XCOM 2
[Non-WOTC] Armoury Navigation Fixes
49 Comments
agris 18 Mar, 2024 @ 5:23am 
Heads up for anyone playing with Long War Toolbox - not LW! - this mod's promotion screen will hide all non-squaddie ranks and insignias on the promotion screen.

It's trying to accommodate for LW's increased number of ranks, but it does it by detecting the LW Tuple component. While I expect it works correctly for LW, when it detects LWT's tuple, it expects revised rank names / insignia images that the LWT does not actually have, and thus you end up with the screen below.

Solution is easy: comment out +ModClassOverrides=(BaseGameClass="UIArmory_Promotion", ModClass="UIArmory_Promotion_Fix") in this mod's XComEngine.ini file.

https://i.imgur.com/tkhlOjg.png
Mr. Nice  [author] 31 Aug, 2017 @ 11:08am 
And thanks for fielding some of the queries for me on this and my other mods, I have noticed you chipping in relatively often!
Dragon32 31 Aug, 2017 @ 11:00am 
Thanks for checking that, Mr. Nice. And thanks for the mod, probably saved my sanity in my last playthough.
Malidictus 31 Aug, 2017 @ 4:18am 
I was about to ask, yes :) Thank you regardless.
Mr. Nice  [author] 31 Aug, 2017 @ 3:48am 
There won't be a "War of the Chosen" version if this since they've tided up the nav-bar themselves.
Mr. Nice  [author] 24 Jun, 2017 @ 11:21am 
@Dragon32/Malidictus: Yeah, I remember having a look at squad tooling up UI wierdness as part of this mod, too long ago to remember any specifics other then it made no sense (from the script side modders can play with)! I think I recall though those were flakey even before contoller support changes though?
Malidictus 24 Jun, 2017 @ 11:13am 
OK, so not a mod conflict, gotcha. Thank you for the explanation. Let's hope Firaxis get their shit together with War of the Chosen and actually fix the UI they themselves broke when adding controller support.
Dragon32 24 Jun, 2017 @ 11:05am 
@Malidictus:
Yeah, I get that random button thing. The mouseover text is an accurate relection of what the button does rather than the button text itself. I seem to remember Wasteland Ghost saying that fixing those buttons was on Firaxis and out of scope of what modders could do.
Malidictus 24 Jun, 2017 @ 8:54am 
OK, I disabled both of the Promotion screen overrides and the game seems to run fine so far. Cool, thank you! Your mod fixes a pretty broken UI which Firaxis has left in shambles. Does that also cover the broken Squad Selection UI, or is one of my other mods breaking that? Because I'm missing my "Make Weapons Available" button wholesale and the Make Armour Available button sometimes sends me into the Build Items UI or backs me out of squad selection entirely.
Mr. Nice  [author] 23 Jun, 2017 @ 1:46pm 
Each of my overrides fixes up the screen it refers to, nothing else. That's why it's safe to comment them out individually. This is not true of mods in general, where they may well require the overrides to work in concert together.
The promotion screens, aka the ability screens, have only minimally messed up navigation help bars, with the non-functional "ability info" button if you're using keyboard/mouse, so that's the only change made by my overrides.
Malidictus 23 Jun, 2017 @ 1:29pm 
Can I ask what each individual override does? I'm tempted to disable both that and UIArmory_PromotionPsiOp, since I have my entire Psi Lab disabled altogether. I'll give this another shot tomorrow when I have more time. Thanks for the advise.
Mr. Nice  [author] 23 Jun, 2017 @ 10:44am 
Best you can do is just leave my override for UIArmory_Promotion commented out. That screen just has the stray "Ability Info" button, so it doesn't look as bad as some of the other armoury screens. As I mention in my notes, where possible I corrected with screen listeners, not overrides. But "NavHelp.ClearButtonHelp() " doesn't always do what it says on the tin, generally where you want on net less nav help buttons.
Malidictus 23 Jun, 2017 @ 10:09am 
I did as you asked. I commented away all the overrides in your mod and enabled them one at a time. Turns out the "UIArmory_Promotion" override is causing an issue, though possibly not the only one. I ran a text search for that in my mods folder. Once I filtered out all the mods I had which still held the src/XComGame/Classes folder and the ones I had disabled, only one seems to conflict with your override: Chooseable AWC Perks.

