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Cool, I'd been testing it like this in my sandbox for a while but never released it as the mod took less priority compared to my other mods which needed extensive work over the last couple of updates.
Glad it works for you
I've refactored the mod in the latest update to overload the default vanilla event options button which should extend the hide/show tooltips function to activities and royal court.
Give it a try and let me know if there are any problems.
I have also opened the character interaction to work on any character portrait instead of just the player so you can toggle it on/off in events/activities that don't involve the player.
ObfusCKate has to do a lot of work to hide those tooltips but also the details in those ones are accessible unlike the ones in events which are driven by the event options, I'd have to edit every event.
The problem is there is no way of separating the tooltip components. The whole thing is processed in blackbox code then presented in one glob that can't be picked apart.
Unfortunately doing so would involve editing every event to change the internals.
There is no simple lightweight way to dissemble the tt to it's constituent parts.
So unless the upcoming game update adds further modding abilities regarding event TTs it is what it is.
I've not come up against many wtf moments myself but they certainly are possible if you don;t read and think about the event options more.
Yeah unfortunately the way the game engine works I can't tap into the window shutdown to launch a popup with the effect.
Even if I could the event tooltips are before the event takes place so trying to run the same comparisons, ect after the event would not yield the same effect as the event will already have happened so the game state will have changed.
The whole event and interaction system is naf so that's the best we can do.
Yeah I get that, pdox have set out from the outset to ruin the experience for those of us that don't want to know the consequences.
Luckily I don't come across too many of those events, it's kind of random how many events they wrote like that, but when I do I just take it on the chin because when I toggled to check it was always immediate, so it adds to the drama when I don't know what I am agreeing to.
Fortunately I have not come across any like the "hold a feast in my name" event where I have to do something after the event finishes. I'm just waiting for the event that takes a title of me without me knowing
That's only one example, I've had at least 10 similar situations in my 2 hour game session today so it turns out to be more of a chore to constantly enable and disable tooltips.
Happy to help
Glad you like it.
First time I used it I found I was amused that I had difficulty remembering which options did what on the repetitive events I had run so many times before, but after a short while I didn't care anymore, it was just so nice to be deciding based solely on what my sadistic arrogant greedy lecherous despot would do
I meant to release this a long time ago but it was embedded in my personal mod and I have had other things to do, but as I recently had to refactor my personal event mod it seemed a good time to finally release it to the world.
That's understandable.
Unfortunately there is no way to test a tooltip to see if the event contains a cost, the only way to do that would be to edit every event which is beyond the scope of this simple mod.
You could use the character interaction to toggle the event tooltips back on if you think there is a cost on a particular event, then toggle it back off after the event.
The toggle works while you are in events so there's no need to close and reopen the event to see the tt.
Yes, a combination of the two mods would get close to the version of CK3 I want to see, but I already did so much work in my personal mod to hide a lot of information that I couldn't use Obfusckate when it came along without writing a huge compatch for it.
I carved this mod out of my personal mod because I had to do some additional work on the event window after the LoP upgrade, but it was too much inside my personal mod so it seemed like a good time to publish it as it was now independent.
So I'm really happy it seems too be what some other people want too, I hope it makes your/their game more interesting.
No it's alright, I don't write compatches for my mods, with the small exception for one or two for AGOT because I play AGOT.
I was just answering a question which was raised by a subscriber that uses Nameplates, which reminded me I intended to revisit UniUI, and it sent me down a rabbit hole for a brief moment.
I also just ran a quick vanilla test using Nameplates to confirm what I saw in their code, or more to the point didn't see, and confirmed it doesn't hide tooltips so no idea what the claim on their workshop page means. So I'll be steering clear of nameplates.
All good
I have to backtrack on adding support for Nameplates through UniUI.
I looked at Nameplates which claims UniUI support, just as UniUI claims Nameplates support, but when I looked in the UniUI script I can't find any trace of Nameplates changes to the character_event.gui file, so no idea what's going on with that. Until I get an answer from the UniUI devs I can't move forward with that.
Having looked at Nameplates for the first time ever, I see that the workshop page makes mention of turning off tooltips in events, so great minds think alike, except having had a look through their code I can't see any evidence of them turning off tooltips in events. So if they do that, it's certainly done in a different way to how I do it, which is intriguing but not enough to spend any more time on.
So bottom line right now the two mods remain incompatible, you will have to choose one or the other.
If it changes character_event.gui then no it is not compatible with this mod.
I already have a couple of your mods (More Traditions and Generate Missing Parents) set up in the JSONs for playsets that use the Super Compatch so you get automatic subscriptions from those mods.
It's such a trivial mod that it shouldn't need a compatch unless another mod used by someone edits one or both of the two event gui files.
So if it causes a huge headache for your compatch/mod/collection then be my guest
But if you do integrate it, then I would definitely like to see credit given to me on your page for the idea, because having the outcome of the event options revealed leaving no real choice for the player has long irked me, it's just ridiculous making the game far too easy and boring.
This mod like obfusckate should have been incorporated in vanilla behind a game rule giving players the choice of how much they want revealed to them imho
This is really so simple, it's ingenious.
I also may convert it over to a decision if that's okay?
Glad you like it
I was surprised when I first wrote the mod last year, that I actually didn't know what the options were for vanilla events that have been around since launch because I had just been blindly selecting the best option every time, even when I tried to role play the events.