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Zyxpsilon

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    Canada
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    XCom2 + XCom EW + Long War, CiV-Beyond Earth, Defense Grid v2...
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    XCom +++

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  1. ** Might as well re-post this request for help that i had written up in Pavonis Forums... --------------------- Totally confused by this strange flaw. Just want to include a few changes to various ingame strings found in that usual file. As anyone may know i'm already making extensive use of HTML compatibility to create a lot of custom stuff (LAByrinth alone has thousands of edited lines!). Soooooo.. when i tried to do a very simple test with the Classes Names (Barracks, Customization, Loadout, etc) from within an upcoming mod (qUIck_LW2) via such tricks... [LWS_Technical X2SoldierClassTemplate] -DisplayName="Technical" +DisplayName="<font color='#5EEE00'>Technical</font>" [LWS_Specialist X2SoldierClassTemplate] -DisplayName="Specialist" +DisplayName="<font color='#009700'>Specialist</font>"... and so on. They just won't transfer correcty to the UI as intended.. BUT, if i manually edit the original file itself directly from LW2 Localization folder -- it works.. as show by this snapshot. https://s23.postimg.org/5hanvhsaj/RCP_Sample1.png That's really weird, IMO. Then, what am i missing?
  2. I'll be releasing a major new Update to this mod .. very soon. So, there will also be some gimmicky task for my subscribers. Details below... ------------ Some of the GFX/Flash components used by your default XComGame.INT file aren't responsive to a few modded strings from within my next version. Thus -- in order to get the exact same small HUD changes as i do (until we find how to do this stuff directly), you'll have to manually edit the Vanilla file itself that can be found in this folder; (YOUR--Drive#):\Steam\steamapps\common\XCOM 2\XComGame\Localization\INT Here's what they should look like InGame once the file has been edited... Be aware that official updates (VERY rare at this point) would most likely reset these changes to what they once were. So, the manual editing process would need to be redone again. It's relatively simple. You'll be rem'ming the defaults with a semi-column ( ; ) and then, add these new alternate lines as shown below. -------------------- (( Line #8989 )) * ADAPT Menu Button From ... [uIAvengerShortcuts] ;LabelCQ_XCOMDatabase=XCOM Archives LabelCQ_XCOMDatabase=XCOM Archives + LAByrinth <img src='img:///UILibrary_Common.status_revealed' width='24' height='24' vspace='-4'> (( Lines #9683+9684 )) * REPLACE default Archives Header From ... [uIInventory_XComDatabase] ;m_strTitle=XCOM ARCHIVES ;m_strSubTitleTitle=ACCESSING DATABASE... m_strTitle=<font color='#27AAE1'>LAByrinth</font> m_strSubTitleTitle=Revealing some FACTS... (( Lines #10751+10754+10757 )) * REMOVE three "MAKE .. AVAILABLE" clutter From ... [uISquadSelect] ;m_strStripWeapons=MAKE WEAPONS AVAILABLE m_strStripWeapons=Ω WEAPONS ... ;m_strStripGear=MAKE ARMOR AVAILABLE m_strStripGear=Ω ARMOR ... ;m_strStripItems=MAKE UTILITY ITEMS AVAILABLE m_strStripItems=Ω ITEMS ... (( Lines #10760+10765 )) * ADAPT Load-Out Button & ADD "Optimal-Skyranger IMG" inside its ToolTip From ... [uISquadSelect] ;m_strBuildItems=BUILD ITEMS m_strBuildItems=BUILD ••• ITEMS ... ;m_strTooltipBuildItems=Quick jump to Engineering to build items, and return here. m_strTooltipBuildItems=<img src='img:///LABy_UILibrary.LABy_OptimSKR' width='256' height='128' vscape='0'>\nQuick jump to Engineering... ------------------ ! Done !
