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Felt that pointing out some of these for the third time was getting old, so made a list. I have not tried all of them and some are pretty old, so there might be inaccuracies.
If you know of any other submods (even and especially ones that are overmod-agnostic), whether from Discord, Matrix or some other corner of the web, let me know.
Indications of outdated mods, mistakes or omissions in the descriptions, or any other clarifications are welcome.
A list of more or less current submods for the X-Com Files megamod:
Game engine&AI:
- Brutal-OXCE (https://openxcom.org/forum/index.php/topic,10967.0.html) - Xilmi's "AI that kills you" fork. It really does. Also has options for more than 8 bases. Author: Xilmi (https://openxcom.org/forum/index.php?action=profile;u=98867).
- Modified XCF unit ruleset for BAI (https://openxcom.org/forum/index.php?topic=12118.msg165229#msg165229) - Changes 'intelligence' and 'agression' to fit better with BOXCE. Author: Abyss (https://openxcom.org/forum/index.php?action=profile;u=4152).
UI:
- Amiga/PSX Fonts (https://openxcom.org/forum/index.php/topic,1713.0.html) - Bigger, more contrasted fonts based on the Amiga/PSX ports. Alternate versions towards the end of the thread. Author: Hythlodaeus (https://openxcom.org/forum/index.php?action=profile;u=771).
- Amiga/PSX Small Fonts (https://openxcom.old.mod.io/amigapsx-small-fonts-for-openxcom) - Strips out the 'big font' symbols from the previous mod. Author: starslab .
- Amiga/PSX Font + Visual Upgrade Symbols (https://openxcom.old.mod.io/amigapsx-font-visual-upgrade-symbols) - Expands the Amiga/PSX font with symbols used by the Visual Upgrade (https://openxcom.old.mod.io/xrosss-xcom-ui-redesign) mod. Unknown if the latter works with XCF without additional modifications. Author: KittenCom.
- Weapon ranges displayed in Ufopaedia (https://openxcom.org/forum/index.php?topic=11029.msg171144#msg171144) - Shows range info for firing modes. Authors: Scamps (https://openxcom.org/forum/index.php?action=profile;u=52191)/Kozinsky (https://openxcom.org/forum/index.php?action=profile;u=3289).
- Less Visually Dense Smoke (https://openxcom.mod.io/less-visually-dense-smoke) - So you can see your little troopers without turning on your infravision implant. Visual only. There's also a wholly static variant. Authors: Cooper (https://openxcom.org/forum/index.php?action=profile;u=2204)/Starving Poet (https://openxcom.org/forum/index.php?action=profile;u=2595).
Graphics:
- X-Com Files Alternative Art (https://openxcom.org/forum/index.php/topic,9455.0.html) - More grounded Ufopedia images for quite a few entries. Subject to personal taste, but feedback has been 99% positive. Author: Helmet_Hair (https://openxcom.org/forum/index.php?action=profile;u=1845) (the other one).
- The SFW Files (https://openxcom.old.mod.io/the-sfw-files-x-com-files-submod) - Tones down the nudity in case you need to play XCF at work, near small children or on YT. Author: 8mono (https://openxcom.org/forum/index.php?action=profile;u=14184).
Music and sounds:
- X-Com X-Files Resound Mod (https://openxcom.org/forum/index.php/topic,8870.0.html) - New and varied sounds for pretty much everything. The one addition that can be unapologetically recommended to everyone. Quite big for a submod. Author: Ksenni (https://openxcom.org/forum/index.php?action=profile;u=14493).
- XCF Remusic (https://openxcom.org/forum/index.php/topic,11629.0.html) - As the author says, "Something something music mod pack for X-Com Files. Kinda WIP." Author: Stone Lake (https://openxcom.org/forum/index.php?action=profile;u=99435).
- X-Com Files Music (https://openxcom.org/forum/index.php?topic=11918.0) - The biggest music replacement to date. Kinda too peaceful. Author: Ostrich-Hungry (https://openxcom.org/forum/index.php?action=profile;u=28850).
- Youtube Friendly Music (https://openxcom.org/forum/index.php/topic,5819.0.html) - Kind of ancient, but will at least avoid the most obvious strikes. Author: Starving Poet (https://openxcom.org/forum/index.php?action=profile;u=2595).
Quality of Life:
- Decreased TUs for aliens on your first turn (https://openxcom.org/forum/index.php/topic,7308.msg119480.html#msg119480) - The antidote to driving out to a cultist base and discovering every single one of them has gathered in a giant circle around where your agents were busy parking. Author: Kzer-Za (https://openxcom.org/forum/index.php?action=profile;u=6479)/Starving Poet (https://openxcom.org/forum/index.php?action=profile;u=2595).
- Hyper & Trajectory (XCF edition) (https://openxcom.old.mod.io/x-com-files-hyper-trajectory) - Port of the original mod. Projectiles move fast and leave visible trails. Author: Saedriss (https://openxcom.org/forum/index.php?action=profile;u=30162).
- 3.2 update (https://openxcom.org/forum/index.php?topic=11029.msg163628#msg163628) - Stuff evolves. Author: Kozinsky (https://openxcom.org/forum/index.php?action=profile;u=3289)
- Expanded Markers (https://openxcom.org/forum/index.php/topic,10598.0.html) - Bigger and more colourful Geoscape markers. Author: Juku121 (https://openxcom.org/forum/index.php?action=profile;u=2654).
- Reversed Stat Strings 2024 Edition (https://openxcom.org/forum/index.php/topic,11029.msg161475.html#msg161475) - Stat strings updated for XCF 3.x and its new soldier types. Author: Starving Poet (https://openxcom.org/forum/index.php?action=profile;u=2595)/psavola (https://openxcom.org/forum/index.php?action=profile;u=75701)/Brimcons
- Reversed Stat Strings (https://openxcom.old.mod.io/reversed-stat-strings-for-x-com-files) - Stat strings that show how close an agent is to their stat caps. Surprisingly useful. Author: Starving Poet (https://openxcom.org/forum/index.php?action=profile;u=2595).
- X-Com Files: Kozinsky Stat Strings (https://openxcom.org/forum/index.php?topic=12264.0) - Even more idiosyncratic Stat Strings than the one below. Does differentiate between soldier types, however. Author: Kozinsky (https://openxcom.org/forum/index.php?action=profile;u=3289).
- X-Com Files Statstrings 1.1 (https://openxcom.org/forum/index.php?topic=11896.0) - A somewhat idiosyncratic Stat String convention. Unfortunately, doesn't differentiate between soldier types, rats, bats, dogs, etc. Author: Kozinsky (https://openxcom.org/forum/index.php?action=profile;u=3289).
Rebalance/Addon:
- X-Com Files Additions 0.8.1f (https://openxcom.org/forum/index.php/topic,9722.0.html) - Quite a few additions to various parts of the mod, especially ground equipment (but also HWPs, enemies, armours, crafts, some missions, etc). Author: 8mono (https://openxcom.org/forum/index.php?action=profile;u=14184).
- Russian translation (https://openxcom.org/forum/index.php?topic=9722.msg169421#msg169421) by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079)
- Project Xenophobia (https://openxcom.org/forum/index.php?topic=11888.0) - An ambitious submod that does quite a few things: a rudimentary extra stealth layer, vest and headgear slots (with new headgear), aimed shot crits, recoil, blinding lasers, shield-blasting weapons, damage model rejiggery, some minor armour rebalancing, a new mission, and more. Requires both Arsenal Additions, Natasha Morozova join, and a compatibility patch for the two. Author: Barghum (https://openxcom.org/forum/index.php?action=profile;u=166548).
- Fixes (Chemlasers (https://openxcom.org/forum/index.php?topic=11888.msg170425#msg170425), M&S (https://openxcom.org/forum/index.php?topic=11888.msg170444#msg170444)) by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079).
- Russian translation (https://openxcom.org/forum/index.php?topic=11888.msg168447#msg168447) by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079).
- Mods by AlexandrVel/AleaxandrVel&collaborators:
- Start early (https://openxcom.old.mod.io/start-early-for-mod-x-com-files) - Start in 1995 or 1994 to have more time to prepare. Might not be comprehensive. This thread (https://openxcom.org/forum/index.php?topic=11900.0) has the older and much less extensive 1995 version. Author: AleaxandrVel/stnetw/Fenixlord.
- Handcuffs_250_Gorizontal (https://openxcom.org/forum/index.php?topic=11898.0) - A somewhat outdated and cheaty mod that makes the regular handcuffs item 2x1 instead of 1x2 (note that XCF 1.8b+ has handcuffs at 1x1), increases all cuffing ability to 240 instead of 40-60, and makes it one-handed to use. Probably a further development of Rotated Handcuffs (https://openxcom.org/forum/index.php?topic=8259.msg128054#msg128054). Author: Centron (https://openxcom.org/forum/index.php?action=profile;u=9744)/AleaxandrVel.
- There's a large number of submods by AlexanderVel in this thread (https://openxcom.org/forum/index.php?topic=11900.msg163069#msg163069).
- Psi Plus (https://openxcom.org/forum/index.php?topic=11898.msg169414#msg169414) - A cheat mod to relive the glorious days when psi was OP as hell. 10 psi skill per commendation, and massively lowered energy/stun/morale/sanity costs for mind control (and only mind control, not panic). Author: Di aka stnetw.
- FiveSeven (https://openxcom.org/forum/index.php?topic=11029.msg164449#msg164449) - Relive the days of JA2 super-loot with this new starter pistol. Author: Pendra37 (https://openxcom.org/forum/index.php?action=profile;u=189169).
- Russian translation (https://openxcom.org/forum/index.php?topic=11029.msg164477#msg164477) by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079).
- X-Com Files Medical Rework (https://openxcom.org/forum/index.php/topic,10365.0.html) - A rebalancing of medical items (mostly to make them more useful). Oh, and gauze bandages. Author: Xer0_Moustel (https://openxcom.org/forum/index.php?action=profile;u=68567).
