[Sub-mod] Larger Council Tab

Browse, publish and discuss user made sub-mods here

Re: [Sub-mod] Larger Council Tab

PostPosted by DeltaCortis » Sun Nov 08, 2015 20:23

I noticed this wasnt working for the current version. So I went ahead and fixed it. :)

Thought I might as well share it.

Replace content of domestic_court.gui with this:
Spoiler: show
guiTypes = {

windowType = {
name = "domestic_court"
backGround =""
position = { x = 0 y = 97 }
size = { x = 576 y = 868 }
moveable = 0
dontRender = ""
horizontalBorder = "0"
verticalBorder = ""
fullScreen = no
# upsound = click

iconType = {
name ="bg_court_view"
spriteType = "GFX_court_bg"
position = { x= 0 y = -98 }
Orientation = "UPPER_LEFT"
}
iconType = {
name ="repover_churchwindow_1"
spriteType = "GFX_repover_churchwindow_1"
position = { x= 9 y = -56 }
}
iconType = {
name ="repover_council_1"
spriteType = "GFX_repover_council_1"
position = { x= 16 y = 61 }
}
iconType = {
name ="repover_council_2"
spriteType = "GFX_repover_council_1"
position = { x= 16 y = 253 }
}
iconType = {
name ="repover_council_3"
spriteType = "GFX_repover_council_1"
position = { x= 16 y = 444 }
}
iconType = {
name ="repover_council_4"
spriteType = "GFX_repover_council_1"
position = { x= 16 y = 409 }
}
iconType = {
name ="repover_council_5"
spriteType = "GFX_repover_council_1"
position = { x= 16 y = 525 }
}

guiButtonType = {
name = "button_close"
position = { x=515 y=-84 }
quadTextureSprite ="GFX_main_close_button"
Orientation = "UPPER_LEFT"
shortcut = "ESCAPE"
pdx_tooltip = "CLOSE"
}

instantTextBoxType = {
name = "headline"
position = { x = 219 y = -22 }
textureFile = ""
font = "vic_22_black"
borderSize = {x = 0 y = 0}
text = "COUNCIL_VIEW"
maxWidth = 232
maxHeight =24
fixedsize = yes
format = centre
}
instantTextBoxType = {
name = "headline_pagan"
position = { x = 167 y = -22 }
textureFile = ""
font = "vic_22"
borderSize = {x = 0 y = 0}
text = "COUNCIL_VIEW"
maxWidth = 232
maxHeight =24
fixedsize = yes
format = centre
}

guiButtonType = {
name ="toggle_honorary_titles_view"
quadTextureSprite ="GFX_standard_button_112"
#position = { x= 427 y = 48 }
position = { x= 427 y = 29 } #-19y
clicksound = generic_click_01
buttonText = "MINOR_TITLES"
buttonFont = "vic_18"
}

listboxType = {
name = "councillor_box"
position = { x = 10 y = 83 }
size = { x=515 y=868 }
Orientation = "UPPER_LEFT"
spacing = 0
scrollbartype = "standardlistbox_slider"
borderSize = {x = 0 y = 0}
}
}

#####

windowType = {
name = "councillor_entry"
backGround =""
position = { x=0 y=-20 }
size = { x=303 y=96 }
moveable = 0
dontRender = ""
horizontalBorder = "0"
verticalBorder = ""
fullScreen = no

guiButtonType = {
name ="portrait"
quadTextureSprite= "GFX_char_75"
position = { x= 33 y = -10 }
Orientation = "UPPER_LEFT"
pdx_tooltip = "CHARACTER_TOOLTIP"
pdx_tooltip_delayed = "CHARACTER_TOOLTIP_DELAYED"
}
guiButtonType = {
name ="portrait_frame"
quadTextureSprite = "GFX_charframe_75"
position = { x= 25 y = -19 }
Orientation = "UPPER_LEFT"
}
iconType = {
name ="portrait_status"
spriteType = "GFX_overlay_char_status_75"
position = { x= 35 y = -14 }
Orientation = "UPPER_LEFT"
}
iconType = {
name ="portrait_relation"
spriteType = "GFX_overlay_char_relation_75"
position = { x= 83 y = -19 }
Orientation = "UPPER_LEFT"
}
iconType = {
name ="opinion_bg"
spriteType = "GFX_opinion_bg"
position = { x= 19 y = 48 }
Orientation = "UPPER_LEFT"
}
instantTextBoxType = {
name = "opinion"
position = { x = 11 y = 54 }
textureFile = ""
font = "Arial12"
borderSize = {x = 0 y = 0}
text = "-30"
maxWidth = 50
maxHeight = 18
fixedsize = yes
format = centre
}

