Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
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 :)
1) too bad, it would be much more comfortable
2) and the best skills of the 3 new classes (Reaper, Skirmisher and Templar)?
2) There really isn't any new Classes or promotions within WotC.. only the direct Chosen features.
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?
ok, thank you, let's see if I can :D
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.
ok, so all the information you added, I find it in XComGame.INT in the mod folder, right?
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.
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.
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
I'm glad it correctly answered your needs for some comprehensive ruleset reveals exposed into those Pedia-Style articles.
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.
merci pour ta ( tes ;) ) reponse en tout cas et continue a nous faire de zolie mod :))
ya t'il un traducteur dans l'avenger ? ^^
:)
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.
How do I use the mod for nexusmods
I used your method
But it doesn't work
((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.
How to use mod not workshop
artists