- Russian translation (https://openxcom.org/forum/index.php?topic=10365.msg169388#msg169388) by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079).
- Medical Medals (https://openxcom.org/forum/index.php?topic=11866.0) - At least now you get a
T-shirt medal for patching up fellow agents. Author: HinterDemGlas (https://openxcom.org/forum/index.php?action=profile;u=4732).
- Battle Scars That Hurt (https://openxcom.org/forum/index.php/topic,10596.0.html) - Permanent stat penalties for getting wounded. Author: Fomka (https://openxcom.org/forum/index.php?action=profile;u=8661).
- Open Xcom Files - Lightning Weapons (https://mod.io/g/openxcom/m/open-xcom-files-lightning-weapons) - A mid-late game development based on Cyberweb weapons. Kill, stun, and EMP. It's like getting phasers. Author: FishyFin (https://openxcom.org/forum/index.php?action=profile;u=5367).
- Russian translation (https://openxcom.org/forum/index.php?topic=11029.msg165531#msg165531) by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079).
- Stealth Armours (https://openxcom.org/forum/index.php/topic,11134.0.html) - Two stealth armours, one night camo suit for mid-early game and an OP invisibility suit for lategame. Author: Juku121 (https://openxcom.org/forum/index.php?action=profile;u=2654).
- Medical drone icon (https://openxcom.org/forum/index.php?topic=11029.msg163097#msg163097) - To make the carebear drone look different in the craft equipment screen. Author: HinterDemGlas (https://openxcom.org/forum/index.php?action=profile;u=4732).
- XCom Drone Bombers 1.0 (https://openxcom.org/forum/index.php?topic=11897.0) - A few extra inventory slots for Shadowbats, Small Drones, Gunships and Hovertanks so that they can drop explosives on your enemies. Only 4/10 Hovertank types are supported. Author: Sergey Q.
- Advanced Marker (https://openxcom.org/forum/index.php?topic=11898.0) - Two new markers, with slightly better night vision (+1) and faster deployment. The better one is smaller in the inventory, too. Note that these do not incorporate the 'anticamo' fix from more recent XCF, and pedia text is only for the Russian language. Author: Di aka stnetw.
- Megaphone (https://openxcom.old.mod.io/x-com-files-megaphone) - A new item that orders civilians to evacuate or play dead. Needs fixing (https://openxcom.org/forum/index.php/topic,11029.msg159526.html#msg159526) currently. Author: FishyFin (https://openxcom.org/forum/index.php?action=profile;u=5367).
- Russian translation (https://openxcom.org/forum/index.php?topic=11029.msg162849#msg162849) by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079).
- Liberation (https://openxcom.org/forum/index.php?topic=8767.msg140406#msg140406) - An opportunity to get back any Council nations taken over by aliens. Author: Finnik (https://openxcom.org/forum/index.php?action=profile;u=4281).
- To Final (https://openxcom.org/forum/index.php?topic=11898.0) - Ungate the endgame. Massively so - you just need the tech for your interplanetary craft, no need to find out where you're going by interrogating these pesky Ethereals. Author: Di aka stnetw
- Leeroys! (https://openxcom.org/forum/index.php/topic,10811.0.html) - Cryptids and other melee-only enemies hunt your agents down with a vengeance, just like Zombie hordes do. Author: Juku121 (https://openxcom.org/forum/index.php?action=profile;u=2654).
- Stupid Mongorns (https://openxcom.org/forum/index.php/topic,11029.msg159052.html#msg159052) - A specialised version of the above gives the rabies only to Mongorns (Zombies and similar still retain theirs, of course). Author: Solarius Scorch (https://openxcom.org/forum/index.php?action=profile;u=1358).
- Cryptic Butchery (https://openxcom.org/forum/index.php?topic=11874.0) - A way to make Mongorn Suits out of live Mongorns without the 'retain interrogated aliens' option. Also works for Bullfrog-, Muckstar- and Spikeboar-corpse-exclusive manufactures. Author: HinterDemGlas (https://openxcom.org/forum/index.php?action=profile;u=4732).
- Everyone surrender (https://openxcom.org/forum/index.php/topic,11689.0.html) - "No longer battle against wimpy things, they must surrender." Everyone surrenders. Less chasing down stragglers, your immersion gets abducted by Martians. Author: Belcanzor (https://openxcom.org/forum/index.php?action=profile;u=1016).
- X-Com Files: Random Enemy Stats (https://openxcom.org/forum/index.php?topic=12173.0) - Mind Probes are back in vogue now. Author: Kozinsky (https://openxcom.org/forum/index.php?action=profile;u=3289)
- Manor 1.1 (https://openxcom.org/forum/index.php?topic=11898.0) - Replaces the Elite Soldiers who reinforce manors with cult-specific enemies. Overwrites GlobeMarkers, so likely won't work with current XCF, and Expanded Markers need to be loaded as higher-priority if you want both. Author: Di aka stnetw.
- X-Com Files: More UFOs (https://openxcom.org/forum/index.php?topic=11973.0) - Four of them to be exact. And they hate you and your aircraft. Author: Kozinsky (https://openxcom.org/forum/index.php?action=profile;u=3289)/Mesonchan/tnarg (https://openxcom.org/forum/index.php?action=profile;u=1560)
- Interceptions for X-Com Files (https://openxcom.old.mod.io/interceptions-for-x-com-files) - Adds some extra aircraft. Looks kinda amateurish to me, but what do I know. Author: Fenixlord.
- Compatibility fix (https://openxcom.org/forum/index.php?topic=11029.msg170466#msg170466) for OXCE 8.x+ by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079).
- Russian translation (https://openxcom.org/forum/index.php?topic=11029.msg170166#msg170166) by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079).
Continues...
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Continued:
Rebalance/Addon:
- X-Com Files: Realistic Air Defense Systems (https://openxcom.org/forum/index.php?topic=11836.0) - Some realism never hurt anyone, now did it? Ignore the purple-faced guys in green bodygloves in the access lift, they're friendly fellows helping us test the new system. Just make sure to sign the ammo expenditure authorisation,
Commander Chief. Author: Kozinsky (https://openxcom.org/forum/index.php?action=profile;u=3289).
- X-Com Files: Air Raids (https://openxcom.org/forum/index.php/topic,11427.0.html) - Enemy attacks on your base facilities come to XCF. Author: Kozinsky (https://openxcom.org/forum/index.php?action=profile;u=3289).
- X-Com Files: Damaged Facilities (https://openxcom.org/forum/index.php/topic,11428.0.html) - Rubble instead of dirt. Recommended for the Air Raids submod. Author: Kozinsky (https://openxcom.org/forum/index.php?action=profile;u=3289).
- Facility Expansion Pack (https://mod.io/g/openxcom/m/facility-expansion-pack-x-com-files) - The successor to Hanger Expansion Mod (below). Bigger hangars (three and four craft) and a small garage (and this is now what you're starting out with). Do note that this mod also changes several other facilities, and a few more minor aspects of the parent mod. Requires Brutal OXCE (https://openxcom.org/forum/index.php/board,46.0.html). Author: 0xEBJC (https://openxcom.org/forum/index.php?action=profile;u=1747).
- Russian translation (https://openxcom.org/forum/index.php?topic=11029.msg169383#msg169383) by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079).
- Reworked Facility Expansion Pack (https://mod.io/g/openxcom/m/reworked-facility-expansion-pack-for-x-com-files) - some rather random tweaks, IMO. Author: Scavenger_01.
- XCom Files Garage mod (https://github.com/Xilmi/OpenXcom/tree/oxce-plus/Examples) - A precursor to the Facility Expansion Pack, introducing the 1x1 garage. Requires Brutal OXCE (https://openxcom.org/forum/index.php/board,46.0.html). Author: Flaubert (https://openxcom.org/forum/index.php?action=profile;u=113608).
- Russian translation (https://openxcom.org/forum/index.php?topic=11029.msg165829#msg165829) by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079).
- Hanger Expansion Mod (https://openxcom.old.mod.io/hanger-expansion-mod-x-com-files) - Bigger hangars (two and eight craft). Author: Biggieboy (https://openxcom.org/forum/index.php?action=profile;u=2846) / 0xEBJC (https://openxcom.org/forum/index.php?action=profile;u=1747).
- Russian translation (https://openxcom.org/forum/index.php?topic=11029.msg165844#msg165844) by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079).
- Angar x4 (https://openxcom.org/forum/index.php?topic=11898.0) - And people were up in arms about how the Hanger Expansion Mod and Facility Expansion Pack were balance-breaking. Those were rookie numbers, this mod is where the real hangars are at! Author: Di aka stnetw.
- Tritanium Bullet Mill (https://openxcom.org/forum/index.php?topic=11849.0) - Tritanium bullets for everyone! Author: HinterDemGlas (https://openxcom.org/forum/index.php?action=profile;u=4732).
- Empty space (https://openxcom.org/forum/index.php/topic,8362.0.html) - An alternative to corridors. Author: Kozinsky (https://openxcom.org/forum/index.php?action=profile;u=3289).
- Yautja Hunter (https://openxcom.org/forum/index.php/topic,8793.0.html) - Adds a mission to fight a Predator. Needs fixing (https://openxcom.org/forum/index.php/topic,11029.msg159526.html#msg159526) currently. Author: Alex_D (https://openxcom.org/forum/index.php?action=profile;u=1731).
- Patch (https://openxcom.org/forum/index.php?topic=8793.msg170424#msg170424) for compatibility with OXCE 8.x+ by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079).
- Russian translation (https://openxcom.org/forum/index.php?topic=8793.msg165822#msg165822) by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079).
- Manor 1.0 (https://openxcom.org/forum/index.php?topic=11898.0) - An assault on a Dagon Manor where the military fights for X-Com, not the other way around. Pedia text is only for the Russian language. Overwrites GlobeMarkers, so likely won't work with current XCF, and Expanded Markers need to be loaded as higher-priority if you want both. Author: Di aka stnetw.
