XCOM 2
WC_LAByrinth
101 Comments
Zyxpsilon  [author] 16 Jun, 2022 @ 7:04pm 
I'm going to tolerate that kind of remark *THIS* once only.
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.
MrCloista 16 Jun, 2022 @ 5:56pm 
The only thing there is is an MCO conflict. That is it. Get your facts straight.
Zyxpsilon  [author] 16 Jun, 2022 @ 5:34pm 
Contrary to what RustyDios & Kexx are claiming on their newest UFOPedia+Bestiary gimmicks, this mod is fully functional as is except for these specific features...

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.
Zyxpsilon  [author] 25 Oct, 2021 @ 11:35pm 
Thanks a bunch @Wags.

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!

Wags 25 Oct, 2021 @ 1:08pm 
I very rarely mod games but figured I'd finally look for a few non game changing enhancements. This mod is extremely informational and extremely well organized. It is so well done that I think the developers should have paid you and patched it into the game. The time and effort you (and the others you gave credit to) put into this mod is very much appreciated. Very well done!
Zyxpsilon  [author] 20 Oct, 2021 @ 8:57am 
BUT -- actually, there are some distinct articles (6) directly related to *LONG WAR 2* (alone) at the end ... a specific Tech-Tree Index, various ruleset notes, etc. Most details located everywhere else (except for WotC, of course) offer basic XC2 infos that are still relevant to LW2.

Players just have to scroll up/down to find what they want. :)
Zyxpsilon  [author] 20 Oct, 2021 @ 8:40am 
Nope.. the only alternate version is basic XCom2 (LAByrinth).
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.
AquiloSpiritus 20 Oct, 2021 @ 5:57am 
Is there a version compatible with LW2 without WotC?
lelesiriosc allkeyshop.com 21 Aug, 2021 @ 8:57am 
@Zyxpsilon
2) I imagined, no for me it is not enough, however, there are several guides online so it doesn't matter :)
Zyxpsilon  [author] 20 Aug, 2021 @ 8:57am 
2) Oh yes, that... i've only made some swift overview articles for those three with generic details and quick GFX reference summary sheet(s) -- into "Resistance Factions + Squads" section. I thought the default Skill Trees have enough info within the "Tooltips".
lelesiriosc allkeyshop.com 19 Aug, 2021 @ 9:53am 
@Zyxpsilon
1) too bad, it would be much more comfortable
2) and the best skills of the 3 new classes (Reaper, Skirmisher and Templar)?
Zyxpsilon  [author] 17 Aug, 2021 @ 8:49am 
1) On purpose.. the distinct symbols were enough.
2) There really isn't any new Classes or promotions within WotC.. only the direct Chosen features.
lelesiriosc allkeyshop.com 17 Aug, 2021 @ 4:37am 
@Zyxpsilon
hi, in the end I saw that it is too complicated to translate the mod, sorry 😅 instead I wanted to ask you 2 things:
1) in the "Breakthroughs" section you have differentiated with different colors which are the best but then in the "tech tree" they are all blue, is it done on purpose or did you miss it?
2) Why didn't you do the Wotc "class & promotions" section?
lelesiriosc allkeyshop.com 30 Jul, 2021 @ 4:04am 
@Zyxpsilon
ok, thank you, let's see if I can :D
Zyxpsilon  [author] 29 Jul, 2021 @ 5:33pm 
Yes... Steamapps/Workshop/289070/1139079133/Localization/(Here)

There are some "Comments" section/lines with a (;) prefix tag.
Plenty of img/color tricks via HTML instructions while the biggest sections (Description Entry=) contains the custom text like this into Line #284...
> • Nothing uniquely remarkable\n\n<.

So you'd be translating the words "...Nothing uniquely remarkable...", ETC.

Check out line #503 (Ruleset Analysis) for example to grasp the magnitude of lenghty custom texts as shown by my new version of "Archives".

Many Online sites can pick copy/paste strings for translation (verifiable anyway) between ** English(INT) and Italian(ITA) ** for you. Then, drag and drop your edited file to the Mod-Localization-folder.

Have fun & Good luck!

