
 
This regard the Improved Mod Manager.

You seem to need a refresh. If you disable your mod, return to the main menu and come back it's still enabled. Within the debug console under UI->General there's a refresh all button. I think that reloads the mods, but I could be wrong. It's a pretty trivial issue, but it might be a pretty trivial fix, i.e. just a function call. Save/Load mod config would be nice, but it seems the game doesn't allow you to read/write any files. Some games let you read/write a single config file for obvious reasons, but this doesn't seem to be one of them. I appreciated the changes for enable/disable all. The version number from the root node would be nice. I'm thinking that's actually used by the game engine to make decisions. Since most disregard/misuse it I can see why you didn't display it, but I suspect in some cases people have problems due to not using it properly. Particularly users sticking multiple versions of the same mod out there all with the same version number.

With notque's AI mod there's confusion for about what's actually loaded from a save game. An in-game panel to list active mods would seem useful. If refreshing the game actually reloads the mods it might be possible to actually enable/disable mods in game. A button on the show more panel on the pause menu would seem a good place for it. With the save game being machine readable it's hard saying what's in there. I really doubt they store an encoded version of the mod, but who knows. I can think of several tests to get some idea what happens when loading a save game, but I don't know enough to get the mod info in game. A panel that displays that information would make it much easier.

Mattifus is working on a Mod Configuration Panel. That seems a natural fit with this mod. There's persistence issues though. The user wouldn't be happy if they spent a bunch of time configuring their mods only to find it all lost once they start a game or exit the application. Right now I'm not able to get his menu to display so give it a bit of time to work out bugs. It seems with the production panel there's definitely a need. Everyone hates it and everyone change it. They seem to be negotiating priorities to determine which gets displayed, but I imagine the player would rather choose. Lots and lots of mods doesn't seem a good answer.

Overall I really appreciate your mod. It was desperately needed.
several of the things you're describing here are features or limitations of the Civ 7 modding system itself. for example, "shell" mods that affect the main menu are only reloaded when you restart the game. that's why it didn't seem to do anything when you disabled the mod manager. i don't think the game engine has any way to refresh that other than exiting and restarting the game. it's similar to changing your language settings, except that we don't have an easy way to warn that you need a restart.

regarding mods attached to a saved game: every mod has a setting that indicates whether it affects saved games. if that is set, you cannot add or remove it from a running game. the game does provide a list of all such mods on the Load Game screen. see the section on the right with "Game Options" and "Downloadable Content." that bottom section will list all of the mods required for a game. if you disable them in the mod manager, they will still be loaded when you load that saved game, and the save will break if you delete the mod.

any other mods can be enabled or disabled as you like, and the mod manager will show you which ones are active. TCS's mod manager and the default one both show the same information in that regard. there's no way for that configuration to get "lost" because the game stores it all in a database along with your config options & other user data. the cases you're seeing aren't lost data, they're just situations where the mod state doesn't update util you restart Civ 7 (for "shell" mods) or until you start a new playthrough (for "affects saved game" mods). it's tough to put a better UI on this, because we're limited to the information that the game engine provides (and also limited by the lack of API documentation).

and finally, regarding things like the production chooser, there isn't anything a mod manager can do about that. some of the game scripts are easy to extend without conflicts, which is why you see so many lens mods. other scripts are possible to extend cleanly but difficult in practice – the City Details panel is a good example of that. unfortunately, the production list relies on several key functions that are only possible to modify by overriding the whole feature. this is why lens mods are mostly compatible with each other, but production list mods are not, and there really isn't anything TCS can do about that. (btw the options screen doesn't have any special control over these things, it's literally just a place to check boxes & such.)
 
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several of the things you're describing here are features or limitations of the Civ 7 modding system itself. for example, "shell" mods that affect the main menu are only reloaded when you restart the game. that's why it didn't seem to do anything when you disabled the mod manager. i don't think the game engine has any way to refresh that other than exiting and restarting the game. it's similar to changing your language settings, except that we don't have an easy way to warn that you need a restart.

regarding mods attached to a saved game: every mod has a setting that indicates whether it affects saved games. if that is set, you cannot add or remove it from a running game. the game does provide a list of all such mods on the Load Game screen. see the section on the right with "Game Options" and "Downloadable Content." that bottom section will list all of the mods required for a game. if you disable them in the mod manager, they will still be loaded when you load that saved game, and the save will break if you delete the mod.

any other mods can be enabled or disabled as you like, and the mod manager will show you which ones are active. TCS's mod manager and the default one both show the same information in that regard. there's no way for that configuration to get "lost" because the game stores it all in a database along with your config options & other user data. the cases you're seeing aren't lost data, they're just situations where the mod state doesn't update util you restart Civ 7 (for "shell" mods) or until you start a new playthrough (for "affects saved game" mods).

and finally, regarding things like the production chooser, there isn't anything a mod manager can do about that. some of the game scripts are easy to extend without conflicts, which is why you see so many lens mods. other scripts are possible to extend cleanly but difficult in practice – the City Details panel is a good example of that. unfortunately, the production list relies on several key functions that are only possible to modify by overriding the whole feature. this is why lens mods are mostly compatible with each other, but production list mods are not, and there really isn't anything TCS can do about that. (btw the options screen doesn't have any special control over these things, it's literally just a place to check boxes & such.)

