XCOM 2
[WOTC] Improved Weapon Upgrade UI
34 kommentarer
Dragon32 13. juli kl. 4:07 
@deli7007
This doesn't change the number of upgrade slots but the UI you use to interact with them. You'll need another mod to do that. I don't know which one.
deli7007 13. juli kl. 1:32 
Unfortunately Shard Guns still have 3 slots. How can I make them 4?
MikeOxabigun 22. juni kl. 10:34 
Kinda asking around so not saying for sure it's this mod doing this (might be a conflict or something) but I'm showing on all soldiers that a [new] weapon upgrade available when I don't have any. Anyone know what might be causing this? :cherrypie:
RustyDios  [ophavsmand] 19. aug. 2024 kl. 2:11 
For Psionics ex Machina GEMs, the amps are already setup to have slots. As mentioned on that mods description and discussion page , you need to either have the "Mod Everything Reloaded" mod.. or go into your Settings> Mod Settings > Squad Select, and un-check the "upgrades only for primaries" option
Gladers 18. aug. 2024 kl. 15:53 
As someone who is quite new to modding, can you just explain to me how for example put two mod slots on a psi amps for Gems for example? I have run campaign and not showing and am abit unsure how to do this, thanks for the patience
Phoenix 1. juni 2024 kl. 8:46 
I just find it personally kinda of annoying that they cover the text and I have to use my scroll wheel to see it. Not a big deal though. Thanks for the help :)
RustyDios  [ophavsmand] 1. juni 2024 kl. 2:50 
Do those positions need changing?
I included base configs for weapons that generally clip through the UI, for most others a quick turn of the mouse-wheel can get them to out of the way.

But, if you wanted to adjust everything then finding template names is the same process it always has been, check localisation files for the display/friendly name, and grab the template name from the [ ] 's.
Phoenix 31. maj 2024 kl. 22:26 
Thanks for responding so fast. It was the second one but that's ok. I was thinking it might be kinda tedious to change every gun position to how I like it but I'm just going to do that anyway haha. So where would the template names of the weapons be? I want to add and then edit assault rifles, bullpups, etc.
RustyDios  [ophavsmand] 31. maj 2024 kl. 21:44 
I'm not 100% sure I understood your sentence, so here are the two ways I've interpreted it;

"to adjust this feature" -- yes, pretty sure I put a toggle in the configs to control if this is on or off

"to just have this feature" -- as a standalone mod with only that thing? no, I won't be making that as I see no need to do so.
Phoenix 31. maj 2024 kl. 20:29 
Is it maybe possible to just have this feature from this mod? - ONLY upgrade attachments the weapon can actually equip are shown in the selection list
RustyDios  [ophavsmand] 26. dec. 2023 kl. 3:38 
Yes this is normal and is one of the issues of having 3D UI Panels existing in the same space as a model/mesh. You should be able to use the scrollwheel (while over the model) to rotate the guns into revealing the parts of the UI you want to read
Phoenix 25. dec. 2023 kl. 19:57 
I'm not sure if I'm going crazy but I don't remember the weapons zooming in so much when you go to add attachments. Some weapons cover up the text on the top right or even the attachments on the left a bit. Is this normal?
https://imgur.com/a/PaSYC6N
RustyDios  [ophavsmand] 23. sep. 2023 kl. 19:55 
Should be fine in LWotC afaik
xxPYROxxJONESxx 29. apr. 2023 kl. 13:30 
LWOTC?
RustyDios  [ophavsmand] 17. apr. 2023 kl. 11:37 
Spartan Striker 17. apr. 2023 kl. 10:42 
Ayo how was that ionic axe blue?
Dęąth Viper 19. okt. 2022 kl. 8:26 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Tech Knight Zero 23. juni 2022 kl. 6:02 
Yep I was using Grimy's and performance went down the drain on stream both in Geoscape and on mission, thankfully disabling this mod fixed it for me. I'm getting rid of Grimy's after my current campaign is done so I can use this one again next run :)
Krakenous 23. juni 2022 kl. 5:01 
Oh wow big revision update, nice one! Ill have a sift through everything this evening to see how some of the more thick boi weapons look and display. Features sound great ill have to check them all in more detail :).
RustyDios  [ophavsmand] 27. aug. 2021 kl. 16:33 
Thanks for the list @XpanD
It is a nice reference point that at this time, in this commit, these mods worked okay together :)
XpanD 27. aug. 2021 kl. 15:05 
I sadly forgot to save a list, but here's what I've got currently:
https://gist.github.com/xPXpanD/ee01d043ed4ecb09f0fa44a8b91529bd

