UIExtenderEx
Activation
Should be included into project's .scproj file
<ItemGroup>
<PackageReference Include="Nullable" Version="1.3.1" PrivateAssets="all" IncludeAssets="runtime; build; native; contentfiles; analyzers; buildtransitive" />
<PackageReference Include="IsExternalInit" Version="1.0.3" PrivateAssets="all" IncludeAssets="runtime; build; native; contentfiles; analyzers; buildtransitive" />
<PackageReference Include="Bannerlord.BuildResources" Version="1.0.1.85" PrivateAssets="all" IncludeAssets="runtime; build; native; contentfiles; analyzers; buildtransitive" />
<PackageReference Include="Lib.Harmony" Version="2.2.2" IncludeAssets="compile" />
<PackageReference Include="Harmony.Extensions" Version="3.1.0.67" PrivateAssets="all" IncludeAssets="runtime; build; native; contentfiles; analyzers; buildtransitive" />
<PackageReference Include="BUTR.Harmony.Analyzer" Version="1.0.1.44" PrivateAssets="all" IncludeAssets="runtime; build; native; contentfiles; analyzers; buildtransitive" />
<PackageReference Include="Bannerlord.UIExtenderEx" Version="2.8.0" IncludeAssets="compile" />
</ItemGroup>
Should be visible in the Dependencies:
Register in the OnSubModuleLoad()
Notes
- Needs game restart on every change in the code... (At least editing main map)
- Does not throw any exceptions no matter what nonsense is written here: [PrefabExtension("BLABLA", "descendant::ListPanel[@Id='EventsListPanel']")]
- Crashes, when there is an error in XML: document.LoadXml("
<Widget Id=\"TrackerFrame\"... - When UIExtenderEx is loaded, it is possible to copy game's /GUI/Prefabs/*.xml files into own mod's /GUI/Prefabs folder and change them to see quick result of the change