Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It worked! Now I can use the mod alongside T&R and Morgenröte—thank you so much!
The com_panel_bar.gui file in Community Mod Framework is where all the problems start.
If anyone else is having the same issue as me, you can try fixing this file.
The following cases are useful for merging references.
-------------------------------------------------------------
Regarding spreadsheet button disappearance issues, they may be caused by buttons code in information_panel_bar.gui being overwritten by other mod's modifications, even when the changes are implemented in other GUI files whose filenames do not match information_panel_bar.gui.
Similar issues like below:
7/31/2025:
@Bandaro
Below two files are conflict, they would need to be merged:
com_gui_sidebar.gui (Realism AI historical line More events & decisions)
information_panel_bar.gui
6/30/2025
@daxx
Just checked it, some code are overlapped, although the filenames are difference.
An example:
block_windows.gui and 00_com_fullscreen_hide.gui
Above two files contain same below type name, but their content are difference.
template fullscreen_hide { ...
I’ve tried getting it to work, but it still won’t— I have no idea what else I can do to fix it.
See below merging guide:
--------------------------------- Merging Guide -----------------------------
If you wish to integrate this mod into another mod, note that the following four files are commonly modified by other mods as well. You can locate relevant code changes by searching for the keyword “# MOD” or “# mod”.
You will need to merge all these changes into your mod’s corresponding files (if they exist). It is highly recommended to review and understand the code changes before merging:
block_windows.gui
information_panel_bar.gui
ingame_hud.gui
building_browser_panel.gui
shortcuts.shortcuts
Load Order: Later is better, or place this mod at the end of your mod list.
This has been a persistent issue for three years: the game still only offers sorting APIs for four columns instead of all.
I haven't figured out how to do this through a journal entry yet. But now merging conflict files is actually the way to prevent UI overwriting issues.
Some files or its content were overwritten by other mods. (Would be block_windows.gui)
Solution:
Load order:later is better or put this mod in the end of the list.
Regarding spreadsheet button disappearance issues, they may be caused by buttons code in information_panel_bar.gui being overwritten by other mod's modifications, even when the changes are implemented in other GUI files whose filenames do not match information_panel_bar.gui.
Similar issues like below:
7/31/2025:
@Bandaro
Below two files are conflict, they would need to be merged:
com_gui_sidebar.gui (Realism AI historical line More events & decisions)
information_panel_bar.gui
6/30/2025
@daxx
Just checked it, some code are overlapped, although the filenames are difference.
An example:
block_windows.gui and 00_com_fullscreen_hide.gui
Above two files contain same below type name, but their content are difference.
template fullscreen_hide { ...
Thanks a lot ;)
Below two files are conflict, they would need to be merged:
com_gui_sidebar.gui (Realism AI historical line More events & decisions)
information_panel_bar.gui
Just checked it, some code are overlapped, although the filenames are difference.
An example:
block_windows.gui and 00_com_fullscreen_hide.gui
Above two files contain same below type name, but their content are difference.
template fullscreen_hide { ...
Thanks, I checked it, it's a code bug in a line.
I fixed it and released a new version on 6/19/2025, it would be fine now.
Would be conflict with mods which changed following files:
block_windows.gui
information_panel_bar.gui
ingame_hud.gui
shortcuts.shortcuts
You may test it by only enabling this mod.
No automate trade. Only add a icon to show whether it would have a good trade route, then player decide to do it or not.
You can see the numbers in tooltips when you move and stop the mouse on the icons of indicators (GDP cols) . Clicking on the top of the GDP columns will refresh the data.
I don't know which country you are playing and whether it have better routes. You can test it by starting a new game using France, you will see the good trade routes icons of indicators (GDP cols).
I can work round these though, this mod is great, I couldn't play without it now!