Currently in the middle of setting up for a new game, but the only mods that are new so far are the two Second Wave Remastered mods, Rescue Denmother, Bond To Header and two voicepacks. Everything else was active in that previous run as well, and either worked fine (been commenting on most of these) or failed gracefully enough for me not to notice.

About half of the removed mods were voice packs or classes that I "used up", so I don't expect any particularly big omissions here. (I use new voices/classes every run to keep things fresh)
RustyDios  [ophavsmand] 27. aug. 2021 kl. 14:42 
Thanks man.. do you happen to have your ~280mods in a modlist you could easily share, alongside all the reports of mods working. ?
XpanD 27. aug. 2021 kl. 14:39 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up.
RustyDios  [ophavsmand] 2. aug. 2021 kl. 16:56 
@Ludwig the Spectre
It's like -almost a year- .. but the conflict this mod had with Grimy's Loot mod should now be resolved with the CHL v1.22.3 released ... yeay !!
RustyDios  [ophavsmand] 26. okt. 2020 kl. 8:51 
@Ludwig the Spectre
So in the description.. in the compatibility and known issues section..... your issue was already covered ... :)

It's a problem because both mods override `UIArmory_WeaponUpgrade` ... in the case of this mod to provide the extra code needed to move the weapon pawn.. in the case of Grimy's to recolour the item name (and likely some stuff I didn't understand, Grimy's is a big mod)

Thankfully we both change different area's of that file, so with some CHL changes both mods will be able to co-exist. This mod 'helps fix' an underlying game bug/issue and/or provides a tool that many many weapon/item mods can use, so I submitted it for CHL approval.

I think it is being reviewed for inclusion in CHL 1.22 (at time of writing that 'version' only exist in the github/dev builds) .... so hopefully at some point in the future the issue will dissolve. :)
Ludwig, Shadow Protogen 26. okt. 2020 kl. 8:23 
Yes, I'm running Grimy's Loot Mod. According to a few comments below, seems like that's the case.

But in my personal opinion for this mod, i felt that it is not really necessary, and might as well deal without this mod when the weapon is in your face.
RustyDios  [ophavsmand] 26. okt. 2020 kl. 8:13 
sounds like a mod conflict... are you running a mod like Grimy's Loot Mod ?
Ludwig, Shadow Protogen 26. okt. 2020 kl. 7:32 
And by fresh config folder is when I delete it after exiting the game
Ludwig, Shadow Protogen 26. okt. 2020 kl. 7:30 
Hey man. When I activate this mod with a fresh config folder created, the main menu started up slower that i thought, then when I create a new campaign, Gatecrasher started with some serious fps drop whenever I move my mouse and in strategic mode when navigating on map and the Avenger.

When I deactivate this with fresh config folder, the frame rate is back to normal.

Is there a problem on your end? If not, then another possibility might do with the "Chemthrower Addons" mod that requires this.
oren 12. okt. 2020 kl. 19:46 
Thanks for the clarification! I'll keep a lookout for it in the Highlander.
RustyDios  [ophavsmand] 3. okt. 2020 kl. 14:20 
yes, in the future the functionality of this mod will hopefully be included in the Highlander. At which point it shouldn't conflict with Grimy's Loot mod anymore
oren 3. okt. 2020 kl. 14:14 
Sorry, I'm just a little unclear about modding terms. When you talk about the conflict with Grimy's Loot "The changes here have been submitted for approval into the base Community Highlander, when this happens the MCO conflict will dissolve."
Does that mean they currently conflict, but won't conflict in the future?
Dick Justice 6. apr. 2020 kl. 14:08 
With regards to fixing UI issues, are you able to fix the UI sinking into the ground when selecting leg props for your soldier?
https://i.redd.it/fvej73dpfpj11.png
dmc32 1. apr. 2020 kl. 4:47 
Very cool quality of life mod. You addressed a very annoying problem, thanks.