World Loading Screen Overhaul v2.0

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Uploaded: 23rd Feb 2020 at 11:20 PM
Updated: 25th Feb 2020 at 6:19 PM
This is an updated re-release of my core-mod-that-should-not-have-been-a-core-mod, World Loading Screen Overhaul.

This version is NOT a core mod, but a pure scripting mod, and as such, it should be compatible with all other existing core mods. AwesomeMod users rejoice! The original core mod is now considered obsolete, and will no longer be supported.

A modified version of the original description follows:



Let's get something out of the way right now: the base game world loading screen is boring. REALLY boring. Despite this, EA created no official loading screens for use with their store worlds and no way for users to create their own loading screens for custom worlds.

I decided to fix that.



What Is This Mod?
This is a scripting mod that injects custom loading screens for Sunset Valley and all EA store worlds instead of the default world loading screen. It also provides a framework for creating loading screens for custom worlds and overriding EA's default world loading screens. Interactive loading screens introduced in version 1.63 are not affected, and will continue to run as normal if turned on.

No store worlds or expansion packs are required for this mod to run. If you do not have a particular world installed, you simply won't ever see that particular loading screen in-game.



Overriding Existing Loading Screens
Copies of all EA default loading screens (as well as the default main menu background image) are included in the mod. To replace these images or the provided loading screens for EA store worlds with you own, do the following (instructions are lovingly taken from mikey's Base Game & EP World Loading Screens mod):

Quote: Originally posted by mikey
  1. Open the package file with S3PE
  2. Click on the resource you wish to replace or Ctrl + click to select multiple resources
  3. From the Menu at the top, click on Resource > Export > To File...
  4. Save the PNG(s) to your desktop or another location
  5. Open each PNG in Photoshop, Gimp, Paint.net or another image editing program
  6. Paste whatever images you want to use over the existing image in your image editing program
  7. Flatten and save the PNG
  8. Go back to your package file, and, from the menu, click on Resource > Import > From File...
  9. Save your package and test in game.


The DefaultLoadGameScreen, DefaultNewGameLoadScreen, DefaultTravelLoadScreen, and GameEntryMainMenu resources have additional graphic information included in them, and require a slightly different procedure:

Quote: Originally posted by mikey
  1. Open the package file with S3PE
  2. Click on the resource you wish to replace or Ctrl + click to select multiple resources
  3. From the Menu at the top, click on Resource > Export > To File...
  4. Save the PNG(s) to your desktop or another location
  5. Open each PNG in Photoshop, Gimp, Paint.net or another image editing program
  6. Paste whatever image you want to use over the main image in your image editing program
  7. Use Merge Down or Merge Visible (DO NOT FLATTEN) and save the file
  8. Go back to your package file, and, from the menu, click on Resource > Import > From File...
  9. Save your package and test in game.


Adding Loading Screens For Custom Worlds
Before beginning, ensure that the image you wish to use as a loading screen is a PNG file. If it is not, it must be converted through your preferred image editing utility.

The following uses Pyronium3's amazing Setra as an example:

1. Open the package file in S3PE

2. Click on Resource > Import > From File... (or press Ctrl-Shift-M)



3. Select the image file you wish to use (in this case, "World_Loading_Setra.PNG")



4. In the Resource Details screen, select IMAG (0x2F7D0004) as the type and enter 0 as the group



5. Enter a unique name for your image (in this case, "World_Loading_Setra") and click "FNV64" to generate an instance ID



6. Click "OK" to save the image into the package

7. Right click the "CustomLoadingScreens" _XML resource and open it in Notepad or your preferred text editor

8. Within the "WorldName" tags, enter the full name of the world as it would appear in the new game world selection screen (in this case, "Setra")



9. Within the "PicFileName" tags, enter the full name of the IMAG file you wish to use as it appears in S3PE (in this case, "World_Loading_Setra")



10. Close the text editor and save the package

Success! Your custom loading screen should now be in-game!



Note: if you wish to create more than one custom world loading screen, you must create a new set of "World," "WorldName," and "PicFileName" tags for EACH WORLD!



Compatibility and Uninstallation
Built, tested, and (mostly) working on game version 1.69. It may work on earlier versions, but it has not been tested; do so at your own risk. As stated earlier, no expansion packs or stuff packs are required for this mod to run.

As stated earlier, NO expansions or store worlds are required for this mod to run.

As this is (now) a pure script mod, conflicts with other mods should be next-to-nonexistent.

Uninstallation should not cause any problems -- simply remove the mod from the packages folder. All world loading screens will revert to EA default.

Known Issues
  • Under very heavy game loads, there may be a momentary flickering as the new loading screen is injected late. In most cases, though, this should not be an issue, and I have attempted to minimize flickering as much as possible.
  • Loading screens while traveling to a world added by NRaas Traveler will be their EA default.

Additional Credits