I'm rather attacked to that specific mod. Do you know if this conflict is fixable in any way, or else whether there's an alternative to the Chooseable AWC Perks Mod? There's a thing called "A Better AWC" done by somebody else, but the UI looks identical. In either case, that seems to be the conflict.
Malidictus 21 Jun, 2017 @ 1:19pm 
Hmm... OK, yeah - that's an easy experiment to run. I'll do that when time permits. Easier than waiting on text search, anyway.

And yes, a lot of the early mods included the some 100MB of source game files. Hell, mine did as well, until people asked me to remove it :) One of these days I'll have to go fishing for which mods have that and delete it. Steam also doesn't seem to do a great job "clearing" unsubscribed mods, either, leaving crap in the folders. Random lone src or config folder with no project files of any kind. They probably don't do anything, but it bothers me to have them.

I hope I can make your mod work. It actually fixes the utter drisgrace Firaxis left after the gamepad support patch.
Mr. Nice  [author] 21 Jun, 2017 @ 11:01am 
Has the lingering overrides thing been fixed then? I use the "alternative" mod launcher, which clears all overrides out to force them to regenerate properly, so wouldn't know.
All I can suggest then is trying it with all 4 of my overrides commented out. If that fixes it, you can restore them one at a time I find out the conflict.

BTW, mods not having the base games classes cleared out is a bad sign. The base source code included with a "default" mod are still the very original source code, before all patches. If they aren't deleted from the mod before compilation, then the mod will compile against out of date base source code. A mod may get lucky and only be extending/substantiating classes which haven't changed since then, but it leaves massive room for problematic behaviour.
Malidictus 21 Jun, 2017 @ 10:50am 
I ran a text search in all files in my Workshop folder for XCOM and the only mod which came up with a reference to UIArmory_PromotionPsiOp was yours, so I doubt it's a conflict with that specific class override. The search took about five minutes due to the mods I apparenly have with the copy of the base game's classes (seems like not everybody got rid of those), so I haven't searched for other conflicts.

And I altered the ini file from the mod folder in Steam/steamapps/workshop/content/268500/etc... I do recall the game having issues clearling class overrides in the past, but I was under the impression that that had been fixed. I did check My Documents\My Games\XCOM 2\XComGame\config\XComEngine.ini and found no instances of class overrides in there, although my game is currently running as I type this.
Mr. Nice  [author] 21 Jun, 2017 @ 9:01am 
There's a high chance one of your Psi-op mods is overriding UIArmory_PromotionPsiOp.
Just to check, are you commmenting out in the XComEngine.ini within the folder for this mod (correct), or the one if your documents\my games\etc (wrong)? The overrides in the latter are regenerated at lauch so edits there don't "stick". However, overrides are always removed properly from the latter for removed/changed mods. So make sure the line appropriate override line is not present in the XComEngine.ini in your documents folder, as well as commenting out in the XComEngine.ini in the mod folder.
Malidictus 21 Jun, 2017 @ 8:22am 
I have the same issue as xor, except I don't have the Make PsiOps Great Again! mod. I do have a few psi-ops-specific mods, however, including Psi Rookies Rebalanced and that one which removes the Psi Lab entirely. I've tried the same solution, but it didn't work. Sadly, while this mod is AWESOME, I can't use it with the framerate degradation.
xor 25 Mar, 2017 @ 4:08am 
Just a heads up: This mod shares a class override ( UIArmory_PromotionPsiOp ) with LW2: Make PsiOps Great Again! ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=888340114 ).
I had insane low FPS on the hologlobe and looked at every single one of my mods to find this conflict. Just comment out the override line from the Armoury Navigation Fixes mod and it should be fine.
One Big Gluon 14 Mar, 2017 @ 6:53pm 
I am 99% sure it is. The mod does add new attachments and randomizes the appearance, so it would make sense that some issues would arise.
Mr. Nice  [author] 13 Mar, 2017 @ 3:02am 
The LW2 conflict is a non-issue, I've incorporated their changes (to do with officer vs enlisted rank icons), it's transparent to non-LW2 games. Grimy's loot mod you'll just have to make your choice for the relevant screens, I assume it's the WeaponUpgrade/Trait pair?
One Big Gluon 12 Mar, 2017 @ 4:16pm 
I would like to point something out to you, since I had to check this using an alternate mod launcher. I am getting conflicts of this mod with Grimy's Loot Mod, along with Long War 2. If there is any easy fix to this, I would be happy to find out because this mod fixes something that always bothered me.
Mr. Nice  [author] 4 Mar, 2017 @ 1:25pm 
Yeah I know that one, I'm pretty sure it's linked to the "NavHelp.ClearButtonHelp() " issues I had (mentioned above) which forced me to use overrides, not the preferred route of screenlisteners, for a couple of the screens. So put simply, I did have a look at it, but couldn't see how to fix it, since it's not clear why it happens at all!
Chaz 4 Mar, 2017 @ 12:42pm 
@Mr Nice. Yep - you nailed it - well done! If you've ever the time or inclination there is still a UI bug present when you go to the Armoury from the Skyranger lift (then back again) before a mission.