I haven't programmed in 10 years, new to javascript and new to civ modding so there's a lot I don't know. I assumed if you changed resolution they would have to reload the shell. It seems they just should have. The game locked up when I tried going back into options after doing so and the UI seemed to have problems letting me select resolutions once I switched to a non-native resolution. Obviously don't waste time trying to fix that which can't be fixed. I was just pointing it out in case it was an oversight. When it comes to saves it was in that particular thread people weren't certain if the mod was loaded and what version was running if it was. That seems to have been a point of confusion to people in threads for other mods as well. I still think it would be helpful to be able to see what mods are loaded in game. If for no other reason than I'm old and forgetful. I might have to exit to the main menu multiple times before I remember them once I'm in the game. It seems like it would be useful.

I was also discussing Mattifus's Mod Setting Manager. The intent of it, I believe, is to provide a way to let your user select options without everyone and their little dog too having their own popups and key bindings. An example being if you wanted to allow your users to select whether or not you make any changes to the production list. There's several mods that change it. F1rst Dan's Cool UI just expanded into changing it as well. I believe so far you're using priorities to determine which is actually modifying it when multiple mods doing so are present. Better would be let the user decide by having an option to turn yours on or off. There's where I meant the user wouldn't be too happy to spend time configuring a dozen intersecting mods to get just the look he wants only to have it all lost as soon he starts the game, i.e. you need persistence. I'm not really able to try it out since I'm not aware of any mod actually using it yet. It's a forward looking thing.

The thread on that refers to a thread on persistence that's currently over my head. Particularly since I can't read the code, the color syntax highlighting is low contrast colors I just can't read against a white background. There may be options for a theme on this site I don't know about. They seem to have found a way to do persistence. That raises the possibility in this mod of loading/saving configurations. What I mean by that is which mods are enabled/disabled. Like I could see wanting a testing versus playing config, different mods that I want enabled. I well understand what was enabled when I exited is still enabled when I restart the game. When I restart the game I might have a different intent than I did prior to exiting. Sort of like themes for an app, yes it's going to be the same theme when I restart, but when I restart I might want to change themes.

Overall it's just suggestions. Many programmers start small and just keep adding stuff until you end up with Notepad++. If he's looking for ideas as to what he could add there's a couple. Displaying the version number from the root node of the modinfo, in-game display of what mods are active and save/load config. Also looking at that emerging mod that seems a natural tie-in to this mod. That isn't from a developer perspective, just a user of the mod. Perhaps you don't have a choice about replace/extend and can't disable replacement. Maybe it has to be split into multiple mods and use use enabling/disabling those mods as the means to allow people to further customize the interface to their liking. If so then so be it. As a user it doesn't appear to be the case. F1rst Dan's Cool UI changes the tooltip on the yield icons while your mod makes extensive other changes. I believe he now changes the production queue too, so there's another mod for you to worry about.
 
I was also discussing Mattifus's Mod Setting Manager. The intent of it, I believe, is to provide a way to let your user select options without everyone and their little dog too having their own popups and key bindings. An example being if you wanted to allow your users to select whether or not you make any changes to the production list. There's several mods that change it. F1rst Dan's Cool UI just expanded into changing it as well. I believe so far you're using priorities to determine which is actually modifying it when multiple mods doing so are present. Better would be let the user decide by having an option to turn yours on or off. There's where I meant the user wouldn't be too happy to spend time configuring a dozen intersecting mods to get just the look he wants only to have it all lost as soon he starts the game, i.e. you need persistence.
mod "enabled" status is always persistent. the game itself tracks that, and modders cannot affect that for better or worse.

the way that most of us have being doing mod configuration options is also persistent, although it requires cooperation. @leonardify made a shared bit of code that we all use to avoid stepping on each other's toes.

at this point, i cannot disable the production list features of City Hall with a simple checkbox. the work i have done to improve repairs and unique quarters is too extensive. i've kept it as modular as possible so that other production list mods can override parts of it without breaking the whole thing, but we have limited compatibility options.

the "Mod Setting Manager" does not solve any of these problems. i'm about to release an update of my mods with configuration options, and i evaluated that mod to see if it would help. i ended up making my own implementation because it was cleaner, simpler, and did not burden my users with an extra mod dependency. i won't comment on the mod beyond that because the author accused me of plagiarism, and i refuse to work with him.

ps. this is TCS's thread & i don't want to derail it further. i do want to emphasize that the things you want persistent are already persistent, although some of them may not work the way you expect. i also want to emphasize that mod compatibility comes only from modders cooperating with each other. "manager" mods like this one don't change the way mods work or interact. they only change the UI to help you manage your collection.
 