Agents:
- X-Com Files Names (https://mod.io/g/openxcom/m/x-com-files-names) - more varied and accurate soldier names. Author: Ostrich-Hungry (https://openxcom.org/forum/index.php?action=profile;u=28850).
- Patch (https://openxcom.org/forum/index.php?topic=11029.msg170025#msg170025) for compatibility with OXCE 8.x+ Daynarr (https://openxcom.org/forum/index.php?action=profile;u=161761).
- Randomized Stat Caps for Soldiers, XCF version (https://openxcom.org/forum/index.php/topic,7416.msg156366.html#msg156366) - Adds a random variance to agent stat caps. Author: Firaa (https://openxcom.org/forum/index.php?action=profile;u=2074)/Kozinsky (https://openxcom.org/forum/index.php?action=profile;u=3289).
- X-Com Files: Elite Commendations (https://openxcom.org/forum/index.php?topic=11810.0) - It's the grinding that makes the agent. Author: Kozinsky (https://openxcom.org/forum/index.php?action=profile;u=3289).
- Soldiers+ (https://openxcom.old.mod.io/soldiers) - Recruit a more varied roster, from civilians to androids. Author: mrcalzon02 (https://openxcom.org/forum/index.php?action=profile;u=3105).
- Russian translation (https://openxcom.org/forum/index.php?topic=11029.msg170429#msg170429) by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079). - XCOM Files: Of Men and Spiders (https://mod.io/g/openxcom/m/xcom-files-of-men-and-spiders) - Rats were not enough. Now we've got spiders! Author: ProselyteEthan.
- MWEP Mod Integration for X-COM Files (https://mod.io/g/openxcom/m/mwep-mod-integration-for-x-com-files) - I suppose it was only a matter of time until these fellows showed up. Might need some fixing. Author: Mister_XUwU.
- Untouchables (https://openxcom.old.mod.io/untouchables) - Cheat mod, or perhaps for use by streamers, giving better soldiers and resurrection/instant healing. Continuation of the Immortals submod. Author: fedprod (https://openxcom.org/forum/index.php?action=profile;u=103256).
- Immortals for X-COM Files (https://openxcom.old.mod.io/immortals-for-x-com-files) - Cheat mod, or perhaps for use by streamers. Author: Heelys.
- Natasha Morozova join (https://openxcom.old.mod.io/natasha-morozova-join-for-x-com-files) - Allows you to get Natasha and a bunch of other super-agents, some with special abilities. Author: stnetw.
- Natasha and Arsenal Additions Sync (https://mod.io/g/openxcom/m/nmoroz-and-aaddons-sync) patch (for Arsenal Additions (https://openxcom.org/forum/index.php/topic,9722.0.html)) by Scavenger_01
- Fix (https://openxcom.org/forum/index.php?topic=11029.msg170467#msg170467) to make the patch compatible with OXCE 8.x+ by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079)
- Russian translation (https://openxcom.org/forum/index.php?topic=11029.msg171400#msg171400) (requires sync patch) by AndyFox (https://openxcom.org/forum/index.php?action=profile;u=84079).
- Recruit Concerned Citizens (https://openxcom.org/forum/index.php/topic,7124.0.html) - Allows you to recruit hapless civilians into X-Com ranks. Probably outdated. Author: Mobling (https://openxcom.org/forum/index.php?action=profile;u=2723).
- Recruit not buy (https://openxcom.org/forum/index.php/topic,11743.0.html) - Recruit Concerned Citizens, take two. Can also press gang captive cultists, and some people make for scientists/engineers as well. And stripping a few more enemies for their armour plus reprogramming Wizkid drones. Author: Belcanzor (https://openxcom.org/forum/index.php?action=profile;u=1016).
- Recruitment Office (https://openxcom.org/forum/index.php/topic,7128.0.html) - A facility that changes recruitment. Author: krautbernd (https://openxcom.org/forum/index.php?action=profile;u=3015).
Fun and Games:
- Ratatat 0.3.1 (https://openxcom.org/forum/index.php/topic,10331.0.html) - Rats take over (well, maybe not everything). Author: 8mono (https://openxcom.org/forum/index.php?action=profile;u=14184).
Dead submods:
🪦
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Thanks for this. Always looking for ways to enhance/make more difficult my XCF experiences.
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Two more good mods
[UI] Amiga/PSX Fonts (https://openxcom.org/forum/index.php/topic,1713.0.html)
[GRAPHICS] Cooper's Smoke (https://openxcom.org/forum/index.php/topic,4603.0.html)
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Thanks, added under a new 'UI' section.
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strange that no one made a mod with a 50-150 damage system, instead of a crazy 0-200 roulette.
As I understand it, to implement this, need to edit the items_XCOMFILES.rul file, but which lines exactly (and whether something else needs to be changed)
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strange that no one made a mod with a 50-150 damage system, instead of a crazy 0-200 roulette.
I've done a personal 2x0-100 system. 8)
The easiest way to do this would be to mass replace all instances of 'RandomType: 1' and 'RandomType: 2' with 'RandomType: 8' and 'RandomType: 9', and then add corresponding 'damageRange' and 'explosiveDamageRange' values (which can be other than 50-150) to the 'constants' section.
That will make everything that does 0-200 (and 50-150 for HE) do whatever value you specify instead. If that's your only problem with the damage model, that should be it.
If you also think that some weapons have mismatched randomTypes (because there are more than just two of them), that will require you to go over the item file and decide what each individual instance of 'RandomType' has to be. Shouldn't take more than a few hours. Plus some more every time there's an update.
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I'm sorry, I didn't understand anything. More precisely, I understood, but as it turned out, wrong.
In the ITEMS file, many weapons, if not most, (and even their ammunition CLIP) do not have a RandomType line, while some weapons have this
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'Randomtype' is usually on the ammo. If it's not there, it's the vanilla default (0-200 for most, 50-150 for HE/concussive, fixed for incendiary, etc). So if you want it to be 50-150, you need to add it yourself. Edit: Or use 'damageRange' and 'explosiveDamageRange', as outlined earlier.
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thanks for the answer, then it greatly complicates the task)) And I was hoping for the "replace" notepad function
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Actually, if it's not there and not one of the special damage types (incendiary, smoke, HE, special) I think it falls under 'damageRange'.
Edit: Yes, it does, even for new damage types. And default HE can be controlled with 'explosiveDamageRange'. So you only need to worry about damage types 0, 4 and 9. There are some weapons that might need adjustment (gas, some cult weapons), but all of these should also have an explicit 'RandomType' if they don't do either zero or fixed fire damage.
So I guess it can be done without too much hassle.
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Nice job Juku.
Great to have these all in one place. Thanks a bunch.
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Thanks, added under a new 'UI' section.
To the collection!
https://openxcom.org/forum/index.php/topic,10723.0.html
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Added under UI. I made a proposal (https://openxcom.org/forum/index.php/topic,4595.msg152861.html#msg152861) to make this 'official' a little while ago.
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XCFHanger Expansion Mod v0.86 appears to be broken with the latest OpenXcom update from yesterday. I keep getting these errors now attempting to launch the game :-[
[04-07-2023_07-54-31] [ERROR] During linking rulesets of facilities:
Error processing 'STR_LARGE_HANGAR' in facilities: Not enough position vectors for crafts allocation.
Error processing 'STR_UPGRADED_HANGAR' in facilities: Not enough position vectors for crafts allocation.
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XCFHanger Expansion Mod v0.86 appears to be broken with the latest OpenXcom update from yesterday.
Cannot confirm.
Used the latest Github version of XCF, OXCE 7.9.8 and Hanger Expansion Mod v0.86. Both mods launch fine. After removing item requirements, a newly built Large Hangar seems to function like it's supposed to. Didn't try a base defence, but I don't think that'd be the cause here.
So, puzzling. ??? Anyone else get these errors?
Edit: Tried filling up the Large Hangar with 8 craft and running a retaliation mission. Both worked fine, the Battlescape map loads and there's a crapload of cars parked into the thing now. So, I'm stumped. What's this error supposed to indicate, anyway? Meridian/Yankes? Edit: It's Flaubert's hangar feature ported to Xilmi's Brutal AI.
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Would it matter I am using Xilmi's BrutalAI version of OXCE 7.9.8?
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In theory, no. In practice, who knows?
Fastest way to find out, install regular OXCE and copy the mods over for a try.
Edit: In other news, trawled the mod portal and found three new mods that were not on the list.
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Would it matter I am using Xilmi's BrutalAI version of OXCE 7.9.8?
This submod is incompatible with the latest versions of the Brutal AI and requires modification to accommodate the new hangar system.
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Hmm, yeah, Brutal AI seems to be doing more than just AI these days.
Anyway, a quick fix attached until/if the submod author decides to make a separate version for BAI. No guaranteeing these will line up nicely for advanced aircraft since I only tested with Mudrangers.
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This worked. Thank you!!
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XCFHanger Expansion Mod v0.86 appears to be broken with the latest OpenXcom update from yesterday. I keep getting these errors now attempting to launch the game :-[
[04-07-2023_07-54-31] [ERROR] During linking rulesets of facilities:
Error processing 'STR_LARGE_HANGAR' in facilities: Not enough position vectors for crafts allocation.
Error processing 'STR_UPGRADED_HANGAR' in facilities: Not enough position vectors for crafts allocation.
Hi. If hanger allows more than one craft, you must provide coordinates for the crafts positions over the hangar sprite
"Another feature added is the possibility of allocate more than 1 craft at an specific hangar facility, so all crafts will be shown at Basescape, and can be right-clicked to go to craft screen. If more than craft is defined for an hangar facility, a new YAML tag "craftSlots" should be defined in the hangar ruleset. This tag will be followed by as many "position entries" as crafts are allowed in the hangar. Every position is a "- [x, y, z]" entry, where x,y are position offsets respect to the center of the hangar sprite, and z is ignored.