It can be found quite quickly by just completing one mission - speed up time to the next, before departing on the Skyranger change some equipment on any solider and switch back. 9 times out of 10 one of the UI buttons on the bottom bar is corrupted.
Anyhow - the orginal problem is fixed - thanks again!
Chaz 4 Mar, 2017 @ 5:14am 
Yeah no problem - I'll have to re-install XCOM 2 first though as I deleted it as I gave up with Firaxis support, I'll post here again soon and let you know how it went.

Kudos for going back to it though!
Mr. Nice  [author] 4 Mar, 2017 @ 4:43am 
@Chaz: Just added a potential fix for the green/magenta flickering bug. The "Mod Config Menu" author posted over at "Perfect Information" saying he had a fix. Followed the link trail, so think I've fixed the underlying issue. Since it is generally an intermittent issue anyway, any chance you can check as well?
Mr. Nice  [author] 4 Mar, 2017 @ 3:04am 
Well if that's so, there's something odd going on with ScreenListeners in general, since that'is about the only thing this and "Perfect Information" have in common. The vast majority of mods with any UI changes use screenlisteners, and even some which aren't UI changes, but use a ScreenListener as a "hook" to get their code to run at a "safe" time. That bug in my experience has got more frequent since early Autumn, which to me implies one of the Autumn patches upset screenlisteners a litle bit...
Chaz 3 Mar, 2017 @ 10:38am 
The graphical issue mentioned by GauravDas is caused by this mod - tested it quite a few times with it on and off and the issue only happened with this mod on. A real shame as this is the first mod I've ever used as Firaxis can't seem to be botherd to fix its own bugs - minor or otherwise.

Thanks for the mod anyways!
Mr. Nice  [author] 1 Mar, 2017 @ 6:37am 
I know, I integrated the minor tweaks they made to the classes, they just provide a mechanism for officers and non-officers to have different rank icons. See my change notes.
Ebithril 1 Mar, 2017 @ 6:10am 
Oh, and it says it has a conflict with Long War 2 in the Alt. mod laucnher. :P
Ebithril 28 Feb, 2017 @ 11:40pm 
Again we got a fucking mod
Made to fix what we fucknig bought
I'm so sick of this shit
Why don't they playtest their shit
I am dooooone...!
Thanks you for the fucking mod!

(For anyone confused, I wrote this as a song. Based on the jingle of Jessie Coxs elevator song if you are curiosu to hear it, and re-read this comment.)
GauravDas 22 Feb, 2017 @ 7:02am 
It is the same bug, yes. But there are multiple causes for it. I just note down whenever I see it and try to isolate it.

As you said, restarting the game fixes it for this mod. Perfect Information definitely needs an update though, because it happens whenever ModConfigMenu is accessed and tactical is loaded.

I know these are just UI mods. I don't understand much about this bug to be honest.
Mr. Nice  [author] 22 Feb, 2017 @ 6:29am 
@GauravDas: You posted the same bug over at the Perfect Information mod. Seen the same bug (actually at start of missions in general, nut just GateCrash) pretty randomly even before i wrote this mod save, quit Xcom 2 then reload always fixed it. Had a few months of from Xcom 2 before Christmas, so can't really say when it would have started. Main point is though, I doubt it's either this or Perfect Information. Both are UI mods anyway, nothing to do with lighting, textures, shaders etc.
GauravDas 22 Feb, 2017 @ 6:11am 
Found a really weird bug. Starting a new game with this mod enabled causes the green-purple lighting issue.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=869684054

Only happens when starting a new game. No issues when loading an existing save.

I have tried disabling all other mods and regenerating config files.
Mr. Nice  [author] 22 Feb, 2017 @ 2:45am 
Ah, didn't even realise that was a thing they added! Odd, but I'll have a look now I have something specific to work from.
Proaxel 21 Feb, 2017 @ 7:54pm 
@Mr. Nice I got the bug again! In fact, I found a way to consistently recreate it. You can only do it if a unit has a promotion that you need to give.

