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MidasGrabbedMeByMy

Private
35 Badges
Jul 22, 2018
24
10
  • Europa Universalis III
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Europa Universalis III: Collection
  • Europa Universalis IV
  • Heir to the Throne
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Mostly minor stuff. Hopefully at least some of it is fixable/adjustable. Thanks for reading.
[HIP Release 2019-12-20 (Frosty1)]
EMF: Extended Mechanics & Flavor (v11.0 - 2019-12-20)
Arumba and Internal Tab Shortcuts (2019-05-18)
ARKO Interface (2019-12-18)
SWMH (v3.4 - 2019-12-20)
ARKO Armoiries (2019-12-18)
LTM (C - 2019-12-02)
CPRplus (v3.1.3 - 2019-12-20)
Interface
  • SWMH minimap / ARKO Interface colours are off in Linux
  • Tiny graphical glitch in the Council page
Education; Childhood events
  • Childhood trait maturation does not precede education evaluation when guardian intervenes
  • Childhood trait maturation is bugged when guardian intervenes (ZE.40000 et al)
  • Guardian influence event ZE.13625 has wrong portrait in the first option
  • Pushed me too hard modifier seems too harsh; Unsure about Hypocrite
  • ze_childhood_events.txt events scope for any_courtier which also includes councillors (even if landed)
Ambitions
  • Guardian influence event ZE.13625 has wrong portrait in the first option
  • Pushed me too hard modifier seems too harsh; Unsure about Hypocrite
  • "emf_objective timer will be removed from [..]" not hidden in some of the ambitions' tooltips
  • Increase Size of Demesne ambitions give a positive opinion modifier (Happy) towards your liege even when it's not him/her granting you the extra land
Decisions and resulting event chains; Focus events
  • Faulty tooltip for Request Council Position decision
  • Event chain triggered by Request Council Position decision does not always work
  • "Have less than 1 health trait" restriction in Go on a Grand Hunt seems unnecessary
  • Female rulers are not allowed to take the Go on a Grand Hunt decision
  • Hold a Large Feast does nothing when no-one accepts invitation
  • Introduce Heir events could need improvement imo
  • Grant Recently Acquired Land decision is available for revolter/temporary title holders that normally cannot grant landed titles directly
  • AI uses favour to force me to pardon him while being locked up in the oubliette
  • Outcomes of the Arrange a small spear-throwing contest event chain too harsh imo
  • Minor portrait issue with WoL.5230 -- wrong portrait in option
  • Family focus events are being blocked by the is_ill = no trigger
Interface

SWMH minimap / ARKO Interface colours are off in Linux

The minimap in SWMH and the various new gfx elements that come with ARKO Interface do not look uniform on both Windows and Linux; see screenshots.

ck2_1_cropped.pngck2_142_cropped.pngck2_247_cropped.png

Tiny graphical glitch in the Council page

Additionally, there seems to be a tiny graphical glitch in the Council page. Not sure if this too is Linux only.

ck2_154_cropped.png

Education; Childhood events

Childhood trait maturation on day of adulthood does not precede education evaluation when guardian intervenes
Childhood trait maturation on day of adulthood is bugged when guardian intervenes or child is incapable (ZE.40000 et al)


Unfixed old vanilla bugs, apparently. See this bug report and this bug report.

Not game-breaking, but can lead to unintended situations mentioned in the bug reports.

Let's have a look at the on_adulthood pulse in 00_on_actions.txt:
Code:
on_adulthood = {
    events = {
        [...]
        # Childhood Traits mature if they haven't yet
        ZE.13000 # Haughty
        ZE.13010 # Affectionate
        ZE.13020 # Timid
        ZE.13030 # Rowdy
        ZE.13040 # Willful
        ZE.13050 # Brooding
        ZE.13060 # Indolent
        ZE.13070 # Playful
        ZE.13080 # Conscientious
        ZE.13090 # Fussy
        ZE.13100 # Curious
        ZE.13110 # Idolizer

        # Resolve education and add trait
        ZE.14100 # Diplomacy
        ZE.14200 # Martial
        ZE.14300 # Stewardship
        ZE.14400 # Intrigue
        ZE.14500 # Learning
        ZE.14700 # Lack of focus

        [...]

