XCOM 2
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SwappImg
   
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31 May, 2016 @ 2:39pm
30 Jun, 2020 @ 6:18am
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SwappImg

Description
Creative minds & Modders having serious interests in HUD+UI+Graphics resources.. rejoice! A new tool is being added to your arsenal.

The result of an effective collaboration between InfectedM, Amineri and I.. this mod could be likened to a strict XCom2 alternative of the oldish "TexMod" program which would inject DirectX textures into compatible runtime codes via HashTag references to any given stock graphic files.

Basicly, you can now replace various default gameplay asset(s) with your own custom version(s) -- at will.

In technical terms, the process uses two individual Mods (Base + Extension) that allows MCController-Hooks defined by pathing Extension(s) declared in your personnally designed external UIListener(s) Script. When both are installed and activated, the actual switch of Images is simply, automated.

As a demo.. i'll also release some on-going project called qUIck_FIX (link) which is dependant on this one.

** Please refer to the Mod description & Discussion threads in the Steam Workshop for proper instructions and further details. I might create formal documentation files.. later!

At this point, the essential (temporary) secondary file can be found in the "Config" folder. That sample file should be edited as you want and renamed with a true "UC" script extension (by deleting the ending ".txt"). Then another mod must be built with that file as another resource in the "Src\YourOtherModName\Classes".

UPDATE; Small fix to the LOG spam flow.

-- Zyxpsilon.
Popular Discussions View All (2)
9
8 Sep, 2017 @ 7:23pm
Documentation
Zyxpsilon
0
30 Aug, 2020 @ 12:39am
3 Mods to change one image?
superman81906
65 Comments
Zyxpsilon  [author] 3 Sep, 2020 @ 7:49am 
@superman81906 --- Sure.. the basic trick would be to create a valid UPK library that has the correctly formatted GFX resource(s) & then to define the wanted assets in the "Extension" file. Finally, assemble and compile the necessary local MOD from SDK (Buddy).
superman81906 2 Sep, 2020 @ 11:53pm 
Can I use this for LW, and if I follow the steps in your instructions can I change an xcom2 official armor image into an image of mine in another file?
Zyxpsilon  [author] 2 Sep, 2020 @ 3:55pm 
Still the same answer here -- this doesn't change any Plating images.
Zyxpsilon  [author] 30 Jun, 2020 @ 6:22am 
Small repair to the LOG flow.
Zyxpsilon  [author] 5 May, 2019 @ 9:12am 
I know.. it's one of those things "InfectedM" insisted on having extensive direct feedback steps. Sadly, i can't touch the Mod code anymore since my SDK (early version) was fucked up by WoTC updates.
Sorry.
Iridar 5 May, 2019 @ 6:55am 
@Zyxpsilon
This mod does a lot of log spam, could you please disable logs being enabled by default?
Zyxpsilon  [author] 9 Oct, 2018 @ 5:34pm 
It doesn't require an update.. since the needed Extension(s) are dealing with WotC factors if the output scope hooks to it. Indirectly, TLP is oblivious to any changes as long as its custom (via SwappIMG base) UI-Listeners are made with WotC components in mind.
Zyxpsilon  [author] 20 Sep, 2017 @ 11:16am 
And another theory.. if you are using Neonin Ranks Symbols.. he embedded it into his mod directly. Which would indeed, create a terrible conflict. Technically -- the WotC XPack changed how code objects get cleared up from the DataFeed & we needed to adjust the simulated function to account for that extra instruction set.
Maybe Neonin (or anyone else.. trying to create custom extensions) didn"t fix their own base code.
Zyxpsilon  [author] 20 Sep, 2017 @ 11:12am 
@3D Master.. the real question here is == Do you really need SwappIMG & if so.. why exactly? I can only see ONE reason ... having access to the (WC_)qUIck_RCP images.
Dragon32 20 Sep, 2017 @ 9:57am 
@3D Master:
Guess I don't get it then. Ensure you always keep this mod enabled then disable half. Does it crash? If no then problem mod is in the disabled half.
Unless you're saying that this mod conflicts with two or more unknown mods, causing the crash. But only in combination.
In which case I don't see how disabling mods one by one would help, as you wouldn't be able to test for that combination of mods which causes a crash.
Or maybe I'm just being thick.