If you directly click the Promote button from the squad loadout screen, you get the bug. But if you click edit and click promote soldier from there, it works fine.

See this:
https://gfycat.com/FlakyVengefulGalapagosmockingbird
Proaxel 21 Feb, 2017 @ 6:17pm 
@Mr. Nice Huh, I just reenabled the mod to check again and it appears to have fixed itself. That is really odd. I don't really know what I did. The Alternative Mod Launcher still says there is a conflict, but the ability trees are fine now. I'll keep playing and report back if the problem creeps up again, but for right now the problem fixed itself.
Mr. Nice  [author] 21 Feb, 2017 @ 1:38am 
@Proaxel: Now that is odd, since the trees look fine for me with LW2, just checked again now! Got a save handy?
As the "Alternative Mod Launcher" notes with its asterixes, LW2 chucks in a couple of Screen Listeners. Actually it's colliding overrides detection isn't reliable with LW2, since LW2 is a "Highlander" mod, it tweaks loads of the base classes without them being noted as "overrides". Much like how mods can get broken after patches, where the underlying class has been changed. For the UIArmory_Promotion(PsiOp) pair they added a bit to handle the different rank icons for officers, which I could pretty much directly copy in a way which would keep both Vanilla and LW2 happy.
Proaxel 20 Feb, 2017 @ 5:05pm 
Also, the Alternative Mod Launcher says there is a class conflict:

Mods with colliding overrides found!
These mods will not (fully) work when run together.

Conflict found for 'UIArmory_PromotionPsiOp':
Armoury Navigation Fixes
* Long War 2
* Long War 2

Conflict found for 'UIArmory_Promotion':
Armoury Navigation Fixes
* Long War 2
* Long War 2

* (These mods use UIScreenListeners, meaning they do not conflict with each other)

@Mr. Nice
Proaxel 20 Feb, 2017 @ 4:55pm 
I don't know about you guys, but this breaks Long War 2 Ability Trees for me. When you have this installed only the first two columns of abilities are shown and the third is removed.
Dragon32 15 Feb, 2017 @ 1:53pm 
@Lightened Dark:
You mention facilities, are you thinking of Restored Avenger Navigation ? Or maybe it was a typo..?
I think the only way to make this mod compatible with those you mention is to disable its overrides, see the Compatibility section, above.
LightenedDark 15 Feb, 2017 @ 12:56pm 
Is it possible to have a more compatible version? All I want is to not have to scrollllllllll slowly to the side when looking at facilities. I don't mind clicking the mouse for the Left/Right buttons while looking at soldiers:

Conflict found for 'UIArmory_WeaponUpgrade':
Armoury Navigation Fixes
Grimy's Loot Mod

Conflict found for 'UIArmory_Promotion':
Armoury Navigation Fixes
Chooseable AWC Perks
Mr. Nice  [author] 13 Feb, 2017 @ 12:44am 
No, that's caused by some mods which add on icons which haven't been properly updated since the controller patch. I've done my own custom version of one of those mods to fix it for my purposes, I'll spare other modders blushes and not name names, but fixing it is pretty simple from the modding point of view. All the changes are listed above, almost all in the amoury screens as the mod name implies.
Xuncu 12 Feb, 2017 @ 6:35pm 
Does it also fix the thing where the icons in-battle had the yellow Y buttons on them?
Mr. Nice  [author] 8 Feb, 2017 @ 10:17am 
Yes, Grimy's Loot mod also overrides UIArmory_WeaponUpgrade . That's mainly why polite modder's list their overrides in the description. As I say above, you can comment out the UIArmory_WeaponUpgrade override in XComEngine.ini for my mod, which will of course revert this mods changes to the upgrade screen.
SentySent 8 Feb, 2017 @ 10:09am 
Apparently there's a conflict on UIArmory_WeaponUpgrade with the Grimy's Loot mod.
Mr. Nice  [author] 8 Feb, 2017 @ 9:43am 
Cheers Tactical Salad.
@GauravDas: Was 95% true, just fixed to bring in support the changes they made to the UIArmory_Promotion code for the seperate rank icons for Officers, without breaking non-LW2 support of course.
Swords 8 Feb, 2017 @ 9:28am 
Thank you, those soldier cycling buttons were driving me nuts!
GauravDas 8 Feb, 2017 @ 8:07am 
Compatible with LW2. Thank you so much.