XCOM 2
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EvilBobDejanker
   
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3.625 MB
Aug 22, 2024 @ 5:11pm
Jul 1 @ 10:24am
20 Change Notes ( view )

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EvilBobDejanker

In 1 collection by EvilBob22
EvilBob's Cosmetic Only Mods
10 items
Description
Inspired by, and similar to, the Avenger Dejanker mod, this mod is an attempt to fix up and improve some of the "good enough" graphical stuff out there. And, it now also includes broken/missing text entries. The original Avenger Dejanker is not required, but will work together and is recommended.

Most of the things affected are helmed by people who, as far as I'm aware, have stepped away from modding XCom 2, so the updates are unlikely to occur without this mod. For the ones that are still active, I've made sure to give them a chance to see any changes first. This mod is safe to add or remove at any time.

Mods Changed
Full list of changes with links here, summary below.
  • Base Game
    • ADVENT Lightning Reflexes dark event changed to show the lightning reflexes icon, instead of lightning hands
    • Several text updates provided by Zelfana
    • Config error that removed a photobooth quote from male sharpshooters fixed. Also applied to a couple of mods that copied the broken config
  • Ash's ADVENT Warlock
    • Icon for the "Night Terrors" trait copied from More Traits Enhancements and Bridge (if that mod isn't loaded)
  • TheAxeMod
    • Mag tier throwing axe ("Combat Cleaver") had the name used in abilities and its description switched
  • Black Ice Codex
    • Black Ice Quarantine ability icon changed to a person behind caution tape
  • Cerberus Sectopod
    • Description text changed to not be a copy of the Reaper Banshee
  • Celatid Alien
    • Fixed some misplaced pixels in the upgrade arrows of the Mk2 and Mk3 deployable celatid turret armory icons. Turned off SRGB* for all three tiers.
  • Ericpar's HealBomb
    • Changed the ability icon so that the "+" is on the grenade itself to be less covered by the in-game use count. Also added a mini medikit above the line of the use count overlay.
    • Armory icon changed to include the blue glow and has SRGB turned off*.
  • Extended Perk Pack (and derived mods)
    • Changed the "Corpsman" ability to not look like a bonus inventory slot icon
  • The Flood: Replace the List
    • Fixed missing name for Flood Tank Form
  • Heavy Barrel Gun Attachments
    • Fixed broken icon links for tier 2 and 3 upgrades
  • The Hive More
    • Corrected text mentioning "Civilains" or "Civilans"
  • IronLordByron's Resistance Order Overhaul
    • Text on "Incite Power Vacuum" listed a time reduction of 336 days instead of 14 days (which is 336 hours)
  • LOS Preview
    • Ability icons all have a little question mark added to them and have been moved to the far right of the ability bar.
  • Lost2Ork
    • Fixed blank names on Deff Dreads and one type of Gretchin
    • Gave Ork-appropriate names to all their weapons
    • New icons for all projectile weapons
    • All mod-specific abilities given names and brief descriptions
  • Mitzruti Perk Pack (and derived classes)
    • New ability icons for Medispray (spray with crosses in it) and Medishot (cross with a target in the center)
    • New throw/launch icon for Adhesion Grenade mimicking the grid effect seen on enemies hit by it
  • More Traits
    • Trait icons copied from More Traits Enhancements and Bridge (if that mod isn't loaded)
    • Missing text on in-mission popups for Insubordinate and Perfectionist traits also copied from More Traits Enhancements and Bridge
    • Typo in Insubordinate's name ("Insurordinate") fixed
  • MOCX Initiative
    • Added missing text usually only seen in informational mods like Yet Another F1
  • Muton Enemy Pack
    • New armory and ability bar images for the Ceasefire grenade, inspired by the Chimera Squad version
  • Necromancer (and derived classes)
    • Insect Swarm ability icon changed to an insect swarm
    • Most other abilities updated in the "Life and Death" abilities update
  • Psionic Melee
    • Item names changed to "Psi Shard Gauntlets" etc. and text updated. Only applies when Prototype Armory is active, making items are single-build.
  • Purifier Grenades Fix
    • New grenade had no text
  • Requiem Legion
    • New armory image for Alien Nanomedikit, consistent with other Requiem items
  • Rescue Denmother (and derived classes)
    • New icons for Keeper abilities Reposition, Resupply Ammo, and Bandage Throw
  • Reusable Hunter Axe
    • Changed "Recoved throw axe" to "Recovered thrown axe"
  • Richard's Classes (and derived classes)
    • Richard's classes includes several different healing abilities, all have been updated
    • Field Medic, Extra Supplies, and First Aider, given unique icons, instead of all using the base game Field Medic icon
    • Fixed typos in ability descriptions for Distortion Field ("distrots") and Death Mark ("graning")
  • Superior Explosives
    • Plasma Warhead had a typo in the localization that broke the brief summary text
  • Surrender
    • Ability icon changed to a tattered white flag

*SRGB is enabled by default for all graphics loaded into the Unreal Editor. It should be on for 3D object textures, but in UI elements it makes them very dark. It's also an extra manual step to disable, so is easily missed.

