Z-UI_Recoloring Assets_BNW (v2)
by Zyxpsilon


== Description ==

Displays a new interface recolored with GreyScale-Greenish elements such as the usual Icons, Menus, Grids, Progress Bars, PopUps. Frames, Trims, many customized overlays of Notifications and some additional Buttons, etc.

- Also includes a somehow darker MiniMap and its fog layer-background, four Diplo-Corner and seven Info-Panel buttons, a cool Turn-Timer Meter, every Icons (re-colored for mostly better contrast purposes while scanning HOF lists!) used during the setup phase (Map types, sizes, difficulty levels, etc) & my package (formally distributed within the Reality Aternative MOD) of 8 Eras splash-screens personalized with extra info, etc.

- I took this opportunity to introduce a few more things that i think you will enjoy; the PopUpTops have been color-coded to represent each gameplay context... Five types of City States, Tech Researched, Great People, Barbarians, Ruins, Wonders and so on received some nice Hues to put them into focus. City Banner received tiny icons too. Locked Policy tag is Magenta... etc.


* IMPORTANT NOTE; This mod (exclusively for Brave-New-World also known as Expansion-2) can't be activated since it has to workaround some nifty_geeky pre-load process which i simply don't have any direct control over, please follow the Installation method below.

* VERSION 2 NOTES; Updates a few assets only. Greyscale backgrounds, EUI related items, etc.

***

NOTES;

I'm aware of the following issues that remain to be looked over - if ever;

- Header texts in some areas still glow with variable shadows... the obvious solution would be to edit every pertaining XML files but this would involve plenty of extra bytes in this mod file structures. Not really essential, AFAIC.

- A few assets, notification tags and UI-Buttons aren't yet loaded by the VFS import function (That's Firaxis developpers responsability, not mine!)... that's where you may come in to detect such "errors". Do not hesitate to recommend fixes and even ask for corrections you'd like to see done. Won't promise anything yet, but one never knows!

***


Consult the following thread for more details;
http://forums.civfanatics.com/showthread.php?t=400171


== Installation ==

Subscribed from the Steam Overlay, right? Good.

Load the game at this moment, click MODS on the menu and let these files extract where they should - at first. Hit "NEXT" (but not *BACK*) and then, without starting anything -- just exit the game for now... don't ask, the executable code has its own weird requirements.

Before you play though, you *MUST* do this;

1) Create a new folder and name it Z-UI (as is, no extra letters, must begin with Z in the following place...

2) Your core files were installed by STEAM in their ../steamapps/common/Sid+../assets/DLC/Expansion2/UI/Art/..*here*

2b) Refer to the included "Steam-Folders_MOVE-COPY_TO.png" image for the exact necessary location.

3) Move each & all *405* (48.7 Mbs of magic!!) DDS files from the "Art" folder (as found in my MOD) to the freshly created Z-UI folder. Leaving the original folder totally *EMPTY*. This is done to prevent any silly conflicts with a few runtime assets required by the FrontEnd process.

4) Upon starting your next CiV session and while the "Loading" screen performs its usual duty, the memory stack space allocates the extra UI files while replacing their corresponding Vanilla defaults --- when the Z-UI MOD is (remember!?) ***NOT*** clicked for activation!

5) That's all -- for this major MOD feature!

5b) Select Mod option, setup your Single-Player game and just play. Btw, such changes should also deploy in your MultiPlayer screens!

5c) Watch out, the whole Interface has been altered extensively. ;)


6) There's also a possibility that you might have to manually edit the "Config.ini" file found in the root folder of Civ5 (in Windows "Documents/MY Games") as follow;

***
; Set to 1 to have loose files override PAK files if the loose file is newer
LooseFilesOverridePAK = 1
***

The above value is normally 0... sometimes, the virtual stack must be initialized (with 1) to properly detect the files in any personal folders such as "Z-UI". Some systems might need this trick to acknowledge the supplemental files for newest date reasons while Civ5 scans for resources in the many FPK archives located in the DX9 folder.


And finally some extra files,

7) Mostly minor edits for various fine-tunings of XML rendering. If you want to use any of them, don't forget to backup the original(s) somewhere (after all.. you might also change your minds!) and replace it with mines.

7a) CultureOverview.xml__ -- this file changes the alternating green columns to grey for a good reason; the GreatWorks Icons have been re-colored as well and i always found the Magenta numbers didn't glow properly on that too sharp background. Location? this folder is slightly below Z-UI in -- UI/InGame/Popups. Remove the double__Underline tags to mimic the exact replaceable file.

7b) TradeRouteOverview.xml__ -- edited for similar reasons as the above. Same Location. Same renaming step.

7c) Civ5XP2_Opening_Movie_en_US.wmv -- since the Skip_IntroVideo option doesn't actually prevent a partial display of about 15+ seconds (2K+Firaxis+SteamWorkshop animated Logos) anyway. By replacing the default movie file (from the game root folder) with this, you'll simply get a quick 5 seconds worth of a static image without sound effects.

7d) Advisors_Colored(v1) + Greyed(v2) folders -- removed in version #2.

7e) Alternative_Art folder -- secondary choices for some files. Simply remove the ending double__Underlines and ID number to replace the corresponding primary file in Z-UI.

7f) Alternative_Art -- gives new darker Roads-And-Rails. Simply drop both files into Z-UI folder to use.

7g) The Eras splash-screens have been extensively edited to be integrated in an upcoming MOD (ZN-Eras + Center). They'll still be joined into this mod until the other is released.

7xx) ... any further slots are reserved for future updates.


Sooooo finally, enjoy this MOD as much as i had absolutely great fun creating it!

-- Zyxpsilon.


== Potential Mod Conflicts ==
None... until proven otherwise!

== Version History ==
-- Beta stage... ONCE again.

== Credits ==
-- Sterkhov for his absolutely essential DDS Unpacker utility.

== Contact information ==
Steam Workshop.

Created in May-June-July ..+.. August/'14.

	