OpenXcom Forum

Modding => Released Mods => The X-Com Files => Topic started by: Juku121 on January 13, 2023, 11:56:35 am

Title: [submod]Submod list for XCF
Post by: Juku121 on January 13, 2023, 11:56:35 am
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Indications of outdated mods, mistakes or omissions in the descriptions, or any other clarifications are welcome.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:

Continues...
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on January 13, 2023, 12:03:16 pm
Continued:
Title: Re: [submod]Submod list for XCF
Post by: Xylon666Darkstar on January 14, 2023, 09:14:32 pm
Thanks for this. Always looking for ways to enhance/make more difficult my XCF experiences.
Title: Re: [submod]Submod list for XCF
Post by: Bonakva on January 27, 2023, 12:16:49 pm
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)
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on January 27, 2023, 04:49:04 pm
Thanks, added under a new 'UI' section.

Title: Re: [submod]Submod list for XCF
Post by: NazarTyagun on February 01, 2023, 11:49:30 pm
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)
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on February 02, 2023, 12:06:13 am
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.
Title: Re: [submod]Submod list for XCF
Post by: NazarTyagun on February 06, 2023, 10:28:27 am
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
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on February 06, 2023, 10:36:13 am
'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.
Title: Re: [submod]Submod list for XCF
Post by: NazarTyagun on February 06, 2023, 10:40:13 am

thanks for the answer, then it greatly complicates the task)) And I was hoping for the "replace" notepad function
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on February 06, 2023, 10:52:27 am
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.
Title: Re: [submod]Submod list for XCF
Post by: Chuckebaby on February 08, 2023, 06:45:52 pm
Nice job Juku.
Great to have these all in one place. Thanks a bunch.
Title: Re: [submod]Submod list for XCF
Post by: Bonakva on February 24, 2023, 07:20:34 am
Thanks, added under a new 'UI' section.
To the collection!
https://openxcom.org/forum/index.php/topic,10723.0.html
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on February 24, 2023, 09:19:13 am
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.
Title: Re: [submod]Submod list for XCF
Post by: Xylon666Darkstar on July 04, 2023, 06:08:07 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on July 04, 2023, 07:09:43 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: Xylon666Darkstar on July 04, 2023, 10:28:51 pm
Would it matter I am using Xilmi's BrutalAI version of OXCE 7.9.8?
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on July 04, 2023, 11:28:26 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: Kozinsky on July 05, 2023, 09:55:28 am
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on July 05, 2023, 11:43:38 am
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.
Title: Re: [submod]Submod list for XCF
Post by: Xylon666Darkstar on July 06, 2023, 04:01:14 am
This worked. Thank you!!
Title: Re: [submod]Submod list for XCF
Post by: Flaubert on July 07, 2023, 02:01:54 am
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).

Title: Re: [submod]Submod list for XCF
Post by: Kozinsky on July 12, 2023, 01:20:24 pm
I think this thread should be pinned at the top so it doesn't get lost.
Title: Re: [submod]Submod list for XCF
Post by: Solarius Scorch on July 12, 2023, 01:41:27 pm
I think this thread should be pinned at the top so it doesn't get lost.

Good point, done.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on August 08, 2023, 02:50:10 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: varajo411 on August 10, 2023, 06:00:35 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on August 10, 2023, 07:31:41 pm
Temporary fix.

Next time, just copy something like
Code: [Select]
    craftSlots:
      - [-15, -15, 0]
      - [15, -15, 0]
      - [-15, 15, 0]
      - [15, 15, 0]
below the code saying 'crafts: 4'.
Title: Re: [submod]Submod list for XCF
Post by: akk1990 on October 04, 2023, 10:53:23 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: zee_ra on October 20, 2023, 05:42:29 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: zee_ra on October 20, 2023, 05:43:38 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on October 20, 2023, 10:38:11 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: zee_ra on October 21, 2023, 04:33:05 am
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on October 21, 2023, 05:52:04 am
...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.
Title: Re: [submod]Submod list for XCF
Post by: zee_ra on October 21, 2023, 12:11:17 pm
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.


Title: Re: [submod]Submod list for XCF
Post by: Juku121 on October 21, 2023, 12:21:25 pm
'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.
Title: Re: [submod]Submod list for XCF
Post by: zee_ra on October 21, 2023, 02:30:34 pm
'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:

Title: Re: [submod]Submod list for XCF
Post by: Juku121 on October 21, 2023, 11:32:18 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: zee_ra on October 23, 2023, 08:24:54 am
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.
Title: Re: [submod]Submod list for XCF
Post by: varajo411 on November 23, 2023, 03:23:19 pm
this is a sub mod made by solarius, here the mongorns attack the player like zombies do.
Title: Re: [submod]Submod list for XCF
Post by: Belcanzor on December 04, 2023, 05:48:49 am
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on December 04, 2023, 08:47:53 pm
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?
Title: Re: [submod]Submod list for XCF
Post by: Xylon666Darkstar on December 05, 2023, 07:04:39 am
Hangar still works fine for me.
Title: Re: [submod]Submod list for XCF
Post by: Belcanzor on December 07, 2023, 03:28:47 am
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on December 08, 2023, 02:05:47 am
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
Title: Re: [submod]Submod list for XCF
Post by: Belcanzor on December 08, 2023, 04:35:29 am
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on December 08, 2023, 12:16:22 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: Kozinsky on December 10, 2023, 11:46:57 am
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".
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on December 10, 2023, 11:56:01 am
Yeah, I don't know what I was thinking when I wrote that. Fixed.
Title: Re: [submod]Submod list for XCF
Post by: varajo411 on December 23, 2023, 08:56:17 pm
Juku121 can you add stupid mongron submod to the list
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on December 27, 2023, 12:27:04 am
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.
Title: Re: [submod]Submod list for XCF
Post by: Solarius Scorch on December 27, 2023, 12:31:32 am
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on December 27, 2023, 12:35:08 am
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.
Title: Re: [submod]Submod list for XCF
Post by: Solarius Scorch on December 27, 2023, 12:39:00 am
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on December 27, 2023, 12:41:53 am
'Kay, then it's listed as it should be. You don't have a better source for it any more, I guess?
Title: Re: [submod]Submod list for XCF
Post by: Solarius Scorch on December 27, 2023, 01:11:45 am
'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).
Title: Re: [submod]Submod list for XCF
Post by: Abyss on December 27, 2023, 03:09:19 pm
A mode where mongorns have a chance of possessing a throwable rock in their hand?
No that kind of submod yet?
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on December 27, 2023, 03:14:32 pm
I suppose you can make a request to Solarius. :P Might take a little more than two minutes, but not much.
Title: Re: [submod]Submod list for XCF
Post by: Abyss on January 01, 2024, 11:05:46 pm
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. 
Title: Re: [submod]Submod list for XCF
Post by: HelmetHair on January 01, 2024, 11:31:57 pm
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"*.