        ZE.40000 # Extra clean up of childhood traits, for incapable etc characters
    }
}

At first glance, everything seems to be correct. The order of events makes sense. However, even though childhood maturation events get called before education evaluation and the clean-up event, it gets problematic if a guardian/educator gets to intervene. If that happens, the education evaluation and the clean-up event get resolved before the intervention events do.

ZE.40000 additionally doesn't prevent a childhood trait maturing into a trait that is opposite to an already obtained trait that the child character may have. So nonsensical flip-flopping of traits can happen (brawny to frail or vice versa).

In my personal mod I handled it like this:

Code:
#Clean Up event
character_event = {
    id = ZE.40000
    is_triggered_only = yes
    hide_window = yes

    immediate = {
        if = {
            limit = {
                trait = indolent
                NOR = { # <-- temporary fix
                    has_character_flag = indolent_to_charitable
                    has_character_flag = indolent_to_gluttonous
                    has_character_flag = indolent_to_groomed
                    has_character_flag = indolent_to_slothful
                    has_character_flag = indolent_to_sturdy
                }
            }
            random_list = {
                1 = { add_trait = charitable }
                1 = { add_trait = slothful}
                1 = { add_trait = gluttonous }
            }
            remove_trait = indolent
        }
        if = {
            limit = {
                trait = playful
                NOR = { # <-- temporary fix
                    has_character_flag = playful_to_deceitful
                    has_character_flag = playful_to_gregarious
                    has_character_flag = playful_to_lunatic
                }
            }
            random_list = {
                1 = { add_trait = gregarious }
                1 = { add_trait = deceitful }
                1 = { add_trait = lunatic }
            }
            remove_trait = playful
        }
        if = {
            limit = {
                trait = affectionate
                NOR = { # <-- temporary fix
                    has_character_flag = affectionate_to_content
                    has_character_flag = affectionate_to_kind
                    has_character_flag = affectionate_to_trusting
                }
            }
            random_list = {
                1 = { add_trait = kind }
                1 = { add_trait = content }
                1 = { add_trait = trusting }
            }
            remove_trait = affectionate
        }
        if = {
            limit = {
                trait = timid
                NOR = { # <-- temporary fix
                    has_character_flag = timid_to_craven
                    has_character_flag = timid_to_humble
                    has_character_flag = timid_to_shy
                }
            }
            random_list = {
                1 = { add_trait = timid }
                1 = { add_trait = shy }
                1 = { add_trait = craven }
            }
            remove_trait = timid
        }
        if = {
            limit = {
                trait = brooding
                NOR = { # <-- temporary fix
                    has_character_flag = brooding_to_envious
                    has_character_flag = brooding_to_just
                    has_character_flag = brooding_to_uncouth
                    has_character_flag = brooding_to_wroth
                }
            }
            random_list = {
                1 = { add_trait = just }
                1 = { add_trait = wroth }
                1 = { add_trait = envious }
            }
            remove_trait = brooding
        }
        if = {
            limit = {
                trait = haughty
                NOR = { # <-- temporary fix
                    has_character_flag = haughty_to_arbitrary
                    has_character_flag = haughty_to_cruel
                    has_character_flag = haughty_to_groomed
                    has_character_flag = haughty_to_proud
                }
            }
            random_list = {
                1 = { add_trait = proud }
                1 = { add_trait = arbitrary }
                1 = { add_trait = cruel }
            }
            remove_trait = haughty
        }
        if = {
            limit = {
                trait = rowdy
                NOR = { # <-- temporary fix
                    has_character_flag = rowdy_to_honest
                    has_character_flag = rowdy_to_imbecile
                    has_character_flag = rowdy_to_strong
                    has_character_flag = rowdy_to_uncouth
                }
            }
            random_list = {
                1 = { add_trait = robust }
                1 = { add_trait = honest }
                1 = { add_trait = dull }
            }
            remove_trait = rowdy
        }
        if = {
            limit = {
                trait = willful
                NOR = { # <-- temporary fix
                    has_character_flag = willful_to_ambitious
                    has_character_flag = willful_to_brave
                    has_character_flag = willful_to_stubborn
                }
            }
            random_list = {
                1 = { add_trait = ambitious }
                1 = { add_trait = brave }
                1 = { add_trait = stubborn }
            }
            remove_trait = willful
        }
        if = {
            limit = {
                trait = conscientious
                NOR = { # <-- temporary fix
                    has_character_flag = conscientious_to_diligent
                    has_character_flag = conscientious_to_temperate
                }
            }
            random_list = {
                1 = { add_trait = diligent }
                1 = { add_trait = temperate }
            }
            remove_trait = conscientious
        }
        if = {
            limit = {
                trait = curious
                NOR = { # <-- temporary fix
                    has_character_flag = curious_sympathy_religion
                    has_character_flag = curious_to_cynical
                    has_character_flag = curious_to_genius
                }
            }
            random_list = {
                1 = { add_trait = cynical }
                1 = { add_trait = shrewd }
            }
            remove_trait = curious
        }
        if = {
            limit = {
                trait = fussy
                NOR = { # <-- temporary fix
                    has_character_flag = fussy_to_greedy
                    has_character_flag = fussy_to_paranoid
                    has_character_flag = fussy_to_patient
                }
            }
            random_list = {
                1 = { add_trait = patient }
                1 = { add_trait = greedy }
                1 = { add_trait = paranoid }
            }
            remove_trait = fussy
        }
        if = {
            limit = {
                trait = idolizer
                NOR = { # <-- temporary fix
                    has_character_flag = idolizer_to_erudite
                    has_character_flag = idolizer_to_weak
                    has_character_flag = idolizer_to_zealous
                }
            }
            random_list = {
                1 = { add_trait = zealous }
                1 = { add_trait = erudite }
                1 = { add_trait = feeble }
            }
            remove_trait = idolizer
        }
    }
}

