XCOM 2
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[WOTC] Improved Weapon Upgrade UI
   
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31 Mar, 2020 @ 3:21pm
16 Oct, 2023 @ 4:35pm
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[WOTC] Improved Weapon Upgrade UI

Description
What is this for?
The goal of this mod is to adjust the screen location of the weapon model in the
Weapon Upgrade UI for better positioning and ease of readability.

What does it do?
  1. This mod adds WeaponPanelImage = "_ConventionalCannon" and UIArmoryCameraPointTag = 'UIPawnLocation_WeaponUpgrade_Cannon' to any weapon template in the game that might be missing them. The Weapon Upgrade UI needs these to be able to place a model on the screen .... NO it does not seem to affect anything else to my knowledge and does not require it to actually match the weapon type.
  2. Includes config file additions for the XComUI.ini per weapon template to adjust the position of the displayed weapon model.
  3. It adjusts the Slots List so any weapon with higher than 4 slots shows a scroll bar, and thus the last slot is not 'hidden' under the weapon customise options.
  4. ONLY upgrade attachments the weapon can actually equip are shown in the selection list, no more pages of "Cannot Equip Upgrade" ! (Config toggleable)
  5. It restores being able to rotate the weapon when selecting upgrades, the weapon will 'snap' to the upgrades preview location but can be rotated if you are NOT hovering over the upgrades list. (Hovering over the list is list scrolling)
  6. It adjusts the display during Colour and Pattern selection to not show the elements from the list beneath.
  7. Improves the Text box size and restores scrolling text.
  8. Improves the Stat box size, with scrolling stats if they go past the box boundaries!
  9. Uses the Better Armoury Stats from MrNice - I also highly recommend this mod to improve the stats displays of weapons elsewhere!
  10. New Stats box will show the weapon base name AND nickname if the weapon has one.

Config
Included in the default config are positioning entries for some common weapon templates like the Cannons, Bolt Caster and SPARK Rifles.
Some modded weapon types like SPARK Arsenal Weapons and Chemthrowers .

There are however literally hundreds of modded weapons on the workshop and I'm just not prepared to go through checking each and every one. Please feel free to add your own config entries to the discussion below.

Compatibility and Issues
The mod overrides UIArmory_WeaponUpgrade and UIArmory_WeaponTrait and will conflict with other mods that do the same.

Works with:
Conflicts with Grimy's Loot Mod :(
Both mods can work together, however your GeoScape will slow to a crawl ...
I suggest migrating from GLM to Tesla's Loot Mod which it works fine with.

Credits and Thanks
Many thanks to Musashi and Team CX whose code I studied for making this.
Huge thanks to MrNice for permission to use his Stats code, adjusted to fit my needs.
Huge thanks to CiscoStu for help with the SlotList size adjustments.
HUGE thanks to the CHL team that helped me put the original positioning changes into the CHL.

I'd also like to thank the XCOM2 Modders discord and MEME Discord for always being supportive of all my dumb questions.

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
Popular Discussions View All (3)
4
13 Jun, 2024 @ 7:02pm
PINNED: Weapon Config Entries
RustyDios
0
10 Apr, 2024 @ 12:33pm
Incompatibility report
Falco
31 Comments
RustyDios  [author] 19 Aug, 2024 @ 2:11am 
For Psionics ex Machina GEMs, the amps are already setup to have slots. As mentioned on that mods description and discussion page , you need to either have the "Mod Everything Reloaded" mod.. or go into your Settings> Mod Settings > Squad Select, and un-check the "upgrades only for primaries" option
Gladers 18 Aug, 2024 @ 3:53pm 
As someone who is quite new to modding, can you just explain to me how for example put two mod slots on a psi amps for Gems for example? I have run campaign and not showing and am abit unsure how to do this, thanks for the patience
Phoenix 1 Jun, 2024 @ 8:46am 
I just find it personally kinda of annoying that they cover the text and I have to use my scroll wheel to see it. Not a big deal though. Thanks for the help :)
RustyDios  [author] 1 Jun, 2024 @ 2:50am 
Do those positions need changing?
I included base configs for weapons that generally clip through the UI, for most others a quick turn of the mouse-wheel can get them to out of the way.

But, if you wanted to adjust everything then finding template names is the same process it always has been, check localisation files for the display/friendly name, and grab the template name from the [ ] 's.
Phoenix 31 May, 2024 @ 10:26pm 
Thanks for responding so fast. It was the second one but that's ok. I was thinking it might be kinda tedious to change every gun position to how I like it but I'm just going to do that anyway haha. So where would the template names of the weapons be? I want to add and then edit assault rifles, bullpups, etc.
RustyDios  [author] 31 May, 2024 @ 9:44pm 
I'm not 100% sure I understood your sentence, so here are the two ways I've interpreted it;

"to adjust this feature" -- yes, pretty sure I put a toggle in the configs to control if this is on or off

"to just have this feature" -- as a standalone mod with only that thing? no, I won't be making that as I see no need to do so.
Phoenix 31 May, 2024 @ 8:29pm 
Is it maybe possible to just have this feature from this mod? - ONLY upgrade attachments the weapon can actually equip are shown in the selection list
RustyDios  [author] 26 Dec, 2023 @ 3:38am 
Yes this is normal and is one of the issues of having 3D UI Panels existing in the same space as a model/mesh. You should be able to use the scrollwheel (while over the model) to rotate the guns into revealing the parts of the UI you want to read
Phoenix 25 Dec, 2023 @ 7:57pm 
I'm not sure if I'm going crazy but I don't remember the weapons zooming in so much when you go to add attachments. Some weapons cover up the text on the top right or even the attachments on the left a bit. Is this normal?
https://imgur.com/a/PaSYC6N
RustyDios  [author] 23 Sep, 2023 @ 7:55pm 
Should be fine in LWotC afaik