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Sidebar Views
The extension adds a CK3 activity-bar container (its icon appears in the far-left strip of VS Code) holding a set of views that give you a live picture of your mod. This page covers each one.
With multiple mods open, these views show one mod at a time. By default they follow the active editor: the mod that owns the file you are editing. The view header names the mod being shown. To pin a specific mod instead, run CK3: Pick Focus Mod (there is a button in the view headers). Switching is instant, because all mods are indexed once at launch and the views just re-filter in memory. See Multi Mod and Translation.
What it shows: your mod's content inventory, grouped by kind (events, decisions, traits, cultures, and so on) with counts.
Why you care: a quick census of what is actually in the mod, and a fast way to jump to any definition.
How to use it: click any item to open its definition.
What it shows: every diagnostic, sliced severity → source·code → file. Both the extension's structural checks and ck3-tiger reports feed it.
Why you care: it groups problems by what kind they are, so you can knock out a whole class at once instead of walking a flat list.
How to use it: expand a severity, then a source and code, then click a file to jump to the problem.
What it shows: per language, which keys are missing (referenced but never defined), orphaned (defined but unused), and untranslated (present but blank).
Why you care: missing loc is the most common reason a mod shows raw keys in game, and this makes the gaps visible per language.
How to use it: missing entries carry an inline Add Localization... action that writes the entry for you. Blank values count as untranslated, so the view doubles as a translation progress tracker.
What it shows: what your mod shadows in vanilla, with the resolved winner marked (script overrides are LIOS, last wins; GUI is FIOS, first-in-only-served, which is a common trap). It also flags definitions that two of your workspace mods both declare, noting that launcher load order decides those.
Why you care: overrides are invisible until they bite. This surfaces every one, including the GUI first-in-only case where a later definition is silently ignored, and mod-vs-mod collisions between the mods you have open.
What it shows: your events wired to each other through trigger_event and on_actions, as an interactive graph.
Why you care: event chains get tangled fast, and a picture of who triggers whom (plus a place to edit event text) beats scrolling files.
How to use it: click a node to open the inspector, which shows the event's localized title, description and options (all editable inline, written back BOM-correct), per-section summaries, and every referenced scope, variable and scripted effect with jump-to-definition. + Add option scaffolds a new option straight into the file. Ctrl+click opens the source, double-click refocuses the graph on a node, and you can export the graph as SVG. Open it with CK3: Show Event Graph.
What it shows: the PdxGui widget hierarchy of a .gui file as a collapsible tree, with type badges, names, using refs and animation states.
Why you care: GUI files nest deeply and reuse templates; a structural tree is far easier to navigate than raw text.
How to use it: open a .gui file and run CK3: Show GUI Widget Tree (or use the tree icon on the editor). Click a node to jump to its source, filter by name, and it refreshes on save. There is also a measured layout preview, CK3: Preview GUI Layout, that renders the file the way the game lays it out.
What it shows: the whole toolbox as one-click items, at the top of the CK3 activity bar. It gathers the converter, tiger, launch, graph, report and translation commands in one place, headed by CK3: Open Tutorial, a bundled 10-chapter modding course with every snippet verified against the game files.
Why you care: it saves you hunting through the command palette, and the tutorial is the fastest way in for a new modder. The Workspace Mods group at the top also holds the focus-mod and exclude-mods pickers.
What it shows: for the definition at your cursor, what references it and what it references, grouped by kind. Open it with CK3: Show Dependencies of Definition at Cursor. Click any entry to jump to the site.
CK3: Show Mod Report renders the whole dashboard (inventory, coverage, overrides and more) as a single markdown page you can read top to bottom or share.