XCOM 2
WC_INFormApps
62 commenti
Zyxpsilon  [autore] 25 lug 2021, ore 7:18 
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 lug 2021, ore 0:57 
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  [autore] 16 mag 2021, ore 6:05 
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 mag 2021, ore 4:01 
Is compatibility with RPGO Overhaul possible? I tried to modify the localization .INT files, but it didn't work.
Zyxpsilon  [autore] 25 mag 2020, ore 11:27 
@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 mag 2020, ore 9:11 
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  [autore] 17 mar 2020, ore 6:35 
Sorry.. not a chance. I've already inserted most of what was "needed".
Dęąth Viper 16 mar 2020, ore 6:22 
would you possibly add stuff for all the modded enemies as well??
Zyxpsilon  [autore] 21 feb 2020, ore 16:27 
"LAByrinth" truly is a much more detailed source of Information, btw. ;)
Jestimac 21 feb 2020, ore 6:52 
Very nice mod by the way, simple but effective.
I'll have to subscribe to the Labyrinth mod now....
Rgds
Zyxpsilon  [autore] 20 feb 2020, ore 17:37 
Yes.. you got it!
Jestimac 20 feb 2020, ore 11:34 
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  [autore] 19 feb 2020, ore 19:57 
None whatsoever.. it's simply driven by custom LOCalization assets only.
Jestimac 19 feb 2020, ore 14:08 
Hello Zyxpsilon
Are there compatibility issues ? Such as class_overrides that we should be aware of ?
Zyxpsilon  [autore] 27 ago 2019, ore 20:51 
Thank You! :)
Star¤Dagger 27 ago 2019, ore 13:24 
Well, next campaign, you are a welcome addition, this should have been in XCom 2 from the start!
Zyxpsilon  [autore] 27 ago 2019, ore 7:27 
Yes.. and both work just fine.
Star¤Dagger 26 ago 2019, ore 21:17 
Is this and your other map mod like it still active? I've never seen or heard of it before.
Zyxpsilon  [autore] 16 lug 2019, ore 7:36 
@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 lug 2019, ore 1:54 
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  [autore] 3 dic 2018, ore 18:35 
Thanks.. glad you like it!
Taste 3 dic 2018, ore 11:42 
Great mod, thanks for your hard work.
Zyxpsilon  [autore] 6 mag 2018, ore 23:38 
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 mag 2018, ore 22:19 
Okay. I completely uninstalled the game and mods and reinstalled and that fixed the problem.
Zyxpsilon  [autore] 5 mag 2018, ore 19:20 
... 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  [autore] 5 mag 2018, ore 19:17 
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 mag 2018, ore 14:33 
FYI: this mod isny compatible with Grimy's Loot Mod. cant research the loot boxes
电波 28 dic 2017, ore 5:00 
CHN Done, frightened
花兔 29 nov 2017, ore 18:01 
Thank you very much
artists
Zyxpsilon  [autore] 29 nov 2017, ore 15:29 
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, ore 13:44 
How to remove the extra six ammo?
Zyxpsilon  [autore] 28 nov 2017, ore 4:55 
[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, ore 1:04 
[05] what does it mean ??
What does 3~6~9 mean ??
Zyxpsilon  [autore] 11 nov 2017, ore 12:01 
RUS localization added.. thank you to tr0ll !
Zyxpsilon  [autore] 7 nov 2017, ore 18:09 
@Vi.. enjoy the colorfull & informative ride! :)
Receive 7 nov 2017, ore 17:32 
awesome xD thanks ur mod.
Zyxpsilon  [autore] 7 ott 2017, ore 9:23 
@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 ott 2017, ore 8:54 
I think the result for Modular Bullpups is missing.
Zyxpsilon  [autore] 20 set 2017, ore 5:31 
@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 set 2017, ore 5:22 
:)Like this MOD
Vindi 20 set 2017, ore 4:59 
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 set 2017, ore 11:10 
@Zyxpsilon Thank you very much! I'll try that.
Zyxpsilon  [autore] 18 set 2017, ore 6:36 
@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  [autore] 18 set 2017, ore 6:25 
@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 set 2017, ore 2:28 
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 set 2017, ore 19:20 
So with your other mods, do I turn them all on or does this take all of them?
76561198049919792 17 set 2017, ore 4:26 
Like your mod :steamhappy:
Like color:steamhappy:
Unktray 17 set 2017, ore 3:49 
OH MY GOD YES!
MrShadow 16 set 2017, ore 22:22 
i see
pintocat 16 set 2017, ore 22:15 
Yeah, that's what I meant :)