"
So, if ruleset of your hangar have tag "crafts: 2", you MUST add another tag with the positions for those 2 crafts at the hangar sprite. for example:
crafts: 2
craftslots:
- [11, -11, 0]
- [-11,11,0]
So, sprites of your crafts will be shown at (11,-11) and (-11,11) pixels from the center of the hangar sprite.
See this video for more examples:
https://youtu.be/0wmmdvmLTJE
IMPORTANT: these instructions are only for XIlMi'S Brutal AI fork of OXCE+. Official OXCE+ does not support this extended hangar feature (more than one craft VISIBLE at hangars in basescape).
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I think this thread should be pinned at the top so it doesn't get lost.
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I think this thread should be pinned at the top so it doesn't get lost.
Good point, done.
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Added Kozinsky's new air raid and destroyed base facility mods, updated agent name mod's version and made a section for Brutal AI since it does seem to be at least somewhat playable with XCF.
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Brutal AI is incompatible with natasha-morozova-join-for-x-com-files, it has to do something with the natasha morozova mod cutom 2x2 hangar that can have up to 4 aircraft.
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Temporary fix.
Next time, just copy something like
craftSlots:
- [-15, -15, 0]
- [15, -15, 0]
- [-15, 15, 0]
- [15, 15, 0]
below the code saying 'crafts: 4'.
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This may seem like a dum dum question, but when installing submods you dont include the 'metadata.yml' file do you?
It seems whenever I do include it, XCOM Files disappears from the OpenXCOM Extended mod menu.
EDIT: Nevermind, nevermind. I figured out what I was doing wrong.
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Brutal AI is incompatible with natasha-morozova-join-for-x-com-files, it has to do something with the natasha morozova mod cutom 2x2 hangar that can have up to 4 aircraft.
I recall, the natasha mod relies on some rather weird player classes. Given that, it makes more sense to fix the mod to be compatible with the new engine and to clean its internal logic up.
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I wonder, if the newer OXCE includes some features from the Brutal AI branch already? From what I'm reading here, the forks seem to be diverging into the realm of incompatibility.
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The only real incompatibility so far has been the multi-craft hangar feature. Easy to fix manually, and has been WIP in the main fork for quite a while now, with several people offering their solutions. Maybe it'll become a feature sometime in the not too distant future, who knows?
A whole bunch of Brutal AI changes have actually been rejected by OXCE devs.
And, in any case, Brutal AI is a pretty radical departure from vanilla in a direction most of the big mods were never intended to deal with. So it's naturally going to have issues, but from another POV many of these issues are precisely the point of having a 'brutal' AI in the first place.
Natasha Morozova Join... mod does have some rather strange features, but these are about as incompatible with XCF itself as they are with BAI, i.e. none of this works particularly well without constant tweaking to accommodate for the changes to the parent mod/AI fork.
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The only real incompatibility so far has been the multi-craft hangar feature. Easy to fix manually, and has been WIP in the main fork for quite a while now, with several people offering their solutions. Maybe it'll become a feature sometime in the not too distant future, who knows?
A whole bunch of Brutal AI changes have actually been rejected by OXCE devs.
And, in any case, Brutal AI is a pretty radical departure from vanilla in a direction most of the big mods were never intended to deal with. So it's naturally going to have issues, but from another POV many of these issues are precisely the point of having a 'brutal' AI in the first place.
Thank you for sharing this. I tried Brutal AI build earlier this year, but it turns out that there have been some weird performance issues in certain places occassionally.
I wonder, if it's possible to configure the mainline version of OXCE to have similar properties to Brutal AI? Maybe, something like omniscience? While the omniscience on the side of AI may balance strongly in favor of AI, it would provide a good basic challenge.
Also, is it possible to configure the mainline OXCE to have the aliens use rockets and grenades much more actively and proactively? That would introduce a tough landing zone cleanup, but it is also a fact that tactics (rocketeers shooting from the alloy skyranger, and the inventory stash moved to the middle) do exist to overcome even such challenges.
Natasha Morozova Join... mod does have some rather strange features, but these are about as incompatible with XCF itself as they are with BAI, i.e. none of this works particularly well without constant tweaking to accommodate for the changes to the parent mod/AI fork.
I tried to fix the mod at one point, but gave up, since overhauling logic to streamline it would've meant essentially an mod rewrite. I think that multiplying entities, especially soldier types, in an incompatible manner, and also incompatible with future upgrades in XCF (consider e.g. the new cybernetic upgrades), is an unsustainable approach.
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...it turns out that there have been some weird performance issues in certain places occassionally.
Yeah, performance is always a trade-off in making a good AI.
Maybe, something like omniscience? While the omniscience on the side of AI may balance strongly in favor of AI, it would provide a good basic challenge.
I suppose you could change 'turn 20' to 'turn 1', or give all enemies unlimited psi-vision.
Also, is it possible to configure the mainline OXCE to have the aliens use rockets and grenades much more actively and proactively?
Don't think so. XCF enemies already blaster and grenade you as fast as they can.
mod rewrite
Indeed. The whole mod is kinda clunky, from what I saw during a brief look, and fixing that would basically be a new mod.
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Yeah, performance is always a trade-off in making a good AI.
I suppose you could change 'turn 20' to 'turn 1', or give all enemies unlimited psi-vision.
Don't think so. XCF enemies already blaster and grenade you as fast as they can.
Thank you for sharing these insights.
What do you specifically refer to when talking about changing "turn 20" to "turn 1"?
Speaking more generally, how could I configure the mainline OXCE to have as aggressive XCF enemies as possible? Ideally, that should not involve making any changes to the XCF itself.
I think, there's a bug in Brutal AI, since I had been having severe slowdowns on upper layers, as compared to lower ones.
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'Turn 20' is when aliens spot your troops via mind bullets and come out of their UFO to
kick ass be killed like lemmings. The setting that controls that is 'cheatTurn'.
I don't think it's possible to make vanilla AI appreciably more aggressive. You could increase the 'aggression' and 'intelligence' values for individual units, I guess. I haven't noticed that making too much of a difference, though.
Well, melee enemies can actually be made dangerous by changing them to leeroys, like Zombies already are. Personally, I quite like leeroying cryptids or Chryssalids, because now they're dangerous and the mission is much less likely to turn into a bughunt. But that's only a small subset of all enemies. There's even a submod of mine for that, though it's not very up to date.
Big maps and showing more layers or more terrain have always been a performance headache, BAI or no BAI. XCF changing the vision range to 40 doesn't help there, either. BAI bugs should go into the relevant thread, though, since only Xilmi can resolve them properly.
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'Turn 20' is when aliens spot your troops via mind bullets and come out of their UFO to kick ass be killed like lemmings. The setting that controls that is 'cheatTurn'.
Thank you. Is this setting available through the menu?
I don't think it's possible to make vanilla AI appreciably more aggressive. You could increase the 'aggression' and 'intelligence' values for individual units, I guess. I haven't noticed that making too much of a difference, though.
Well, melee enemies can actually be made dangerous by changing them to leeroys, like Zombies already are. Personally, I quite like leeroying cryptids or Chryssalids, because now they're dangerous and the mission is much less likely to turn into a bughunt. But that's only a small subset of all enemies. There's even a submod of mine for that, though it's not very up to date.
Big maps and showing more layers or more terrain have always been a performance headache, BAI or no BAI. XCF changing the vision range to 40 doesn't help there, either. BAI bugs should go into the relevant thread, though, since only Xilmi can resolve them properly.
Thank you for sharing this insight.
I wonder, if BAI is meant to be compatible with mainline OXCE such that it could run XCF in an essentially compatible way?
I think that the visibility setting 3 (that is, one short of omniscience) is a good spot for the AI to go. The play is brutal enough to be fun, and yet could realistically be beaten by the player without casualties at all times, with good tactics.
It's always fun to take advantage of the area effect ordnance. I wish there were more commendations for good artillery work. :evil:
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No, 'cheatTurn' is a ruleset variable.
I think someone has been streaming XCF+BAI for a while now (and giving Xilmi feedback based on that), plus the other reports that occasionally surface here. I'm not sure it's fully 'supported', nor will ever be, but it seems to be compatible.
I imagine if you come up with some concrete proposals for the artillery commendations and, better yet, some artwork for them, Solarius will consider them. If they're not doable under the current commendation framework, you can always give it a shot in the OXCE subforum, too.
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No, 'cheatTurn' is a ruleset variable.
I think someone has been streaming XCF+BAI for a while now (and giving Xilmi feedback based on that), plus the other reports that occasionally surface here. I'm not sure it's fully 'supported', nor will ever be, but it seems to be compatible.
I imagine if you come up with some concrete proposals for the artillery commendations and, better yet, some artwork for them, Solarius will consider them. If they're not doable under the current commendation framework, you can always give it a shot in the OXCE subforum, too.
Ok. All in all, it seems that the best approach would be to run BAI instead of OXCE for my long XCF sessions.
I have some developments with the ordnance variants. If there's a way to post them on e.g. Github, or a similar public development repository, I'll consider contributing my rulesets and artwork.
Concerning the additional artillery commendations, I think that most relevant commendations should probably fall into the realm of total carnage and large weapons master. Such commendations should be earnable by both artillery characters and also by BFG characters.
Perhaps, someone causing massive carnage while wielding a weapon that has explosive area effect and weighs more than e.g. 22 or 24, would be a source of commendation.
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this is a sub mod made by solarius, here the mongorns attack the player like zombies do.
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Some mods no longer work.
Can you edit the front page and remove those?
- Megaphone
- Yautja hint
- Hangar
- Mwep (its updated but dont work)
Tested in openxcom_extended_v7.9.8-win64
Im downloading another version of openxcom.
Please tell me if I m doing something wrong.
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Yautja hunt seems problematic indeed, made a new section for 'dead' mods.
The rest seem to load fine and have features that appear to work, though I did not do extensive tests. The only one I can say 100% works is the megaphone.
