XCOM 2
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Expanded Lexicon
   
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22 jun. 2016 às 14:09
23 jun. 2016 às 5:14
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Expanded Lexicon

Descrição
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
Discussões Populares Ver todos (2)
6
20 dez. 2016 às 13:58
[official] Suggestions and Requests
Lyrae
0
22 jun. 2016 às 15:17
[official] Error / Bug Reports
Lyrae
8 comentários
Dragon32 23 set. 2017 às 16:23 
@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 23 set. 2017 às 15:46 
Does this play nicely with WotC?
Lyrae  [autor] 14 jul. 2016 às 8:25 
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 12 jul. 2016 às 7:44 
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 23 jun. 2016 às 22:47 
I decided to subscribe so I'm sure I will see for myself whether if they all work together or not :)
Dragon32 23 jun. 2016 às 4:27 
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  [autor] 23 jun. 2016 às 3:33 
@unikornus Yes, correct.
unikornus 22 jun. 2016 às 17:40 
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 ?