Do you have any information about when we get a stable version? I'm working on a multiple brothel mod (let you own more than one brothel) but it rely a lot on base game code. I want to release it now but if people apply any EP update it will break my mod so I'd like to wait for a stable update and fix my mod for that update then release it.
For selling, I think a bar work better. And showing how much resource I will have after the trade would be nice.
Also, can you guys make brothel menu modular? Like, like have an array that keep custom button that mods add and show it in the brothel menu. Right now I don't have any good way to put new buttons, mods options require too many click to view something that people want to visit frequently as other brothel's overview. I don't want to edit original game file, if I do that my mods will conflict with any other mods that need to change the same file like OhWee's UI mod.
Also in the girls menu, I'd to put a transfer girls button there to transfer girls between brothels. This would work great for transfer girls to the farm too.
Hmmm, bar. But I just spent a bunch of time making the new buttons, and getting them to hide when you can't adjust any further in that direction(you have no idea!)...
I'll think about the slider bar though. It's doable at least., just a matter of proper aesthetics. If I go this route, I'll just grumble later to myself about 'all the hard work and about a day of...'
The second part - adding a 'adjusted resource' total to the trade window.
It's possible. I just added a slightly more detailed 'x to y' field just below the arrow in the middle (not shown as of yet), that displays in tenths (because 3 to 1 is sometime actually 2.2 to 1 sometimes... or some other value)
As to your other point:
We have a somewhat similar problem. There's a number of people that are torn currently between the experimental mod and my gameplay mod, and alternating between the two. I'm working towards incorporating experimental into my gameplay mod, but I'm going with a 'couple of versions behind' philosophy on the features, to give the playtesters time to iron out the kinks before I attempt pulling them across.
The interface mod is a rather extensive redesign that touches a number of files, so unfortunately, it's an 'either-or situation'. My gameplay mod is even more extensive in that regard.
As for the main brothel menu (H or Home Brothel screen)... what might be possible would be to code in a couple of 'placeholder' menu buttons on that screen that would be tied to 'if' statements, and associated variables. Modders could then tie their addons to said variable check, and also the button name. Something along the lines of:
if extra_button1: # is true
....textbutton extrabutton1_name blah blah
Then in your mod file:
$ extra_button1 = True
$ extrabutton1_name = "My Shiny New Button."
If this were for my mod, I'd probably also include a couple more entries for 'HUD info'.
The only issue here is that button space on the home screen is at a premium (especially with the added bedroom buttons from experimental that I still need to look into), so it'd probably be better to 'banish' all mods to an interim screen, with the extra button in the menu being labeled 'Additional Options', and said interim screen having the 'if extra_button' statements incorporated with a bunch of slots.
Your other option is to do what was done with the 'King's Way' cheat mod, where you stake out an empty part of the screen and place your button there (he put his in the lower right, behind a '+' button that expands to a full horizontal menu. I usually push that sucker right to the bottom, so the buttons are along the button, so as to not conflict with the dialogue box as much when it appears, or the upkeep bar in my button, and yeah 95%+ of the time I have it collapsed..
Your best bet, though, would be to discuss this over at the HentHighSchool > Brothel King forum, as Goldo doesn't seem to have (or want to have) a presence here.
If you are trying to play nice with my Gameplay mod, however, drop me a PM here and we can discuss options.