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The below was not enough on it's own. It did succesfully hide all your entries from the UI, but because some of the upgrade paths between my groups and yours had duplicates (e.g. Lothern Sea Guard to Lothern Sea Guard with shields) but with different level requirements / tech requirements, the UI didn't know which to present.
To get around that, I added a new 'empty_group' entry to 'unit_upgrade_groups_tables', and then set this as the target group for all the entries that I wished to disable in 'db/unit_upgrade_to_unit_groups_tables'.
Sorry for spamming!
I was able to achieve the desired affect by adding a new 'DISABLED' entry to 'unit_upgrade_group_ui_categories_tables'
...and then applying that to the unit_upgrade_group_ui_infos_tables groups that I wanted to hide.
(Of course, as you alluded to, I also had to name my table unit_upgrade_group_ui_infos_tables with a higher priority than yours).
to overwrite, the table name in your mod needs to have higher priority (letter higher than T, for example).
There is a RoR mod by Yuudachi that overwrites some entries in every table, you may take a look.
Thanks for making this mod, and this modding guide, really appreciate it!
How would I go about overwriting one of your panels with my own unit upgrade groups?
I'd like to maintain compatibility with your mod, while overwriting one of the tabs and only display my own upgrade paths / groups for the High Elves.
I think the only tables I want to overwrite are the _hef specific ones in:
unit_to_unit_group_junctions_tables, unit_upgrade_group_ui_infos_tables, unit_upgrade_group_ui_links_tables, unit_upgrade_groups_tables, unit_upgrade_to_unit_groups_tables
I feel like this should be possible, but can't get the two mods to load together when overwriting the above tables, whichever load order I set.
I've looked at the Radious submod, which also overwrites some of your tables, but couldn't work anything out from that.
Do you please have any advice on steps I might have missed / how I should be trying to partially overwrite your mod? Sorry for such a long question.
Sure, not a problem.
Those ids are unique but also linked in various places, so take a lot of time to add
Just remember to grab the new twui file in the main mod, every time a new DLC race is added.
Hi, BAGHolder, may I use your ui content for my ogre mod? I am making a new warband system with newly created units. Really have no idea about the hexadecimal ids, are they for each icon?
Yes you can find me there.
It is easier to just use the empty category, MOD1, MOD2, and ART --- if this is just a mod for greenskin.