Zyxpsilon wrote:Might have found another tricky situation with any attempts to create custom INT that would "hook" correctly to whichever LW2 target files.
LW_Overhaul.INT & XComGame.INT are both located into the root of the Localization folder inside the LW2 mod structure -- this IS a normal method when we all want to attach our own system to the Vanilla LOC framework.
While many more XComGame.INT files are resident to their respective "Package" sub-folders.
Strangely.. i've also found duplicates of each Classes-DisplayNames entries (exactly like what i've tried to put HTML colors above in Post #1) into the LW_PerkPack_Integrated.INT which adds to my confusion.
To me (might be wrong), this means a path distinction needs to be clearly declared as relative to such an hybrid set of custom assets while maintaining the XC2 core somewhat functional or able to determine where modded elements should apply.
Sooooo (once again) -- i need official help from Pavonis staff.
So the PerkPack stuff is for the old PerkPack classes. That is, the ones with the tags like
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[LW_Sharpshooter X2SoldierClassTemplate]
The rebalanced LW2 classes use the XComGame.* in the root of the localization folder, and look like this :
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[LWS_Sharpshooter X2SoldierClassTemplate]
We didn't go in and try and clean up all of the localization files from the integrated mods so much, because there are also the 10 non-english translations, so removing stuff adds more work for the localization team -- something we very much wanted to avoid.
You probably don't have to worry so much about the earlier - commands, since these aren't dynamic arrays. Using just a basic
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DisplayName="<font color='#5EEE00'>Technical</font>"
should work. With no prefix, it replaces just on the key value (that is, the "DisplayName" part).
The reason we use - and + in other cases is for dynamic arrays, since there are often multiple config values with the same key value, and we don't want to override previous array entries.
The big thing here is probably mod load order, as was stated. Config (and localization, which is similar) is going to happen in the order the mods are loaded, and unfortunately Firaxis didn't provide us with the tools to control load order, which is kind of important for mod-mods.