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No way for me to fix those issues, sorry.. but good luck, tracking down the flawed mod(s).
Everything works just fine here even through multiple hybrid installation setups with or without authentic LW2 "products" except maybe the most recent hacky attempts from "Long War of the Chosen" which wrecked up a **LOT** of system elements. Even "Covert Infiltration" can mess with other LW2 caching steps unless custom edits are executed by skilled users.
- Uninstalled WoTC DLC
- Deactivated all mods in AML
- Deleted Config folder again
- Unsubscribed / re-subscribed to this mod + dependencies
- Started new save with just this activated
Class icons stil don't appear, only the text is colored. Loot and Research shows-up OK I think.
https://imgur.com/a/dxzTRM2
Kinda regretting messing up with these mods now. :)
Will try a new Campaign, but not sure if that's the problem.
It might isolate the cache while transiting the vanilla squad list function or the swappimg process.
You could try that..
1) https://steamcommunity.com/sharedfiles/filedetails/?id=1128263618
.. which uses alternate methods to parse the Classes Icons and thus validates the UIScreenListerner hooking steps to redefine the library paths.
OR
2) Does your setup include WOTC expansion?
Then.. you need *THIS* --- WoTC_qUIck_LW2 version while deactivating the above.
https://steamcommunity.com/sharedfiles/filedetails/?id=2708082133
Identify that mod name and i might figure out why.. but, the Classes Icon colors are only generated by this anyway.
Research numbers are a way to find the order of which projects get done, early to later. Their colours represent categories; autopsies, story-steps, techno, etc.
If you want more details, just ask me any extra questions.
Note; WoTC-DLC requires another (qUIck) version of mine.
Quick question though: Do you have a link to a general guide or something? I'm not sure what all this means. What are the numbers to the left of the research options for instance? I need something like a map key for all this stuff. Have one?! :-)
This ingame variation by LongWar ruleset is simply a matter of interpretation of *that* specific POI process as it relates to whichever Chaining cycle. The point being that the player doesn't have to identify immediately what the mystery truly is at **this** particular pre-mission moment.
Anyhow.. my opinion still stands.
Edit the "Intel Package' wording back in -- if you want.
https://discord.com/channels/590853492084572170/590853492084572172/844329964940558346
Since it *is* a (RewardDummy_POI) the default intention was to HIDE such detail from us all. Same with the other one right below (Reward_FacilityLead), btw.
IMO.. it just doesn't make sense to keep that info from anyone -- thus why i wrote it up. Specially because it **IS** a precious strategy reveal.
You could always re-edit that string back with the default text if that's annoying.
If it's any consolation.. the WotC version works just fine overhere. :)
im sorry i wasted ur time and i appreciate everything you have done for me. i will still use this mod even if i dont see class and rank color. maybe in farrr future when i buy WotC dlc i will enjoy it even more
cheers
But as long as you already tried.. we'll just go straight to crazy step TWO!
a) DE-activate the previous #855089938 mod by making sure you un-check it from the AML list.
b) Find this folder in your "..Steam/SteamApps/Common/XCOM 2/XComGame"
c) Create a new folder called Mods
( It will be inserted between -Localization- and -Movie- )
d) Dump the provided qUIck_LW2 folder as is entirely into it.
e) Edit the ModInfo line as suggested above.
f) Start AML & check-box that newly added local copy.
g) Do the same as previous b) Load/Exit.. steps.
h) Cross-fingers. :)
From then on.. **IF** no changes happened -- there nothing much i can do to solve the flaw indirectly or otherwise beyond rational logic without heavily hacking pre-compiled U code (99% chance of failure anyway).
Sorry.
Are you sure you want to proceed? Please be warned that this is very likely to crash your game. Offending mods:
qUIck_LW2
even with this error i tray it. still no class icons
Alright.. here's the best way to verify what needs to be done.
I will explain anything in a few unique steps that would possibly solve the proper issue(s).
First.. grab this Zip file from my DropBox server;
(( https://www.dropbox.com/s/rysvlugz8zzt6my/%28ViP%29qUIck_LW2.zip?dl=0 ))
You'll have two distinct folders in there;
1) ManualEditingSteps (some stuff to handle while you progressively try to install what's needed)
2) qUIck_LW2 (the complete "valid" version that should match with your setup if fully required)
NOW.. for the initial attempt -- rapid, easy but must be tried to make sure.
a) Take the "qUIck_LW2.u" file from #1 above & copy it directly in your current Workshop #855089938 mod into its Script folder .. overwriting the previous u-version.
b) Load the game once -- exit -- then reload the game again, start.
c) See if the Classes+Ranks Icons are activated. If not we'll have to go through another process -- later on.
do u want something like this?
https://i.ibb.co/gPR0thp/LW2-mods.jpg
my mods with links
https://pastebin.com/EJVuAjAv
there is 3 conflict but even on mods description it say it will be conflict but is working fine
PS; While i go dig for the right stuff from 04-2020, you could do me a favor and take a snapshot of the AML opening stack of installed Mods (where we check-mark to activate anything).
