XCOM 2
WC_INFormApps
62 Comments
Zyxpsilon  [author] 25 Jul, 2021 @ 7:18am 
Sadly no.
But.. coloring choices i made are "intuitive" and match whichever principles of items/gameplay.

Numbers are simply sequentially distributed to early/to/later/to/end elements within groups (Tech, Weapons, etc). For example, initial "Autopsy" (Light Green) of Advent Trooper is #1.
CW_Boss 25 Jul, 2021 @ 12:57am 
Is there a guide that will tell what the numbers that appear to the left of many items in the game mean and the colors do they have a meaning. I am relatively new to Xcom
Zyxpsilon  [author] 16 May, 2021 @ 6:05am 
Not that i'm aware of.
RPGO does extensive hacks to many code functions (via Community Highlander and other scripted methods) & possibly would alter vanilla components required by my INT references... even trying to adapt pre-declared templates (manually into the INT flow) doesn't necessarily lead to proper detection of already valid string principles since their custom "hooks' would *not* match mines -- directly.

Sadly i have no intention to make their highly complex assets compatible with my stuff, sorry.
Vindi 16 May, 2021 @ 4:01am 
Is compatibility with RPGO Overhaul possible? I tried to modify the localization .INT files, but it didn't work.
Zyxpsilon  [author] 25 May, 2020 @ 11:27am 
@Xirix.. you can just edit the XComGame.INT file directly & replace that symbol with the word "corpse" as you please. That section starts on Line #29 until around #170.
Xirix 25 May, 2020 @ 9:11am 
This is a nice mod, but is it possible to have the word "corpse" not changed to a little crucifix? That's the only change I'm not very fond of.
Zyxpsilon  [author] 17 Mar, 2020 @ 6:35am 
Sorry.. not a chance. I've already inserted most of what was "needed".
Dęąth Viper 16 Mar, 2020 @ 6:22am 
would you possibly add stuff for all the modded enemies as well??
Zyxpsilon  [author] 21 Feb, 2020 @ 4:27pm 
"LAByrinth" truly is a much more detailed source of Information, btw. ;)
Jestimac 21 Feb, 2020 @ 6:52am 
Very nice mod by the way, simple but effective.
I'll have to subscribe to the Labyrinth mod now....
Rgds
Zyxpsilon  [author] 20 Feb, 2020 @ 5:37pm 
Yes.. you got it!
Jestimac 20 Feb, 2020 @ 11:34am 
Hello
Nice mod. I play with "Tactical suppressors" from Musashi. I assumed that the gameplay is still Musashi's and that your mod just forced the name "Repeater". Accordingly, I modified your localization file and replaced the three instances of "repeaters" by "suppressors". I believe this is enough and I don't have anything else to do ?
Zyxpsilon  [author] 19 Feb, 2020 @ 7:57pm 
None whatsoever.. it's simply driven by custom LOCalization assets only.
Jestimac 19 Feb, 2020 @ 2:08pm 
Hello Zyxpsilon
Are there compatibility issues ? Such as class_overrides that we should be aware of ?
Zyxpsilon  [author] 27 Aug, 2019 @ 8:51pm 
Thank You! :)
Star¤Dagger 27 Aug, 2019 @ 1:24pm 
Well, next campaign, you are a welcome addition, this should have been in XCom 2 from the start!
Zyxpsilon  [author] 27 Aug, 2019 @ 7:27am 
Yes.. and both work just fine.
Star¤Dagger 26 Aug, 2019 @ 9:17pm 
Is this and your other map mod like it still active? I've never seen or heard of it before.
Zyxpsilon  [author] 16 Jul, 2019 @ 7:36am 
@Parsley, Sorry.. i won't alter these basic principles in my default version.
But you still can manually edit the file "XComGame.INT" as you wish. Just go to whatever lines & check out the corresponding strings at the end.
For example, the "Core" and its plural are on #22+23.

