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To pass time while waiting for Jade Dragon and the unavoidable hotfixes, I give you the update for 2.7.2.

Enjoy and let me know if you run into trouble.
 

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I have managed to also obscure all opinion values.... but also the army-numbers...

wow.

Hiding all opinions will make for some bizarre gameplay...

I'll fiddle more with it, cos this is really hardcore (or idiotic in the opinion of others and maybe mine also in a while). Ideally the positive reasons should be green and the negative reasons red... So even if you don't have the exact value, if it's a litany of red reasons of dismay, he probably hates you with the passion of a thousand suns (or just -100)... let's see if I can work that out. Should be a fair amount of work, but I at least have found the way, now it's a question of finding the relevant lines.

And ofcourse the army-numbers should be visible, that goes without saying.

zb9KVtj.jpg


heII3E3.jpg
 
I have managed to also obscure all opinion values.... but also the army-numbers...

wow.

Hiding all opinions will make for some bizarre gameplay...

I'll fiddle more with it, cos this is really hardcore (or idiotic in the opinion of others and maybe mine also in a while). Ideally the positive reasons should be green and the negative reasons red... So even if you don't have the exact value, if it's a litany of red reasons of dismay, he probably hates you with the passion of a thousand suns (or just -100)... let's see if I can work that out. Should be a fair amount of work, but I at least have found the way, now it's a question of finding the relevant lines.

And ofcourse the army-numbers should be visible, that goes without saying.

zb9KVtj.jpg


heII3E3.jpg

Interesting. How did you manage to do that?
 
Interesting. How did you manage to do that?

There is a font.gfx file in the interface-folder, with all the fonts and colors that are used.

For example:

bitmapfont = {
name = "headline"
fontname = "headline"
color = 0xffffffff

colorcodes = {

W = { 255 255 255 }
B = { 100 100 255 }
G = { 50 255 50 }
R = { 255 50 50 }
b = { 0 0 0 }
g = { 176 176 176 }
Y = { 255 189 0 }
P = { 255 0 255 }
L = { 195 176 145 }

The colorcodes are pretty straight forward (W = white, B = Black etc). Althought I haven't found out yet what the difference is between B and b, for example.

I also found a while ago that you can fiddle with the tooltipinfo ánd the colors, see link. Long story short, you can give particular info a particular color in the tooltip, thru the text1.csv file.

https://forum.paradoxplaza.com/forum/index.php?threads/cheats.585658/page-9#post-13503188

I had an epiphany and changed all R (Red, aka negative) and G (Green, aka positive) lines in this file to { 255 255 255 0.0 }

Key here is 0.0 > it makes the font invisible (aka 0% opacity). I probably didn’t / don’t have to change the R and G lines to 255 255 255 (aka White), but I’ll test that.

I now have to find out:

· which fonts/lines are used for the army-number breakdown and other non-opinion in-game texts
· which fonts/lines are used for the opinion-modifiers. This will be difficult and maybe impossible.

https://ck2.paradoxwikis.com/Traits
For example, the Ugly trait is straightforward in regard to opinion:
Ugly >>> -20 Attraction
So if I can find the correct line, I could hopefully change the fontcolor for Ugly into Red.

But Dwarf is a double sword in regard to opinion:
Dwarf >>> -30 Attraction / +5 Same Trait

This may be a bridge too far, but I’ll give it a shot. Any help/suggestions are welcome.
 
...
I now have to find out:

· which fonts/lines are used for the army-number breakdown and other non-opinion in-game texts
· which fonts/lines are used for the opinion-modifiers. This will be difficult and maybe impossible.
...

Not sure if relevant, but you know about the gui info debug command ` (in main menu, shift + ´ + space), right ?
 
Good then that i asked. :cool:

Q: any idea what color_override does in the font.gfx file?

No. Did once, but can't remember.
Better ask in the Quick questions thread. I'm not much into modding currently.
Sorry.
 
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Good then that i asked. :cool:

No. Did once, but can't remember.
Better ask in the QA thread. I'm not much into modding currently.
Sorry.

Sir, you are a timesaver. This interface debugging tool is the bomb. If all goes as planned, I'll be able to make a Hardcore Mode Mod. Holy chips! Back to work now!
 
Sir, you are a timesaver. This interface debugging tool is the bomb. If all goes as planned, I'll be able to make a Hardcore Mode Mod. Holy chips! Back to work now!