Acknowledgement
Big thanks to nelVlesis and RustyDios for the original Avenger Dejanker. nelVlesis for the inspiration and RustyDios for the code (the code here is a little different, but started with a copy/paste of most of Avenger Dejanker).

If you like what I'm doing, you can leave a tip at my Ko-fi[ko-fi.com] page. It's not required, but I do appreciate it!
34 Comments
EvilBob22  [author] Jul 1 @ 10:45am 
Sorry it kind of fell through the cracks, but the changes to Psionic Melee have been done. Rather than worrying about flipping them on or off manually, they have been set to only apply if the Prototype Armory mod is also active.
EvilBob22  [author] Jun 24 @ 7:52am 
Very strange. Now I'm wondering if your local configs are "stuck" on the old version.

The config in the new version should include
...NewImage="img:///UIEBDejanker_LOSPreview.UIPerk_PreviewLOS")
The old version was
...NewImage="img:///UIEBDejanker_Abilities.UIPerk_PreviewLOS")

And that message is saying its looking for the old version using the old file (which is no longer there). If you are starting a new campaign anyway, I'd recommend resetting the local configs; see https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting#wiki_regenerate_user_config

That does reset everything in MCM though, so make note of your settings (maybe with screenshots). You also could probably get away with just resetting (deleting) the XComEvilBobDejanker.ini file in the user config folder.
nekus Jun 24 @ 1:00am 
I have unsubsribed, check the folder went out, and resubscribed, no icons. So, I have commented the entries out in the .ini file and, well, at least I have the old icons and not that annoy message "img (file not found)"
EvilBob22  [author] Jun 23 @ 3:36pm 
That's odd. Try unsubscribing and resubscribing. I had no trouble using the Steam version with my local version disabled.
nekus Jun 23 @ 3:06pm 
sorry, nope, just a new campaign
EvilBob22  [author] Jun 23 @ 10:46am 
Was it from a save done mid-tactical? The most recent change may have accidentally broken those icons on mid-tactical saves. They should be back to normal for the next mission.
nekus Jun 23 @ 10:20am 
Sin celast update I have lost LOS icons in HUD bar, and I am getting this logged repedtedly
[0656.91] Warning: Warning, Failed to load 'Texture UIEBDejanker_Abilities.UIPerk_PreviewLOS': Failed to find object 'Texture UIEBDejanker_Abilities.UIPerk_PreviewLOS'
[0656.91] Warning: Warning, Failed to load 'Texture UIEBDejanker_Abilities.UIPerk_PreviewMovement': Failed to find object 'Texture UIEBDejanker_Abilities.UIPerk_PreviewMovement'
[0656.91] Warning: Warning, Failed to load 'Texture UIEBDejanker_Abilities.UIPerk_PreviewBodyLocation': Failed to find object 'Texture UIEBDejanker_Abilities.UIPerk_PreviewBodyLocation'
Canthyse Jun 20 @ 10:19am 
Yea, thats exactly was my issue, since im playing with single builds. Its a simple text change, but it helps identify the non templar gauntlet.
(Not me, buying that celestial gauntlet, then realizing later its category was not the templar one.)
Im glad your mod helped me with this.
LightenedDark Jun 19 @ 9:23pm 
I too am going to purposely use psionic melee in a very non-templar like way, so when that change gets implemented, I'd appreciate a comment to alert me on how to adjust the name. Mine are going to just be energy blades, a la Halo.
EvilBob22  [author] Jun 19 @ 2:02pm 
Looking at the psionic melee mod, it appears that is intentional. Your psi operatives are supposedly using borrowed Templar gauntlets, so they wouldn't have different names. There is even code in there to copy over the localized text entries from the base Templar gauntlets, which is more effort than just putting in a new name/description. (But, it does explain why your localization changes didn't work.) Changes here are set to run as late in the loading process as possible, so they do work in this case (they run after psionic melee finishes its changes).

All that said, you do have a good point, especially when buying them with mods that make them non-infinite, like Prototype Armory. I'll put something in there, it just won't be enabled by default.