:)
Title: Re: [submod]Submod list for XCF
Post by: NazarTyagun on January 23, 2024, 03:12:27 pm
now the mod Untouchable doesn't work for some reason, error about number of corpse and armor size )
Title: Re: [submod]Submod list for XCF
Post by: Solarius Scorch on January 23, 2024, 03:54:41 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: NazarTyagun on January 23, 2024, 04:07:23 pm
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
Title: Re: [submod]Submod list for XCF
Post by: Solarius Scorch on January 23, 2024, 04:19:17 pm
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!
Title: Re: [submod]Submod list for XCF
Post by: PPQ on January 27, 2024, 01:09:21 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: psavola on January 27, 2024, 06:38:31 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on January 27, 2024, 09:05:16 pm
@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)?
Title: Re: [submod]Submod list for XCF
Post by: psavola on January 27, 2024, 09:09:55 pm
@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..
Title: Re: [submod]Submod list for XCF
Post by: PPQ on January 28, 2024, 08:29:37 pm
@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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on January 28, 2024, 10:17:14 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: 0xEBJC on February 20, 2024, 06:29:15 am
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.

Title: Re: [submod]Submod list for XCF
Post by: 0xEBJC on February 20, 2024, 06:36:40 am
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.
Title: Re: [submod]Submod list for XCF
Post by: Kozinsky on February 20, 2024, 09:52:01 am
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.
Title: Re: [submod]Submod list for XCF
Post by: Niewiem on February 20, 2024, 06:45:52 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on February 20, 2024, 09:23:47 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: 0xEBJC on February 20, 2024, 09:26:35 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: 0xEBJC on February 20, 2024, 10:06:26 pm
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
Quote
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?
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on February 20, 2024, 10:17:10 pm
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. :)
Title: Re: [submod]Submod list for XCF
Post by: 0xEBJC on February 20, 2024, 10:47:39 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on February 27, 2024, 09:13:02 pm
Added the two new submods by Kozinsky.
Title: Re: [submod]Submod list for XCF
Post by: AndyFox on March 29, 2024, 08:21:53 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on March 29, 2024, 08:39:44 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: AndyFox on March 29, 2024, 09:39:58 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on March 29, 2024, 09:56:56 pm
The RuPhone seems to be working now. :)



Also, added Project Xenophobia and Cryptic Butchery a day or two ago.
Title: Re: [submod]Submod list for XCF
Post by: AndyFox on March 30, 2024, 12:22:30 am
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)”.
Title: Re: [submod]Submod list for XCF
Post by: AndyFox on March 30, 2024, 10:59:32 am
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on March 30, 2024, 12:41:59 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: AndyFox on March 30, 2024, 01:55:47 pm
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?
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on March 30, 2024, 02:30:42 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: AndyFox on March 30, 2024, 05:08:02 pm
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.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on March 30, 2024, 06:13:20 pm
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. 
Title: Re: [submod]Submod list for XCF
Post by: AndyFox on March 31, 2024, 05:29:56 am
Well, you still have the 'ru-RU instead of ru' problem.

Excuse me again, please. Now fixed it everywhere and replaced all the attachments.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on April 07, 2024, 01:32:50 pm
Added the mods by AlexanderVel and hit the character limit. 😢 Should have made a reserve post or two in the beginning.
Title: Re: [submod]Submod list for XCF
Post by: Ostrich-Hungry on April 07, 2024, 08:58:29 pm
made a new mod!: https://mod.io/g/openxcom/m/x-com-files-music
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on April 07, 2024, 11:39:48 pm
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)?
Title: Re: [submod]Submod list for XCF
Post by: Yankes on April 08, 2024, 01:16:22 am
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 :>
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on April 08, 2024, 01:20:05 am
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...
Title: Re: [submod]Submod list for XCF
Post by: HinterDemGlas on April 08, 2024, 01:24:21 am
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.
Title: Re: [submod]Submod list for XCF
Post by: AndyFox on April 08, 2024, 02:08:54 am
Interceptions for X-Com Files (https://openxcom.old.mod.io/interceptions-for-x-com-files) — enclose a translation into Russian.
Title: Re: [submod]Submod list for XCF
Post by: Juku121 on April 08, 2024, 08:03:08 am
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.
Title: Re: [submod]Submod list for XCF
Post by: Solarius Scorch on April 08, 2024, 01:03:03 pm
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 :)
Title: Re: [submod]Submod list for XCF
Post by: AndyFox on April 08, 2024, 03:05:44 pm
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...