XCOM 2
WC_PhotoReBooth
152 Comments
Zyxpsilon  [author] Mar 4 @ 5:45am 
Yes... it's likely caused by your PC 'minimal' system settings/config (Memory, components, etc).
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.
FCKING UNLUCKY! Mar 4 @ 3:42am 
Mod causes huge lag for some reason?
Splinter Sep 1, 2022 @ 4:02pm 
Right, it was just coming from in your mod. That folder is in the PhotoBooth mod.
Zyxpsilon  [author] Sep 1, 2022 @ 5:00am 
Yes.. that *IS* the code section i was referring to.
Congrats to figuring it out.
;)
Splinter Aug 31, 2022 @ 11:10am 
I actually fixed it.

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.
Zyxpsilon  [author] Aug 28, 2022 @ 6:41am 
IIRC.. this "Dating" flaw has been caused by another mod that alters the "TextLayoutTemplateManager" and overrides the strings assigned by (some or multiple) default INT files + data stacks/arrays.
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.
Splinter Aug 27, 2022 @ 6:16am 
I second the wonky date thing. Makes me a little. sad. Still a great mod.
Dummie May 24, 2021 @ 3:32pm 
For some reason this mod turns my soldiers birthdates' format, not showing the year in the process. Will have to uninstall for now, heads up for anyone else facing this problem.
Zyxpsilon  [author] Mar 30, 2020 @ 7:58am 
Glad you like it.. but, sadly Controller support can't be done (efficiently) in this specific code components.
townkrier Mar 30, 2020 @ 5:47am 
Absolutely love this mod, but the line picker part isn't compatible with controller :(. As of now I'm just randomizing until it looks good, so I still love the mod!
Zyxpsilon  [author] Aug 19, 2019 @ 6:52pm 
Not responsible.. IIRC, this flaw has been known to happen with some mysterious combo of more than two mods -- but it only occurs in specific "conditions" related to somebody HUD settings.
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.
GBOverload Aug 19, 2019 @ 3:32pm 
@Zyxpsilon He, found a bug, when I go into photobooth, it sends me to a viewpoint of the underside of the avenger.
Red Wizard Aug 9, 2019 @ 11:30am 
@Zyxpsilon

OK, thanks for your time. I now managed to do what I wanted :).
Zyxpsilon  [author] Aug 9, 2019 @ 9:11am 
(1) Probably not.. but you can try it as long as the Arrays numeric cycle is respected within every types (A+B+Op).

(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. :)
Red Wizard Aug 9, 2019 @ 7:47am 
@Zyxpsilon

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?
Zyxpsilon  [author] Aug 8, 2019 @ 8:33am 
@RedWizard..

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.
Red Wizard Aug 8, 2019 @ 7:13am 
This my have been answered before, but Steam's discussions are horrible to search through. So here it goes.

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.
Dragon32 Jun 11, 2019 @ 8:22am 
@Sheriff of Nothingham
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.
The Former Jun 10, 2019 @ 8:12pm 
Yeah, RPGO is proving... particularly volatile. My game is held together by duct tape since I started running this mod and its several plugins, haha. I still love this mod, though, and will definitely make sure it's in proper working order next time I do a run without RPGO. :)
Zyxpsilon  [author] Jun 10, 2019 @ 7:51pm 
There you go.. congrats on performing a solid diagnosis for that specific weird flaw. I'm not surprised at all that the *RPGO* plugin (and related extra elements like Classes + Perks) stuff would somewhat interfere in a few key components (such as indirect composite strings) of our PRB mod, in fact.
The Former Jun 10, 2019 @ 7:08pm 
Noted, thanks for the replies. I'm pretty sure what's happened is... I have a WOTC LW2 classes and perks mod for one of my recently installed RPGO plugins, and that may be what's doing it. I think for now I'll keep using it as inspiration for manual quotes, as I generally have an idea what it WANTS to say anyway, but I'll keep this catch in mind for when I really, really wanna get it working properly again.

Thanks again! :D
Zyxpsilon  [author] Jun 10, 2019 @ 4:13pm 
In terms of my mod components -- it simply proves they are stable since they must react to some faulty state caused by external forces (HL+).
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.
Zyxpsilon  [author] Jun 10, 2019 @ 4:05pm 
Oh -- catchy stuff in there!
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.
The Former Jun 10, 2019 @ 9:43am 
.... My quote syntax flopped, but I hope it's all still readable. :P
The Former Jun 10, 2019 @ 9:43am 
3. This, for various mods.
[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]
The Former Jun 10, 2019 @ 9:41am 
Not sure if any of this will help you help me troubleshoot, but here's some stuff found quickly in my logs with a ctrl+f of "photobooth" and some related glancing. Some of these may have nothing to do with PhotoReBooth, but if they look like icon or LOC issues, I'm noting just in case they're related to the issue and you see something that makes you go "Aha!"

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.)
The Former Jun 10, 2019 @ 9:25am 
Hmm, I see... Unfortunately I'm not very versed in XCOM 2's under-the-hood modding procedure, so I'm not sure I'll know what I'm looking for, but I'll give everything a thorough look and report back if I happen to discover the problem. Thanks for the reply!
Zyxpsilon  [author] Jun 10, 2019 @ 8:11am 
Hard to tell precisely.. but as a guess -- i would lean towards LOC(alization) files being somehow wrecked externally or at runtime. Our parsing method is sensible to Array swaps which require direct access to various "fragile" components. We can't really control such variations and judging from your symptoms, neither should the Engine related hooks.

