XCOM 2
qUIck_FLG
48 Comments
Zyxpsilon  [author] 8 Jul, 2020 @ 11:03am 
Worth noting that a singular WoTC version of these has just been released! Check it out.
Zyxpsilon  [author] 13 Jun, 2020 @ 12:31pm 
Please don't.. even being "Dumb" isn't uncommon in this crazy world of ours!
;)
Slackboy101 13 Jun, 2020 @ 11:59am 
Sorry for being a bother, I'm just gonna bang my head against the wall for an Hour over how DUMB i am...
Slackboy101 13 Jun, 2020 @ 11:46am 
...oh... I now get what I did wrong now...
Zyxpsilon  [author] 13 Jun, 2020 @ 9:41am 
Ok.. Two quotes from @DimDim are worth noting then...

- Soldier scale mod will mess with the physics.
- Flag mods may overwrite the flags I have put in the mod.


First; The usual Flags placeholder is post-rendered within a tricky kismet hook that can fail if relative location isn't calibrated to formal (physics) standards.

Second; Archetypes (of any sources) are also dependant on declared properties. He speaks of mis-matched values i suppose or that his params status should "override" texturing steps such as scaling calibration for example.

I suggest contacting the author of *these* Mods to verify the inherent principles involved when rendering such hybrid 3D models - specially in terms of valid Archetype declarations.

Slackboy101 13 Jun, 2020 @ 12:37am 
no I meant Armoury of the Imperium, the Flags look... weird when I select the Wrist customization
Zyxpsilon  [author] 12 Jun, 2020 @ 7:13pm 
PS --- Oh.. just went to @iWinn workshop and checked out those custom Armors. I think those 3d Models aren't made to host/insert any back Flags.
Zyxpsilon  [author] 12 Jun, 2020 @ 7:09pm 
"Space Marine Armors"?
No idea.. but my Flags are simply replacing Defaults (36 Vanilla rectangulars 128x64 to "Buttonized" GFX shaping) and adding more of them with four new FP# packs.
So, there no specific code tricks to make other assets compatible.
Try it, maybe it does work on such custom Armor styles. You'll immediately know since mine are shown as elongated Ovals rather than plain flat rectangles.
Slackboy101 12 Jun, 2020 @ 1:32pm 
Is THIS what I needed to have the Flags Work with the Space Marine Armors?
Zyxpsilon  [author] 19 Sep, 2017 @ 5:16pm 
Final decision about porting each of these packages to "War Of The Chosen" principles...

Extremely simple == If it ain't broke, don't fix it !! :)
Zyxpsilon  [author] 29 Aug, 2017 @ 1:11pm 
Works fine with WotC.. i'll possibly make custom versions for the newly added Factions -- but those might end-up being distributed within another mod-type of mine; qUIck_FIX .
Zyxpsilon  [author] 27 Aug, 2017 @ 11:09pm 
I somehow doubt WotC would fail to handle this whole modular system (FP1-5).. but i first must test how it reacts with city spawning tricks & other tricky hooks via custom templates.

Once i can confirm anything.. i'll share my official decision; new version(s) or keeping these as is.
Zyxpsilon  [author] 26 Feb, 2017 @ 3:06am 
New update.. ready! :)
Zyxpsilon  [author] 26 Feb, 2017 @ 2:16am 
Please be patient for a much needed upcoming version that will try fixing a newly discovered issue with LW2. Read some of the details in the "Known Issues" discussion area.
Sorry!
Jacke 11 Feb, 2017 @ 1:22am 
I kind of understood most of that. I just wanted to have the greater use of the flags in the UI while keeping the rectangular flags on the soldier's backs. If it's not possible or easy to change, I can understand that. It's too bad the two things weren't set up separately.
Zyxpsilon  [author] 10 Feb, 2017 @ 10:29pm 
PS... I could have spoofed that GFX framework but there's too much busy work on the Flash side -- for what it would really add to the UI. You can witness that effect with the "Black polygons" when the selected Cyan backgound is active on the lists we scroll through.
Zyxpsilon  [author] 10 Feb, 2017 @ 10:29pm 
SDK is distributed by Firaxis and is specifically designed (common VB & GDI familiarity is in place) to help us create our various Xcom2 Mods.