My solution is not very elegant and obviously only a partial fix for the mentioned issues (ZE.40000 will now ignore capable characters that have a guardian/educator who can intervene), it does not affect the first issue with education evaluation nor does it prevent trait flip-flopping for incapable characters.

Guardian influence event ZE.13625 has wrong portrait in the first option
Pushed me too hard modifier seems too harsh; Unsure about Hypocrite

ck2_142_cropped_2.png

The possible rival is Lino as seen in the tooltip (but no portrait displayed in the option) and not Tibaut (portrait displayed, even though he's not actually involved?), who is my character's son and heir.

Pushed me too hard modifier gives -20 for 20 years -- bit too much, if you ask me; Hypocrite also gives -20 for 20 years. From an immersion point of view, these modifiers seem too harsh, but idk, maybe from game balance wise they make sense.

ze_childhood_events.txt events scope for any_courtier which also includes councillors (even if landed)

It's a bit annoying and not very immersive when my character who's a councillor on a mission to train troops in Luxembourg, gets an event about a random child who is being tutored in Chartres. Can the scopes/triggers be adjusted to possibly exclude councillors as well or at least councillors who are actually somewhere else?

Screenshot of ZE.12062 (triggered by ZE.12060).

ck2_232_cropped.pngck2_233_cropped.png

Ambitions

In hiding character can pick Get Married ambition
Temporary revolt title holder can pick Become councillor ambitions


A bit of silliness. Characters who are in hiding cannot marry, yet can pick the ambition. Same prob. for obj_marry_ruler.

I was revolting against my liege, but still had the options available to pick Become Spymaster etc.

ck2_156_cropped.png

"emf_objective timer will be removed from [..]" not hidden in some of the ambitions' tooltips

Code:
#Make a friend
obj_make_friends = {
    [...]

    effect = {
        [...]
        if = {
            limit = { ai = yes }
            remove_character_modifier = emf_objective_timer
        }
    }
}

That if = {} block should be wrapped in a hidden_tooltip = {} I think. Otherwise you get something like this:

ck2_159_cropped.png

00_HF_ambitions.txt, 00_JD_ambitions.txt and 00_LT_ambitions.txt seem to be affected.

