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I have the same problem as Willelmus, but I've tried disabling this mod and the problem persists. Disabling all the other photobooth related mods didn't help, either. No clue what could be the culprit.
the localization files can't actually handle "+" or ".", they can only handle direct indices. This is the reason for my workaround.
That's just about the Photobooth isn't it? I've used a number of mods which add soldier nicknames, mission names etc. to the .int using "+" and they've worked fine.
Would it be OK to add this problem of Cato Heresy's as an Issue on the Highlander Github?
@SingABrightSong:
Think that'd be bugger complex to do. There'd be placing them in the game world (line, mob and wedge formations), adjust the camera to cope as well as the UI widgetry to actually pose and control them. Not saying I wouldn't like it myself for a big squad playthrough but it doesn't sound like a trivial thing.
Yes, the localization files can't actually handle "+" or ".", they can only handle direct indices. This is the reason for my workaround.
The code appends my custom entries (which begin from 0) to the appropriate Photobooth array, so it essentially does what the localization parser can't do.
I have also tried the + method as well with no luck, e.g. +m_arrSquadALines=" , again because I think the lines are being written to the 1st instance of [X2Photobooth] rather than the 2nd.
I did look at your code with interest. My (basic) understanding is that your mod tells Photobooth to look at your array first, then add the base game content. I will attempt a version at my end.
Localization is weird. In particular, there is one problem with your approach -- if you add the quotes starting from 30, what if other mods added to it? They also need to start from 30, which causes conflicts.
As a workaround, my mod includes code that has a separate localized array in my X2DownloadableContentInfo_XXX and copies that one over to the correct location in OnPostTemplatesCreated. You should look into that.
[X2Photobooth]
m_arrSquadALines[30]="Only the very best wear this uniform"
The problem is, the game refuses to accept the new code from a mod. But if I paste the new lines directly into the vanilla XComGame file under the correct section, Photobooth accepts and shows the new strings in-game.
@Robojumper - Does Photobooth handle localization wierdly? I tried putting my lines into your empty XComGame.int file within your mod as a test and it still did not run.
I've also noticed that [X2Photobooth] as a class is actually duplicated twice within XComGame.int It's first used mid-way for the array strings you target to add filters, then again in the post-game text section which adds the photobooth quotes.
This seems like an error, as my lines would be added to the first [X2Photobooth] section and thus not read by the game in the correct order.
Keep'em coming :D
Is there a mod where it doesn't take a photo even though you didn't tell it to take a photo?
For anyone that reads this, how to make "WotC: More Photobooth Options" and "OMC Plugin for WOTC" work together:
-Find your steam folder and go to the workshop folder for "OMC Plugin for WOTC". Note that this is NOT referring to the base mod "One Million Colours" which doesn't touch the Photobooth. It's very likely going to be: \steamapps\workshop\content\268500\1133948141\
-Open the XComEngine.ini within the Config folder
-Under [Engine.Engine], find the 3 lines that are +ModClassOverrides and affect: "X2Photobooth", "UITactical_Photobooth", "UIArmory_Photobooth"
-Either erase those 3 lines, or put a ; in front of them so they stop having an effect. The lines will start as ";+ModClassOverrides" without the quotes. Don't forget to save your changes.
I did some tests, and yeah, it was One Million Colours Plugin for WOTC (I'm gonna refer to it as OMC). Playing without that one meant this mod started working.
That said, I got them working together pretty easy by commenting out the OMC mod overrides on the Photobooth "BaseGameClasses", with no conflict so far (though I'll keep testing and report if they break at some point). They are working both nicely together here: https://i.imgur.com/qmC19FP.jpg
Details (and more) here:
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?
Layouts are defined in flash and can't really be added via the SDK we have.