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I can't even guess what any players have installed.
Also -- XCom2-WOTC version is subject to HUGE amounts of *incompatible* mods.
This mod has been coded in 2018 ... SIX years ago. Our Steam workshop has been infested with thousands of unverifiable UC codes. Mine are stable as proven by the 4700+ subscribers here.
As modders - we simply cannot control how others interfere with anyone else files.
Thus, *Lag* impacts are often confused with other reasons... refer to January 1st 2019 for one of many examples in summer 2018.
Congrats to figuring it out.
;)
I the \steamapps\workshop\content\268500\1200482815\Localization folder, there's a file: XcomGame.int
There's a section called
[X2StrategyGameRulesetDataStructures]
with the following data:
m_strMonth0=JAN
m_strMonth1=FEB
m_strMonth2=MAR
m_strMonth3=APR
m_strMonth4=MAY
m_strMonth5=JUN
m_strMonth6=JUL
m_strMonth7=AUG
m_strMonth8=SEP
m_strMonth9=OCT
m_strMonth10=NOV
m_strMonth11=DEC
m_strMonthDayYearLong="<XGParam:StrValue0/!MonthString/>-<XGParam:IntValue0/>"
After that section there's another one:
[UIPhotoboothBase]
Just take out everything from [X2StrategyGameRulesetDataStructures] to just before [UIPhotoboothBase]
You'll want to do this after downloading the mod, but before starting the game, or you have to rebuild the game INF files.
For example.. my months are listed as "three letters"
Nothing i can do about those kind of weird hacks done by unstable code from other people -- if they aren't aware certain functions (plenty of that in XC2+, btw) need specific attention with runtime checks -- it's not my fault or proper modding awareness that creates minimal/reliable stability with PhotoReBooth, etc.
Can't remember when exactly but someone on the XComModding-Discord claimed to have solved it a few times. Visit there -- you may get lucky.
OK, thanks for your time. I now managed to do what I wanted :).
(2) IIRC, the Icons are initialized in a strict format that really can't alter which & how the process allocates them to particular dispatch tasks. Most of those *DO* have direct naming convention though.. so, the default (compiled) Library already contains whichever versions declared in the INI stack.
Sadly, those PRB_UILibrary files & items aren't editable from the user side. We'd need to completely rework both their structure & access coding -- much too complex at this point since the UC scripting would require extensive logical (CustomTAG) swaps.
RankUp+Dead+Injured?? Not that i'm aware of -- if so, we certainly could have exploited such stuff for other tricky magic. :)
Thanks for the reply! Another couple of questions...
(1) Is it safe to add more lines or remove existing ones?
(2) Is there a full list of available icons (paths) for manual insertion? I found most icons I am interested in inside the XComPhotoReBooth.ini and some in the discussions, but I am struggling to find an icon for Corporal rank. One of the discussions listed ranks from Squaddie to Commander but there was no Corporal there. Also, are there separate icons for RankUp, Dead, Injured states by any chance?
Sure.. refer to the answer from June 27th 2018 on page 4!
Much of these pre-determined text strings are assembled in three category types; SQuadA + B + OP. Mainly defines how the header & footer are structured.
Although self-linking lines (which have some PCT format instructions inside their final hybrid set of calls == <PCT:Operation/> .. for example) can't be touched since such hooks must dig for LOC systems in logical order and within sequential arrays. Anything away (outside) from the <> brackets can be manually edited as long as their generic string patterns are kept.
m_arrSquadBLines[10]="Rewarded by Council or Factions ..[LF]<PCT:REWCOMP/>"
For example.. in the above.. only **Rewarded by Council or Factions ..** can be re-written, etc.
Have fun.
Is there a way to edit lines you select from the picker? I am a competent coder and can figure out what needs changed and where, if you point me in the right direction. It is a bit of a pain editing them manually to suit my preference after every mission.
On #2, if you have a look back to Zyxpsilon's comment on 9 Jul, 2018 @ 1:39am then those redscreens at least are caused by assets being referred to but not actually being present.