PS; As mentioned in the Mod description above.. one (patient!) Russian guy was able to perform that task back in 2017.
lelesiriosc allkeyshop.com 29 Jul, 2021 @ 9:47am 
@ Zyxpsilon
ok, so all the information you added, I find it in XComGame.INT in the mod folder, right?
Zyxpsilon  [author] 29 Jul, 2021 @ 8:34am 
Sadly, not that i know of -- directly.

The only way to try translating most of what i inserted in various lines would be to "compare" the default localization files (My "XComGame.INT" with their "XComGame.ITA") already present in the corresponding game folders.
Fairly complex task since most of the text is heavily edited/written with custom wording.
lelesiriosc allkeyshop.com 29 Jul, 2021 @ 4:57am 
hello, first of all I thank you for this very useful mod, but I have a problem: I am Italian and I don't know English much I was wondering, since the location in Italian is not there, there is some web page or some file of any information of this mod so I can try to translate it?
Zyxpsilon  [author] 28 Dec, 2019 @ 8:05am 
Glad it all worked out for you. Enjoy!
Dralks 28 Dec, 2019 @ 5:53am 
my dumb ass, I was sure that the new tech button was next to the world button (I even mentioned it here) but it is in the command tab of the avenger, just saw it now! everything seems to be working perfectly fine, thank you very much for the effort and the attention
Zyxpsilon  [author] 26 Dec, 2019 @ 10:08am 
Notepad is necessary to edit such stuff. Grab the line from the top of my file (copy/paste) & replace the content into the other located in the game folder (( G:\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Localization\INT )) while removing the semi-column character (;) from the start.
Dralks 26 Dec, 2019 @ 5:36am 
thanks for answering Zyx! I do apologise but I´m not sure of what you are talking about, I assume that I´m missing some sort of "readme" instructions with what I need to manually edit to make this work?
Zyxpsilon  [author] 25 Dec, 2019 @ 7:58pm 
IIRC (as noted in the XComGame.int file for this mod).. the Localization function never could handle external edits in some specific cases related to the main Menu processing since Firaxis had "isolated" it at runtime within a stubborn Flash component.
Soooooo, there was no way for me to integrate a manual version without copy/paste of the guilty "LabelCQ.." content.
Eventually managed to determine that the correct line order **IS** #12852 (or #12533.. btw) rather than what my modded resource suggest (#8989).

Thus -- you'll have to edit that line too. Lemme know how it goes. ;)

PS; The Pedia/Archives Header also has this similar flaw for two "m_str.." -- and can be edited as well.
Dralks 25 Dec, 2019 @ 4:20pm 
first of all thanks for the effort!

Do the button only appear in a new game? I´m running the mod in an existent ironman game and the button is no where to be seen and after read everything I couldn´t see what I´m doing wrong, triple checked, saved the game, closed, opened again, went across the menu (even when I read that it is easily visible at the bottom left next to that "world" button), still no tech tree button
Zyxpsilon  [author] 16 Mar, 2019 @ 12:24am 
@Crackou.. Thanks! That's precisely why i created this sort of in-game "guide/helper".. so that new (and oldish) players can enjoy quick access to various storyline details & other gameplay "secrets".

I'm glad it correctly answered your needs for some comprehensive ruleset reveals exposed into those Pedia-Style articles.
Crackou 15 Mar, 2019 @ 9:08pm 
This mod is a must have. A MUST!
I was tired to alt-tab everytime i needed to get some informations during my games (especially to check the Tech Tree).

This mod is basically giving you all informations you need (must have for new players like myself, i bought the game 1 month ago) with the in-game interface. It's like a book of rules, telling you how things work and what they do. Something like that should have been included in the base game.
It is also extremely well done with a lot of colored icons. It is easy to read and to understand.

Do yourself a favor and try it, you will be extremely pleased!

Thank you so much Zyxpsilon (and people who helped you) for your hard work on this. Top quality mod here. Definitely one of my favorite.