What were your issues with them? Mod didn't load (what was the error message?), mod crashed during gameplay, mod features didn't work as advertised or at all?
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Hangar still works fine for me.
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Yautja hunt seems problematic indeed, made a new section for 'dead' mods.
The rest seem to load fine and have features that appear to work, though I did not do extensive tests. The only one I can say 100% works is the megaphone.
What were your issues with them? Mod didn't load (what was the error message?), mod crashed during gameplay, mod features didn't work as advertised or at all?
For me they give a "fatal error" and go desktop.
For example: some mods crash IF you disable "lazy loading", as far I know that mean "missing sprites", in other words if you manage to load them later they can cause problems.
Please correct me if I m wrong on this.
Edit : I need money! Both in game and rl.
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Please correct me if I m wrong on this.
You are not wrong, but you are not completely right, either.
Megaphone works fine with lazy loading. You can use the attached file to get the missing animation and kill the error, if you wish.
MWEP is similarly fucked (very minorly, though) and the author needs to unfuck it. I'm not going to try to deduce what image they were trying to reference with their '700' and '800'.
Hangar mod is completely okay, as far as I can tell. Well, unless you use BAI.
Yautja hunt has sound issues, which can be fixed with the other attachment.
I need money! Both in game and rl.
Interesting. What other problems do you have that are shared between X-Com and real life? ;D
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You are not wrong, but you are not completely right, either.
Megaphone works fine with lazy loading. You can use the attached file to get the missing animation and kill the error, if you wish.
MWEP is similarly fucked (very minorly, though) and the author needs to unfuck it. I'm not going to try to deduce what image they were trying to reference with their '700' and '800'.
Hangar mod is completely okay, as far as I can tell. Well, unless you use BAI.
Yautja hunt has sound issues, which can be fixed with the other attachment.
Interesting. What other problems do you have that are shared between X-Com and real life? ;D
I m at loss of words. How very kind of you.
Question: The hangar cause some game unbalance?
These can be added mid game?
Also: Please dont worry about this. I report the mods that dont work, was not my intention to demand someone fix them.
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Tha hangars make bases less cramped. It does have an effect on balance, but how much is dependent on how fully you normally build up your bases.
All of these can be added mid-game without ill effects, as far as I know.
And what's the point of reporting issues if nobody notices? :D I mean, I did the fixes because they were excessively easy and I was already invested in finding out why the mods didn't work, not because I felt any obligation to do so. If the mod authors do their own fixes, all the better. But many don't read this forum here, I think.
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Hanger Expansion Mod (https://openxcom.old.mod.io/hanger-expansion-mod-x-com-files) - Bigger hangars (two and four craft). Author: Biggieboy (https://openxcom.org/forum/index.php?action=profile;u=2846) / 0xEBJC (https://openxcom.org/forum/index.php?action=profile;u=1747).
Not "two and four", but "two and eight".
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Yeah, I don't know what I was thinking when I wrote that. Fixed.
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Juku121 can you add stupid mongron submod to the list
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Done, and the surrender minimod, too.
Just to check, was it really yours, Solarius? Don't want to accidentally slander you. :P If it was, I imagine it's some sort of joke mod or proof-of-concept?
I'd kinda like to link to a more reputable source instead of a random forum post, so if there's one, I'd be happy to use it.
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Done, and the surrender minimod, too.
Just to check, was it really yours, Solarius? Don't want to accidentally slander you. :P If it was, I imagine it's some sort of joke mod or proof-of-concept?
I'd kinda like to link to a more reputable source instead of a random forum post, so if there's one, I'd be happy to use it.
Sorry, which one?
If you mean the surrender mod, then it's not mine, I don't even know what it does. Some mod which makes all units able to surrender? That's not me.
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No, this (https://openxcom.org/forum/index.php/topic,11029.msg159052.html#msg159052) one, with the crazy Mongorns. Says it's yours in the metadata and all.
Also, I checked and the new MWEP integration is still not fixed on the wrong indexing front. Probably works via lazy loading, but might produce some odd effects. I even saw some weirdness with the basic default 'grenade' handob a little while back. Someone should probably tell the author on the mod portal, or something.
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No, this (https://openxcom.org/forum/index.php/topic,11029.msg159052.html#msg159052) one, with the crazy Mongorns. Says it's yours in the metadata and all.
Ah yeah, I am 99% this one is mine. I vaguely remember making something like this.
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'Kay, then it's listed as it should be. You don't have a better source for it any more, I guess?
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'Kay, then it's listed as it should be. You don't have a better source for it any more, I guess?
No, it was a 2 minutes thing, on a private request. I've never intended for it to be published (although I don't really mind).
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A mode where mongorns have a chance of possessing a throwable rock in their hand?
No that kind of submod yet?
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I suppose you can make a request to Solarius. :P Might take a little more than two minutes, but not much.
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I suppose you can make a request to Solarius. :P Might take a little more than two minutes, but not much.
It was suggested a while ago. Maybe 3-4 years or so)
I think the issue is not solely adding rocks to mongorn maps, but rather having rocks in XCF at all. Imagine power-suit X-COM guys throwing rocks at aliens, instead of using bullets.
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It was suggested a while ago. Maybe 3-4 years or so)
I think the issue is not solely adding rocks to mongorn maps, but rather having rocks in XCF at all. Imagine power-suit X-COM guys throwing rocks at aliens, instead of using bullets.
Bro, I'm so down to see a team of armor suited hooligans using sticks and rocks to dissuade the alien menace. I think a lesson in humility that perhaps fucking with the planet with a monkey infestation is almost a textbook case of *"fuck around and find out"*.
:)
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now the mod Untouchable doesn't work for some reason, error about number of corpse and armor size )
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now the mod Untouchable doesn't work for some reason, error about number of corpse and armor size )
Most likely a result of removal of some armours in 3.2 (underwater versions of most power suits). If a submod still refers to them, it will break things.
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Most likely a result of removal of some armours in 3.2 (underwater versions of most power suits). If a submod still refers to them, it will break things.
Thank you. After your message, I deleted the armor that had errors, 4 units, from the file "armors_UntouchablesXCF" and now it works.
I need resurrected soldiers, hiring new ones added by the mod is not needed
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Thank you. After your message, I deleted the armor that had errors, 4 units, from the file "armors_UntouchablesXCF" and now it works.
Glad to be of help!
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Here is a little something I made for my self because I was annoyed at how difficult some techs are to get. TLDR capturing aliens is hard. Capturing an alien engineer is harder still. So you can get locked out of some good techs simply by drawing badly on the random research table and wasting your engineers on starship types.
This mod changes it so that engineers no longer give you those, only engineering techs.
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The reverse stat strings by Starving Poet hasn't been updated in years. I've added the missing transformations and made adjustments so that it shows all the stats that can still developed. I though to share the updated version if someone else is interested in reverse stat strings. (Incredibly useful to quickly see which stats can still be developed, IMHO.)
I've used this in multiple campaigns and it appears to work fine (though I haven't actually even used all the transformations myself).
EDIT 4.2.2024: updated the attachment, also adding X-Com Bats.
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@PPQ: Can you make a 'proper' version of your submod that doesn't overwrite the whole file and can thus be used with more than just one specific version of the parent mod?`
@psavola: Added to the list. Who is Brimcons? brimcon (https://openxcom.org/forum/index.php?action=profile;u=43854)?
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@psavola: Added to the list. Who is Brimcons? brimcon (https://openxcom.org/forum/index.php?action=profile;u=43854)?
No idea. It was in the original metadata..
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@PPQ: Can you make a 'proper' version of your submod that doesn't overwrite the whole file and can thus be used with more than just one specific version of the parent mod?`
I have no idea how to do that.
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I have no idea how to do that.
Basically, delete everything but your changes (managing individual list entries might need some finesse using the '!add' and '!remove' tags) and add the metadata file plus directory structure. Look at some other submod like the Stupid Mongorns for an example.
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XCFHanger Expansion Mod v0.86 appears to be broken with the latest OpenXcom update from yesterday. I keep getting these errors now attempting to launch the game :-[
[04-07-2023_07-54-31] [ERROR] During linking rulesets of facilities:
Error processing 'STR_LARGE_HANGAR' in facilities: Not enough position vectors for crafts allocation.
Error processing 'STR_UPGRADED_HANGAR' in facilities: Not enough position vectors for crafts allocation.
I just posted a complete overhaul to my X-Com Files Hangar Expansion Pack mod.
New Mod Link
https://mod.io/g/openxcom/m/facility-expansion-pack-x-com-files
I haven't tested base retaliation, everything else works as expected.
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Hmm, yeah, Brutal AI seems to be doing more than just AI these days.
Anyway, a quick fix attached until/if the submod author decides to make a separate version for BAI. No guaranteeing these will line up nicely for advanced aircraft since I only tested with Mudrangers.
Juku121, I just updated, actually a major overhaul to the Hangar Expansion Pack, and with the hopes that it will be more than just hangars, so new name is Facility Expansion Pack.
I haven't looked at the old mod in so ling I didn't debug the issues people are currently having, but if there are issues with the new mod release, then I'll work getting everything ironed out. I also haven't tested the base retaliation component of the new mod release.
FYI the current release required BRUTAL-AI, because it supports different hangar types, I know that Meridian has on his todo list to eventually support this feature. When he does that should drop the BRUTAL-AI requirement, although I might have to makes some changes if it's implemented differently.
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I just posted a complete overhaul to my X-Com Files Hangar Expansion Pack mod.
You might be interested in the idea of creating damaged versions of your hangars. Similar to my submod X-Com Files: Damaged Facilities (https://openxcom.org/forum/index.php/topic,11428.0.html). Maybe you should even combine them into a single submod.
P.S.: After the new version of OXCE is released, I will immediately post an updated version of this my submod.
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Hm I would guess it is not safe to swap to this from old Hangar mod midgame right? Especially if I have upgraded hangar built.
