Sid Meier's Civilization VI

Sid Meier's Civilization VI

UI Plugins Framework
19 Comments
Hey J 17 Oct, 2023 @ 6:16pm 
There is this error

Runtime Error: D:\Steam\steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\UI\Replacements\LaunchBar_Expansion1.lua:54:
in function 'RealizeHookVisibility'
D:\Steam\steamapps\workshop\content\289070\1632664596\UI\LaunchBar.lua:499: in function 'RefreshGovernment'
D:\Steam\steamapps\workshop\content\289070\1632664596\UI\LaunchBar.lua:583: in function 'OnTurnBegin'
Mocofan neprihanit 15 Oct, 2022 @ 8:21am 
The comment about this mod breaking on Linux is still relevant. It's a pity since it's a dependency mod so it breaks other mods as well...
IceXist 20 Feb, 2021 @ 10:43pm 
Same issue that UntouchedWagons has - this mod breaks the UI on Linux (Ubuntu 20.x). Tested with latest packs and with only base game + this mod. Fails, preventing clicking on anything in the top bar.
dark800201 29 Jan, 2021 @ 6:39pm 
This needs to be updated for the most recent game mode. I'm unable to play it with this enabled.
leszek.j966 30 Nov, 2020 @ 5:36pm 
For several days, the failure of this mod leads to the mere closure of the game, with 450 turns I have already counted at least 7 times.
Accolyptus 30 Nov, 2020 @ 12:46pm 
!! IMPORTANT !!

Do not use the mods [UI settings manager + UI user plugins framework] and the mod [Community Quick User Interface] together.
It wil cut your FPS in half once you start researching the first tech and each subsequent new tech research entree on a game reload and make the game very prone to crashing and CPU overload on weaker systems!!

Cheers! :lunar2019grinningpig:
BKo 26 Sep, 2020 @ 7:44am 
"Panels are added to the game through an AddUserInterface within the .modinfo file, in the standard manner of adding a normal mod user interface. The difference is that rather than using a Context of InGame the following values are used in its place."

None of this is explained anywhere on the internet as far as I can tell so it's a good thing you glossed over it completely? I assume you mean to add a custom property to the AddUserInterfaces (with an s, not sure why it wasn't in included) action in modbuddy, except it still doesn't work and the base UIPlugins mod still spits out tons of lua.log errors.
TheMule 31 May, 2020 @ 8:43am 
I'm getting the same error. It's definitely causing crashes for me.
kralj.stefan 25 May, 2020 @ 4:21pm 
I'm having this error with the mod in the lua logs:

"Runtime Error: E:\SteamLibrary\steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\UI\Replacements\LaunchBar_Expansion2.lua:79: function expected instead of nil
stack traceback:
E:\SteamLibrary\steamapps\common\Sid Meier's Civilization VI\DLC\Expansion2\UI\Replacements\LaunchBar_Expansion2.lua:79: in function 'RefreshView'
E:\SteamLibrary\steamapps\workshop\content\289070\1632664596\UI\LaunchBar.lua:327: in function 'RealizeHookVisibility'
[C]: in function 'func'
[C]: in function '(anonymous)'"

It's pointing towards this mod in civ6 workshop files. Of course, I can't disable it because of other mods relying on it... My games been crashing a lot lately and not sure if this error is related, because I know Lua errors generally do not cause a game crash.

Sorry for the long post. Wondering if this is an issue with the mod or a mod conflict.
UntouchedWagons 28 Dec, 2019 @ 12:15pm 
I'm not sure if there's anything you can do about this, but having this mod enabled breaks the UI of Civ 6 on Linux: https://i.imgur.com/pgyPmrb.jpg
Skaeren 11 Aug, 2019 @ 7:10pm 
Either as a result of this, or as a result of the UI plugins framework, I cannot open the great works or great persons menu, except when a game is newly created or when a save is loaded, when playing hotseat. Would anyone know why?
红姐烟酒店 19 Jun, 2019 @ 4:15am 
cant find bottom in my game...what should i do?
Shitdivers 26 Feb, 2019 @ 3:28am 
I'm hoping more modders come to use this in the future; having to choose between which mods can be used or not is a terrible feeling.
Serp 23 Feb, 2019 @ 6:15am 
the notifications mod (which I continue, orginal code comes from Hellblazer) https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1663736851
adds NotificationSlide to the InGame.xml file, so notifications can slide down on the right hand of the screen.
How can I add this without editing InGame.xml? Is it possible with your "InGame_Screen" plugin? Unfortunately I see no example code for this particular one.
And I guess the modinfo file is also relevant? But it is not included in your examples, only a "civ6proj" file I never heard of (I never use "ModBuddy" to make mods, maybe that is why)
Serp 21 Feb, 2019 @ 8:35pm 
How to see if another UI mod is compatible?
Is it enough to compare lua files, if they both overwrite the same file? I doubt that this is enough, since this mod does not include many UI lua files.
MajesticMaerlyn 20 Feb, 2019 @ 9:59pm 
Oooh I hope Zur13 uses this, I love his Radial Measurement tool :)
Zur13 20 Feb, 2019 @ 4:03pm 
Hi! So I'm using this code to add my mod button into the top panel:

local function AddButtonToTopPanel()
if not IsBtnAddedCme then
local tPanRightStack:table = ContextPtr:LookUpControl("/InGame/TopPanel/RightContents");
if tPanRightStack ~= nil then
Controls.CmeLaunchBarBtn:ChangeParent(tPanRightStack);
tPanRightStack:AddChildAtIndex(Controls.CmeLaunchBarBtn, 3);
tPanRightStack:CalculateSize();
tPanRightStack:ReprocessAnchoring();
IsBtnAddedCme = true;
end
end
end

I'm using it in my 2 mods and they are working just fine together and one by one no conflict or anything. It is pretty easy and stable and works no matter of expansion set etc. Do I need a special framework for this which seems to have a full copy of game files inside and will require regular updates to keep it up to date with game updates?

No offense just trying to decide if I need it for my mods.
Sparrow 20 Feb, 2019 @ 9:05am 
Expect alot off subs soon :-) Great mod and great idea for all mods to have max compatibility - Using it with my mod :-)
Shitdivers 28 Jan, 2019 @ 8:34pm 
Oh jee this looks like the begininning of something great!