Total War: WARHAMMER II

Total War: WARHAMMER II

Compact Settlement UI - yes, it still works
20 Comments
Le druide 7 Oct, 2024 @ 12:18pm 
I tried to make the climate icons disappear in strategic view. I managed to make the illustrations disappear by replacing them with transparent PNGs but when I replace the colored circles in the same way, they do not want to disappear. If anyone knows a solution...
Eric 24 Nov, 2022 @ 8:28am 
Any chance this comes to WHIII?
Roboticus 5 Oct, 2021 @ 7:08am 
Hey! Is there any way to get this to work for the zoomed-out strategic map view? Those climate icons are so big and annoying...
prop joe  [author] 19 Jul, 2021 @ 12:12pm 
Pressed the update button, nothing changed in the mod.
Tigli 13 Dec, 2020 @ 9:56am 
Hello, i have an issue with this and "Tiny little settlements" at least i think.When enabled the foundation portion of dwarves towers disappears.
prop joe  [author] 24 Jun, 2020 @ 8:32am 
Updated:
switched the mod options to use the new version of the Mod Configuration Tool. Use the link for MCT in the description.
Smaug 3 May, 2020 @ 6:18am 
This is very nice
prop joe  [author] 20 Apr, 2020 @ 3:04pm 
Well, what I can do is manually add checks in the code for the worst region clipping offenders, but I'm not sure if that's something I'm willing to do.
prop joe  [author] 20 Apr, 2020 @ 2:57pm 
I disabled the label repositioning by default, this is something that will be easily togglable ingame once Vandy releases a new version of the Mod Configuration Tool that will allow mid-campaign setting changes. I can't actually fix the clipping when the label is repositioned, it's due to how the camera rotates the 2D label in relation to the 3D world, and I don't have any influence over that.

I rewrote how I check the region climate, so it'll be compatible with all climate mods.
Xynerorias 17 Apr, 2020 @ 1:06pm 
I'd love to use this but the main caveat for me is that the labels now seem to clip under the map (see Eilhart and Carroburg in your first image). Sometimes, like in your picture it's not a big deal but for some other settlements it's really annoying and visible. Anyway this could be fixed? That'd be perfect!

And also, is it compatible with climate-altering mods? Like does it detect each settlement's climate and hide it if said climate is habitable ? Or does it have a list of the vanilla climates and uses this as a basis and hides certain icons depending on the faction the player is playing ?
prop joe  [author] 6 Apr, 2020 @ 3:47pm 
Updated:
Fixed the mouse-over settlement tooltip to reposition correctly. Since this is fixed the settlement UI repositioning option is now enabled by default.
DevilSlayer 10 Feb, 2020 @ 1:20am 
Like this alot.... But seeing as I need room for a climate rework mod, it seems logical to remove this one that will detract from the new loreful depth of concept I am seeking. Hope to both have room for this/one like it that leaves the green climates ;()
Alecthelm 6 Jan, 2020 @ 9:55am 
my bad, and thx for the fast response, !:;D
prop joe  [author] 6 Jan, 2020 @ 9:53am 
it's a script mod, it's compatible with everything
Alecthelm 6 Jan, 2020 @ 9:28am 
would love to try it, if the question is obsolete sorry, but: does it work with immersive battle Banners?
Mighty He-Man 4 Jan, 2020 @ 2:29pm 
Wow, nice work man.
TechnoByrd 3 Jan, 2020 @ 12:15am 
Very nice, thanks.
kelstr 2 Jan, 2020 @ 4:43pm 
Whoa this looks awesome
prop joe  [author] 1 Jan, 2020 @ 2:40am 
That's fair, I'll make it an MCT option.
Anyndel 31 Dec, 2019 @ 5:39pm 
I would suggest port icons do have a use, especially if the player is playing Dark Elves, to see quickly wether the city can be attacked with a black ark for example.