Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
OK perfect! thank you :)
I think remember something like that... yeah I think it's normal. I just added more colors to the form and didn't touch the vanilla palette. As you know my mod is essentially just a modified vanilla palette file with thousands more colors. Just FYI, the colors you see in the colorform, in the Unreal Engine/Modding Kit, are NOT representative of the colors as shown in-game. I also found that the color forms use a strange hex code to achieve it's color. Every hex code is preceded by "FF" even though that isn't the case in general outside the modding kit.
ok, thanks anyway :) instead I noticed that in the color selection there are 3 lines of 21 colors all black the same, is this normal?
https://drive.google.com/file/d/1W7o9o5MOa9FmXV4ASyZEfcjl4TeLWMDZ/view?usp=sharing
I don't know the exact steps. Just that it's possible.
ok, wanting how to do it?
Maybe. But it's an "either / or" scenario. You can have either the default armor colors or Vivid Hair Color palette for armors.
The only real solution I can offer anyone who can't get the mod working correctly is to install "Alternative Mod Launcher" (AML): https://github.com/X2CommunityCore/xcom2-launcher
My understanding is that the release of Chimera Squad and it's 2K launcher basically destroys mod setups and causes a ton of weird issues (the specifics of how/why are beyond me).
Download AML and use it as your PRIMARY METHOD TO MOD AND PLAY XCOM 2.
It works fine in WotC, use the alternate mod launcher. See my previous post.
2K's new launcher is rubbish, use a good one: https://github.com/X2CommunityCore/xcom2-launcher/wiki/Installation
Oh. So you're saying the "black" in this mod is intenionally a blue-black? And the black-black is in your version?
I must be mis-remembering things. Not for the first time...
Thats not the case, its actually a dark blue, i actually have a friends only conversion of this mod into armor colors i cut a lot of the har color varients but kept most of the colors, including black and its a black black not blue-black.
There's "More Armor Colors", but I seem to remember reading something that black being blue is caused by the game itself.
I'll take your word for it. I don't even own WotC in order to test it.
I'm testing it on WotC now. Two or three missions in with no issues.
Its basically adding the colors one by one to a list and took me about 3-4 hours to convert to an armor color pallet. (That mod is currently friends only as i do not wish to step on the author of this mods toes).
It takes a long time. I'm currently modding Fallout 4 and that also takes a long time.
Thanks, I'll try to look into it this summer.
The problem is that adding colors in an XCOM 2 color palette is very time consuming.
It's done using a list, and the colors in the palette are like thin strips in the list. So let's say I'm working, at minimum, with around 1,000 shades of color. Every time I add another color to the list it resets me to the top and then I have to scroll down 1,000 shades of color to reach the new one.
But that's the best case scenario, working right at the final color. With the way I align colors to the 7x7 grid it takes extra work to make sure nothing gets messed up.
Very time consuming, and incredibly boring work.
I haven't modded XCOM 2 in a long time, so I don't actually remember if it was that simple to do.
That said, I tend to "curate" the colors I use for my mods. Usually I start with a base color and then decide how I want to divide it into the 7x7 grid. I assume I'll be using the same method/formula I used with Vivid Hair Color Extended (for XCOM 2) in order to save time.
In which I had 7 total 7x7 grids for EACH color, 343 shades per color. That's almost as much as this original mod (350) just for each of the 3 main colors
Either way, I hope you consider it, armors are in desperate need of more color freedom.
Maybe one day. I've just released Vivid Hair Color Extended for Fallout 4, so I'm working on that. That said, creating individual colors for XCOM 2 is really time consuming. If I do it anythng like my second version of this mod, Vivid Hair Color Eextended (for XCOM 2), there would be around 1,000 shades of color. That shit takes forever.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=797403710
Maybe one day, but as of recently I got hit with exams and such. Especailly since I'm trying to go hard and learn Japanese as well. Vivid Hair ColorV2 has been on the brink of completeion for a few weeks now but I haven't found the time to sit down and update that last batch of colors and upload.
Until and unless GothikaGeist releases an armour mod look for "More Armor Colors"
I could do that, but for the time being I wanna get out this update this week that just adds more of the "main" colors: Blonde, Ginger, Red, and Brown. Once I bring out this update I'll look into better variations of the "unnatural" hair colors. I could definitely bring pastel shades for each. If you have any color references or anything throw em at me, it'd make things easier for me.