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Added, plus the precursor Garage mod.
I did notice that this submod is not just three extra hangars, a lot of other facilities have also had their parameters fiddled with. Perhaps consider making 'pure' version?
Since the issue the old Hanger Expansion Mod had was basically incompatibility with BAI, and this version is now in turn incompatible with 'vanilla' OXCE, I figure it's better to leave everything up until the day Meridian gets to variable hangars himself.
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Hm I would guess it is not safe to swap to this from old Hangar mod midgame right? Especially if I have upgraded hangar built.
Neiwiem,
The TWO hangar mods are compatible to have BOTH. If you are mid game, my recommendation would be to leave the old mod, and just add the new mod. Of course, make a backup save before hand if you want to revert or have any issues.
I have had both mods running in a game before and the are compatible, use completely different facility id's. If you are starting a new game I would only recommend using the NEW mod only. Honestly I think the old mod was almost more of a cheat because it's very easy to get a lot more hangar space, and the Architecture Building Materials are fairly profitable. But keep using the old one if that's what you want.
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Added, plus the precursor Garage mod.
I did notice that this submod is not just three extra hangars, a lot of other facilities have also had their parameters fiddled with. Perhaps consider making 'pure' version?
Since the issue the old Hanger Expansion Mod had was basically incompatibility with BAI, and this version is now in turn incompatible with 'vanilla' OXCE, I figure it's better to leave everything up until the day Meridian gets to variable hangars himself.
I would recommend listing both mods... long term. Mostly because the two mods are so different I think a lot of people may want the old mods features. I'm trying to figure out how to label them so people don't get confused. I don't know if you are planning on having a "CHEAT" section for X-COM Files mods list. But in my opinion the old hangar mod is more of a cheat or enables a MUCH easier play through.
Old Hangar Expansion Pack (standalone facility expansion, research tree only for it's own components)
- General Building Materials
- General Building (1x1 Facility)
- Architecture Building Materials (CHEAT??? - highly profitable)
- 2x2 (Hangar x2)
- 3x3 (Hangar x8) (CHEAT??? - 8 crafts is a bit excessive)
New Facility Expansion Pack (more integrated mod that modifies the research tree to get acces to crafts and hangars)
- General Building - (Removed - I saw this a duplicate to the Corridor which I don't think was originally in xcom-files when this mod was 1st released)
- Garage mod - (Dependency - start with 1x bay garages instead of hangars)
- General Facility Access - (Some restrictive progression to build an "Operational X-COM UFO Defense Base" inline with the spirit of the X-Com Files beginings)
- Starting Base Facilities - (Reduced access because of new progression requirements, slight enhancement to some xcom-files facilities storage and living space)
- Regular Hangar - (Advancement Gated - requires research advancement to get access to)
- 3x3 (Hangar x4) - (Balanced - more realistic to the space of hangar & craft size)
- 3x3 (Hangar x4) - (Now an Aerocraft Shop - requred facility to manufacture crafts)
- Interceptor and Skyrider trees - (A few more minor research gates before getting access to researching and crafting them)
- 2x2 (Hangar x3) - (New Advanced Hangar for Ultimate Base Management)
- ALL New Sprites - (New Pixel Art - no down sampling images, everything done by hand, pixel by pixel)
I've played through a bunch of times, testing up through getting the 2x2 (Hangar x3) and I feel it's well balanced, BUT completely different than the previous mod. I can't please everyone, but I'm definitely open to getting feedback to help improve and mature this new mod.
From your statement Perhaps consider making 'pure' version?
I'm guessing that you are ask to have a separate mod that just adds the facilities at specific research times without modifying any of the existing X-Com and X-Com Files research trees and facility stats?
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I'm guessing that you are ask to have a separate mod that just adds the facilities at specific research times without modifying any of the existing X-Com and X-Com Files research trees and facility stats?
Not asking as such, because if I'm going to play with this submod or something like it, I'll retweak everything to my liking anyway. If. Not been on an XCF frequency for a while. :(
I just brought up the fact that your new submod is an extensive affair, and some people (the ones who don't make mods themselves, you know) might want just the hangars, or maybe even just a big hangar and the garage.
Then again, maybe hangars will be in OXCE by summer and officially in XCF by August. One can dream. :)
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When I made the original mod I mostly followed Biggieboys version for the original XCOM, and I was also new to X-Com files and looking for an easier play through.
What I don't want to do is remove the old mod just because of my "subjective opinion" that it makes the game too easy and replace it with something completely different where someone may want the old mods original features. If it's removed or replaced then it leaves people to scour the internet archives for the old version.
But I would like to encourage the use of the new mod without the old one as I think its more balanced in the spirit of X-Com Files.
I'll think out how best to make a "pure version" that's more of a drop in without the research and other facility property changes.
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Added the two new submods by Kozinsky.
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Megaphone works fine with lazy loading. You can use the attached file to get the missing animation and kill the error, if you wish.
Attaching a Russian translation for modifying the Megaphone.
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I am sorry to say, but this translation appears dysfunctional. I can't get it to work using 'ru-RU', only 'ru'. The file is in some Cyrillic format, which means the game has trouble reading it. Maybe a Russian OS can get past this, but for me, I need to convert to UTF-8 first if I don't want a bunch of '?'s. Finally, even then, there are some messed up symbols, like the first 'M' in 'Mегафон', which is 'ћегафон' for me right now.
Granted, I don't use Russian to play the game, and maybe it's user error on my part, but apparently this is not just plug and play at the moment.
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I am sorry to say, but this translation appears dysfunctional. I can't get it to work using 'ru-RU', only 'ru'. The file is in some Cyrillic format, which means the game has trouble reading it. Maybe a Russian OS can get past this, but for me, I need to convert to UTF-8 first if I don't want a bunch of '?'s. Finally, even then, there are some messed up symbols, like the first 'M' in 'Mегафон', which is 'ћегафон' for me right now.
Granted, I don't use Russian to play the game, and maybe it's user error on my part, but apparently this is not just plug and play at the moment.
Thanks for the advice. The file is renamed and saved in UTF-8 encoding. The attachment has been replaced in the previous message.
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The RuPhone seems to be working now. :)
Also, added Project Xenophobia and Cryptic Butchery a day or two ago.
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The RuPhone seems to be working now. :)
Thanks again for checking. Now completed a translation into Russian for “Medical Medals (https://openxcom.org/forum/index.php?topic=11866.msg162859#msg162859)”.
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Attaching two more sub-modifications:
“Liberation” — allows you to return the country from the control of corrupt alien politicians through desperate raids within a month.
“Handcuffs Horizontal” — universal handcuffs that can even be used to bind ghosts.
Prompted on a social network, authors unknown.
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These two were posted by aziza in a separate thread (and Liberation was in another subforum). With authors, too. That version of the handcuff even had the one-handed cheat on top as well.
Added XCom Drone Bombers 1.0, X-Com Files Statstrings 1.1 to the list. Also Advanced Marker v2, Angar x4, Handcuffs 250 Gorizontal modded, the two Manor mods and To Final from the 10-mod list posted by aziza.
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Great news, thanks for the clarifications!
Is the Russian translation (https://openxcom.org/forum/index.php?topic=8793.msg162880#msg162880) added correctly to the “Yautja Hunter” modification?
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Well, I see the same non-UTF-8 issue, again. And honestly, you should probably just make a separate file with just the language text instead of copying over everything.
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Well, I see the same non-UTF-8 issue, again. And honestly, you should probably just make a separate file with just the language text instead of copying over everything.
Yes, thanks, now converted it to UTF-8 encoding. Separately, attach the translation of texts from two files as an attachment here.
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Well, you still have the 'ru-RU instead of ru' problem.
Ideally, one would also package the fix separately. But since this is a mod validation error, one can only hope Alex_D will notice at some point, and overwrite the whole mod file until then.
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Well, you still have the 'ru-RU instead of ru' problem.
Excuse me again, please. Now fixed it everywhere and replaced all the attachments.
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Added the mods by AlexanderVel and hit the character limit. 😢 Should have made a reserve post or two in the beginning.
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made a new mod!: https://mod.io/g/openxcom/m/x-com-files-music
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Added. The OP is now officially full.
Hmm, should I make a new thread, or is there some moderator/administrator ability to reorder posts (probably not)?
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Added. The OP is now officially full.
Hmm, should I make a new thread, or is there some moderator/administrator ability to reorder posts (probably not)?
cannibale your next post for rest of list :>
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Oh, I completely forgot that I made a second one. :-[
I hope it won't get to a third in the next three years or so...
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I'm gonna make it worse and drop another tiny submod here! I made a custom craft menu preview picture for the medical drone armor so I know at a glance if I'm bringing a scout or a medic.
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Interceptions for X-Com Files (https://openxcom.old.mod.io/interceptions-for-x-com-files) — enclose a translation into Russian.
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The Interceptions Russian translation has an extra quotation mark (") in the description of 'XFS-105', making the mod crash.
The Medical Drone icon mod seems a fine addition, perhaps ask Solarius to include it in the mod proper?
Added both to the list and split the last two sections into the next post.
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I'm gonna make it worse and drop another tiny submod here! I made a custom craft menu preview picture for the medical drone armor so I know at a glance if I'm bringing a scout or a medic.
Added in the main mod :)
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The Interceptions Russian translation has an extra quotation mark (") in the description of 'XFS-105', making the mod crash.
Thanks again, the attachment in the previous message has been updated. By the way, the mod itself, with all due respect to the author's work, is somewhat amateurish...
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Hyper & Trajectory (XCF edition) кажется не работает....нет следов от пуль......в 2.8 версии норм было.......
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Here's updated Hyper & Trajectory 1.04 that I scrambled up, worked for 3.2. I'm too lazy to get it to modio or whatever. Maybe I should create a new topic here?
Also, IIRC there's recently new capabilities in the engine for fiddling with the projectiles, maybe's it's worth enhancing some.