  3. Cool! I wish you the very best of luck with that concept. It might very well be exactly what some people prefer for their Tactical Info Panel! :)
  4. Cool (and still -- thank you in advance).. yet, i regret having to indirectly rain on your parade -- but, someone has already gave (Mid-August) this sort of stuff a wild ride! Have a look at this efficient concept "TacticalUI KillCounter" Mod by Luminger; https://steamcommunity.com/sharedfiles/filedetails/?id=749138678 It uses a system of "Numerical Values" rather than (my suggested) visual Red/Pips/On/A/Bar. I certainly D/L'ed that one when i first saw it in the Steam/Workshop.. no problems with that so far. Don't let it stop you from giving your own version to the community though! ;)
  5. Good advice.. yet once that "hook" has been found (and proven to be the exact trigger of that whole cinematic process), what has to be done in Kismet to interrupt it -- correctly? I know, the (customized/resaved).umap file would need to be inserted into the content folder of a "generic/blank" mod for the engine to recognize that it's there. But that is all i can currently grasp code-wise. What eludes me is the Kismet-Language (( It's a visual structure but even UE online help isn't user-friendly, at all! )) and how various details should allow us to control whichever instruction(s) to adapt our goals to a valid code mechanic.
  6. Robojumper hinted me about the Obj_Fortress.umap file and how it might be possible to use Kismet editing tricks to do what i need. Sooooo.. i just went into the SDK editor, was able to somehow load the targeted script, took a quick look at multiple curious things in there.. and.. I have absolutely ZERO idea how to handle this giga-mess of super-connections & other special instructions. Any other help?! :)
  7. Anybody found an easy way to just skip the whole sequence of CutScenes (mainly processed along with the CIN_Victory.bk2 movie file with their Audio-Tracks layered onto it from external event-calls) after we kill the last Avatar in the Alien-Fortress mission? I'd just want to have direct access to the "Four Pages Results" phase -- only! Ideally via some configurable Mod if possible.. please?? ;)
  8. I'm also having troubles contacting him (for our LAByrinth mod code tasks, mainly)... seems he might have lost interest in XC2 stuff. Unless otherwise stated by him, i have to assume that's the case - currently at least! It's sad really since he created huge gameplay stuff over the last few months. Let's hope together, he'll soon return.
  9. Execution of commandlet took: 59.99 seconds Yup.. just that weird split second was staring in my face. Laughing outloud. :laugh: There was this terrible Storm raging outside & call me Lucky or not... as soon as i had closed ModBuddy -- the (from reality) sparks started jumping through wires until they reached my PC outlet. Black-Out!! Then i realized.. what if that PC had still been in the middle of a compiling process? Zap. :sick:
  10. How about re-purposing the "Edit/Remove" self-opening+closing function.. wouldn't that also allow to control how any (horizontal) areas of all Panels at once? I know you're getting near to Tuple/Solutions or even pushing off whatever else -- but i still feel the most rational way would be a simplistic re-location of the guilty "Button" -- only.
  11. I just took a qUIck look at their UC scripts and i feel the "UISquadSelect_LW" file has the necessary calibrated Float values (completely in the end within the DefaultProperties section) you're after.. --------------------------------- ListHeight = 310.0f MaskHeight = 460.0f ListItemClipAmount = 211.0f UpperRowShiftAmount = 124.0f PromoteShiftAmount = 43.0f HeavyWeaponShiftAmount = 46.0f UpperRowDefaultY = -575.0f LowerRowDefaultY = -350.0f ----------------------------------- How & what to do with this info is up to you now! :smile:
  12. Oh - Gotcha.. ToolBox is such a "weird" code, IMHO. Still - good luck finding the right solution. And thanks for your support of my Mods! ;)
  13. This might not be what you're looking exactly for hambil... but i think it's somehow related nonetheless. First.. look at my custom bottom buttons; The "MAKE --- AVAILABLE" strings are all simply gone from the area .. indirectly adding some spare space to the total width extent. This is done by editing the corresponding localization entries from XComGame.INT file and replacing the too wide text with a single symbol ( Ω ). I just have to wonder if such kind of indirect tricks could be applied to your HUD obstructions problem -- somehow. :geek: Secondly, i also know RoboJumper was able to turn the new SG/DLC HP bar off (( To help out SMTS with another issue as it happens! )). His code might offer you some clues to tackle gfx framework calibration of any similar UI components.
  14. Spectacular news this evening Folks! LAByrinth .. has been officially released. Get it from this Steam link; http://steamcommunity.com/sharedfiles/filedetails/?id=726644031 :wub:
  15. Sorry for posting this here then -- it's just that when i see that "TT-Avatar symbol" i always feel like it's a rare opportunity to mention anything while you have recently contributed to any threads. Anyhow.. looks like you took care of it by updating EvacAll ealier this evening.
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