PuzeSlav_RU 21 Aug, 2018 @ 12:29am 
how to turn that tech tree on? I can't find any button designed to reveal the tree..
Erazil 31 Jan, 2018 @ 7:07am 
oui j'ai regarder vite fait il ya un moment et j ai vraiment pas le niv pour, j 'ai fait quelque traduc mais sur des phrase simple... la je passe ;)

merci pour ta ( tes ;) ) reponse en tout cas et continue a nous faire de zolie mod :))
Zyxpsilon  [author] 31 Jan, 2018 @ 6:59am 
Possible.. mais cela est relativement complexe. Si un volontaire aurais déjà ce genre de patience, je lui souhaites la meilleure des chances! ;)
Erazil 30 Jan, 2018 @ 11:46pm 
look nice but so bad no french localization :'(

ya t'il un traducteur dans l'avenger ? ^^
Zyxpsilon  [author] 12 Jan, 2018 @ 1:27pm 
But you are also right about the "Power Consumption" estimates.. i should have swapped #3 (TC) & #4 (PR) order of construction as #4 & #3 respectively. Simply because we can't build anything over the basic initial Power available.. what is confusing is that the fully built RR requires -7 while in early stages (MAR+APR) it consumes only -3.
:)
Zyxpsilon  [author] 12 Jan, 2018 @ 1:19pm 
@risiti.. actually, the requirements to build Facilities is Excavated spots and *they* all must be adjacent to another completed Excavation.

Soooo in case of my theory Layout.. spots #D & #G --both-- have to be excavated for that PR build choice (on a precious Coil bonus) in that 4th place of the suggested optimal cycle.
Aegelweard 12 Jan, 2018 @ 1:07pm 
Cool mod! But... can you really build a facility if it is not adjacent to any other facilities? Offered layout suggest building PR in the middle of nowhere. Is it allowed at all?
Zyxpsilon  [author] 9 Jan, 2018 @ 10:40am 
Thanks a lot! :blush:
yappy118 9 Jan, 2018 @ 10:07am 
As per my lights, this mod is an absolute 'Must Have'. The amount of work involved in creating it (researching, collating and making sense of everything) is worthy of a special commendation. I rely on it to plan ahead. My sincere thanks to the author :steamhappy:
Zyxpsilon  [author] 28 Dec, 2017 @ 9:15am 
;) Ok!
MonkeyDCooper 28 Dec, 2017 @ 8:36am 
but nice mod
Zyxpsilon  [author] 27 Dec, 2017 @ 9:43pm 
Uh? Which picture??
MonkeyDCooper 27 Dec, 2017 @ 8:46pm 
the picture confuse the hell out me
Zyxpsilon  [author] 29 Nov, 2017 @ 3:32pm 
Can't help you much further than giving such a clear set of instructions below. Sorry.
花兔 29 Nov, 2017 @ 3:05pm 
The legal xcom2
How do I use the mod for nexusmods
I used your method
But it doesn't work
花兔 29 Nov, 2017 @ 11:40am 
ths
Zyxpsilon  [author] 29 Nov, 2017 @ 8:57am 
1) Copy/Paste the entire mod folder (#1139079133) into this location...
((YourDrive:\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Mods))
2) Rename the (#1139079133) folder to WC_LAByrinth.
3) Unsubscribe from the Steam mod itself.
4) Load the game .. go to the Geoscape once .. SAVE your current campaign.
5) Leave. This will allow the engine to correctly put the new "WC-LAByrinth" files in the launcher order.
6) Start back your games as usual.

NOTE.. that if i update this mod in the future, you'll have to go through this process all over again.
花兔 29 Nov, 2017 @ 8:06am 
I have a question
How to use mod not workshop
花兔 29 Nov, 2017 @ 8:04am 
wow You are fantastic
artists
Zyxpsilon  [author] 29 Nov, 2017 @ 7:04am 
Yes.. controller should work just fine.
花兔 29 Nov, 2017 @ 5:10am 
Support controller?
Zyxpsilon  [author] 28 Nov, 2017 @ 4:56am 
Thanks.. and useful! :)
花兔 28 Nov, 2017 @ 1:07am 
It's really beautiful
Dragon32 31 Oct, 2017 @ 11:26am 
Just realised I should've said "monster undertaking" then I could've made a minotaur gag. *sigh*