Small sugestion about opinion modifiers - should be noted whether the modifier is positive or negative
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).
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.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.
That indeed is a -lot- of work!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.
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
Sadly, it seems that those localisation lines are ignored....
I changed them to
, used the reloadloc console command and... nothing changed.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
It is what it is then... well, I guess it stops here. Thanks (all) for your patience and time.
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)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?