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This regard the Improved Mod Manager.

You seem to need a refresh. If you disable your mod, return to the main menu and come back it's still enabled. Within the debug console under UI->General there's a refresh all button. I think that reloads the mods, but I could be wrong. It's a pretty trivial issue, but it might be a pretty trivial fix, i.e. just a function call. Save/Load mod config would be nice, but it seems the game doesn't allow you to read/write any files. Some games let you read/write a single config file for obvious reasons, but this doesn't seem to be one of them. I appreciated the changes for enable/disable all. The version number from the root node would be nice. I'm thinking that's actually used by the game engine to make decisions. Since most disregard/misuse it I can see why you didn't display it, but I suspect in some cases people have problems due to not using it properly. Particularly users sticking multiple versions of the same mod out there all with the same version number.

With notque's AI mod there's confusion for about what's actually loaded from a save game. An in-game panel to list active mods would seem useful. If refreshing the game actually reloads the mods it might be possible to actually enable/disable mods in game. A button on the show more panel on the pause menu would seem a good place for it. With the save game being machine readable it's hard saying what's in there. I really doubt they store an encoded version of the mod, but who knows. I can think of several tests to get some idea what happens when loading a save game, but I don't know enough to get the mod info in game. A panel that displays that information would make it much easier.

Mattifus is working on a Mod Configuration Panel. That seems a natural fit with this mod. There's persistence issues though. The user wouldn't be happy if they spent a bunch of time configuring their mods only to find it all lost once they start a game or exit the application. Right now I'm not able to get his menu to display so give it a bit of time to work out bugs. It seems with the production panel there's definitely a need. Everyone hates it and everyone change it. They seem to be negotiating priorities to determine which gets displayed, but I imagine the player would rather choose. Lots and lots of mods doesn't seem a good answer.

Overall I really appreciate your mod. It was desperately needed.
Thanks for the kind words and thoughtful suggestions. I'm definitely going to continue adding functionality to it, and hopefully Firaxis will add or expose additional ways to query the mod database to support even more enhancements (for example: I do want to get the version number from the root node, but there doesn't seem to be a way to get that from the Modding database currently! Wild). I've got a list of items to add, and will get to them as able, including mod toggling by clicking on the mod status icon, a search bar at some point, and mod pinning.

I do want to keep the scope of this mod limited to exclusively the Mod Page accessible from the main menu - so I don't intend on adding any components that touch in-game elements or other front-end screens. That way this mod should have maximum compatibility with literally any mod out there. I absolutely agree those areas need improvement, though.

As a side note, unfortunately I can't do anything about the need to restart the game to apply disabling/enabling the mod - as a front-end mod that's a base game limitation. Also please note the Enable/Disable All buttons do not toggle the Improved Mod Page either - this is intentional. It would be very handy to force refresh the front-end, but don't think that's possible.

Thanks again for the thoughtful feedback.
 
Hi @thecrazyscot
I have a minor question regarding TCS-Improved-Mod-Page-3.
Is it possible to remove that darker line from "All" buttons?

I assume this is a result of default button styling in conjunction with small width...
Maybe you can do some workaround, or set a bigger min width for the button to make that shade less strong in appearance?

Thank you in advance

1742227958605.png
 
Hi @thecrazyscot
I have a minor question regarding TCS-Improved-Mod-Page-3.
Is it possible to remove that darker line from "All" buttons?

I assume this is a result of default button styling in conjunction with small width...
Maybe you can do some workaround, or set a bigger min width for the button to make that shade less strong in appearance?

Thank you in advance

View attachment 725646
Yep, it's on my list to overwrite the default button styling for those buttons. My aesthetic updates usually come after my functional updates 🙂
 
Been taking a little break from modding for some family stuff as well as to just play - I have some planned updates (you can review them on the Github repos) that I will be looking at pushing after the next patch.
 
Hello, I have created Simplified Chinese and Traditional Chinese translations for this mod. Please consider integrating them into your mod in future releases to benefit more players (I'm currently using DeepSeek Translate to communicate with you, so please excuse any unusual grammar you might notice).
 

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