I've divided the progression into four colors, so you can tell how much damage you have in 25% increments based on color, and how far towards the next 25% increment you are based on how vivid that color is:
White (undamaged), dim teal > vivid teal (99-75%), dim green > vivid green (74-50%), dim yellow > vivid yellow (49-25%), dim red > vivid red (25-1%) Black (destroyed)
Admittedly, I didn't try out the presets for the mod, so I don't know if this level of granularity is exactly necessary, but still
Ugh, well, at least it's only a graphical thing. Meaning I can postpone the update for a few days. I wish they'd let me overwrite a single function in a Function Library instead of an entire Function Library. That's why these things happen. It's looking for a function that isn't there. I could also change everything that calls that function, but that's a worse solution as it'll prevent ArmorGreen from working with any HUD mod.
I'm far too lazy to fix this right now, I'll fix it this weekend.
# Custom (Yellow > Red > Dark Red > Dark) 1.00:(R=1,G=1,B=1,A=1) 0.75:(R=1,G=1,B=0,A=1) 0.50:(R=1,G=0,B=0,A=1) 0.25:(R=0.5,G=0,B=0,A=1) 0.00:(R=0,G=0,B=0,A=1)
If you're getting a crash error that states that your game cannot find a UI file, RUN A MISSION/INSTANT ACTION SOLO! When you do this, the mod generates the files it needs and will not cause this error anymore. When in doubt, run the mission singleplayer, THEN troubleshoot further!
Ha! I got to updating before someone complained! At least on the Nexus, I was notified of the game update via steam. Of course, if there's any problems, hit me up. Next update I'm gonna rebuild the project one last time so the file names are just "ArmorGreen".
If you can get it working, this mod makes the paper doll damage display actually distinguishable; now you can see how bad the damage actually is at a glance.
+1 for addressing the shortcomings of the paper doll system.
As a side note, this also appears to change the general damage display colour system at large, so while running Bobbert's Heads-Up-Display, the HTAL colours are also using this new spectrum. It even made HTAL easier to read, so big bonus points!
This doesn't appear to work anymore with Co-op unlocked. Even when I set Armour Green to overwrite Co-op unlocked the armour stays as default colours. Anyone know how to fix this?
I dunno about fixing it with Co-op Unlocked proper, but I'm running that and tentatively, it seems to work (more testing required, initial results good).
I got this working by putting it as the second highest mod order slot.
92 comments
1:(R=1,G=1,B=1,A=1)
.9999:(R=0,G=0.4,B=0.4,A=1)
.75:(R=0,G=1,B=1,A=1)
.74:(R=0,G=0.3,B=0,A=1)
.5:(R=0,G=1,B=0,A=1)
.49:(R=0.3,G=0.3,B=0,A=1)
.25:(R=1,G=1,B=0,A=1)
.34:(R=0.3,G=0,B=0,A=1)
.0001:(R=1,G=0,B=0,A=1)
0:(R=0,G=0,B=0,A=1)
I've divided the progression into four colors, so you can tell how much damage you have in 25% increments based on color, and how far towards the next 25% increment you are based on how vivid that color is:
White (undamaged),
dim teal > vivid teal (99-75%),
dim green > vivid green (74-50%),
dim yellow > vivid yellow (49-25%),
dim red > vivid red (25-1%)
Black (destroyed)
Admittedly, I didn't try out the presets for the mod, so I don't know if this level of granularity is exactly necessary, but still
Source: https://www.reddit.com/r/Mechwarrior5/comments/1bitfmb/does_anyone_know_why_i_have_a_blank_square_there/
I'm far too lazy to fix this right now, I'll fix it this weekend.
# Custom (Yellow > Red > Dark Red > Dark)
1.00:(R=1,G=1,B=1,A=1)
0.75:(R=1,G=1,B=0,A=1)
0.50:(R=1,G=0,B=0,A=1)
0.25:(R=0.5,G=0,B=0,A=1)
0.00:(R=0,G=0,B=0,A=1)
If you're getting a crash error that states that your game cannot find a UI file, RUN A MISSION/INSTANT ACTION SOLO! When you do this, the mod generates the files it needs and will not cause this error anymore. When in doubt, run the mission singleplayer, THEN troubleshoot further!
# Custom (Cyan > Green > Yellow > Red > Dark Red > Dark)
1.00:(R=1,G=1,B=1,A=1)
0.85:(R=0,G=1,B=1,A=1)
0.70:(R=0,G=1,B=0,A=1)
0.55:(R=1,G=1,B=0,A=1)
0.40:(R=1,G=0,B=0,A=1)
0.25:(R=0.5,G=0,B=0,A=1)
0.00:(R=0,G=0,B=0,A=1)
+1 for addressing the shortcomings of the paper doll system.
As a side note, this also appears to change the general damage display colour system at large, so while running Bobbert's Heads-Up-Display, the HTAL colours are also using this new spectrum. It even made HTAL easier to read, so big bonus points!
I got this working by putting it as the second highest mod order slot.