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I have not seen that option, can you confirm exactly where it is located? Thanks.
That option, in the options menu, only disables the intro movie at launch. Doesn't do anything for the leader animations.
Actually, I found it as soon as I posted... that is how it usually goes. ;p
It is located at Options -> Graphics -> Show Advanced Options -> look at the very last entry in advanced options.
I have not tried it yet, but it does have several values to select from, including disabled.
PlayVignettes 1
Not sure entirely what it does, maybe related? Maybe wonder movies?
Yes, this. It is nice to see the animations but it just drags on too long. I mean, its only a few seconds, but watching the same animation hundreds of times, you want/need it to be quick and to the point. Civ 5 did this right. Civ 6, once again, makes it worse.
- kudos
- warning
- denouncement
Note that in most cases you won't see the message at all, in some you will see/hear part of the message, depending on current system performance.
I do NOT guarantee ANYTHING else, but have been playing a huge map with maxed out number of AI players in single player mode and it has saved me thousands of mouse/keyboard presses.
I have no clue what would happen in multiplayer mode with this change. I have no clue if it will work with any future upgrade or other mod.
Edit your installation path's Base/Assets/UI/DiplomacyActionView.lua (ie: C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization VI\Base\Assets\UI\DiplomacyActionView.lua).
Will be making modifications to the function OnDiplomacyStatement
Within that function find the statement if (statementTypeName == "MAKE_DEAL") then and insert just above it this line:
local kParsedStatement = "NOPE";
We will be using this variable later.
Next, find the statement that before your edit was the place where this local was declared, and remove the local reference, so it reads:
kParsedStatement = handler.ExtractStatement(handler, statementTypeName, statementSubTypeName, kVariants.FromPlayer, eFromPlayerMood, kVariants.Initiator);
Finally, section just after these first referenced three lines and before the last three end statements of the function:
-- Existing lines to insert your new code after:
if (handler.ApplyStatement ~= nil) then
handler.ApplyStatement(handler, statementTypeName, statementSubTypeName, toPlayer, kVariants);
m_isInHotload = false; -- If this far (and was hotloading) nothing left to hotload.
end
-- +New Lines:
if (statementTypeName ~= "MAKE_DEAL" and (kParsedStatement.LeaderAnimation == "KUDOS" or kParsedStatement.LeaderAnimation == "WARNING" or kParsedStatement.LeaderAnimation == "ENRAGED")) then
UI.PlaySound("Stop_Leader_Speech");
if (HasNextQueuedSession(ms_ActiveSessionID)) then
-- There is another session right after this one, so we want to delay sending the CloseSession until the screen goes to black.
m_bCloseSessionOnFadeComplete = true;
StartFadeOut();
else
-- Close the session now.
DiplomacyManager.CloseSession( ms_ActiveSessionID );
end
ResetPlayerPanel();
end
Note, this only works if you actually leave the leader animations enabled in the advanced graphics options. If you disable it, you will still see the leader screen and need to press "Goodbye". I prefer to have animations for the real conversations but just skip the statements. I know how you feel about me, Roosevelt!
You can take the animation leader off by turning it off. The other way around is to press a button to skip (forgot which button it was) other than that, no you can't.
It's the escape button. You can see the logic for it in the HandleESC routine in the .lua file I reference in my post. Yes, you can totally skip these little bits if you are willing to mod the code as per my post.