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!
The Former Jun 10, 2019 @ 1:04am 
Getting a few weird bugs. Strange glyphs in the generated text, raw tags that don't translate to strings, and things like "<every possible elite right in a row>... escaped!" when none of them were in the fight. Not really sure what would be causing this.

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.
Graymalk Feb 4, 2019 @ 12:50am 
@Zyxpsilon
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 :)
Zyxpsilon  [author] Feb 3, 2019 @ 11:47pm 
BTW... you could even try some tricky swaps with a few extra images already present in the UPK after finding out what they are or represent.

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. ;)
Zyxpsilon  [author] Feb 3, 2019 @ 11:17pm 
@hansonbock .. thanks!

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).

Graymalk Feb 3, 2019 @ 11:09am 
First, let me tell you: Fantastic mod. You've done a great job with it. It's very cool to track the campaign this way.
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.
Zyxpsilon  [author] Dec 31, 2018 @ 9:36pm 
Sadly.. we've already tried many times over without any luck & i don't think -BountyGiver- would ever be willing to enhance his code further to alter (once more, btw!) the guilty function(s). Even our own duo of minimal scripts (Tactical & Strategy) aren't really capable to fix what Vanilla and WotC assets require for direct compatibility.

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.
[BBG]OmegaX123 Dec 31, 2018 @ 12:12pm 
Any chance of/update on a compatibility fix for One Million Colors WotC plugin? I really want to give this a try but I don't want to lose my ability to use the OMC palette on my hero classes.
Zyxpsilon  [author] Dec 14, 2018 @ 8:01am 
Thanks.. my pleasure!
hambil Dec 14, 2018 @ 6:11am 
Your original XCOM:EW Long War mod was an amazing feet, and definitely made my games more enjoyable. Now you are doing the same kind of work here in WoTC. I truly appriated your graphical skills and your willingness to bring them to the XCOM Franchise.
Zyxpsilon  [author] Nov 16, 2018 @ 11:13pm 
Right.. don't forget to PLAY. After all, we just need regular fun to open up our minds to more serious tasks -- like finding out how to fix some stuff around.
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! ;)
Hohen Nov 16, 2018 @ 8:03pm 
Thanks for the words of encouragement! I really like this mod only want to see it get stronger. I myself don't know a lot about coding, especially for 3d games, but what I do know of it is small little insights can open huge doors...sometimes

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.
Zyxpsilon  [author] Nov 16, 2018 @ 5:49pm 
Glad to see you are making some progress in that quest for "solutions".
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".
Hohen Nov 16, 2018 @ 4:23pm 
Okay, after more testing it seems to have something to do with mods that add armor. I'm getting the same photobooth lockup on new games right out of gatecrasher with dead soldiers but it's completely based on armor mods, and it's several. I'm narrowing them down one by one but it's taking awhile.
Hohen Nov 16, 2018 @ 1:58pm 
After a couple days of extensive testing with my mods the only thing I've been able to definitively find is Configurable Headshots hides the choices for filter and the other options but doesn't seem to effect overall processes of the mod.

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.
Hohen Nov 15, 2018 @ 6:25am 
Hmm. XPACK, that's the expansion right? Weird. I've verified and reinstalled yesterday in hopes of fixing things. It's a real shame I love the line picker option. If I figure it out I'll post my findings.
Zyxpsilon  [author] Nov 14, 2018 @ 11:18pm 
Sorry.. no idea what could cause this. Certainly looks like some XPACK files might be missing though.
Hohen Nov 14, 2018 @ 10:50pm 
I know it's a random mod conflict but I can't seem to find it. Whenever I try to go into the photobooth from Soldier Bonding or Soldier Death I'm greeted with a black photo that I can do nothing with. Disabling this mod seems to let me enter the photobooth no problem, at least from the death screen.

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!
Dragon32 Aug 9, 2018 @ 12:07pm 
@Zyxpsilon:
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 :)
Zyxpsilon  [author] Aug 8, 2018 @ 5:40pm 
@Dragon32 Sure, easy... find the "XComGame.INT" file in the Localization folder and put a semi-colon ( ; ) character in front of all 13 lines (which start with 'm_str') inside the section with this header instruction (which could also be discarded , btw)..
[X2StrategyGameRulesetDataStructures]
Effectively commenting (rem'ing) these strings off.
Dragon32 Aug 8, 2018 @ 3:10pm 
Is there anyway to stop this mod changing the date format? It means the Geoscape doesn't show the year and soldier birthdays don't actually show what year they're born?
Dragon32 Jul 9, 2018 @ 11:18am 
Thanks for the info, Zyxpsilon
Zyxpsilon  [author] Jul 8, 2018 @ 5:39pm 
Good catch.. those were actually planned to handle external assets that i just couldn't test thoroughly on my own setup. Sebkulu wanted to have them since he has such mods installed in his structure.. he never got to contact me if they were alright though.

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")