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That's three people now expected NOT to come here to spread "Incompatibility Claims" about my mod - since every XC2 players can still decide what they want to use.
How i interpret any facts is my own business. If you have an MCO while activating this mod simultaneously to yours - i'm not arrogant (Right Rusty?) enough to tell you what to do in any shape or form.
Insults stop here. Leave me alone, on Discord included.
1) The Archives structure has been Hi-Jacked by their inserts and thus wrecked the default formatting methods while pushing mine below theirs
2) Their Bestiary functions will likely crash -- this has absolutely *nothing* to do with my UIInventory_XcomDatabase class
3) There *IS* a conflict.. but it is related to which features players might prefer for their OWN needs
4) I tried to reason with them but it looks like they're more interested by such new toys than sharing a reasonable solution.
I'm going to seek for an indirect caching trick to sustain both our stacks in TWO distinct menu hooks.
In the meantime, my subscribers can still use WC_LAByrinth as is -- but don't blame it for occasional crashes.
Modders do such extensive projects for various reasons; mine is a deep "Love" for Firaxis excellent products (for Civ-6 too in my case).
But XCom-2 is in class by itself. WC-LAByrinth was meant as a formal (in-Game) expansion to the Pedia Articles which i felt were lacking some comprehensive gameplay details -- without having to log on Web-Sites or "Wiki" stuff.
It was a challenge but really worth its 250+ Hours tasks.
It's priceless feedback like yours that propels us further into the Modding "business" for free!
Players just have to scroll up/down to find what they want. :)
Worth noting is that both cannot be "incompatible" with anything since they only apply custom HTML strings to localisation systems within the Archives. Essentially external to gameplay functions and other process.
2) I imagined, no for me it is not enough, however, there are several guides online so it doesn't matter :)