XCOM 2
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Consistent Team Colors
   
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14 Apr, 2023 @ 12:36pm
17 Apr, 2023 @ 9:20am
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Consistent Team Colors

Description
If you play with 3rd party faction mods, you may have run into one or more with enemy target icon colors you just don't like. For my own example, many use an orangey yellow that can be confused with the "I'm flanked" yellow. This mod allows you to control the colors of the target icons.

There are two teams enabled by the Community Highlander: Team One, primarily used by The Hive and Rebelious MOCX, and Team Two, used by most raider factions. Mods using these teams have code that changes their icon colors when their SitReps are found, if it wasn't already changed from the Highlander defaults. This mod basically uses that same code, for all SitReps, without the "unless already changed from the default" check. The thumbnail above is three different missions with different raider teams, all while Team Two was set by this mod to the "Good" (green) color: Global Occult Coalition (which is usually cyan), Dark Eldar (usually purple), and Bandit Raiders (usually orangey-yellow).

Default Highlander colors
Highlander defaults to "Warning2" (orangey-yellow) for Team One and "Cash" (green) for Team Two. Selecting those colors lets other mods assume the color hasn't been changed, so they could potentially overwite this mod with their own colors. However, it is set to trigger after most other mods so, in the testing done, still worked with the Highlander defaults. Just be aware that, while using a default color, there is a small possibility the choice could be overridden.

Different colors for different mods
If you want to keep different raider groups in different colors, there are options for that. The selection is done by SitRep, so you would set that team's SitRep(s) to the new color. More details are in the XComConsistentTeamColors.ini config file, along with sample settings for all Team One/Two mods I could find.

Compatibility
This mod should work fine with any mods utilizing Team One and/or Team Two. It has also been tested from the start to work with Unit Flag Extended.
15 Comments
EvilBob22  [author] 13 May, 2023 @ 9:55am 
Yeah, I've seen that too, with or without this mod. I haven't looked at the code, but I suspect MOCX is spawning them in on the Advent team, and then after the fact Rebellious MOCX is switching them if it rolls it.
Devil_Cloud38 13 May, 2023 @ 1:01am 
another issue I wanna bring up, thou its mostly minor.
When using rebellious MOCX, they'll be the color I asign then for a sec, and then turn completely into red color HP bars. Of course I say minor, cuz saving and reloading the save seems to correct them to their appropriate color that I chose for them
EvilBob22  [author] 23 Apr, 2023 @ 3:24pm 
Thanks! glad you like it.

The color of the shield bars is handled by UFE, this mod can only indirectly affect it if the hp and shield bars are set in UFE to use the icon color. That said, I changed my UFE shield settings to see if I could replicate it. I've played a few missions that way and seen both friendly and enemy shield bars in the new color, none in yellow. I'll keep it set like that for now, but I'm guessing something in your config is messing with that .ini (or a tweak mod that is supposed to be changing it isn't).
Devil_Cloud38 23 Apr, 2023 @ 5:28am 
I think this might override ablative health color too, since in UFE I have that health ber set to like a light cyan color for everyone, enemy included, and with this mod on it goes back to its dark yellowish default color, and i dont think UFE has updatedrecently after march.

Minor inconvenience, but neat mod
EvilBob22  [author] 15 Apr, 2023 @ 10:52am 
@LeyShade Wow, that is a lot of mods! At least they look well organized.

I was wondering if there was an ulterior motive, at first your questions seemed like idle curiosity, but then they got oddly specific. Glad to be of help.
RustyDios 15 Apr, 2023 @ 10:25am 
The possibilities ...
LeyShade 15 Apr, 2023 @ 10:25am 
@EvilBob22 - Thank you for your time and clarification. I manage the AML O+E , which redoes a lot of the factions to be able to cross-deploy and psuedo-ally (at least, thematically explain away them being on the same teams), with custom encounter lists, followers and sitrep exclusions to enable this.

In the mean time, we will intergrate your handy tool here to make sure all factions have a unique colour, and then figure out our further options in regard to UFE per time constraints.

We second Rusty that if someone else made it as a standalone mod, or ports our version to standalone if not done before, that would be a huge boon to the community that uses UFE =)

Thank you for your time and work EvilBob22 =)
EvilBob22  [author] 15 Apr, 2023 @ 10:23am 
You really only need UFE if you are going to put in all that work though, it can all be done through its .ini. (I'm not sure I'm the one to put in all that effort...)

There could be an interesting mix too: you could get a similar effect with less work by setting this mod to one color for the general faction units while using another color in UFE specifically for that faction's group leaders. Not quite a rainbow, but at least there would be some variety.
RustyDios 15 Apr, 2023 @ 10:02am 
Custom colour overrides for UFE for each raider Faction **per template name** .... now that would be a config-warriors dream !!

It was exhausting enough just to type up the special bar colours for the rulers!

But that is a very very cool idea - maybe someone will make such a mod...
EvilBob22  [author] 15 Apr, 2023 @ 9:40am 
By "allied factions" I assume you aren't talking about allied to XCom, like resistance fighters, but rather, different 3rd party factions, like bandits and GOC. If they are allowed to both show up in the same mission (not normally the case), they will all be the same color -- the setting is team-wide. As to which color, it would be whichever is last in the list of color overrides that apply.

You could get a rainbow target bar using Unit Flag Extended, but it would be a bit of work to set that scenario that up. UFE can set colors for specific units based on their unit template (it's how it makes the unique colors for leaders). However, there are lots of unit templates; an Advent Trooper is a different template than an Advanced Trooper, and a 3 HP lost is a different template than a 4 HP lost. The bandit mod has a relatively low number of templates, but it still has 21. Set all bandit templates to one color, all GOC to another, allow them on the same mission, and you've got it.