Increase Size of Demesne ambitions give a positive opinion modifier (Happy) towards your liege even when it's not him/her granting you the extra land

Code:
obj_increase_demesne_1 = {
    [...]
    success = {
        demesne_size = 2
    }
    [...]
    effect = {
        [...]
        if = {
            limit = { NOT = { has_flag = obj_demesne } }
            change_stewardship = 1
            if = {
                limit = {
                    independent = no
                    in_revolt = no
                }
                liege = {
                    reverse_opinion = {
                        who = ROOT
                        modifier = opinion_happy
                        months = 120
                    }
                }
            }
        }
        [...]
    }
}

There are no checks in the code whatsoever about how you acquired the land. Maybe you just built another holding? Maybe you conquered another province? Inherited something? Loving your liege regardless.

Decisions and resulting event chains; Focus events

Faulty tooltip for Request Council Position decision
Event chain triggered by Request Council Position decision does not always work


Become councillor ambitions enable the Request Council Position (request_council_position)decision.

ck2_23_cropped.png

The tooltip there is incorrect for the decision (request_council_position_tooltip ???). Duc Tibault is my character, not my liege.

Once the decision gets taken, it starts an event chain that does not work reliably every time. Once I commented out the problematic parts, I got it to work:

Code:
#Vassal may ask for council seat again
character_event = {
    id = ZE.6002
    [...]
    trigger = {
        [...]
        liege = {
            NOR = {
                in_revolt = yes
                #has_opinion_modifier = { who = ROOT modifier = requested_council_position } # <-- temporary fix
                has_opinion_modifier = { who = ROOT modifier = opinion_refused_council }
            }
        }
    }
}

#Liege recieves vassals demand for council position
character_event = {
    id = ZE.6003
    [...]
    trigger = {
        [...]
        NOR = {
            is_incapable = yes
            #is_inaccessible_trigger = yes # <-- temporary fix
            in_revolt = yes
            #reverse_has_opinion_modifier = { who = FROM modifier = requested_council_position } # <-- temporary fix
            reverse_has_opinion_modifier = { who = FROM modifier = opinion_refused_council }
        }
    }
}

In my case my liege was -- if I remember correctly -- the king of France who was zealous and had chosen the theology focus which meant that he kept ticking one of the checkboxes that evaluated is_inaccessible_trigger = yes to true. So ZE.6003 never got past the trigger block, basically killing the whole chain. That cannot possibly be working as intended.

The issue with the requested_council_position opinion modifier was that it never got cleared I think? Can't exactly remember why I had to comment it out.

in_revolt = yes could also get problematic imo when you're in a bigger realm. Revolts happen quite often in big AI realms so that basically could hamper it, too.

The underlying issue is I think that once a specific trigger in any of the events didn't evaluate to true, the whole chain got killed and there was no way to either manually re-start it sometime later nor is there any built-in repeat_event in the code that would do it automatically. Nor does the player ever get any useful notification about why nothing is happening.

"Have less than 1 health trait" restriction in Go on a Grand Hunt seems unnecessary
Female rulers are not allowed to take the Go on a Grand Hunt decision


Code:
    hold_grand_hunt = {
        [...]
        potential = {
            is_playable = yes
            is_adult = yes
            is_female = no
            prisoner = no
            OR = {
                religion_group = christian
                religion_group = pagan_group
                religion_group = zoroastrian_group
                has_alternate_start_parameter = { key = religion_names value = random }
            }
            NOT = {
                OR = {
                    has_landed_title = e_mongol_empire
                    has_landed_title = e_golden_horde
                    has_landed_title = e_il-khanate
                }
            }
            NOT = {    has_character_modifier = holding_grand_hunt }
            OR = {
                NOT = { has_dlc = "Way of Life" }
                has_focus = focus_hunting
            }
        }
        allow = {
            war = no
            custom_tooltip = {
                text = UNOCCUPIED_DEMESNE_TITLE
                hidden_tooltip = {
                    any_demesne_title = {
                        NOT = { higher_tier_than = count }
                        is_occupied = no
                    }
                }
            }
            month = 8
            scaled_wealth = 0.2 # EMF
            NOT = { month = 10 }
            NOT = {    health_traits = 1 }
            prisoner = no
            NOT = { is_inaccessible_trigger = yes }
            custom_tooltip = {
                text = is_not_busy_trigger_tooltip
                hidden_tooltip = { NOT = { has_character_flag = do_not_disturb } }
            }
        }
        [...]
    }

