Crusader Kings III

Crusader Kings III

Events Without Tooltips
36 Comments
Lost Nomad  [author] May 18 @ 3:15pm 
@daintydysphemism
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 :steamthumbsup:
daintydysphemism May 18 @ 2:00pm 
Thank you, now it works on both the royal court and all the events (at least for the DLCs I own). 😁
Lost Nomad  [author] May 16 @ 12:03pm 
@daintydysphemism
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.
daintydysphemism May 11 @ 2:59pm 
Love the mod, but would it be possible to extend it to activity events as well? I still see the tooltip on both base game (eg pilgrimage) and DLC (eg Grand Wedding) activity events.
Lost Nomad  [author] Jan 18 @ 11:57am 
@Saint-Roch
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.
Saint-Roch Jan 18 @ 7:49am 
Coming back (very) late to this discussion : maybe you could give a look at what ObfusCKate did in that regard, it’s really good, but unfortunately it also hides too much for a cool playthrough
Lost Nomad  [author] Oct 8, 2024 @ 1:30pm 
@Saint-Roch
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.
Saint-Roch Oct 8, 2024 @ 5:40am 
Maybe the way to fix the problem of not knowing the consequences of your decision, but keeping the uncertainty in decisions to be made, could be to simply hide outcomes %. I'm looking for such a mod desesperatly.
Lost Nomad  [author] Sep 9, 2024 @ 9:09am 
@netehund
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.
netehund Sep 9, 2024 @ 7:49am 
I echo the sentiment of ShroudedZeta. Mod does exactly what is presented, but that also includes the flavor text to explain what your action results in - ended up giving up my kingdom title by mistake simply because a character challenged me to a duel cause I didn't know the 'I don't wanna deal with this' option lead this way. Would've preferred if the mod only removed the percentages.
Lost Nomad  [author] Jul 9, 2024 @ 5:12am 
@ShroudedZeta
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.
ShroudedZeta Jul 8, 2024 @ 8:22pm 
Mod seems pretty cool, only downside is that there's no popup telling you the effect of your decision after you've made it, which is really annoying because you might now be a rival with some random and not even realize.
Lost Nomad  [author] May 31, 2024 @ 11:33am 
@itsjustmyshadow
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 :steamhappy:
ItsJustMyShadow May 31, 2024 @ 10:42am 
I thought it is great idea but it turned out disappointing sadly :( I know about option to disable hiding tooltips but having to do it constantly because there are consequences I have to know is tiring. One example - during petition in your liege court he asks me to do something in return for my petition. I have no idea what because event description doesnt mention it and tooltip is hidden.
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.
Lost Nomad  [author] Mar 25, 2024 @ 10:31pm 
@I Am Full Truie
Happy to help :steamthumbsup:
I Am Full Truie Mar 25, 2024 @ 5:41pm 
simple, yet game changing idea. started playing with it and i naturally started reading the events and thinking about the choices. well done mate
Lost Nomad  [author] Jan 25, 2024 @ 3:59am 
@BlackGenetics
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 :steamhappy:

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.
BlackGenetics Jan 25, 2024 @ 1:53am 
Just started playing with this mod and honestly I think it's crucial for role playing. Seeing as every outcome is now obscured I can finally make all decisions based only on the character's traits and without any personal biases or favorable consequences. This fully works with Viet and other mods that add events too. Nice mod!
Lost Nomad  [author] Jan 23, 2024 @ 6:55am 
@Jalmeravachi
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.
jaimeravachi Jan 23, 2024 @ 6:37am 
I like the Idea of this mod and would really like to play with it. BUT some events have economic consequences!! If something is gonna cost me something, I better know how much before taking that decision! So, for that reason its not for me. Other than that, great mod.
Lost Nomad  [author] Jan 21, 2024 @ 6:50am 
@LucasCaesar
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.
CaesarAlbino Jan 21, 2024 @ 6:19am 
This may go really well with Obfusckate, it would be the closest realistic experience you can have in CK3
Lil cumstain Jan 18, 2024 @ 9:59pm 
Oh god this is amazing
Ēarendel Jan 16, 2024 @ 12:13pm 
This honestly should have been an option in vanilla game. Understandably with low stats it's an RNG and sometimes you can't pick the best option. But when you get ahead with good stats the game becomes easy, almost too easy.
Lost Nomad  [author] Jan 16, 2024 @ 9:36am 
@cuomo860
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.
cuomo860 Jan 16, 2024 @ 9:01am 
@LostNomad. The character_event.gui in the SuperCompatch has Nameplates compatibility without the need for UNIUI. If you want you can grab it from there and do as you wish. My next update to that mod will have it both gui integrated.
Lost Nomad  [author] Jan 16, 2024 @ 8:58am 
@cuomo860
All good :steamthumbsup:
Lost Nomad  [author] Jan 16, 2024 @ 8:54am 
@牛奶大魔王
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.
Lost Nomad  [author] Jan 16, 2024 @ 3:22am 
@牛奶大魔王
If it changes character_event.gui then no it is not compatible with this mod.
牛奶大魔王 Jan 16, 2024 @ 12:19am 
btw,Nameplates mod had change character_event , so it works with this mood?
cuomo860 Jan 16, 2024 @ 12:03am 
@Lost Nomad Not a problem! I need to compatch the character event GUI with Nameplates and a couple of other small tweaks that were there from other mods. The letter GUI is fine. I switched the interaction to a decision because I already have the addon to make a decision to hide "non-gameplay" decisions (the kind you make when starting a game and never touch again), so you can turn it on and off and not have the option always showing up on screen.

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.
Lost Nomad  [author] Jan 15, 2024 @ 10:56pm 
@cuomo860
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 :steamthumbsup:

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
cuomo860 Jan 15, 2024 @ 9:46pm 
@Lost Nomad Would you mind if I integrated this into my Super Compatch? I was gonna just add it to the recommended playlist but I think that only leaves one file and the localization that wouldn't need to be compatched in with other mods.

This is really so simple, it's ingenious.

I also may convert it over to a decision if that's okay?
TeemoOO Jan 15, 2024 @ 9:43pm 
很有趣!:ambitious_trait:
Lost Nomad  [author] Jan 15, 2024 @ 9:08pm 
@牛奶大魔王
Glad you like it :steamthumbsup: imho the mod certainly makes the game more interesting, the events almost take on a different feel, requiring you to read between the lines as you have to actually choose what to do.

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.
牛奶大魔王 Jan 15, 2024 @ 6:09pm 
Nice mod, I like it!