Thanks again! :D
I'd have to suggest contacting WOTCLW2 mod author(s) to verify conflicting hints they might have tracked down already.
Nonetheless your notes clearly indicate an Engine wreck which none of us could fix without complex details far beyond what anyone's stable installation(s) would permit (runtime detection of memory stacks). Sadly -- that is the limit of modding. Vanilla code is safe & reliable -- as soon as heavy modding occurs, the risk of failures increases exponentially both in terms of quantity & surely with quality of contexts. Once again -- HL related.
1+2+3+4 == Really seems like LW2 assets spoiling the generic stack & a few Runtime hooks that keep stubbing some default functions.
My first reaction to this status would be that --even though you've already made config-reset steps-- the setup init phase still relies on some "Custom Highlander files" (XcomGame.UPK + Engine.UPK) from whatever source you'd still have installed in the stack.
The trick with Steam Unsubscribe method is that it *CAN* screw up many things in a clean WoTC system even *IF* it might seem the game runs fine or most features act correctly. In particular .. the Community Highlander & LW2 UPK systems would certainly conflict in a false re-init phasing of on-going attempts to fix messy situations. Safe rule-of-thumb; never use two different HL simultaneously or keep one installed when another is activated.
[quote]Log: LoadAnIniFile was unable to find FilenameToLoad: D:\Program Files\SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\..\..\XComGame\Config\DefaultPhotoReBooth_MCMScreen.ini [/quote]
4. This, for a few icons.
[quote]Warning: Unhandled localization tag: 'Ability:WOTCLW2SW_COLOR_2_OPEN'[/quote]
1. Tons of these in a row, with various AnimationOffset values.
[quote]Error: Redscreen: ImportText (m_arrAnimationPoses): Unknown member bShowTemplarShardBlades in: (AnimationName="Photobooth_ShieldPoses",AnimationOffset=.25,AnimType=ePAFT_None,bShowTemplarShardBlades=false)[/quote]
2. A bunch of these, referencing various icons from "DerelictFacility Dr. Vahlen's Facility" to "AshFlameViper".
[quote]Warning: ImportText (Icons): Missing closing parenthesis: (IconName = Valentines Viper , IconPath = "PRB_UILibrary.Tug_ValentineViper")[/quote]
(More forthcoming, Steam is limiting me to 1,000 characters.)
One thing to be said about the proverbial "Config Reset" fixes is that there's no guarantee the process could repair everything at once. A slight flaw and the Load/Reload order can ruin any given attempt while default systems try coping with such backend raw twist cycles.
Soooooo.. i am sorry i can't help any further other than you could analyse LOGs & other hints. Good Luck!
I've unsubbed from One Million Colors and all its associated sub-mods, I've gone through and disabled everything I can think of that modifies the UI (for instance, a color-coded bonds mod), tried the classic fixes (deleted and re-generated Config, made sure to use the mod manager, which finds no conflicts)...
I'm really not sure what could be causing it at this point.
Thanks for the explanation. And the linked snapshot will come in handy some day. I might have to add other images in Photoshop, but that's not really a problem once I have the images I need.
And I will give those other images a try.
Thanks again :)
For example -- sometimes, i want(ed) to be reminded WHO killed any of the three Chosen. I have tags elsewhere with different naming convention. These Icons are 48x48 instead of 64x64 & might need to be declared in alternate sizing code.
Tug_CH-WA (Warlock)
Tug_CH-AS (Assassin)
Tug_CH-HU (Hunter)
Even the Rulers have their own tiny symbols...
Tug_AH-VK + Tug_AH-BQ + Tug_AH-AK
Furthermore for fun.. try any of those -- iVIP_Good or Tug_Elerium or BIO_Tundra or CXonceal.
Plenty more possibilities... lemme know how it went. Enjoy. ;)
Ranks & Classes symbols can be altered by manually editing the corresponding default tags as listed into the "New Posters Details" post #2 \\Under the "(RB) Files Convention" paragraph// in Discussions.
