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Or swap this mod for the more recent Redux version ...
No Forced Anarchy should do that for you
Glad you tried out both versions though, so you managed to identify one of the differences :)
https://sp.zhabite.com/sharedfiles/filedetails/?id=2438621356
Just one thing made me disable it after I was done with the customization.
Soldiers that don't have a thighs customization have their animation changed anyway, which makes them look a bit silly when they stand behind cover. The legs are too spread out and it just doesn't look right.
Is there any way to keep their original animation stance? It would make sense if it changes once you have thighs customized.
There is a 'fix' for that : UC Redux
so I took your permission and released my UC version with Jeb's changes;
UC Redux
Many Thanks!
Any ideas?
Some of my guys in needing to reselect no arms.
I'm not sure if it's another mod that's trying to stop people being generated with missing limbs
A contributor can only change Steam stuffs, like Screenshots, Descriptions, Required DLC.
They cannot upload new versions of the mod sadly :(
With your blessings and links back to here as the original, I do not mind uploading a 'newer' version with the changes I have made. I will check that the new code 100% works as advertised, because I've been "tinkering" with the UC code for ~3yrs and still don't fully grasp everything you did :) (( It's all magic! ))
I did not know about the localization files, would they even still be accurate ?
If not I don't mind if you release your own version by yourself, I'd point to it in the description.
BTW there's also 2 localization files some poor souls added in the forum years ago :-X
I feel terrible not to have included their work but I don't have the motivation to maintain a mod for a game I didn't play for years (plus I remeber the uploading tool to be a bit finicky).
You would need to wait for ToxicFrog to decide to and incorporate the fixes into this version. Which he is under no obligation to do. Sorry if that is not what you wanted to hear.
Is there any way that a search box could be set up for UC, or is that out of the scope of what is able in UI mods?
Thanks for taking the time to reply to myself and others! :)
Currently UC will see "SkirmisherPlated" and remove them.. as it has already dealt with "SkirmisherPlated" (in a different slot) .... ... the fix proposed by Jeb ages ago, makes UC a bit more smarter by doing this "SkirmisherPlated_Arms" ... then when it finds that part later "SkirmisherPlated_Legs" ... despite both parts still being "SkirmisherPlated", and allows UC to recognise that they are in fact different cosmetics, for different slots.
Now you can argue the fault is on the cosmetic author for not naming their TemplateNames correctly as different parts, but this issue only actually becomes apparent in UC, due to UC's filtering and duplicate removal being based on TemplateName (and not co-joined to slot usage).. and thus you loose cosmetic options ...
Rusty would your local configs be fixing an issue where some parts don't show up? I've got a mod that I can't find what armour set it's coming from, but everything bar the pants are showing up. I've checked the black list and I've got nothing in there either. No errors on my launch log.
Here's my post on discord https://discord.com/channels/165245941664710656/549321676177801247/907468825627344916
Not that I have noticed, but then also, admittedly I have pretty much re-ordered and sorted what appears under what filter settings for my entire set of cosmetics. So my entire experience may be skewed. I have used this mod for years now, setting and tweaking my cosmetic options :)
I think so far the only real issue I noticed in my local adaption (that I'm not sure is UC related) is that soldiers will display an "Arms" setting (by name, with no actual cosmetics), even if I have the specific "Left Arm", "Right Arm" cosmetic set.
And that is a good call on the logging, highly possibly it has been left on by default :) I didn't know there was options in the macros.uci, and not in config.
@RustyDios Doesn't this modification cause the mod to show lot of duplicates (for mods that create templates for each tech level)?
For logging, there's constants in macros.uci that you can turn off. I might have forgotten to turn them off before release.
Love the mod, stable fan of it for aaaggggeess, but I'm finding more and more mods are having cosmetic options completely negated by UC's duplicate template lockout, which is ironic for a mod called Unrestricted Customisation ...
Great to hear from you! I've been using a -local- clone of this mod with the changes that Jeb mentioned back in June2020. Working perfectly with mods with more than one item per templatename. Any chance for an official update ?
--- copied here for convenience ---
making this work with Female Clothing Pack and other mods that use the same archetype name for multiple body parts is a pretty easy fix.
In uc_BodyPartLoader.uc:
if( _archetype == none )
{
_archetype = class'uc_BodyPartArchetype'.static.CreateBodyPartArchetype( _template.ArchetypeName );
_global.BodyPartArchetypesByName.Set( _template.ArchetypeName, _archetype );
}
else
{
_archetype.AddPartType(_partType); // fix for multiple templates
}
Then AddPartType in uc_BodyPartArchetype.uc has to be changed from private function AddPartType to public function AddPartType.
https://postimg.cc/68GrH12R