The decision is already quite restrictive, but the "Have less than 1 health trait" one is the most strange one. Afaik this includes every trait that has is_health = yes attached to it; so stressed, depressed, lunatic, possessed, drunkard, one_eyed, one_handed, one_legged, disfigured all qualify. It's annoying and makes no sense from an immersion point of view. Events in hunting_events.txt would also have to be adjusted correspondingly, if this were to be removed.

Also, is_female = no I feel like could be replaced by a custom set of restrictions that allow female characters to take this decision under certain circumstances. It would have to be much more restrictive than for male characters, obviously, but why not when necessary laws are in place? A small sacrifice in immersion, perhaps, but more options for the player.

Hold a Large Feast does nothing when no-one accepts invitation

Consider relaxing the acceptance requirements (right now at times seems a bit too random -- despite decently high relations vassals seem to decline too often) for Hold a Large Feast (feast_0). If you're a smaller realm, it may well happen that all of your vassals decline to attend. So then what happens is exactly nothing - you have to wait for 150 days after which relevant flags get cleared by event 72999 so you can move on. It's stupid.

Introduce Heir events could need improvement imo

The fact that ZE.21902 (# Bounce event) has the following block in it seems odd to me from an immersion point of view:

Code:
        # War delays things
        if = {
            limit = { war = yes }
            if = {
                limit = {
                    event_target:introduced_heir = {
                        NOT = { has_character_flag = groom_heir_war_warning }
                    }
                }
                character_event = { id = ZE.21905 }
            }
            repeat_event = { id = ZE.21902 days = 30 }
            break = yes
        }

Isn't war one of the most challenging situations a realm could face and wouldn't a potential heir benefit immensely from being included in deliberations regarding it? Imo only when the ruler is away leading troops personally would it make sense to delay everything since CK2 doesn't have moving court system.

There seems to be a weird mixture of childhood trait and regular trait modifiers in the bounce event.

There's no way to focus on anything, neither actively (say you as a ruler feel your heir lacks in diplomacy so you focus on that) or passively (your heir has a stewardship education and thus it's more likely those events happen). Basically it's a base 10 chance for stuff to happen or 0. That's it.

It doesn't seem to matter whether you're a small count or an emperor. It doesn't seem to matter whether your heir is 12 or 19. Same exact events, options, dice rolls for your heir when pitfalls should be more plentiful in an empire and the stakes should be higher when your heir is older.

I dislike how the Heir learns about skill events play out in that chain (ZE.21907 - ZE.21910), because on average it seems to result in a ~50/50 chance to gain or lose skill points. Like playing on a slot machine. Too random. And why exactly would one become dumber while being taught the ropes of realm management? Some of the other events are much more interesting, like ZE.22902 (# Vassal offers to teach heir the Scripture) or ZE.22908 (# Vassal offers to teach heir to fight) where you have to give something to get something. Still too random, though.

I also want to quickly mention ZE.22905 (# Heir befriends vassal child) and ZE.22906 (# Heir rivals vassal child) that can actually make your heir and his spouse (even if they're lovers) or non-spouse lovers friends or rivals.

Grant Recently Acquired Land decision is available for revolter/temporary title holders that normally cannot grant landed titles directly

Grand Recently Acquired Land decision (emf_autolander_low_prio) is available even though I hold a temporary title and cannot directly land someone. WAD?

AI uses favour to force me to pardon him while being locked up in the oubliette

At one point, I had one of my vassals locked up in my oubliette but somehow he could force me to pardon him (ask_for_pardon decision). So it cleared the opinion modifier that gave me the grounds to imprison him, but he was still in prison. Well, in the oubliette, to be exact. And I never let him out.

