XCOM 2
EvilBob's Dejanker
62 Comments
HKR31 27 Aug @ 9:45pm 
Yep it works
Thanks for the fix
EvilBob22  [author] 27 Aug @ 5:03pm 
@HKR31 Unsubscribe and resubscribe to this mod (and undo the manual fix from earlier). It should work for you now.
EvilBob22  [author] 27 Aug @ 10:03am 
Shoot, I knew that was a possibility, but the items in the wrist mounted grenade launcher looked the same, so I was hoping it wouldn't be a problem. (They must have different names or something.) Ah well, I'm reasonably certain I can get it to work with a change to this mod.
HKR31 26 Aug @ 3:28pm 
I tried the manual fix, it fixed the combat knife and sawed off shotgun but broke the wrist mounted grenade launcher from that mod
EvilBob22  [author] 24 Aug @ 8:13pm 
Note that the manual fix will only work if the LW2 Secondaries mod is also loaded.
EvilBob22  [author] 24 Aug @ 8:12pm 
Yep, it looks like exactly what Zelfana was saying: there's a "UILibrary_LWSecondariesWOTC.upk" file in that mod and it's missing the mag sawed off and the mag and beam combat knife. The game is seeing it as a newer version and ignoring the version in the LW2 Secondaries mod. I have an idea of how to fix it automatically with this mod, I'll see if I can get it to work.

Meanwhile, you should be able to manually fix it if you want to give that a shot (although I haven't tried it to make sure):
Rename the file to something else that isn't being used (like "Broken_UILibrary_LWSecondariesWOTC.upk") in the version in wrist-mounted grenade launcher mod:

{SteamLibrary}\steamapps\workshop\content\268500\1525412642\Content\UILibrary_LWSecondariesWOTC.upk

That should "break" that file so the game no longer sees it, and it falls back to the one in the LW2 Secondaries mod.
HKR31 24 Aug @ 9:23am 
Can you have a look to see if a fix is possible?
HKR31 24 Aug @ 9:19am 
I found out what mod was causing the UI of sawed off shotgun and combat knife to break
"[WOTC] Wrist-Mounted Grenade Launcher"
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1525412642&searchtext=wrist
HKR31 4 Aug @ 2:30pm 
:steamthumbsup:
Zelfana 1 Aug @ 9:30am 
It must be your primary secondary setup, that creates separate primary versions of the secondary weapons. Or there is a content package conflict for "UILibrary_LWSecondariesWOTC", eg. another mod is also adding a package with that name but it isn't exactly the same. That is what would happen with ABB, for example.
HKR31 31 Jul @ 8:50pm 
I think the issue is with the lw2 secondaries mod itself. It used to work fine for me before as well but later started missing these 3 icons
HKR31 31 Jul @ 8:46pm 
I made one mistake when discussing this
The magnetic version of the combat knife is working from the start
HKR31 31 Jul @ 8:16pm 
@Zelfana I'm not using either of those.
I am using primary secondaries maybe that could be the reason?
HKR31 31 Jul @ 8:15pm 
Didn't work
Zelfana 31 Jul @ 12:33pm 
Or A Better Barracks, as that has them included in it, too, and you shouldn't have both mods enabled.
Zelfana 31 Jul @ 12:25pm 
@HKR31

You're not using LW2 Secondary Weapons with Long War of the Chosen are you?
EvilBob22  [author] 31 Jul @ 12:09pm 
The Steam comment is being split, but they should be in one line each. So like:

+WeaponIconChanges=(Template="...", NewImage="...")
EvilBob22  [author] 31 Jul @ 12:05pm 
If you want to try using the Dejanker code, this added to XComEvilBobDejanker.ini should also work:

+WeaponIconChanges=(Template="CombatKnife_MG", NewImage="img:///UILibrary_LWSecondariesWOTC.Inv_Mag_CombatKnife")
+WeaponIconChanges=(Template="CombatKnife_BM", NewImage="img:///UILibrary_LWSecondariesWOTC.Inv_Beam_CombatKnife")

+WeaponIconChanges=(Template="SawedOffShotgun_MG", NewImage="img:///UILibrary_LWSecondariesWOTC.Inv_Mag_SawedOffShotgun")
+WeaponIconChanges=(Template="SawedOffShotgun_BM", NewImage="img:///UILibrary_LWSecondariesWOTC.Inv_Beam_SawedOffShotgun")
EvilBob22  [author] 31 Jul @ 11:59am 
No, that stuff goes in XComGameData_WeaponData.ini
HKR31 31 Jul @ 11:14am 
Xcomevilbobdejanker . ini?
HKR31 31 Jul @ 11:10am 
I just copy paste this to {LINK REMOVED}
EvilBob22  [author] 31 Jul @ 9:12am 
It won't hurt to try.