instantTextBoxType = {
name = "label"
position = { x = 130 y = -11 }
textureFile = ""
font = "vic_22"
borderSize = {x = 0 y = 0}
text = "JobName"
maxWidth = 220
maxHeight = 20
format = left
fixedsize = yes
}
instantTextBoxType = {
name = "name"
position = { x = 132 y = 13 }
textureFile = ""
font = "Arial12"
borderSize = {x = 0 y = 0}
text = "Nisse III"
maxWidth = 250
maxHeight = 15
format = left
fixedsize = yes
}
instantTextBoxType = {
name = "currentjob" #location
position = { x = 132 y = 25 }
textureFile = ""
font = "Arial12"
borderSize = {x = 0 y = 0}
text = "Training troops in Västergötland"
maxWidth = 250
maxHeight = 15
format = left
fixedsize = yes
}

iconType = {
name ="relevant_attribute_icon"
spriteType = "GFX_attribute_strip"
position = { x= 440 y = -13 }
Orientation = "UPPER_LEFT"
}
instantTextBoxType = {
name = "relevant_attribute"
position = { x = 471 y = -8 }
textureFile = ""
font = "vic_22"
borderSize = {x = 0 y = 0}
text = "14"
maxWidth = 40
maxHeight = 26
format = centre
fixedsize = yes
}


guiButtonType = {
name ="appoint_button"
quadTextureSprite = "GFX_standard_button_112"
position = { x= 126 y = 40 }
buttonText = "APPOINT"
buttonFont = "vic_18"
Orientation = "UPPER_LEFT"
clicksound = generic_click_04
}

guiButtonType = {
name ="recall_button"
quadTextureSprite ="GFX_toggle_allow_as_leader"
position = { x= 248 y = 39 }
clicksound = generic_click_01
}

OverlappingElementsBoxType = {
name = "action_box"
position = { x = 279 y = 52 }
size = { x=240 y=20 }
format = right
spacing = 2
}
}

###

windowType = {
name = "action_entry"
backGround =""
position = { x=0 y=0 }
size = { x=38 y=38 }
moveable = 0
dontRender = ""
horizontalBorder = "0"
verticalBorder = ""
fullScreen = no

guiButtonType = {
name ="action_button"
quadTextureSprite ="GFX_action_upgrade_castle"
position = { x= -10 y = -22 }
clicksound = generic_click_01
}
}
}
DeltaCortis
 
Posts: 2
Joined: Sun Oct 04, 2015 20:50

Re: [Sub-mod] Larger Council Tab

PostPosted by pbr7994 » Tue Nov 10, 2015 22:36

I love the idea of this mod, is there any way to get it working on a smaller monitor (1366x768)? or a way to make it just scroll normally without the overlap?
Either way great work
pbr7994
 
Posts: 14
Joined: Wed Sep 09, 2015 14:31

Re: [Sub-mod] Larger Council Tab

PostPosted by jakko » Sun Nov 15, 2015 02:58

DeltaCortis wrote:I noticed this wasnt working for the current version. So I went ahead and fixed it. :)

Thought I might as well share it.


