551 ratings
Add Part Names
File Size
0.110 MB
Mar 6 @ 3:29am
Mar 7 @ 2:12am
2 Change Notes ( view )

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Add Part Names

Base mod to allow other mods to add localization to Torsos, Arms and Legs.


There is a quirk in the base game that doesn't allow Torsos, Arms and Legs as Body Parts to have their own display names like Helmets do, for example.

This mod adds a way to add those names, given proper input via localization files.

If you are a mod author who has added Torsos, Legs or Arms in a mod and want to add localization for them, you need to create a file called "AddedPartNames.int" (or whatever localization extension you need) and add your localization there using the method described below (also in SteamApps/workshop/content/268500/878158600/Localization/AddedPartNames.int).

[X2DownloadableContentInfo_AddedPartNames] ; these are examples. ; every entry consists of a ; .*Template="TemplateName" ; and a ; .*Name="DisplayString" ; without semicolons of course ; * can be Torso, Arms, Legs ; order is important. to not get confused, you should arrange them like this: ; failing to have one line registered (for whatever reason) ; results in ALL subsequent ones being shifted by one, so all parts after that will have the wrong name ; TL:DR it is CRUCIAL to always pair these entries ; parts that don't have entries at all, or have the .*Name Empty will get the old style "Torso 1" thing, for example .TorsoTemplate="CnvMed_Std_A_M" .TorsoName="Conventional Medium Kevlar A" .TorsoTemplate="CnvMed_Std_C_M" .TorsoName="Conventional Medium Kevlar C" .TorsoTemplate="CnvMed_Std_D_M" .TorsoName="Conventional Medium Kevlar D" .LegsTemplate="PltLgt_Std_Legs_A_M" .LegsName="Light Plated A" .ArmsTemplate="PWrHvy_Std_A_M" .ArmsName="WAR Armor Arms A"

You can then make my mod an (optional) requirement, and if people are subscribed to this, these Part Types will show Display Names.
Popular Discussions View All (1)
Jul 29 @ 7:59pm
Adding Vanilla/DLC Items
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Zelien Sep 30 @ 1:53am 
Well done! You are made the game better.
Dragon32 Sep 21 @ 10:14am 
I'm using both of those mods, and a bunch of others, without crashing. Have a read of these:
Troubleshooting: Mods not working properly / at all , but grab the Community Mod Launcher [github.com]
Mod not working? Mods still have their effects after you disable them?
ArmoredCascade Sep 20 @ 2:59pm 
nvm i see Hot Sauce has the same problem i just read down
ArmoredCascade Sep 20 @ 2:58pm 
but when i select Grim Style Armor [WotC] it needs this mod witch is for the base game so i added it select it n just have those two mods game crashes
Dragon32 Sep 19 @ 11:31am 
Yeah, what 「死の火」 Yamino Takamaru said. All the warning sign means is the mod's .XComMod file doesn't have this line in:
The actual value (blank, true or false) makes no difference.
@ArmoredCascade: There are plenty of mods incompatible, but stop spreading misinformation. What I sad below your comment is all that sign means. This can still mean that it indeed will not work, but it's not a guarantee.
ArmoredCascade Sep 18 @ 6:11pm 
but when i add a mod with the caution sign my WotC crashes
@Hot Sauce Terry: That caution sign means literally NOTHING, except that it wasn't build with the WotC-Modding Tools.
Hot Sauce Terry Sep 15 @ 12:03am 
Really? That's strange, I'm using the updated Wotc version of Grim Style Armors and this mod is the only one in my directory that has a caution sign near it.
robojumper  [author] Sep 14 @ 5:04pm 
@Hot Sauce Terry
There isn't anything to update. This mod doesn't require any changes for WotC, and if the game is crashing for you, you should check if it's not Grim Style Armors or something that's actually crashing.