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Here's updated Hyper & Trajectory that I scrambled up, worked for 3.2. I'm too lazy to get it to modio or whatever. Maybe I should create a new topic here?
Also, IIRC there's recently new capabilities in the engine for fiddling with the projectiles, maybe's it's worth enhancing some.
К сожалению следов так и нет.......... ни следов ни пуль )))) не интересно как то ......
И еще......
В 2.8 сохранялся перед стрельбой и в случае сплошных промахов загружался и была возможность попасть......то есть рандом после сейв лоад........
На последней версии такого нет((((.....конкретно чёт поменяли.......можно как то это изменить ?????????
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I can see the trajectories just fine. Does remind me why I only tried this once - the trajectories are very samey and I get more of a kick out of regular projectiles. Also, added to the list.
I don't really get what Alex's other problem is, something about the savescumming option no longer working?
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I can see the trajectories just fine. Does remind me why I only tried this once - the trajectories are very samey and I get more of a kick out of regular projectiles. Also, added to the list.
I don't really get what Alex's other problem is, something about the savescumming option no longer working?
Загружая одно и тоже сохранение получаешь каждый раз разные вероятности попадания по цели..........что не понятного ?
В последней версии такого нет.........
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Are you saying there's no savescumming option, or that the option exists but doesn't work? In any case, if that is so then it's something to take up in the OXCE subforum, not here.
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Загружая одно и тоже сохранение получаешь каждый раз разные вероятности попадания по цели..........что не понятного ?
В последней версии такого нет.........
Если я всё правильно понял, то проверь настройку "Читтерство с сохранениями" - она влияет на генератор случайных чисел при сейв-скаминге.
If I got it right, check the “Cheat with saves” setting - it affects the random number generator when save-skumming.
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Если я всё правильно понял, то проверь настройку "Читтерство с сохранениями" - она влияет на генератор случайных чисел при сейв-скаминге.
If I got it right, check the “Cheat with saves” setting - it affects the random number generator when save-skumming.
Блаагодарствую ;) :) :) вы были правы !!
А что с Hyper & Trajectory (XCF edition) ?? Говорят очень частично он включён в версию 3.3, возможно из-за этого основной сабмод не хочет работать......
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Hyper & Trajectory - you probably didn't delete old version or something. The game can load mods from archives - so old versions of these must be removed from the mods folders.
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Hyper & Trajectory - you probably didn't delete old version or something. The game can load mods from archives - so old versions of these must be removed from the mods folders.
Проблема решилась повышением порядка загрузки мода.......
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Can you add this pistol to the submod list, it is made by Pendra37 on discord, i got his permission to upload it here. it is a good early start pistol.
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Added. Reminds me of the pre-1.13 days of JA2, when this was one of the ultimate guns in the game. Especially with duck-taped barrel extenders. :P
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Can you add this pistol to the submod list, it is made by Pendra37 on discord, i got his permission to upload it here. it is a good early start pistol.
It's about this gun (https://en.wikipedia.org/wiki/FN_Five-seven). Translation into russian language is attached.
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Hi Juku, this is not a mod, but rather modification in Unit.RUL file so enemy units act not all in the same manner.
Could be helpful to attach it under the BAI submod link.
https://openxcom.org/forum/index.php?topic=12118.msg165229#msg165229
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Added. It would be much more useful in actual submod form, because the next version of XCF will invalidate this.
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Sadly, I have no idea how to modify it past manual changing the original file
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It's not hard. Take a small mod from the list as an example (Expanded Markers, say :) ), and change the metadata and directory structure to fit your mod (probably need just the metadata file and a 'ruleset' directory with 'units_XCOMFILES.rul' inside). Modify the metadata to fit your mod. Then either manually or using file comparison software (WinMerge is free, for example) remove everything that's not '- type:', 'intelligence:' or 'aggression:'. The result should look like this:
units:
- type: STR_SKELETON
intelligence: 1
aggression: 3
- type: STR_LICH
intelligence: 4
aggression: 2
- type: STR_DOOM_IMP
intelligence: 2
aggression: 2
- type: STR_DOOM_PINKY
intelligence: 0
aggression: 3
...
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Russian language for Open Xcom Files - Lightning Weapons (https://mod.io/g/openxcom/m/open-xcom-files-lightning-weapons) is attached.
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Russian language for Natasha and Arsenal Additions Sync (https://mod.io/g/openxcom/m/nmoroz-and-aaddons-sync) is attached.
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Added both to the list. Only tested the first one, seemed to work fine right off the bat this time. :)
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Added both to the list. Only tested the first one, seemed to work fine right off the bat this time. :)
Thanks a lot!
Russian language for Facility Expansion Pack (https://mod.io/g/openxcom/m/facility-expansion-pack-x-com-files) is attached.
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Appears to work and got added to the list. You seem to be on a roll here. :)
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Appears to work and got added to the list.
Please consider adding this translation — https://openxcom.org/forum/index.php?topic=8793.msg165822#msg165822
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Added. I might need an entire separate section for translations if this goes on. :)
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XCom Files Garage (https://github.com/Xilmi/OpenXcom/tree/oxce-plus/Examples) — translation into Russian.
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Russian language for Hanger Expansion (https://mod.io/g/openxcom/m/hanger-expansion-mod-x-com-files) is attached.
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Well, hit the char limit and thus translations get their own truncated section now.
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Well, hit the char limit and thus translations get their own truncated section now.
It's up to you, of course — only it's much more informative when the translation is next to the corresponding modification, as it used to be. Perhaps you could move some section with modifications to the second post to avoid exceeding the characters limit.
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Well, the second post is not infinite, either. The list-based way I was doing this took a lot of formatting space, too.
Moved the translations back to where they were, but with less formatting and no info blurbs.
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Russian language for Natasha and Arsenal Additions Sync (https://mod.io/g/openxcom/m/nmoroz-and-aaddons-sync) is attached.
Russification for the new version is included as an attachment.
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There are some trailing whitespace in the rulesets, and this submod needs to have those removed work with OXCE 8.0.
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Thanks a lot!
Russian language for Facility Expansion Pack (https://mod.io/g/openxcom/m/facility-expansion-pack-x-com-files) is attached.
The submod has been updated, and updating the translation as well.
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I'm not the original author, but I removed the trailing whitespaces from my versions of Tritanium Bullet Mill and xcom_files_hyper-trajectory to work with the new YAML parser in case someone is interested.
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Several submods seem to have broken for me in the latest OXCE update - Arsenal Additions, the Natasha recruitment mod, Hyper & Trajectories, in the least
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Several submods seem to have broken for me in the latest OXCE update - Arsenal Additions, the Natasha recruitment mod, Hyper & Trajectories, in the least
This is because of "trailing whitespaces"... wonder if there is a way to clear all .rul and .yml files in a directory of them with one click of a button? :-\
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Not a single button click, but it can be done via regular expressions in Notepad++ while searching/replacing in files.
Remember to fill in the Directory or select it via the 3 dots.
In find what, I've typed:
[ ]+$
left the replace with blank and added these filters for the files to be modified
*.rul;*.yml
Mark the search mode as Regular expression and check/un-check the 'In all sub-folders' as desired.
WARNING: This is very powerful and can make unwanted changes if you're not sure what you're doing, use it at your own risk. I recommend you perform a 'Find all' first to verify it's finding the right things and not including lines that could break the mod. And probably make a copy of everything before making changes, just in case.
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might want to make it
[ \t]+$
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(https://i.ibb.co/wZLtJ9dW/mods.png) (https://ibb.co/HL2ZNWKz)
Here are Bash and PowerShell commands that remove trailing whitespaces from .rul, .yml, and .nam files in the current directory and all subdirectories, while saving the files in UTF-8 encoding.
Bash:
find . -type f \( -name "*.rul" -o -name "*.yml" -o -name "*.nam" \) -print0 | while IFS= read -r -d '' file; do
iconv -f UTF-8 -t UTF-8 "$file" | sed 's/[[:space:]]*$//' | iconv -f UTF-8 -t UTF-8 > "$file.tmp" && mv "$file.tmp" "$file"
done
PowerShell:
Get-ChildItem -Path . -Include *.rul, *.yml, *.nam -Recurse -File | ForEach-Object {
$content = Get-Content $_.FullName -Encoding UTF8
$processedContent = $content | ForEach-Object { $_.TrimEnd() }
$processedContent | Set-Content -Path $_.FullName -Encoding UTF8 -Force
}
Don't forget about backups!
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X-Com Files Names 2.2 has problems with new OXCE 8.1 causing a good number of errors ranging from closed captions error because same names have ' in them (need to put those names inside of "") to having some files use TAB instead of space.
I have fixed those errors for myself and it all works fine now but i'm wondering if there is any interest in fixed files so not everyone has to do it for himself? And if there is how do i do it? I've never uploaded any files here.
Ofc, this is not my mod, i just fixed errors to make it work with current version so i would like to keep this low profile with all credits going to original author.
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You can just attach the updated mod to your post and I can link it in the OP. Not sure how much it's worth, since I doubt a significant number of people use the list over mod.io itself.
I don't know if Ostrich-Hungry is active on any of the OXC social media, but at least pinging their mod.io page's comments might be worth it.
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Oki, this is fixed version. Everything from the original is same except those fixes.
https://drive.google.com/file/d/1zL22xp_OVcfMf4Dc-fL9qBgPsX3VIebg/view?usp=sharing (https://drive.google.com/file/d/1zL22xp_OVcfMf4Dc-fL9qBgPsX3VIebg/view?usp=sharing)
I'll make a mention on mod.io page as well.
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Added to the list. I hope Ostrich-Hungry updates the mod at some point, too.
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Added to the list. I hope Ostrich-Hungry updates the mod at some point, too.
Same.
I haven't seen him in some months. If he disappears for good, I think it should be fine for someone to adopt his mod? It's pretty popular, and would be a shame to see it go.
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Same.