These are the lines in XComGameData_WeaponData.ini (including the conventional ones)

[WOTC_LW2SecondaryWeapons.X2Item_LWCombatKnife]

CombatKnife_CV_UIImage="img:///UILibrary_LWSecondariesWOTC.Inv_Conv_CombatKnife"
CombatKnife_MG_UIImage="img:///UILibrary_LWSecondariesWOTC.Inv_Mag_CombatKnife"
CombatKnife_BM_UIImage="img:///UILibrary_LWSecondariesWOTC.Inv_Beam_CombatKnife"


[WOTC_LW2SecondaryWeapons.X2Item_LWSawedOffShotgun]

SawedOffShotgun_CV_UIImage="img:///UILibrary_LWSecondariesWOTC.Inv_Conv_SawedOffShotgun"
SawedOffShotgun_MG_UIImage="img:///UILibrary_LWSecondariesWOTC.Inv_Mag_SawedOffShotgun"
SawedOffShotgun_BM_UIImage="img:///UILibrary_LWSecondariesWOTC.Inv_Beam_SawedOffShotgun"
HKR31 31 Jul @ 2:44am 
The conventional images work fine for Sawed off Shotgun and Combat Knife.
Only mag and plasma variant do not show
HKR31 31 Jul @ 2:42am 
I checked my entire list of mods and couldn't find the cause and I tried unsubscribing and resubscribing to lw2 secondaries again
Can I add configs that can force use of the images to can fix this issue?
HKR31 31 Jul @ 1:37am 
I tested without the below mod
It is not causing it
I will keep looking
HKR31 31 Jul @ 1:27am 
Unsubscribe/resubscribe didn't work
Maybe it is caused by this mod? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2786441148&searchtext=mass+effect+weapon
This mod changes weapon categories
EvilBob22  [author] 30 Jul @ 1:56pm 
@HKR31 I'm not seeing any error pics, they are showing up fine for me. And, thinking back, I know I've seen them working fine in Christopher Odd's videos and others.

I'd first try unsubscribing from and re-subscribing to that mod to refresh the downloaded files. If you're still having trouble, look for mods that change XComGameData_WeaponData.ini under the headers "[WOTC_LW2SecondaryWeapons.X2Item_LWCombatKnife]" and "[WOTC_LW2SecondaryWeapons.X2Item_LWSawedOffShotgun]". Those contain that mod's image links for those weapons.
HKR31 29 Jul @ 4:57pm 
Can you add fix to inventory icons of sawed off shotgun and combat knife from this mod? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1140434643&searchtext=seconda
The Magnetic and Plasma versions of these show error instead of icons
EvilBob22  [author] 1 Jul @ 10:45am 
Sorry it kind of fell through the cracks, but the changes to Psionic Melee have been done. Rather than worrying about flipping them on or off manually, they have been set to only apply if the Prototype Armory mod is also active.
EvilBob22  [author] 24 Jun @ 7:52am 
Very strange. Now I'm wondering if your local configs are "stuck" on the old version.

The config in the new version should include
...NewImage="img:///UIEBDejanker_LOSPreview.UIPerk_PreviewLOS")
The old version was
...NewImage="img:///UIEBDejanker_Abilities.UIPerk_PreviewLOS")

And that message is saying its looking for the old version using the old file (which is no longer there). If you are starting a new campaign anyway, I'd recommend resetting the local configs; see https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting#wiki_regenerate_user_config

