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Can't do it, it's (gotta be) hardcoded.

Lines 318 and 319 in text1.csv are the culprit.

CHAR_INSTANT_PLAYER_OPINION;[GetInstantPlayerOpinion];[GetInstantPlayerOpinion];[GetInstantPlayerOpinion];;[GetInstantPlayerOpinion];;;;;;;;;x
CHAR_DELAYED_PLAYER_OPINION;[GetDelayedPlayerOpinion];[GetDelayedPlayerOpinion];[GetDelayedPlayerOpinion];;[GetDelayedPlayerOpinion];;;;;;;;;x

These Get's are not moddable/suitable for modding. They automatically calculate the opinions. You can alter the color of the traitdescription, but not the values.

I could "hide" the opinionvalues thru opacity, but then I'd have a sh!tload of work on my hands editing every trait/opinion modifier in the loc-files to something like this: §GLegitimized Child: +++++§! So you wouldnt see the exact value, but know that this char is happy with your decision to legitimize her child.

But there are over 600 traits/opinion modifiers... Pffffffffffff.... plus, some traits/modifiers can go both ways, so no... this is not gonna work.

I did see these comments in the upcoming mod-logfile:

- Made it clearer in the opinion tooltip why specific things are giving the opinion they do. E.G., for Kinslayer it will now say "Kinslayer (same dynasty): -25" for the dynasty-specific opinion, while the general opinion wil just say "Kinslayer: -10"

- Absolutely all tooltips now support custom loc. Generally, "Root" will be the player

- Ensured custom loc referenced from hardcoded loc properties (E.G., GetPlayerRelation) get processed

and some more.

I give up.

For now.

:-|
 
You could remove the calls to those hardcoded commands and craft cuwtom locs for that. Not that it would be a reasonable task of course, just letting you know it's technically feasible).

Could you give one example? Everything is reasonable on a long enough timeline , especially if you say it's technically possible. That would cut out a lot of time for me. And if I see that your method works, that would give me the extra motivation to put in the work.

Plus I have no idea what you mean with calls to commands.
 
Could you give one example? Everything is reasonable on a long enough timeline , especially if you say it's technically possible. That would cut out a lot of time for me. And if I see that your method works, that would give me the extra motivation to put in the work.

Plus I have no idea what you mean with calls to commands.
If I'm not mistaken, [GetInstantPlayerOpinion] is a hardcoded localisation command. Now, you can script custom localisation commands, by writing their logic in localisation/customisable_localisation and the strings in localisation.

You would need to replace the hardcoded [GetIinstantPlayerOpinion] by a series of custom commands e.g. [GetGeniusGeneralOpinion][GetQuickGeneralOpinion] and so on, one such custom command for every opinion modifier, trait, character modifier or other reason that modifies opinion. Now the logic that you'd script in customisable_localisation would be like this:
For GetGeniusGeneralOpinion: display a green text "looks favorably of geniuses" if FROM has the trait genius, else show nothing. You'd do the same for every positive opinion modification and the respective with red text for negative opinion modifications.

I can try to put up a small dummy mod to show you up, in case I'm not being clear (which is quite possible).

But like I said, the problem with this approach is that while feasible, I'd involve a whole lot of work, checking for every trait, opinion, character modifier, and other conditions, if you want to be exhaustive.

Caveat: the exit od this depends on FROM (or ROOT, or some other scope) pointing to the character whose tooltip you're viewing.
 
If I'm not mistaken, [GetInstantPlayerOpinion] is a hardcoded localisation command. Now, you can script custom localisation commands, by writing their logic in localisation/customisable_localisation and the strings in localisation.

You would need to replace the hardcoded [GetIinstantPlayerOpinion] by a series of custom commands e.g. [GetGeniusGeneralOpinion][GetQuickGeneralOpinion] and so on, one such custom command for every opinion modifier, trait, character modifier or other reason that modifies opinion. Now the logic that you'd script in customisable_localisation would be like this:
For GetGeniusGeneralOpinion: display a green text "looks favorably of geniuses" if FROM has the trait genius, else show nothing. You'd do the same for every positive opinion modification and the respective with red text for negative opinion modifications.

I can try to put up a small dummy mod to show you up, in case I'm not being clear (which is quite possible).

But like I said, the problem with this approach is that while feasible, I'd involve a whole lot of work, checking for every trait, opinion, character modifier, and other conditions, if you want to be exhaustive.

Caveat: the exit od this depends on FROM (or ROOT, or some other scope) pointing to the character whose tooltip you're viewing.

I think I understand the logic, but a dummy would be nice. Very curious to see the results and, if it works, what it adds (or subtracts) from the gameplay.
 
The main problem with that approach would still be this:
You'd do the same for every positive opinion modification and the respective with red text for negative opinion modifications.
[...]
]But like I said, the problem with this approach is that while feasible, I'd involve a whole lot of work, checking for every trait, opinion, character modifier, and other conditions, if you want to be exhaustive.
That indeed is a -lot- of work!
It's proof that this is theoretically doable, but I doubt anyone would want to invest so much time into it - plus, it'd automatically become incompatible with every other mod that adds additional opinion modifiers.
 
Sadly, it seems that those localisation lines are ignored....
I changed them to
Code:
HAR_INSTANT_PLAYER_OPINION;THIS IS A TEST\n[GetInstantPlayerOpinion];[GetInstantPlayerOpinion];[GetInstantPlayerOpinion];;[GetInstantPlayerOpinion];;;;;;;;;x
CHAR_DELAYED_PLAYER_OPINION;THIS IS A TEST\n[GetDelayedPlayerOpinion];[GetDelayedPlayerOpinion];[GetDelayedPlayerOpinion];;[GetDelayedPlayerOpinion];;;;;;;;;x
, used the reloadloc console command and... nothing changed.
 
Sadly, it seems that those localisation lines are ignored....
I changed them to
Code:
HAR_INSTANT_PLAYER_OPINION;THIS IS A TEST\n[GetInstantPlayerOpinion];[GetInstantPlayerOpinion];[GetInstantPlayerOpinion];;[GetInstantPlayerOpinion];;;;;;;;;x
CHAR_DELAYED_PLAYER_OPINION;THIS IS A TEST\n[GetDelayedPlayerOpinion];[GetDelayedPlayerOpinion];[GetDelayedPlayerOpinion];;[GetDelayedPlayerOpinion];;;;;;;;;x
, used the reloadloc console command and... nothing changed.

It is what it is then... well, I guess it stops here. Thanks (all) for your patience and time.
 
It is what it is then... well, I guess it stops here. Thanks (all) for your patience and time.

Well, I guess the hardcore mod where you just remove all the opinion boxes is still achievable

Other, more indirect workarounds could be perhaps used, e.g. use a targeted decision to tell you the overal reasons for liking and disliking between two characters (again this would have the same problems of being a virtually untractable workload, but be definitely feasible.
 
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?
I think not, cos it's a UI mod... it simply puts the tooltip of your screen, if that makes any sense to you... (x-position of each box is set to 9999)

Is it still the case now that we might include custom localization? Is it possible to put a custom localisation in the tooltip instead of just putting it outside the screen?
 
Due to recent interest, I've updated this mod to the latest version of CK2, 3.3.5.2. Likely works with any version from 3.0 onwards. Based on CleanSlate's interface files, but doesn't require CleanSlate. Still achievement compatible, of course. Will not play nicely with Bigger Interface, and other interface mods, but compatibility patches are easy enough.
 

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