XCOM 2
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Expanded Lexicon
   
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Jun 22, 2016 @ 2:09pm
Jun 23, 2016 @ 5:14am
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Expanded Lexicon

Description
Expanded Lexicon adds several hundred new entries to the lists used to generate the names of Resistance Havens, Slums Districts, as well as Missions and Guerilla Ops. Like my other mod, 'Expanded Callsigns and Nicknames', the intent is to increase the diversity and flair of procedurally generated text within the game across multiple playthroughs.

Content should be, for the most part, similar in tone to the original lists with a leaning towards the dramatic and esoteric. The largest shift is probably in Resistance Haven names, which have been expanded to include revolutionary figures. There have been no edits to the lists for Advent Districts as I feel like their uniformity is kind of the point.

*This should be compatible with any other mods you have that edit these lists but I can make no guarantee as to content duplication or weird combos.

*Usual mod disclaimer: Whilst this is a very simple mod, it is still a fan made mod, and not official content. Use at your own risk.

UPDATES
- 23.06.2016 - Content revision
Popular Discussions View All (2)
6
Dec 20, 2016 @ 1:58pm
[official] Suggestions and Requests
Lyrae
0
Jun 22, 2016 @ 3:17pm
[official] Error / Bug Reports
Lyrae
8 Comments
Dragon32 Sep 23, 2017 @ 4:23pm 
@Lux Manifestus:
Yeah, the way the name lists this mod affects have been set-up in WoTC is exactly the same as in the base game. So, yes.
Lux Manifestus Sep 23, 2017 @ 3:46pm 
Does this play nicely with WotC?
Lyrae  [author] Jul 14, 2016 @ 8:25am 
Probably not @Marshmallow Justice.

All of the .ini files you're describing sit under the 'config' directory whereas the .int ( localisation ) files ( which this mod edits ) sit outside of this directory.

If the linked screenshot is how your "pseudo-mod" is set up, then creating a new "localisation" directory at the same level as your "config" directory with a new XComGame.int file inside ( as described in the remainder of your question ) might work. I have no idea beyond that, sorry! XD
marshmallow justice Jul 12, 2016 @ 7:44am 
Do you know if using Grimy's 7 Tips to Mod Users method can work for this?
( https://i.gyazo.com/cc0470dca844eb2829d837702647db88.png )

I wanted to make changes like this to my own game, but not in the original file, but I wasn't sure how to actually "load it"... ie: the pseudo-mod folder you create via 7TMU is supposed to house all the .ini's from mods that you wanted to change, but I don't know about .int files... would putting "[XComGame.XGMission]
[XGMission]" in XComGame.ini work?

Sorry I'm not really explaining this too well.
unikornus Jun 23, 2016 @ 10:47pm 
I decided to subscribe so I'm sure I will see for myself whether if they all work together or not :)
Dragon32 Jun 23, 2016 @ 4:27am 
Actually this doesn't duplicate what More Cities does. It adds to the names of slum districts (Muddy Bottom etc.) and resistance havens (Humanity Falls etc. I had that one in my last playthrough). It doesn't add new cities (Dusseldorf or what have you)
Lyrae  [author] Jun 23, 2016 @ 3:33am 
@unikornus Yes, correct.
unikornus Jun 22, 2016 @ 5:40pm 
To clarify it adds more diversity to operation names? More place names? Somewhat like those:

Inappropriate Operation Names
Expanded Mission Names

and place names such as:

More Cities ?