XCOM 2
GeoscApps
77 Comments
asia 13 Nov, 2023 @ 8:02am 
Well, thank you for your contribution to the xcom
Zyxpsilon  [author] 10 Nov, 2023 @ 6:17am 
PS!
Although there *IS* a dedicated version for WC that might work for you.
Check it out.
Zyxpsilon  [author] 10 Nov, 2023 @ 6:11am 
There's nothing wrong, AFAIC.

But i know that LWotc creates various conflicts to many other mods like mine.
Their lazy "product" might require multiple updates to prevent such issues.
Besides, the modding community (for most of us in general) gave up on fixing anybody else coding **flaws** for XCom2.

"GeoscApps" still works perfectly fine here.
Sorry.
asia 9 Nov, 2023 @ 9:30pm 
can update for lwotc? thanks
Am bug 17 Sep, 2021 @ 5:18pm 
o:
Zyxpsilon  [author] 14 Sep, 2021 @ 8:32am 
This is the default name used by Firaxis .. this mod only follows that text choice. ;)
Am bug 14 Sep, 2021 @ 1:33am 
sorry its just bugging me but new mexico is a us state, so its new mexico + mexico, just to say. i know its kind of a rude thing to do but it was killing me
3dahs 19 Mar, 2018 @ 12:27pm 
awe well anyway, great work. I love your mods. Everything looks great its just the first starting haven that is blank. Thank you.
Zyxpsilon  [author] 19 Mar, 2018 @ 10:56am 
To my knowledge not by them and neither can i.
3dahs 19 Mar, 2018 @ 9:24am 
@zyxpsilon Hey did those haven banners ever get fixed? They still appear empy on my end. I'm using LW2.
Zyxpsilon  [author] 1 Sep, 2017 @ 9:25am 
Update to WotC -- now available... get it from HERE !
Zyxpsilon  [author] 27 Aug, 2017 @ 10:59pm 
THIS will require a completely new WotC version for more reasons than Geoscape HUD components. It is a visual concern that i need to fine-tune in parts from additional assets being dropped onto banners & anywhere else on the default UI. Continent Bonuses have been re-designed for example.

I also want to add Missions & POI symbols similar to what i've created for qUIck_LW2.

PS; I have to recommend NOT using this version when playing WotC.
teddysalad 11 May, 2017 @ 9:11pm 
Ah, no problem. I figured it might be something like that. I certainly will be patient then. Thanks for responding, and thanks for the mods, even with the flaw you've made my game look a lot better!
Zyxpsilon  [author] 11 May, 2017 @ 9:05pm 
Thanks too, btw!! ;)
Zyxpsilon  [author] 11 May, 2017 @ 9:04pm 
Amineri from Pavonis told me she would look into that "Haven Banner" flaw eventually.. since v1.3 is near release maybe we'll finally get that weird Logo effect solved.
Sorry for the delay.. but i just can't fix that on my end since it is an embedded Flash/GFX hook that they designed straight with custom UC script functions.
Soooo, be patient a bit more.
teddysalad 11 May, 2017 @ 8:50pm 
These look great! I've got one problem though, and I'm pretty sure it's on my end, but I'm just not sure what it is I've done wrong. I'm playing with Long War, so I have replaced the XComGame.int in localization with the one from XC_GR64x40 in LW2_Medium, and the logos for the "Make Contact" banners are working perfectly, but all of the logos on the banners for resistance havens are just a light blue shape instead of the actual logo. I've tried with the other options in the localization folder and they all have the same issue. Is this intended? If not, any ideas what my problem might be? Either way I think this is a great mod.
Zyxpsilon  [author] 13 Feb, 2017 @ 10:04pm 
@3dahs.. Cool thanks - i was a bit worried about the smaller Logo sizes... but that's me the idealistic & passionate "artist" that prefer more detailed HiRes to compressed versions. ;)
3dahs 13 Feb, 2017 @ 8:09pm 
Looks great! Thank you!
Zyxpsilon  [author] 13 Feb, 2017 @ 5:48pm 
LW2 version uploaded! :)
Zyxpsilon  [author] 5 Feb, 2017 @ 11:34pm 
HI everyone, just wanted to let you know that i'm currently hard at work to make a "compatible" set of Region Logos for LW2. Check out the latest snapshot in the scrolling Steam panel above.

To be released in about a week -- with a much simpler Installation procedure too. ;)
Zyxpsilon  [author] 28 Jan, 2017 @ 4:18pm 
Yep.. Amineri told me she would look into this -- last week. It's the GFX/Flash thing i mentionned below.
But still.. in the meantime, i'm currently planning to design an entirely new LW2 version that should offer smaller (possibly 32x64 in size.. in both ADV & XC types) symbols to prevent the Advent Values from being overlayed by these Inserts. The Havens lists are also creating off-vertical stacks -- thus, that 32 height might be enough to fix that.
May take awhile though since i first want to deal with the qUIck package(s).
3dahs 28 Jan, 2017 @ 4:06pm 
I noticed the logo doesn't display for your HQ base and sometimes the logo's cover up the "Advent Strength: 2" Title. Anyway to fix this? Love your mod btw thanks and take your time if you're still working on the LW fixes.
Zyxpsilon  [author] 19 Jan, 2017 @ 2:07pm 
Except for the Region/Banners (i will have to ask them to "adjust" their custom GFX/Flash function or script).. most Logo inserts are working with many LW2 processes. ;)
Zyxpsilon  [author] 12 Jan, 2017 @ 7:32am 
Honestly.. this was exactly my intention at first with that Mod. But, when i came upon the GFX/Flash components i realized most of the Logic & scripts are embedded into native code. Gave some of the principles a formal "try" to see if functional elements could at least be hooked into/from custom assets -- sadly, that didn't work.

