Thanks. I will give you credit for this.
Ah, now I see what you meant with borrow... No problem and thanks!
Thanks. I will give you credit for this.
Well I thought your answer was a bit strange so I decied to clarify it a bit.Ah, now I see what you meant with borrow... No problem and thanks!
These could actually be traits themselves. Courtiers with a "high" Diplomacy stat could get a "Famous Diplomat" trait. It could be somewhat random, so depending on luck and events, a good diplomat could lack the trait, or a poor diplomat could get the trait anyway because of some circumstances. For example, the leade of the winning side in a large battle can have a chance of becoming a "Famous Marshal", irrespective of his martial trait.
It needs some tweaking in domestic_dynastic.gui file if you are using Arko interface, but otherwise it works without problem. It's a pretty simple if brilliant mod.This is quite interesting. How does this work with HIP, you think?
I do have two other mini mods running, so not saying it's this mod perse. I'll verify my files, and maybe it just was a onetime thing.An interface mod giving a ctd only for moving positions? Weird. I hope rhe cause is found, since I was hoping to use thisbwith the chronicle overhaul mod...
I do have two other mini mods running, so not saying it's this mod perse. I'll verify my files, and maybe it just was a onetime thing.
What do I need to change?It needs some tweaking in domestic_dynastic.gui file if you are using Arko interface, but otherwise it works without problem. It's a pretty simple if brilliant mod.
You need to change positions of several text boxes. They are named diplomacy, diplomacy2, martial, martial2, intrigue, intrigue2, stewardship, stewardship2, learning, learning2. Just change x position of each box to 9999. Like here:What do I need to change?
instantTextBoxType = {
name = "diplomacy"
position = { x = [color=red]9999[/color] y = 113 }
textureFile = ""
font = "vic_18_black"
borderSize = {x = 0 y = 0}
text = "42"
maxWidth = 20
maxHeight = 20
format = right
}
STAT_MARTIAL_CHAR_DESC;With a Martial skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ commander.
STAT_DIPLOMACY_CHAR_DESC;With a Diplomacy skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ diplomat.
STAT_INTRIGUE_CHAR_DESC;With an Intrigue skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ schemer
STAT_STEWARDSHIP_CHAR_DESC;With a Stewardship skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ administrator. It also affects the maximum size of your demesne.
STAT_LEARNING_CHAR_DESC;With a Learning skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ scholar.
STAT_DESC_1;an incompetent;
STAT_DESC_2;a poor;
STAT_DESC_3;a decent;
STAT_DESC_4;a competent;
STAT_DESC_5;a masterful;
When you mouse over main characteristic of councillors, in the council view, there is a word to qualify the value, based on those localisation:
Code:STAT_MARTIAL_CHAR_DESC;With a Martial skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ commander. STAT_DIPLOMACY_CHAR_DESC;With a Diplomacy skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ diplomat. STAT_INTRIGUE_CHAR_DESC;With an Intrigue skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ schemer STAT_STEWARDSHIP_CHAR_DESC;With a Stewardship skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ administrator. It also affects the maximum size of your demesne. STAT_LEARNING_CHAR_DESC;With a Learning skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ scholar. STAT_DESC_1;an incompetent; STAT_DESC_2;a poor; STAT_DESC_3;a decent; STAT_DESC_4;a competent; STAT_DESC_5;a masterful;
Might it be possible to keep use of this statistic description in tool tip for each characters?