Sooo... if you want a specific MVP icon.. the formula must be typed as "MVP_Reaper" for example. Similarly.. a ranked Captain would require this text "PR3_CPT". And so on!
These text strings refer to pre-embedded files.. Refer to the Snapshot linked below for the exact set(s) available.
https://i.postimg.cc/C58G6xvP/MVP-PRS-Files.png
Otherwise, nothing else can be "added" since such custom resources are compiled in a finalized UPK archive.
The editing process is hinted about on Steam Preview Image #5 above (Top-Left side).
So, my main beef is with the Report Boxes... I was actually gonna ask something different, because I just now figured it out what I was gonna ask, so let me ask another question, would it be possible to link to other class symbols for the MVP tag? Same with rank symbols. Any idea how to get modded ones there? (I'm referencing image #3)
And again, fantastic mod. I'm really glad you did this.
It's just another case of complex hybrid attempts that should never work together however hard we try -- unless Firaxis does a swooping set of tricky changes to the native resources which i doubt will happen at this point.
Sorry.
I could understand how some Armor mod would throw a wrench in a function somewhere & trickle down as far as PhotoBooth functions or key components.
It has to do with *HOW* the poster soldiers are being spawned.. on every attempts the engine has to re-organize their 3d assets (including armors too, btw) one-by-one until the squad is ready for visual composition.
Kinda cumbersome in some ways.. but Firaxis coders probably HAD to prevent loopholes bigger than what everyone could imagine. AKA -- external mod conflicts! ;)
I've been painstakingly restarting over and over using a Quicker Start to skip gatecrasher and kill off a character every round automatically. Disabled over a hundred mods in batches of 3-4. I'm almost positive the culprit is [WOTC] GrimStyle Armor. I had a few other possibilities but they've seem to worked themselves out.
I find it funny that it was an armor mod. I'm running nearly 550 mods with 400 of them being actual mods and not voice packs. Lots of changes all through out. I expected it was a UI mod, like "Configurable Headshots" messing up the buttons, not a cosmetic armor mod.. Now to play the game. It's been a few days.
One thing to know for sure... some tricky MOD(s) combinations can ruin any good (or sufficiently reliable) setups.
It's safe to assume certain features (if & when overloaded by numerous modded elements) are more fragile than others.. and sadly the PhotoBooth itself is such a risky device. Which is why we took extra care into building it with extremely limited impact on stability. When TLP got released, i was happy to see the overall changes were minor & determined only the supplemental Poses could affect specific conditions provided people realize too many corrections via mod inputs can break something.
As modders we can only predict so much and most often than not, would get somewhat lucky in fixing a few small issues.
Keep at it -- you'll likely discover other important secrets along the way. Rest assured.. our PRB code is solid & has been essentially proven very stable under "Vanilla conditions".
For whatever reason the photobooth just seems to be broken using this mod on my other save, but works fine with new saves. I guess a mod conflict in the save file itself. All I can do with it on death and bonding screens is get the camera to goto one spot on the Avenger and lock up.
Checking logs this is the only one that jumps out at me:
Warning: Warning, Failed to load 'Texture UILibrary_XPACK_Common.posterIcon1': Failed to find object 'Texture UILibrary_XPACK_Common.posterIcon1'
Postericon1-21, if you have any input I'd appreciate it. Some of the features from this I consider core to how I play the game now. lol. Thanks in advance!
Thanks! Never thought of looking in the .int file, checked out the .ini and started poring over the .uc files. And soon got lost with those :)
[X2StrategyGameRulesetDataStructures]
Effectively commenting (rem'ing) these strings off.
If you prefer to eliminate such Red-screen warnings from your LOG(s).. simply add a semi-colon ( ; ) in front of each lines to 'rem' them out of the default auto-processing steps for INI components like this... That small edit won't affect any other mod functionality, btw. They'll just be ignored.
; +Icons = (IconName = DerelictFacility Dr. Vahlen's Facility, IconPath = "PRB_UILibrary.LOC1-Facility")