That does reset everything in MCM though, so make note of your settings (maybe with screenshots). You also could probably get away with just resetting (deleting) the XComEvilBobDejanker.ini file in the user config folder.
nekus 24 Jun @ 1:00am 
I have unsubsribed, check the folder went out, and resubscribed, no icons. So, I have commented the entries out in the .ini file and, well, at least I have the old icons and not that annoy message "img (file not found)"
EvilBob22  [author] 23 Jun @ 3:36pm 
That's odd. Try unsubscribing and resubscribing. I had no trouble using the Steam version with my local version disabled.
nekus 23 Jun @ 3:06pm 
sorry, nope, just a new campaign
EvilBob22  [author] 23 Jun @ 10:46am 
Was it from a save done mid-tactical? The most recent change may have accidentally broken those icons on mid-tactical saves. They should be back to normal for the next mission.
nekus 23 Jun @ 10:20am 
Sin celast update I have lost LOS icons in HUD bar, and I am getting this logged repedtedly
[0656.91] Warning: Warning, Failed to load 'Texture UIEBDejanker_Abilities.UIPerk_PreviewLOS': Failed to find object 'Texture UIEBDejanker_Abilities.UIPerk_PreviewLOS'
[0656.91] Warning: Warning, Failed to load 'Texture UIEBDejanker_Abilities.UIPerk_PreviewMovement': Failed to find object 'Texture UIEBDejanker_Abilities.UIPerk_PreviewMovement'
[0656.91] Warning: Warning, Failed to load 'Texture UIEBDejanker_Abilities.UIPerk_PreviewBodyLocation': Failed to find object 'Texture UIEBDejanker_Abilities.UIPerk_PreviewBodyLocation'
Canthyse 20 Jun @ 10:19am 
Yea, thats exactly was my issue, since im playing with single builds. Its a simple text change, but it helps identify the non templar gauntlet.
(Not me, buying that celestial gauntlet, then realizing later its category was not the templar one.)
Im glad your mod helped me with this.
LightenedDark 19 Jun @ 9:23pm 
I too am going to purposely use psionic melee in a very non-templar like way, so when that change gets implemented, I'd appreciate a comment to alert me on how to adjust the name. Mine are going to just be energy blades, a la Halo.
EvilBob22  [author] 19 Jun @ 2:02pm 
Looking at the psionic melee mod, it appears that is intentional. Your psi operatives are supposedly using borrowed Templar gauntlets, so they wouldn't have different names. There is even code in there to copy over the localized text entries from the base Templar gauntlets, which is more effort than just putting in a new name/description. (But, it does explain why your localization changes didn't work.) Changes here are set to run as late in the loading process as possible, so they do work in this case (they run after psionic melee finishes its changes).

All that said, you do have a good point, especially when buying them with mods that make them non-infinite, like Prototype Armory. I'll put something in there, it just won't be enabled by default.
Canthyse 18 Jun @ 3:16pm 
I've been using Psionic Melee, and it always bugged me out that the gauntlet has the same name as the Templar one, so I tried to change with loc edits, but I never got it. Its like it was hardcoded to be using the same loc. Until I tried your lowpriotextchanges.ini. Somehow I made it to change from "Shard Gauntlet" to "Shard Psi Gauntlet". It may look a little difference but at least I can tell the diference, especially when you have to purchase it.
Maybe add this text fix in a update later for other people?.
EvilBob22  [author] 15 Jun @ 8:25am 
Thanks! You're the second person that wasn't clear to, and there are probably more that didn't leave a comment. I'll reword it, need to get coffee first though. :)
LightenedDark 15 Jun @ 8:04am 
Nice work. You might want to say "made in the same spirit as" rather than "successor." I had to check the comments to see if I needed the other dejanker mod still.
LeyShade 24 May @ 10:35pm 
@EvilBob22 - Just want to ensure ''all'' of them are removed. Thanks for clarifying =)
EvilBob22  [author] 24 May @ 10:33am 
There are two different text changes (although I may migrate them all to the low priority eventually). The ones in the Localization folder act the same as any other localizations. The low priority ones are done (via code) based on what's in the .ini. They don't interact with each other.
LeyShade 24 May @ 3:38am 
@EvilBob22 - To clarify, removing the enteries from within the "XComLowPriorityTextChanges" file should prevent all localization changes made by Dejanker, correct?
Ironmonk 25 Mar @ 9:05pm 
thanks!
:steamthumbsup:
EvilBob22  [author] 25 Mar @ 6:57pm 
@Ironmonk
There were bad links in the tier 2 and 3 versions that broke them. Fixed version added here now!
Ironmonk 20 Mar @ 12:08am 
[WOTC] Heavy Barrel Gun Attachments
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2140287820

It doesn't have a inventory image.
LeyShade 10 Feb @ 11:44pm 
Fantastic. Couldn't ask for more <3
EvilBob22  [author] 6 Feb @ 8:39am 
Yes. Basically it has a list of Firaxis' version, and if it doesn't match exactly, skips that update. It's done via code after all the localization files have been loaded, so manual changes to the original will also stop it from changing things.
LeyShade 6 Feb @ 3:52am 
"Some of these are known to be altered by other mods, so code was created to only update the text if it still matches base game."

Does this check for localisation changes made by users directly to the original files?