I haven't seen him in some months. If he disappears for good, I think it should be fine for someone to adopt his mod? It's pretty popular, and would be a shame to see it go.
Hey! Here I am! Was busy with real life stuff, but adding names from time to time. Just saw my mod got problems with new OXCE update.
Will fix it soon! I would like to finish some countries that gave me trouble finding names. Latvian last names are a pain in the ass. All the baltic countries are a little obscure with their naming rules, but I really like their culture so I would hope to make a nice list for them. Anyways, this update already includes a lot of new content!
Nice to see you people doing well. Take care!
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Hey! Here I am! Was busy with real life stuff, but adding names from time to time. Just saw my mod got problems with new OXCE update.
Will fix it soon! I would like to finish some countries that gave me trouble finding names. Latvian last names are a pain in the ass. All the baltic countries are a little obscure with their naming rules, but I really like their culture so I would hope to make a nice list for them. Anyways, this update already includes a lot of new content!
Nice to see you people doing well. Take care!
Good to have you back! :)
Please fix the music mod as well, I'd like to use it ;)
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Added the Reworked Facility Expansion Pack and split the rebalance/addon part due to post character limits.
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Added the Reworked Facility Expansion Pack and split the rebalance/addon part due to post character limits.
The Russian translation (https://openxcom.org/forum/index.php?topic=11029.msg169383#msg169383) is just right for this version.
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Interceptions for X-Com Files (https://openxcom.old.mod.io/interceptions-for-x-com-files) — enclose a translation into Russian.
The sub-modification has been updated, the Russian translation has also been updated.
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These sub-modifications have lost compatibility with the new version of OXCE 8.1:
Yautja Hunter (https://openxcom.org/forum/index.php?topic=8793.msg170424#msg170424)
Arsenal Additions (https://openxcom.org/forum/index.php?topic=9722.msg170176#msg170176)
Chemical Laser Weapons (https://openxcom.org/forum/index.php?topic=11888.msg170425#msg170425)
Maps and Scraps (https://openxcom.org/forum/index.php?topic=11888.msg170426#msg170426)
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Russian language support for Soldiers+ is attached.
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Added this translation and also AndyFox's fix for the Yautja submod.
Right now, it seems that the following submods are broken due to changeover to OXCE 8.x:
- Arsenal Additions (I tried the fix from here (https://openxcom.org/forum/index.php?topic=9722.msg170176#msg170176) on both the Github version and the mod.io version, but then I started having errors like
'STR_RIOT_VEST_SHIELD_FLASHLIGHT_UC': Missing surface definition for 'HUMAN_AGENT__14__F49_HAIR_FRONT'
- Looks like the indices after 'HUMAN_AGENT__' are getting shifted during merging, since 'HUMAN_AGENT__13__F49_HAIR_FRONT' does exist and seems to be the right thing. Not sure why. Maybe incompatibiliy with 3.7 instead of OXCE?
Edit: I guess it's more of a case of lazy loading being enabled, the mod is bad but won't usually show it until you get the right combination of paperdoll parts.
- Both Project Xenophobia submods.
- Interceptions/Interceptors 0.3.41B. Which is strange, since AndyFox provided a translation quite recently. Am I overlooking a more recent version?
- Medical Medals - extra trailing whitespace in the language file, super easy to fix.
There are some more that are still broken, but not due to OXCE changes, like MWEP integration and at least one of the old AlexanderVel mods.
Edit2: I guess AA and Project Xenophobia are somewhat usable with lazy loading, so the one really broken mod is Interceptors?
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I tried the fix from here (https://openxcom.org/forum/index.php?topic=9722.msg170176#msg170176) on both the Github version and the mod.io version, but then I started having errors like...
Carefully brought Arsenal Additions rules to Rapid YAML. No value was deleted or replaced (exception: N.0 = N and ??? = 1).
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Interceptions/Interceptors 0.3.41B. Which is strange, since AndyFox provided a translation quite recently. Am I overlooking a more recent version?
https://mod.io/g/openxcom/m/interceptions-for-x-com-files
...so the one really broken mod is Interceptors?
Attaching the corrected version.
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I guess AA and Project Xenophobia are somewhat usable with lazy loading
The corrected version of "AA_NM" is attached.
Regarding Project Xenophobia, couldn't figure out why some content was lost when ensuring compatibility. Hope the author doesn't leave it like that.
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Your version for AA still has some trailing whitespaces (e.g. ufosXCFA.rul line 78), a problem that XannyB's fix doesn't have. Both still have the wrongly indexed hairs and other armour bits that are from 8mono originally, I guess. A quick fix attached.
Interceptors/Interceptions seems to load at least. So does the Natasha/AA compatibility patch.
Good work!
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A quick fix attached.
Thanks a lot, but where is it attached? 8)
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In my crumbling mind. :-[ Should be there now.
Added working fixes to the list. Arsenal Additions seems fixable soon enough, I posted a renewed language file in the Medical Medals thread, Interceptors and Natasha are loading again.
So the only major problematic mod is Xenophobia, which can work for a while under lazy loading. I guess it'll crash when a plasma turret (or other problematic weapon) fires or is loaded onto the Battlescape.
MWEP integration has similar index issues. Does anybody even use that?
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Your version for AA still has some trailing whitespaces (e.g. ufosXCFA.rul line 78)
The new version AA_NM is attached in the same place.
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AA for Natasha was fine, it's the original AA that had this issue.
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Checked and corrected the following modifications:
1st turn TUs
AA NM
Advanced Marker
AirRaids
AmigaFonts
AmigaFonts-plus
AmigaFonts-small
Arsenal Additions
Assasin not Warrior
Battle Scars Hurt
Begin Early
Chemical Lasers
Damaged Facilities
Dark Geoscape
Elite Commendations
Empty Module
Everyone Surrender
Expanded Markers
Facility Expansion Pack
FiveSeven
Forced Bughunt
Handcuffs Gorizontal
Hyper Trajectory
Interceptions
Kozinsky Stat Strings
Liberation
Lightning Weapons
Maps and Scraps
Medical Medals
Megaphone
More UFOs
Music
MWEP Fantasy
Names
Natasha Morozova Join
Of Men and Monsters
Psi plus
Realistic Air Defense Systems
Recruitment Office
Remusic
Resound
Soldier+
Stealth Suit
Super Mega Music Pack
The NSFW Files
To final
Unitsе to BOXCE
Weapon Ranges Shown
XCF Cyrillic Names
XCom Drone Bombers
X-Com Files Medical Rework
XComFiles
XComFiles Alternative Art
Yautja Hunter
Removed non-breaking spaces, tabs, corrected syntax in accordance with Rapid YAML.
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In my crumbling mind. :-[ Should be there now.
Added working fixes to the list. Arsenal Additions seems fixable soon enough, I posted a renewed language file in the Medical Medals thread, Interceptors and Natasha are loading again.
So the only major problematic mod is Xenophobia, which can work for a while under lazy loading. I guess it'll crash when a plasma turret (or other problematic weapon) fires or is loaded onto the Battlescape.
MWEP integration has similar index issues. Does anybody even use that?
I do the dragon PSI fire attack is really great and the wolves are the best melee fighters in the game.
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Checked and corrected the following modifications:
1st turn TUs
AA NM
Advanced Marker
AirRaids
AmigaFonts
AmigaFonts-plus
AmigaFonts-small
Arsenal Additions
Assasin not Warrior
Battle Scars Hurt
Begin Early
Chemical Lasers
Damaged Facilities
Dark Geoscape
Elite Commendations
Empty Module
Everyone Surrender
Expanded Markers
Facility Expansion Pack
FiveSeven
Forced Bughunt
Handcuffs Gorizontal
Hyper Trajectory
Interceptions
Kozinsky Stat Strings
Liberation
Lightning Weapons
Maps and Scraps
Medical Medals
Megaphone
More UFOs
Music
MWEP Fantasy
Names
Natasha Morozova Join
Of Men and Monsters
Psi plus
Realistic Air Defense Systems
Recruitment Office
Remusic
Resound
Soldier+
Stealth Suit
Super Mega Music Pack
The NSFW Files
To final
Unitsе to BOXCE
Weapon Ranges Shown
XCF Cyrillic Names
XCom Drone Bombers
X-Com Files Medical Rework
XComFiles
XComFiles Alternative Art
Yautja Hunter
Removed non-breaking spaces, tabs, corrected syntax in accordance with Rapid YAML.
Are these fixed versions uploaded somewhere?
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Are these fixed versions uploaded somewhere?
Here — https://fex.net/ru/s/2yvx96v
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Adapted the Weapon ranges displayed in Ufopaedia (https://openxcom.org/forum/index.php/topic,10723.0.html) submod that shows the attack distance for weapons. Added non-standard attack types for some weapons and standardized the lengths of displayed strings.
@Juku121 please update the first post, as the submod on the current link will not work with the The X-Com Files mod.
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Updated.
What's with the extra whitespace at the end?
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What's with the extra whitespace at the end?
Because without them, the original submod looked awful because of the automatic resizing of the strings. Anyway, after my intervention those spaces are no longer needed. Attached the corrected version to my previous post.
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Natasha and Arsenal Additions Sync is updated — https://mod.io/g/openxcom/m/nmoroz-and-aaddons-sync
New translate into Russian language is attched.
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Updated the link.
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Here — [link removed]
Hey there! Just letting you know that the link doesn't seem to be working anymore.
I've been trying to find a recent, up-to-date copy of xcom files additions (which is apparently also called arsenal additions?), but it seems like the original author dropped off the face of the earth, and the files on the submod's page seem to be incomplete, only containing the rule set for them, rather than the whole thing. It's understandable why that is, but it'd be nice if either it was all bundled into a complete package, or otherwise had some instructions detailing how to do it, since some people might not really know how to fix the mod to make it functional.
Hopefully this message will be seen by someone soon, I can really tell you folks are putting a ton of time and effort into keeping this list as up to date as possible!
Thanks!