Grand. :)
It is indeed.
 
Sir, you are a timesaver. This interface debugging tool is the bomb. If all goes as planned, I'll be able to make a Hardcore Mode Mod. Holy chips! Back to work now!

By the way, assuming you havent' read it yet in a dev diary (especially dev diary #49 by Meneth), this will become available as a regular
public console command with next patch:
guibounds


PS: I recognised that your mod isn't listed in the Mod list:
https://forum.paradoxplaza.com/forum/index.php?threads/list-of-mods-guides-utilities.847776/
Just a little nagging. :D :p
 
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I'll fiddle more with it, cos this is really hardcore (or idiotic in the opinion of others and maybe mine also in a while). Ideally the positive reasons should be green and the negative reasons red... So even if you don't have the exact value, if it's a litany of red reasons of dismay, he probably hates you with the passion of a thousand suns (or just -100)... let's see if I can work that out. Should be a fair amount of work, but I at least have found the way, now it's a question of finding the relevant lines.

This should be doable by adding your own localization file.
Give the new file a name that will come after the originals (like zz_hidden_stats.csv). Search the original localizations for the text you want to recolor, then copy the line to your file.
If you want it to be green, surround it with §G and §!. If you want it to be red, use §R and §! (For example, since Long Reign if always good, change it to §GLong Reign§!)
For things that could be good or bad, like Prestige, you can use custom localization, but that's a bit more complicated.
 
By the way, assuming you havent' read it yet in a dev diary (especially dev diary #49 by Meneth), this will become available as a regular
public console command with next patch:
guibounds.


PS: I recognised that your mod isn't listed in the Mod list:
https://forum.paradoxplaza.com/forum/index.php?threads/list-of-mods-guides-utilities.847776/
Just a little nagging. :D :p

Yeah, I read that, will have to wait for that one.

I also saw in the log Meneth gave a lot of opinion related stuff, but can't wrap my head around that yet.

Q: any idea how to make a separate opinion-tooltip? Cos i'm running into a problem with the other tooltips, can't find a solution to giving these red, green and yellow non-opinion values, like army strength or province keyboard/mouse combinations another color.

Or, how to separate the use of R, G, Y in each tooltip. Or how to make a new color for the opinion-values, so I can then turn the opacity to zero.

I have a feeling it is doable, but I haven't found a or the way yet.
 
This should be doable by adding your own localization file.
Give the new file a name that will come after the originals (like zz_hidden_stats.csv). Search the original localizations for the text you want to recolor, then copy the line to your file.
If you want it to be green, surround it with §G and §!. If you want it to be red, use §R and §! (For example, since Long Reign if always good, change it to §GLong Reign§!)
For things that could be good or bad, like Prestige, you can use custom localization, but that's a bit more complicated.

Yeah, I managed to alter the color of the opinion-modifiers, albeit not in a separate csv-file, but in the loc-files.

Problem now is the tooltip, see my reply to Aardvark.

Thanks for the tip ofcourse, and for thinking with me. Keep it coming!
 
Or, is it possible to mod the opinion-modifiers themselves, with font-related lines? Tried some stuff, but no dice at the moment...
 
Q: any idea how to..

Nope.
As i said, i'm currently not into modding of CK2 and thus am not a good source to ask.
Please ask in the Modding - Quick Questions thread.
Cheers
 
This is very interesting.
Personally for me, too, because I don't want to hide stuff, but colour-code my custom tooltips, and the default options I don't like.

So while I am no expert on this stuff yet, I may share some insight on what I understand so far:

First off, simply changing the opacity for these "G" and "R" things is going to break stuff, which you already noticed (army strength e.g.).
The wiki has a section about this color-coding commands, which it calls "Special Characters". And until today, I thought these were hardcoded and limited to these few that are given at the wiki.
However, now you just showed me that indeed these are exposed in the code and not hardcoded, and thus open to modding! Thank you for that :)
You also showed that fundamental tooltips that I also deemed hardcoded, like that CHARACTER_TOOLTIP_DELAYED, are also moddable.

Now, you want to hide opinions, and only those. Plus, you want to color-code the opinion modifier names to red and green, respectively.
Your current approach to doing that is by removing the opacity of the "G" and "R" localization "colorcodes" (as they are called in the fonts.gfx file). This, however, will result in any localization in the game that uses such a "§G<text>§!" localization to become transparent. For example, the army numbers, as well as e.g. some custom localization in my mod for which I also used the "§G<text>§!" commands.

