XCOM 2
[WOTC] [FINAL] Unrestricted Customization Redux
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Update: 16 May, 2022 @ 10:32am

v1.6

BUGFIX/UPDATE: So I noticed several things going a little awry after the 1.5 update but brushed them aside blaming my poor memory and overworked modding time ...

However Baldemon reported an issue that some of the cosmetics from Modular Warden Gear by SentySent had gone missing.

A slight investigation and I decided it was time to just try and abolish the Duplicate Item issues. I changed up how the mod handles initial assignment of templates > parts, and what it does on discovery of a "duplicate"... it now assumes that is also another new part and logs it too as a fresh template_$_part.

This has had the nice side effect of making the Thighs & Shin Tail options from Anthro Cosmetics Cooked by Iridar also useable AND unlocked some female helmets from the recent update of the Quarian/Tali Squadmate by Kexx, which had also slipped into the void.

But it also unlocked a fair few "other" items, that could be considered duplicates. Can't win them all I guess ...

Update: 10 May, 2022 @ 6:50pm

v1.5.1

BUGFIX: Hopefully.. should fix crashing issues for people that was experiencing them on Cancel of Selection (not choosing a part and exiting by right-click/esc).

Sorry for the issues !

Update: 10 May, 2022 @ 9:31am

v1.5

BUGFIX: Reverted the previous versions UC modifiers for Upper/Lower face props as it was causing an issue with -some- interchangeable parts not displaying correctly.

Update: 8 May, 2022 @ 10:02am

v1.4

UPDATE:
Now works with SPARKs!
Now works with Head Customization options!
New 'see all options' UI layout, no more scrolling for legs/thighs/shins.
New MCM option for seeing the 'full body' (legs camera view) whilst choosing any cosmetic!

BUGFIX: Finally think I squashed all of UC's original "Arm" bugs. Units that have either individual left/right arms should get the dual-arms set to 'none'. Likewise selecting a dual-arms options will set individual left/right arms to 'none'.

BUGFIX: Fixed the filter rename and checkbox edit options. Should now be persisting across saves/loads.

Update: 21 Nov, 2021 @ 8:12am

v1.3

BUGFIX: Hopefully !! ... fixed an issue in the Character Pool where appearances are not being saved correctly

Update: 15 Nov, 2021 @ 7:16am

v1.2

UPDATE: Screens with a filter panel now also have a text-input SEARCH bar.

Yes you read that correctly, I added a SEARCH bar to UC !
MANY HUGE thanks to Iridar for the code this was based on.

Added the russian translation by Aks. Thankyou!

Update: 13 Nov, 2021 @ 3:45pm

v1.1

UPDATE: Minor update to the UI boxes. They now have nice rounded background displays like most other panels and a small degree of alpha. Many thanks to Xymanek for the pointer :)

Update: 13 Nov, 2021 @ 10:25am

v1.0

PUBLIC RELEASE:
Mod is now public under the permission given by Toxic Frog.
Please see here for the Original Versions Change Log Discussion

Lets hope I haven't broken anything!

Update: 12 Nov, 2021 @ 2:25am

v0.4

NOW FRIENDS ONLY - Toxic Frog has given permission for me to upload, so if my friends can test it works, we're all good !!

Made a new MCM toggle for "Progressive Update". This option was inspired by a suggestion from Kexx. It allows each new armour equipped to retain the current appearance, always updating the stored appearance.

So:
Global Appearance OFF: Progressive Update OFF:
Vanilla behaviour, each armour is randomised on first equip, but thereafter retains armour-specific appearance

Global Appearance ON: Progressive Update OFF:
Normal Old UC behaviour, each armour copies the appearance of the current armour on first equip, but thereafter retains armour-specific appearance

Global Appearance ON: Progressive Update ON:
Kexx's Desired behaviour, each armour copies the appearance of the current armour, always, armour-specific appearance is always updated to the current appearance

Update: 10 Nov, 2021 @ 5:06am

v0.3

Personal Private Upload - due to some friends having lost all thier mods both workshop and local due to HDD crashes, I'm going to use Steam as a 'mod backup cloud'. :)

Fixed the 'arms' fiasco ... now it should no longer display or use an 'arms' if either 'left arm/right arm' are selected .. and vice-versa (if either a 'left/right arm' are selected the 'arms' should blank out)

Made a change to the "Global Appearance" MCM toggle.. it should now be CHECKED ON for "all armours look the same"
and OFF for "each armour has unique appearance" ... Toxic Frog's original code had the armour lockout happen irrespective of what this toggle was ? ((unless I'm reading the code wrong -- which, lets face it, is highly possible !! ))