In fact, there are two sets of Flags (Strategy layer lists & Tactical Armor placeholders).. both of which are defined by unique or at times shared "archetypes" filing devices (used mostly as path referencing for the multiple UI destinations) that hook to the Texture-2D "images" assembled into the UPK files.

Actually, the HUD calls are semi-autonomous and driven by GFX/Flash scripting (placement, etc).. we only supply our own custom resources to that (native code) ingame/engine infra-structure. Which is exactly why my smaller pseudo-buttons aren't fitted automatically into the sprite area declared by these scripted --default-- parameters.
Jacke 10 Feb, 2017 @ 8:28pm 
Well, I'm familiar with a lot of things but not the particular SDK involved here. Is there only one set of flag graphics in the game? And it's not easy to get the other changes of this mod, placement of the flags in various messages, without changing the flags?
Zyxpsilon  [author] 10 Feb, 2017 @ 3:42pm 
@Jacke,

Certainly.. but you'd have to re-create each UPK archives (from FP1 to FP5) with all new rectangular (supposedly -- that's what you'd prefer) images to replace my Elliptic versions. I'm not really interested in doing that extensive editing "task".. but nothing should stop anyone (knowledgeable enough with the SDK processing steps involved) from attempting this kind of customization and then, simply dropping those UPK files in place of the originals directly into the corresponding Mod structure(s).

Thus -- good luck. :)
Jacke 10 Feb, 2017 @ 1:54pm 
Is it possible to disable the ovalization of the soldiers' flags on their backs?
Zyxpsilon  [author] 19 Jan, 2017 @ 2:02pm 
Fully compatible with LW2. :)
Zyxpsilon  [author] 9 Nov, 2016 @ 9:15pm 
Every packages are safe to use with Patch-7. Make sure your Mod-Options INI file has been reset (either by deleting folder content or manually "re-loaded" anything from scratch) upon starting your FIRST new game as usual.
Zyxpsilon  [author] 1 Jul, 2016 @ 11:04am 
Possibly.. i hope so. SG/DLC seems to be working fine with it though.. so, maybe BlueRaja has found a new way to give that precious 9th slot for us all! ;)
Ser Lancelot 1 Jul, 2016 @ 10:24am 
Noticed a comment of yours over at Max Squad Size Fix mod in regards to a 9th slot...is that why the Max Squad Size Fix mod was taken down? To make a new one?
Zyxpsilon  [author] 30 Jun, 2016 @ 1:17pm 
Compatible with Shen's Gift/DLC... along with its supplemental packages FP2 to FP5.
Zyxpsilon  [author] 31 May, 2016 @ 8:15am 
Nope, this only has 36 basic defaults... the others "Packages" (FP2 to FP5) add some more -- 41 each.
unikornus 31 May, 2016 @ 1:26am 
This seem to contain all other flag mods you made? Or they add additional flags?
Zyxpsilon  [author] 12 May, 2016 @ 3:24pm 
My pleasure.. part of the Modding task & responsabilities! Besides, it's fun -- too. ;)
unikornus 12 May, 2016 @ 2:19pm 
Cool, thanks for the update
Zyxpsilon  [author] 12 May, 2016 @ 1:53pm 
AH-DLC seems to be compatible with everything (Flags & Nationalities) this package of Mods has to offer... except for the Cities Locations which aren't currently matched with geographic reality when Missions are created.
But that weird stuff isn't caused by my mod.. i've already asked for a Firaxis fix to the delegated functions responsible for their "Proximity Parser" methods.. no luck yet!
Zyxpsilon  [author] 17 Apr, 2016 @ 12:18pm 
40 new Cities are now available. Generally speaking, the "Forgotten by Firaxis" nations are receiving their fair share of geographic reality and thus, mission destinations.

I'll be adding some more in each of the other FP(!) packages.. the plan is mostly to provide every Capitals of the extra countries and possibly a few more wacky locations -- just for fun! ;)
unikornus 10 Apr, 2016 @ 6:39pm 
Captain Awesome approves
Zyxpsilon  [author] 10 Apr, 2016 @ 6:34pm 
Oh -- got it! Then, this is exactly what i was planning for the "Mod-Options" stuff. Activation (or just direct remove too) of any given countries at will through a simple Check-Box system or by (HUD-slider) variations of Weight(s).