However, since you just proved that these things are moddable, I believe a better approach would be to do this:
1) Create a NEW entry for all these fonts, e.g. "T = { 0 255 255 }" as a new color. Because you don't really want a new color, of course, you instead create that one with an opacity of zero. So your version would be "T = { 0 255 255 0.0 }.
2) Locate the "Opinion Modifiers Shown" tooltip. I do not actually know what it is called, nor am I 100% sure that it is not hardcoded. But the latter would seem unlikely, given that it is clearly being influenced by colorcodes, which are open to modding.
3) Search for the things that display opinion modifiers in that mystery file, replacing any "§G" and "§R" with a "§T". Ideally, the file would also have something like "GetOpinionModifierName", which gets the modifier name into the tooltip, and which could get color-coded to be green or red then, depending on the modifier. Note that this is all speculation on this point, as I don't know how the code actually looks.​

So, that's how I think it should work.
Everything depends then on locating the actual file that includes the opinion modifier tooltip. I did a quick search, but since I don't even know how the tooltip is called, I can't search for it in the .csv files - and manually combing through them would take beyond ages. Assuming still, that this tooltip isn't for whatever reason hardcoded and not actually directly moddable.

It would seem best to me to ask someone of the devs for help, as they would be the only ones I think that know the tooltips name - or whether it is obscured to modding.
@blackninja9939, you are my first victim, since you are frequently around and quite helpful: If you read this post, can you tell us about the bespoke tooltip(s), the ones that display detailed opinion modifiers and their values? Are they open to modding, and if yes, what are they called?
 
This is very interesting.
Personally for me, too, because I don't want to hide stuff, but colour-code my custom tooltips, and the default options I don't like.

So while I am no expert on this stuff yet, I may share some insight on what I understand so far:

First off, simply changing the opacity for these "G" and "R" things is going to break stuff, which you already noticed (army strength e.g.).
The wiki has a section about this color-coding commands, which it calls "Special Characters". And until today, I thought these were hardcoded and limited to these few that are given at the wiki.
However, now you just showed me that indeed these are exposed in the code and not hardcoded, and thus open to modding! Thank you for that :)
You also showed that fundamental tooltips that I also deemed hardcoded, like that CHARACTER_TOOLTIP_DELAYED, are also moddable.

Now, you want to hide opinions, and only those. Plus, you want to color-code the opinion modifier names to red and green, respectively.
Your current approach to doing that is by removing the opacity of the "G" and "R" localization "colorcodes" (as they are called in the fonts.gfx file). This, however, will result in any localization in the game that uses such a "§G<text>§!" localization to become transparent. For example, the army numbers, as well as e.g. some custom localization in my mod for which I also used the "§G<text>§!" commands.

However, since you just proved that these things are moddable, I believe a better approach would be to do this:
1) Create a NEW entry for all these fonts, e.g. "T = { 0 255 255 }" as a new color. Because you don't really want a new color, of course, you instead create that one with an opacity of zero. So your version would be "T = { 0 255 255 0.0 }.
2) Locate the "Opinion Modifiers Shown" tooltip. I do not actually know what it is called, nor am I 100% sure that it is not hardcoded. But the latter would seem unlikely, given that it is clearly being influenced by colorcodes, which are open to modding.
3) Search for the things that display opinion modifiers in that mystery file, replacing any "§G" and "§R" with a "§T". Ideally, the file would also have something like "GetOpinionModifierName", which gets the modifier name into the tooltip, and which could get color-coded to be green or red then, depending on the modifier. Note that this is all speculation on this point, as I don't know how the code actually looks.​

So, that's how I think it should work.
Everything depends then on locating the actual file that includes the opinion modifier tooltip. I did a quick search, but since I don't even know how the tooltip is called, I can't search for it in the .csv files - and manually combing through them would take beyond ages. Assuming still, that this tooltip isn't for whatever reason hardcoded and not actually directly moddable.

It would seem best to me to ask someone of the devs for help, as they would be the only ones I think that know the tooltips name - or whether it is obscured to modding.
@blackninja9939, you are my first victim, since you are frequently around and quite helpful: If you read this post, can you tell us about the bespoke tooltip(s), the ones that display detailed opinion modifiers and their values? Are they open to modding, and if yes, what are they called?

Thank you very much, I have some spare time tonite and start working on it right away. I'll keep you posted!