XCOM 2
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qUIck_LW2
   
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Tags:  ui
File Size
Posted
Updated
11.928 MB
Feb 1, 2017 @ 7:44pm
May 14, 2017 @ 6:22pm
4 Change Notes ( view )

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qUIck_LW2

Description
MOD-ID TAG = #855089938
DESCRIPTION = HUD customization
SUMMARY = Various UI components are enhanced to provide faster on-screen detection of gameplay features or contexts.


Get ready for a wild ride into a revamped interface where theme(s) of carefully planned colors/designs can help determine what is in focus or give qUIck (;) hints about which symbols mean this or that or whatever else.

For those familiar with my library of XCom2 Mods, you'll simply switch to a similar concept yet adapted to specific LW2 conditions & elements. (( qUick_RCP & qUick_FIX are no longer needed while you play LW2 - so de-activate them, btw! ))

To appreciate all it has to offer, everyone must use the SwappImg ModTool (linked in the "Required Items" Steam section) -- and, install my LAByrinth mod too. The first hooks necessary custom images, the other supplies you with multiple other reference Tags & Strings that wouldn't appear otherwise - highly recommended.


INSTALLATION

Now that "Amineri" from Pavonis has officially confirmed any of my custom strings should work just fine as is, i no longer have to ask subscribers to perform (honestly, it was quite silly) Copy/Paste swaps from local folders to their LW2 structure.

As such, these localization files were thoroughly optimized and would directly update whatever is necessary. But a small warning.. this mod requires to be "Loaded/Subscribed/(re)Installed" after each Long War updating process. I'll honestly try keeping up with their cyclic nature and you will probably witness some Steam "de-activation" of this mod in the future -- which will mean i'm hard at work to adapt qUIck_LW2 as it should.


TO DO

1) Continue developping many other components for qUIck_LW2, update LAByrinth (with new LW2 assets) & design fully dynamic + GFX-Flash/Compatible assets for GeoscApps.


UPDATE NOTES

(14/05PM) ; v1.3 compatibility pass,
-- Adding a variety of enhanced "MissionIcons" for the Events flow stack which makes their detection much easier!

(26/02PM) ; v1.2
-- Clearer re-Coloring of Geoscape Recruiting Notifications,
-- Psi-Operative Class name is Lavender, etc!


** Comments, Kudos?? Please join the discussion threads below.
** BUGs to report?? Post in the provided area, only!

As a bonus, you also have 99 custom SquadIcons to play with, have fun!

-- Zyxpsilon
Popular Discussions View All (1)
8
Jun 2, 2022 @ 7:24am
BUG reports & other concerns...
Zyxpsilon
151 Comments
Zyxpsilon  [author] Sep 26 @ 4:34am 
@Etienne

Quote of your initial comment; "--- this mod doesn't work on my XCOM 2 (Long War 2, not WotC). SwappImg is installed. The class and rank icons for the operatives don't change. ---"

Sooooo .. you fixed it (**inderectly**) all or not since the above remarks. Right?

Glad i could help out.
Enjoy your alternate coding results!
Etienne Sep 25 @ 12:15pm 
@Zyxpsilon
Thank you very much, but the method I used to replace the class images, I repeat, works flawlessly. I was only interested in how the rest of your rank-related images should be correctly declared in the script. But if you don't remember that, I won't insist.
Thank you again.
My best wishes!
Zyxpsilon  [author] Sep 25 @ 5:43am 
@Etienne

Last suggestion... "Coding Mods requires a lot of specific skills."

Not all players are up to these sharp challenges.

Can't help you more than the remarks below, sorry.

Again... good luck on your own!
Zyxpsilon  [author] Sep 25 @ 5:36am 
@Etienne
...

3) "SwappImg" is only a formal calibration of a very few (and rare) UI processing contexts. It's simply active when OTHER mods alter my files. Sometimes it fails too. Guess why? THEY're blocking it to hack my stuff.

4) You simply can't import! We all compile stuff (UC Classes, and far more). Graphics must go through pre-defined libraries (UPK, SPI, etc).

5) LW_Overhaul isn't mine and isn't touched by my assets. Yet - i keep track of shared methods to make MY graphics always valid at runtime (the custom game player load-up). Even the "SquadImagePaths" are declared for important reasons.
Zyxpsilon  [author] Sep 25 @ 5:36am 
@Etienne
Ok.. now i understand what might happens there.

1) If you alter ANY other mods or even delete some settings (INI files or not) there are risks of conflict or priority interference between most assets from your list of active mods. Each of our (modders) coding flows are already made with compatibility provision.

2) Some of us tried to copy/alter/mimic our files and features. To name just one from many more (RustyDios) crashed my library of codes. Even (Robojumper, etc) tackled the UI systems heavily too.
Etienne Sep 24 @ 11:49pm 
@Zyxpsilon
I have only one question left for you: how and where can I correctly import your rank icons from your mod into LW2 so they're colored?
Thank you.
Etienne Sep 24 @ 7:48am 
@Zyxpsilon
UPD:
If you're interested, the archives themselves (for example, qUIck_LW2_UILibrary.upk) work as expected. I opened them in Unreal Explorer and transferred the icon names for each LW2 class by editing XCOMClassData.ini in LW_Overhaul.
That is, I commented out the old icons and added yours:

; +IconImage="img:///UILibrary_LW_PerkPack.Class_Shinobi"
+IconImage="img:///qUIck_LW2_UILibrary.class_shinobi"
etc.
Etienne Sep 24 @ 6:11am 
@Zyxpsilon
None of the images for this mod work. AML doesn't show any conflicts. Furthermore, I understand that the lines in XCOMEngine.ini, specifically the ModCalssOverride= line in My Documents configs, essentially show the same conflicts as AML, if any. So, there are no conflicts at all. Yes, your LAByrinth mod is installed and works perfectly.
I don't know, maybe I should uninstall your SwappImg mod; maybe it's not needed for this mod at all currently?
Zyxpsilon  [author] Sep 24 @ 5:02am 
Try here....
https://github.com/X2CommunityCore/xcom2-launcher/releases/tag/v1.6.0

(Direct development site from the author)
Zyxpsilon  [author] Sep 24 @ 4:59am 
Ooooppppss.. Steam has blocked it. Sorry.