Hopefully, that new bunch of code functions could also be used to design a better List Parser routine to create some kind of proper Grouping method to make it all more controllable & obvious when scanning through pages worth of Nations (200 in total !)
unikornus 10 Apr, 2016 @ 6:26pm 
like I don't care for certain flags while have strong preference for other flags. Also perhaps one game I want to use real country flags only and in others, flags related to whateverr
unikornus 10 Apr, 2016 @ 6:25pm 
how to control which flags to use in the game as well how much weight to use
Zyxpsilon  [author] 10 Apr, 2016 @ 4:36pm 
In what sense, unikornus? Cuz, i might eventually try to create an indirect Mod option to allow complex settings that would be much simpler for people to use.
unikornus 10 Apr, 2016 @ 3:37pm 
Whee your responses to @Fennix is very helpful for me too!
Zyxpsilon  [author] 10 Apr, 2016 @ 10:45am 
My pleasure, that's part of the Modder's duties after their stuff goes online. Support their product! ;)
Kontrahent 10 Apr, 2016 @ 10:42am 
WOW! thx for the detailed reply!

2a) ääähm, i mean, well u answerd my question with 2b and 2c :D

ah, i'll look into the UnitWeight and bonusflags! thx 4 the headsup!

Zyxpsilon  [author] 10 Apr, 2016 @ 10:37am 
Also...

I think it may be possible to add or reduce chances anything might show up simply by editing any of the XComGameBoard.ini file(s) and the corresponding UnitWeight values.
The files are the "Config" folders.

So, if you'd want some Batman "characters or recruits"...

1) Go into the FP3 mod structure (underneath Steam/Workshop.. #658799732)
2) Find this parameters set of instructions...

[Country_FP3Batman X2CountryTemplate]
FlagArchetype=qUIF3_UILibrary_Common.FA3_110-Batman
FlagImage=img:///qUIF3_UILibrary_Common.CountryFlags.FB3_110-Batman
Races=(iCaucasian=1, iAfrican=0, iHispanic=1, iAsian=1)
Language=english
UnitWeight= 0

3) Change that Zero for whatever number you'd prefer. I rely on a 25 (maximum) to 0 range.
Zyxpsilon  [author] 10 Apr, 2016 @ 10:28am 
Thanks...
1) Not exactly, but i might add new ones in a theory FP6 later. Although in the far future, the need may arise for such a "compilation" of only Bonus items.

2a) Incorporated??
2b) While you can customize any troopers' nationality, the game distributes them all automatically and also straight from the start. So no manual interventions are necessary unless you specifically want to change something.
2c) Some are already possible since the UnitWeight values for them are defined high enough for the code functions to put them into the dice/roll process; Rebels, Jedi Order, XCom, United Nations, Star Trek, SkyNet, Transformers, Shado, X-Files, Imperial Navy & A-nonymous. Technically none of those are "Countries".. more like a storyline twist. The others aren't included (UW=0) cuz it didn't make sense to have random names for their types (but are still Character pool ready).
Kontrahent 10 Apr, 2016 @ 7:41am 
Hey man! I love those flags. 2 questions:
- are u planning a pack with only bonus flags? would really love a Bonus FP!

- how is your mod incorporated? do i have toi manually pick the flag? will RNG rookies have bonusflags as countrys?
Zyxpsilon  [author] 31 Mar, 2016 @ 8:00am 
Can only go forward from now on, that's for sure! Trick is.. how fast! ;)
unikornus 30 Mar, 2016 @ 9:33pm 
Awesome, looking forward to what else you have planned!
JayBee 🔰 30 Mar, 2016 @ 5:16pm 
Looking forward to it. :)
MrShadow 30 Mar, 2016 @ 1:30pm 
I'll be grabbing this for sure.
Zyxpsilon  [author] 30 Mar, 2016 @ 12:39pm 
(Much) More to come .. ss-sooo-o-oo-nnn! :)
Katoffel 30 Mar, 2016 @ 12:38pm 
As always, love u r stuff :) looking forward to the other flags, for now I have to play with only the vanilla nations again.