Thanks! I've updated the files and reuploaded.
Image
User avatar
jakko
 
Posts: 16
Joined: Sat Nov 24, 2012 00:08

Re: [Sub-mod] Larger Council Tab

PostPosted by TC9078 » Sun Nov 29, 2015 04:45

Its not working for me... but then again I also use an old 800 x 600 monitor, so i guess I should expect it by now...
TC9078
 
Posts: 8
Joined: Sun Oct 11, 2015 16:38

Re: [Sub-mod] Larger Council Tab

PostPosted by tirion1987 » Mon Nov 30, 2015 17:00

Doesn't work either, 1920x1080 resolution.
tirion1987
 
Posts: 508
Joined: Sat Nov 14, 2015 23:58

Re: [Sub-mod] Larger Council Tab

PostPosted by Croix129 » Sat Dec 05, 2015 02:44

Don't mean to sound dumb but I can't figure out how to install this sub-mod. Do I extract it directly into the AGOT file? Or create a file in mods for it?
Croix129
 
Posts: 97
Joined: Wed Dec 18, 2013 05:33

Re: [Sub-mod] Larger Council Tab

PostPosted by jakko » Mon Dec 07, 2015 08:24

Croix129 wrote:Don't mean to sound dumb but I can't figure out how to install this sub-mod. Do I extract it directly into the AGOT file? Or create a file in mods for it?


First you need to extract the .rar file, containing the 2 files agot-lct.mod and agot-lct.zip. Those two files needs to be put into the mod-folder (Documents\Paradox Interactive\Crusader Kings II\mod). After that, make sure to enable the mod in the game launcher.
Image
User avatar
jakko
 
Posts: 16
Joined: Sat Nov 24, 2012 00:08

Re: [Sub-mod] Larger Council Tab

PostPosted by Croix129 » Wed Dec 09, 2015 22:44

jakko wrote:
Croix129 wrote:Don't mean to sound dumb but I can't figure out how to install this sub-mod. Do I extract it directly into the AGOT file? Or create a file in mods for it?


First you need to extract the .rar file, containing the 2 files agot-lct.mod and agot-lct.zip. Those two files needs to be put into the mod-folder (Documents\Paradox Interactive\Crusader Kings II\mod). After that, make sure to enable the mod in the game launcher.


Thanks. I got it to work but there's not enough room for the council tab to fully load. It cuts off halfway at Priest, so I can't appoint a religious advisor. I'm using 1366x768 (my laptop's recommended resolution), if that matters.
Croix129
 
Posts: 97
Joined: Wed Dec 18, 2013 05:33

Re: [Sub-mod] Larger Council Tab

PostPosted by melancholyroar » Fri Apr 08, 2016 15:01

Just fyi, this doesnt work anymore even with the updated code above. It will result in a CTD.
melancholyroar
 
Posts: 187
Joined: Sun Dec 13, 2015 19:28

Re: [Sub-mod] Larger Council Tab

PostPosted by blackninja9939 » Fri Apr 08, 2016 15:03

It doesn't need to, the council bug has been fixed so it scrolls normally. That was what this was designed to fix so it is kinda obsolete unless you are too lazy to scroll :lol:
Graduate Content Designer on Crusader Kings 2

If a post is edited in this colour then it was done by me for moderation.

My Sub-Mods:
Bloodlines Sub-Mod
More Decisions Sub-Mod
Colonise Valyiria and Challenge to Duel
Duel Recorder
More Bookmarks
User avatar
blackninja9939
Moderator
 
Posts: 5602
Joined: Tue Oct 01, 2013 10:50
Location: England

Re: [Sub-mod] Larger Council Tab

PostPosted by melancholyroar » Fri Apr 08, 2016 17:06

But I am that Lazy :P Also I have a new 30' monitor I wanna take advantage of :P
melancholyroar
 
Posts: 187
Joined: Sun Dec 13, 2015 19:28

Re: [Sub-mod] Larger Council Tab

PostPosted by Brojan » Wed Oct 26, 2016 15:40

You need to update this mod! I love it! :D
Last edited by Brojan on Fri Jul 21, 2017 21:50, edited 1 time in total.
A.K.A TheKampfkeks96
Image
User avatar
Brojan
 
Posts: 10
Joined: Wed Oct 26, 2016 15:38

Re: [Sub-mod] Larger Council Tab

PostPosted by jakko » Tue Apr 04, 2017 14:37

Brojan wrote:You need to update this mod! I love it! :D


The mod is updated for the latest release :). See the first post for the link.
Image
User avatar
jakko
 
Posts: 16
Joined: Sat Nov 24, 2012 00:08

Previous

Return to Sub-Mods

Who is online

Users browsing this forum: No registered users and 0 guests