Outcomes of the Arrange a small spear-throwing contest event chain too harsh imo

WoL.11103 (# Arrange a small spear-throwing contest) has a 50/50 chance of triggering WoL.11104 that in turn has a 100% change to give a random courtier mangle_effect = yes which means that the courtier gets mangled and severely_injured in one swoop. The 50/50 chance seems a bit excessive. Maybe there should be more options with either lesser injuries, opinion or prestige loss and/or a lower overall chance of WoL.11104 happening.

Minor portrait issue with WoL.5230 -- wrong portrait in option

ck2_38_cropped.png

Thierry is not in any way related to Aldona, the woman who's portrait is shown in the option.

Family focus events are being blocked by the is_ill = no trigger

Family focus events are being blocked by the is_ill = no trigger -- see # RANDOM FAMILY EVENTS in wol_family_events.txt. When my character got chest pains (trait = chest_pain) which is an illness (trait has is_illness = yes), he was barred from getting any of those events making the focus dramatically less useful. Same goes for characters who have any other similar traits such as fatigue or headache. This is too restrictive imo.
 
Last edited:
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@MidasGrabbedMeByMy or any Linux user would you be up to test the fix for the blue frame thing to be sure it is fixed for next version please ?
 
Sure, np.
Great! here is a standalone of Arkopack so you can test it.
The minimap is part of SWMH, but if my fixes work here, they will work on there too.
If you detect some more problematic elements please tell me ;)
 

Attachments

  • ARKOpack_Interface.zip
    76,2 MB · Views: 0
@Arko I'm back :) Managed to do some testing.

As for the interface, if I'm not mistaken, there are 5 "themes" in the game - default Christian, then Pagan, Muslim, Eastern/Indian (which seems to share some stuff with the Muslim one) and then a Merchant Republic "sub-theme"? Or did I miss anything?

Your standalone mod did fix a couple of things. Glad to see those already made it to Frosty3, even though they weren't necessarily mentioned in the changelog.

Still, more fixes are needed. Some are related to Arkopack, some are probably EMF issues, a few even vanilla.

---

Lobby

lobby.pnglobby2.png

The DLC icons' and the background image colours are off. The first screenshot is actually from Frosty3 which fixed the 936 bookmark image colours. In Frosty1 this was also off.


Portrait/character view and related

portrait_view.pngportrait_view2.pngportrait_view3.png

As evident from the screenshots, a bunch of issues, but it's mostly that icons' colours are off:
  • "Treasury bonuses summary" icon;
  • "Bloodlines" and "Kills" buttons/icons;
  • All "Active focus" icons except for the scholarship one; Childhood focus ones seem to be unaffected however;
  • This "Decadence" icon and background colour of the box (in non-EMF installations);
  • The weird top frame in the muslim theme which seems out-of-place (not Linux specific);
  • Then we have the "Edit name" icon. The border colour around the relations box is also off.
threat.png

Then there's the "Threat" icon. Notice the background and border colours are off. Plus there's no horizontal space between the icon and the box with the % data. Looks a bit odd when compared to the vanilla one.

The threat icons and boxes have those bluish colours in all of the themes, if that's relevant.

close_back.png

Not Linux specific. There seems to be an extra 1px space there, for some reason, but only in the default character/portrait view. Other tabs are unaffected. Isn't very noticeable, unless you're a nomad or a merchant republic as those gov. types have an extra tab on top (The Republic and Clans, resp.). Then it bothers. It kind of also slightly hovers over the age number or "Modify name" button/icon, which is admittedly also the case in vanilla, but there it's somehow less noticeable on the Wikipedia icon.

window_placement_bloodlines_view.pngwindow_placement_choose_focus.pngwindow_placement_kills_view.pngwindow_placement_select_spouse.pngwindow_placement_treasury_view.png

Not Linux specific. The bloodlines window and the Select Spouse window are the biggest offenders. Not a big deal, but maybe the default positions can be adjusted. With the Kills and Treasury windows it becomes a bit tricky obviously since the Family and Relations tabs are taller than the rest, as is evident from the next screenshot. When you select the Vassals tab:

window_placement_kills_view_vassals.png


Council tab

council_stance.png

Some icons' colours differ. The screenshot itself is from Frosty1 on Linux, bottom highlighted part is from Frosty1 on Windows.

realm_peace.png

Enforce Realm Peace confirmation window has a weird button placement. It's half in, half out of the window. A vanilla issue.