** Make sure the text format remains the same when saving the file back. Notepad++ does this process automatically, btw.
TooT_PikK 16 Jul, 2019 @ 1:54am 
I like this mod but it changes some of the name of items. For example Elerium core is now 'core', and superior weapon upgrades are now just 'super'. Could we please revert the terms back to the default while retaining all other functions of this mod?
Zyxpsilon  [author] 3 Dec, 2018 @ 6:35pm 
Thanks.. glad you like it!
Taste 3 Dec, 2018 @ 11:42am 
Great mod, thanks for your hard work.
Zyxpsilon  [author] 6 May, 2018 @ 11:38pm 
However cool this game is.. sometimes it enforces us into extreme system "repairs" beyond our rational control -- sadly. But that's also the price of installing even just a few mods.. there are inherent faulty designs between two or more in them & most people can't detect it before troubles start happening.
Even i experienced bad stuff in the past -- but eventually got it fixed after reddit'ing/google'ing proper solutions or discussing the issues with fellow modders on our Discord community!
Glad you could fix the problem(s)! ;)
hoppingvampire 6 May, 2018 @ 10:19pm 
Okay. I completely uninstalled the game and mods and reinstalled and that fixed the problem.
Zyxpsilon  [author] 5 May, 2018 @ 7:20pm 
... but, if you're suggesting Loot info isn't "available" in various places (with any tagging numeric principles) -- of course they aren't since i support Vanilla+WotC assets exclusively.
Zyxpsilon  [author] 5 May, 2018 @ 7:17pm 
There's nothing in this mod that can interfere with Grimy's Loot. I don't even touch gameplay code mechanics/functions as the whole "InformApps" system is only based on a few direct (and simple) Localization edits.
hoppingvampire 5 May, 2018 @ 2:33pm 
FYI: this mod isny compatible with Grimy's Loot Mod. cant research the loot boxes
电波 28 Dec, 2017 @ 5:00am 
CHN Done, frightened
花兔 29 Nov, 2017 @ 6:01pm 
Thank you very much
artists
Zyxpsilon  [author] 29 Nov, 2017 @ 3:29pm 
It's just a section of text.. edit line #657 (Summary=...) by deleting this part -- only;

** \n<font color='#ACA68A' size='28'>√</font><img src='img:///INFo_UILibrary.Tag_MOD(Gb)' width='32' height='32' vspace='-8'> + FALCON STILETTO NEEDLE FLECHETTE REDSCREEN\n **
花兔 29 Nov, 2017 @ 1:44pm 
How to remove the extra six ammo?
Zyxpsilon  [author] 28 Nov, 2017 @ 4:55am 
[05] == Reference number of the elements.
3~6~9 == Required amount of corpses to get Instant Autopsies (per Difficulty Levels)
花兔 28 Nov, 2017 @ 1:04am 
[05] what does it mean ??
What does 3~6~9 mean ??
Zyxpsilon  [author] 11 Nov, 2017 @ 12:01pm 
RUS localization added.. thank you to tr0ll !
Zyxpsilon  [author] 7 Nov, 2017 @ 6:09pm 
@Vi.. enjoy the colorfull & informative ride! :)
Receive 7 Nov, 2017 @ 5:32pm 
awesome xD thanks ur mod.
Zyxpsilon  [author] 7 Oct, 2017 @ 9:23am 
@ayrtep..
My INT file (localization) has them correctly listed...
-----
[BreakthroughBullpupWeaponUpgrade X2TechTemplate]
DisplayName="<font color='#65FFFF'>[M6]</font> Modular Bullpups"
-----
Maybe you are using one of these custom different language files & that "slot" was badly edited by the collaborator?
ayrtep 7 Oct, 2017 @ 8:54am 
I think the result for Modular Bullpups is missing.
Zyxpsilon  [author] 20 Sep, 2017 @ 5:31am 
@EvilNaja.. the little square symbols which are Green, Blue or Red? Not really.. these are embedded in a UPK file & pre-compiled as Texture2d resources. But, i'll think about an indirect solution later for you.

@大魔王.. glad you do!
花兔 20 Sep, 2017 @ 5:22am 
:)Like this MOD
Vindi 20 Sep, 2017 @ 4:59am 
Is there any way to change the color of the mods icon from SUPER arms, from red to purple? Many thanks for the mod.
Seva 19 Sep, 2017 @ 11:10am 
@Zyxpsilon Thank you very much! I'll try that.
Zyxpsilon  [author] 18 Sep, 2017 @ 6:36am 
@Seva.. just checked your account -- and you are indeed from Spain. So.. the fix for such gameplay condition is to have a custom made **XComGame.ESN** file that will reproduce all 300+ lines in Spanish and then, add that new file straight into the "Localization" folder of the Workshop (#1136937041) directory.
Zyxpsilon  [author] 18 Sep, 2017 @ 6:25am 
@Ciroth.. other mods can be On/Off as you wish. This is a stand-alone system which will only be required by WC_LAByrinth eventually.

@Seva.. Is you game setup as a proper "English" HUD? Because that kind of flaw could certainly happen when any of the other supported languages are used by default. My files apply these changes via XComGame.INT (INT=Int_ernational English).
Refer to the pinned discussion "Localization" above for details of a possible solution.
Seva 18 Sep, 2017 @ 2:28am 
Unfortunatelly is not working for me :( Can't se any icon or color, even on loot window.
I have other your mods that maybe causing conflicts: SwappImg, WC_qUIck_RCP, WC_GeoscApps
Previously i installed LAByrinth but desinstalled it already.
Ciroth 17 Sep, 2017 @ 7:20pm 
So with your other mods, do I turn them all on or does this take all of them?
76561198049919792 17 Sep, 2017 @ 4:26am 
Like your mod :steamhappy:
Like color:steamhappy:
Unktray 17 Sep, 2017 @ 3:49am 
OH MY GOD YES!
MrShadow 16 Sep, 2017 @ 10:22pm 
i see
pintocat 16 Sep, 2017 @ 10:15pm 
Yeah, that's what I meant :)