It's according to following methods, it's some suggestions and wouldn't be the best:)
24-8-9 add tooltips for indicators of possible good trade routes (may grow to level 2 or up):
a. estimated best country/market;
order by the multiply product of cheaper*consumption (or pricier*production) for comparison balance, only for cheaper/pricier >5% (targets > 10% ). If right click GDP(w)->order by price, left click GDP(w) to refresh.
b. the count of country/markets which would have good trade routes;
c. a digit indicate consumption/production balance number vs price cheaper/pricier as format: (a.b) Exp: 20.5 mean: 20 and 50%. Number level: 20/30/40/50/75/100/125/150/200/300, price level: 10%-70%(10% each step).
What is the criteria for showing as icon? Currently I have 2 potentially profitable routes shown, but there are several other goods that arn't highlighted which have more profitable routes available when I click on them?
See the fourth picture of description section, there are some small icons (GDP cols) which indicate good trade routes.
It's possible to modify the code to export the data to a txt file, then we can manually import it to excel.
Anyway, it needs a lot of effort to develop the code.
I tested it again, sorry I didn't find the issue, and I uploaded a picture of culture tab in the description section.
You would let this mod in the end of mod load order, and try it again. In case it is overwrited by other mods.
24-11-24 support 1.8+. Change shortcut Key to N.
If you want merge this mod into other mod, here are four files which would be updated by other mods too. You can find the code changes by searching the key words: # MOD
or # mod
Then, you need to merge all those code changes into your mod's same files if have,
and you may need to read and understand those code changes before your merge them.
block_windows.gui
information_panel_bar.gui
ingame_hud.gui
shortcuts.shortcuts (In this file, only this line: spread_sheet = "t")
I'll try to follow your instructions in the code and see if I understand the changes required.
I'm not familiar with Vic3 modding.
This situation will occur with any mod that uses the same sidebar button locations, not just Morgenrote.
For instance, the same occurs with https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2946470694&searchtext=universalis or with https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3315203793&searchtext=variety
Since this mod is useful independently of many other mods that may conflict with the opening method, it would be great if the way to activate the spreadsheet was the least conflicting as possible.
At the same time, I'm not sure if the mod ' Morgenrote' will overwrite the file information_panel_bar.gui.
If so, previous method would not work, and have to merge below code to the file 'information_panel_bar.gui' of the mod ' Morgenrote'.
sidebar_label_button_small = {
position = { -100 640 }
blockoverride "onclick" {
onclick = "[InformationPanelBar.ClosePanel]"
onclick = "[MapListPanelManager.CloseCurrentPanel]"
onclick = "[GetScriptedGui('spreadsheet_OK_runtag').Execute( GuiScope.SetRoot( GetPlayer.MakeScope ).End )]"
onclick = "[GetScriptedGui('toggle_spreadsheet_OK').Execute( GuiScope.SetRoot( GetPlayer.MakeScope ).End )]"
onclick = "[GetVariableSystem.Set( 'more_spreadsheets_showselftrade', 'true' )]"
onclick = "[GetVariableSystem.Set( 'more_spreadsheets_showgoods', 'true' )]"
onclick = "[GetVariableSystem.Set('more_spreadsheets', GetVariableSystem.Get('ms_last_tab'))]"
shortcut = "spread_sheet"
}
}
I think the reason which ‘T’ key doesn't work is because the file 'shortcuts.shortcuts' of my mod was overwritten by the mod ' Morgenrote'. Those two mods are using same shortcuts file 'shortcuts.shortcuts' and later lorded mod will overwrite earlier loaded mod's file.
The location of this file is at mod path: \gui\shortcuts.shortcuts
If you can manually merged below 1 line into the file 'shortcuts.shortcuts' of the mod ' Morgenrote',
the ‘T’ key will work fine.
spread_sheet = "t"
-------------------------------------------------------------------------------------
Notes:
Because it's a manual merging, we have to manually merging again every time after each updating of the mod ' Morgenrote', unless its author includes this 1 line into his/her mod.