Religion tab

muslim_ismaili_religion.pngmuslim_sunni_religion.png

Muslim religion tabs look odd in EMF; I'm guessing it has something to do with the decadence re-work? Not Linux specific.

african_pagan_religion.pngjewish_religion.png

Jewish religion tab has some elements that look out-of-place; same for African pagans. Again not Linux specific.


The Republic tab

the_republic_view.png

Some colours seem off here.


Family, Relations, Vassals etc tabs

kaiser.pngkaiser2.pngkaiser3.pngpetty_king.pngpetty_king2.pngpetty_king3.pngkhagan.pngkhagan2.pngkhagan3.pngcaliph.pngcaliph2.pngcaliph3.pnghigh_chief.pnghigh_chief2.pnghigh_chief3.pngdoge.pngdoge2.pngdoge3.png

Selected screenshots of the first three tabs. Sometimes it's the tab buttons (background image or border colours are off), sometimes it's the frames.
  • Christian emperor - only Relations tab is wrong,
  • but christian petty king - Family and Relations tab is affected;
  • Jewish khagan, also the christian theme I guess? - Family + Relations tabs again;
  • Muslim caliph - button borders + Family tab;
  • Pagan high chief - buttons + Family and Relations tab;
  • Doge - button colours + Vassals tab and the rest use pagan theme frames for some reason (the latter is not Linux specific).

Province view and related

province_view_ongoing_siege.pngprovince_view_christian_wonder.pngprovince_view_muslim.png

Simlar issues as above. Some icons, some frames/background images have wrong colours etc. All themes are affected.

muslim_holding.png

Additionally, the muslim holding view looks like that. The eastern/indian one as well, but I assume they use the same assets for the province view? The christian and pagan one's seem OK.

create_new_holding_bug.png

Then there's the obscure bug with the create new holding window. Works fine until you switch characters via console, specifically to a character that uses another theme. Say you start playing as a catholic character, then switch via console to a muslim character. Then this happens. Not Linux specific.

Also, I wonder if it would be possible to change the default position of the window to the right of the province view instead of the current top position. It feels more natural to move rightwards with the mouse than upwards.


Misc

menu_eastern.pngmenu_muslim.pngmenu_pagan_african.pngmenu_pagan_muinasusko.pngmenu_zoroastrian.png

and for example

province_view_pagan_menu.png

Menu headers look weird, again all themes affected.

dialog_confirmation_window.png

The background elements (the cloth element) colours in the Dialog/confirmation window (that pops up when you choose an ambition or select Quit Game from the main menu, for example) are off. All themes are affected.

decision_icon_blg.pngdecision_icon_consolamentum.pngdecision_icon_hre.pngdecision_icon_ser.pngdecision_icon_imperial_reconquest.png

The last one is missing an icon. Maybe it's by design? Would be cool if there was an icon though. The rest have wrong colours.

raiding_adventurer.pngraiding_adventurer2.png

Some raiding adventurers' coat-of-arms is missing from the Diplomatic Relations summary. Not Linux specific.

choose_focus.png

Localisation issue. Too long a description for one of the Focuses (just removing the line break would do the trick, probably).
 
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@Arko I'm back :) Managed to do some testing.

As for the interface, if I'm not mistaken, there are 5 "themes" in the game - default Christian, then Pagan, Muslim, Eastern/Indian (which seems to share some stuff with the Muslim one) and then a Merchant Republic "sub-theme"? Or did I miss anything?

Your standalone mod did fix a couple of things. Glad to see those already made it to Frosty3, even though they weren't necessarily mentioned in the changelog.

Still, more fixes are needed. Some are related to Arkopack, some are probably EMF issues, a few even vanilla.
-Yes 4 themes, Indian being partial. Merchant republic is more odd as it comes as an overlay and with some replacing (buttons f.e.)
-I didn't had the occasion to get a confirmation it worked before Frosty3, so I shipped it unannounced ;)

I'll try to address all the stuff I can and I have power on. I'll come back with a proper answer to your points and probably some questions.
Thanks a lot for such detailed feedback!
 
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