This would help me evaluate the impact of using a newly added Local copy of "qUIck_LW2" within your valid general setup structure (with all necessary mods) since both SwappIMG & LAByrinth should be alright as is (subscribed).
ok i can see u have gr8 news. i tray to win LW2 for so long i can wait for 1 week or month.
to this point and whatever happens later i appreciate your help :D
I had rebuilt my Local Mod-Copy (of qUIck_LW2 alone) to maintain compatibility through most gameplay conditions.
So i went all the way back into old G:/Drive backups to verify what the compiled systems were and i **found** the exact working folders that included the "CallbackData" fix... dating back to April 2020! That Alienware R6 PC got struck by thunder accidentally in August that year anyhow. Bought another (R11) -- back in action. ;)
I'll have to grab such precious files from the 1TB-Seagate-HD later this week & then.. come back here to give you a Zip & explain how to proceed.
Maybe that would solve this issue for you.
Be patient .. .. ..
The only rational solution would be to re-compile a new "mod" with the inserted argument in its Listener UC script file. Sadly (as i said earlier) my ModBuddy/VB system is simply screwed up. Unless you could convince someone else to rebuild the U component "externally" (or hack something directly.. extremely difficult if not outright impossible!) -- i doubt the feature would ever work again as intended.
Sorry.. can't help. :(
IIRC, the Vanilla code was altered in-between "versions" with a new WebApplication hook. Sooooo... the compiled UC script is missing that argument/instruction.
Check this file.
1) SwappImgLW2_UIScreenListener_Extension.uc
2) Go to line #14
3) simulated function EventListenerReturn ApplyImageOverrides(Object EventData, Object EventSource, XComGameState GameState, Name EventID, object CallbackData )
4) IF your copy doesn't have the "CallbackData" trailer string after "Name EventID" the script wouldn't work correctly.
5) BUT.. since every mods are pre-compiled into (.u) files from the "Script" folder -- the active runtime code could just fail without the above CallbackData string.
Sadly, that's the low down facts.
(...) CONT
Unsorted (4):
Long War 2 LW_Overhaul 844674609
qUIck_LW2 qUIck_LW2 855089938
LAByrinth LAByrinth 726644031
SwappImg SwappImg 694875779
https://steamuserimages-a.akamaihd.net/ugc/1713031827374331837/CD9FDC81E9D771536997E75A125248F310DA51EE/
do i need to put ur mods before LW2?
i will tray ur way 1 by 1 mod load. idk why i did not think of that.
i know is old but i never finish LW2 legend ironman i got like 5-6 crash-bug under Avenger. most of the time it was late and very late games. slow play ik.
so im back since i discover uniform manager do that crash-bug
any conflict i got will post here
Worth noting is that all of the qUIck series already have some protected LOAD-Order tactics within their functions and components.. i doubt it would cause what you are describing.
Otherwise.. there really isn't much i can do anymore since my VB program & ModBuddy toolset has been wrecked beyond repairs. Sorry.
First thing to verify.. do you play with **WotC** for LW2? Cuz.. there is a specific WC_qUIck version for that on the Workshop.
Secondly if you play with XC2-Vanilla.. hard to tell if there *is* a real mod conflict since you're already processing your Mod list via the AML tool. In particular, i saw that you properly hook the global assets with my SwappImg linker. Thus... the runtime feed should proceed as intended.
The only rational method to diagnose such issues is to de-activate most if not all other mods except mine & check if the HUD/UI features are correctly presented as is. If so.. you'd then have to progressively re-activate each of your "familiar" mods one-by-one until the flaw occurs again.
... (CONT)
i did all what can be done to make it work. unsub & resub multiple times. always deleting all config files... the only thing is working is pic. 1 and 4 squad image and items, research, black market.
i really want that shiny class and rank collors pic. 2
do i need to copy & paste something? what mod order need to use in AML? do i have some mod conflict that AML dont show? here is my mod list https://pastebin.com/2rYtcRmV
LAByrinth mod mostly provides supplemental Assets like Tags & colored Strings (Icons/Symbols for various gameplay elements like corpses, etc). As shown on the 4th preview sample.
Should be easy to find in the most recent Workshop stack.
https://i.postimg.cc/9MTjnxNH/Steam-Teaser-5-SQI.png
:)
I've finally found the guts to follow up the newest WoTC-LW2 team & was happy to see they've made a lot of progress implementing the essentials in the last few months.
Went to GitHub (it's only available there for now), installed everything, started testing a few "important" QoL mods (from others and mine) -- after a swift verify .. i realised the entire qUIck assets and components could be ported rather easily to their gameplay structure and special coding mechanics. Mostly a matter of checking out data flow and various custom INI+INT hooks.
Sooooooo -- i'm presently working hard at this adaptation. Stay tuned for more details -- soon! ;)
Just make sure you use Notepad++ as it will (or should) save in the proper "UCS-2 LE BOM" format which validates various extra ASCII characters.
#1857....
[Reward_Dummy_POI X2RewardTemplate]
DisplayName= "Intel Package"
#1869....
[Reward_FacilityLead X2RewardTemplate]
DisplayName= "Intel Package"
You're on our own for this small task!
Also, IMO it's better to NOT know whether a mission is Lib 1 or not, or whether it's a facility lead or not, it brings more uncertainty to the game and encourages you to try more missions. Then the pleasure is greater when you pull the winning ticket too :)
faket15's bugfixes on LW 1.5 if you're familiar with them, actually does away with the intel package thing for Lib 1, so you don't know.