Haven't given up though.. not even sure when the magic trick(s) will strike my mind in the future -- perhaps, someone else might even offer me a solid solution to integrate the idea.
At the moment.. the whole system stands on INT localization strings only & essentially, these *DO* what they should correctly in relative terms.

Sooooo -- here's to hope & modding luck. ;)
Boisegangpc 12 Jan, 2017 @ 5:50am 
Do you know if you could code it so that, when an area hasn't been contacted by XCOM or had a Blacksite/story mission, it has an ADVENT symbol, but when neither criteria is met, it has an XCOM symbol?
Zyxpsilon  [author] 5 Jan, 2017 @ 4:26pm 
@--PUPU, Same answer as what i wrote in the LAByrinth discussion thread. But.. this mod *only* adds Logos to the regional strings & so there can't really be bad English written up by me.
76561198049919792 5 Jan, 2017 @ 11:25am 
This need a localization. English is very poor:steamfacepalm:
Zyxpsilon  [author] 3 Jan, 2017 @ 7:05pm 
Yup.. that was me alright with these (Re-CLR) stuff for EW & LongWar. But not "ntex" though since those were created by Neonin. ;)

Although i *DO* have similar re-colored Icons & Classes for XCom2.. it's another mod called "qUIck_RCP" which you can find easily in my Workshop library.
Baka Racker 3 Jan, 2017 @ 4:32pm 
I'll certainly try out ADVENT at some point.

And now I know why your name is familiar, I absolutely LOVED your recoloring ntex mods for the first game. Seriously, just having the color difference for all the icons and what not was the best. Seems like a small difference but it made my Long War campaigns a tad bit less miserable. Thanks!
Zyxpsilon  [author] 2 Jan, 2017 @ 5:20pm 
:) Personnally, i prefer the default settings (with XCom)... but, feel free to try the simple INI edits by swapping the (( ; )) comment tags.
Baka Racker 2 Jan, 2017 @ 2:02pm 
Hardest part is deciding: XCOM or ADVENT logos?
Zyxpsilon  [author] 1 Jan, 2017 @ 8:48pm 
Enjoy! :)
Baka Racker 1 Jan, 2017 @ 5:49pm 
Sweet, saw your thread for this back before the game released, can't wait to try it out!
Zyxpsilon  [author] 9 Nov, 2016 @ 9:09pm 
After some thorough verifications, i can confirm that you shouldn't have any problems using this with Patch-7.
Zyxpsilon  [author] 8 Aug, 2016 @ 11:10am 
Welcome! Feels really good to know people like what i'm creating. ;)
Erazil 24 Jul, 2016 @ 1:55pm 
@Zyxpsilon agree, i never say modify the HTML code , juste translate ;)
Zyxpsilon  [author] 24 Jul, 2016 @ 8:08am 
@Erazil.. Thanks, but i would also recommend that translator/people don't touch the "HTML" instructions since those contain various necessary parameters. Unless someone knows exactly how to handle such "pre-calibrated" formatting assets for re-sizing attempts (as explained in the description above) or other editing steps.
Erazil 24 Jul, 2016 @ 1:30am 
hi , is works only with english game , for another language you need make your localization file
but is easy to translate
open official file XcomGame.xxx ( xxx = of your language) juste for see
open mod file XcomGame.int for edit
search in XcomGame.xxx the tag : [ContinentBonus_AllIn X2GameplayMutatorTemplate]
for have the text in your language
use Ctrl+C / Ctrl +V for translate this mod
search next Tag of this mod in your official XcomGame.xxx
use Ctrl+C .... etc
dont forget save your works with good name, good location and good encoding
\Localization\Translations\XcomGame.xxx ( xxx = ext of YOUR language)

Save with encoding UTF-16LE for no have bug of print
Zyxpsilon  [author] 30 Jun, 2016 @ 1:59pm 
Compatible with Shen's Gift/DLC.
jrcam4643 26 Jun, 2016 @ 3:40pm 
I guess.
Zyxpsilon  [author] 26 Jun, 2016 @ 8:26am 
:D Less Joystick'y more UI stability.
jrcam4643 26 Jun, 2016 @ 12:29am 
No nothing to do with the mod. Turned out I just needed to unplug my joystick.
Zyxpsilon  [author] 25 Jun, 2016 @ 10:44pm 
?? That's really weird. Somehow, i highly doubt anything this mod does could cause such an issue though. I only attach small "GFX files" via HTML instructions that don't even touch the Geoscape Layer.
jrcam4643 25 Jun, 2016 @ 10:28pm 
I am not using mods but am having a problem that as soon as the Geosape loads up it just side scrolls and wont stop. Anyone have that trouble?
Zyxpsilon  [author] 18 Jun, 2016 @ 12:03am 
Mostly (too).. the Continent Bonuses are somewhat easier to determine at a glance instead of having to read their hover ToolTips.
Xavius 18 Jun, 2016 @ 12:03am 
Ah, gotccha. Thank you for the clarification!
Zyxpsilon  [author] 18 Jun, 2016 @ 12:01am 
Simple UI addons for visual "appeal" & a change of Geoscape general appearance only, Xavius.
Xavius 17 Jun, 2016 @ 11:29pm 
This sounds great, but I have no idea what this mod actually does.
wookiecop 15 Jun, 2016 @ 7:57pm 
nicre
Zyxpsilon  [author] 14 Jun, 2016 @ 8:02pm 
And.. i totally agree with the *vibrant* qualification (as intended creatively, btw) -- but not that ((too))! ;)