OpenXcom Forum

Modding => Released Mods => Topic started by: SenniTrebor on June 25, 2014, 06:18:35 pm

Title: Mod Compatability
Post by: SenniTrebor on June 25, 2014, 06:18:35 pm
I intend to impliment the following mods and I am wondering if there will be any compatability problems or known bugs.

Aliens:
cover_alien_2.1_OpenXcomMOD
gazer_alien_1.4_OpenXcomMOD
RecycledAlienCollection_1.0
Armour:
armored_vest_1.3_OpenXcomMOD
Jump Armor_1.3
Craft:
FirestormRestyle
LukesextraUFOs
Retaliator
thunderstorm_v2
XCOM_Raven(v1)
Sound and misc:
Reproduction
XCOMEU Sound mod
Weapons:
Alien Armoury Expanded_1.3.3
alloy_ammo
Chikos Laser Weapons New Graphics
CustomGrenades
DartRifle_1.4
EqualTermsMod_v0.8
GaussMod_1.3
GrenadeLauncher
Heavy Laser Rebalance
Laser Rifle Recolor
Minigun_1.7
PlasmaBeamMod
Quick-Draw Hip Slot
railgun_v2
Scoutdrone
Shotgun
small_rocket_small_1.0_OpenXcomMOD
SniperRifle
Stun Grenade

I have avoided any mods that have a suggestion of "bugginess", or incompleteness.

Game setup:
Display Resolution 1280 x 720; Mode Windowed; Filter Quilez; Option Letterboxed; Scales 1/2 Display.

Advanced options
General: Autosave; Max info screens; FPS limit 60.
Geoscape: Custom initial base; Allow building queue; Recovered item limit; Live alien sale; real global lighting; Psi evaluation; Airborne transfers; TFTD manufacture; Field promotions.
Battlescape: Ufo Extender accuracy; Inventory Stats; Enhanced soldier sprites; Instant grenades; Save pre-primed grenades; Explosion height 2; Aoto-end battle; Smooth bullet camera; Allow psi-capture; Override LOF; TFTD damage; Alien bleeding.

In game mods:
Aliens Pick Up Weapons;  XcomUtil HE damage; Improved Ground Tanks and Heavy Laser; Pistol Auto Shot (?) Statstrings (seemingly you can configure this, but I have no idea how).

Any suggestions or comments about the above would be most welcome!
Title: Re: Mod Compatability
Post by: Solarius Scorch on June 25, 2014, 10:51:42 pm
At first glance, I don't think there would be conflicts. (There is no guarantee attached to this statement.)

I think the most problematic is my own Alien Armoury Expanded, since it contains the alienDeployments section and will fight with any other mod with this section - most notably, Men in Black. You need to modify any mod with alienDeployments so that it has four weapon choices per enemy instead of three (I made such a version of the Men in Black mod if you want it, it's in the mod thread).

As for the options, some choices would be different for me, but I won't be forcing my choices upon you. :) And I especially like that you used UFO Extender accuracy, it makes the game harder but more balanced.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 26, 2014, 02:33:21 am
You need to modify any mod with alienDeployments so that it has four weapon choices per enemy instead of three (I made such a version of the Men in Black mod if you want it, it's in the mod thread).
Thank you for your kind advice, but I don't know how to do the above as I am a complete noob to modding. I struggle with the installations as it is. Luckily I am not using MiB so that's not a problem. Is the any way that I can report incompatabilities as I find them, ie how. Now in retirement I have the time to pursue this.
Title: Re: Mod Compatability
Post by: Solarius Scorch on June 26, 2014, 02:40:35 am
Thank you for your kind advice, but I don't know how to do the above as I am a complete noob to modding. I struggle with the installations as it is. Luckily I am not using MiB so that's not a problem. Is the any way that I can report incompatabilities as I find them, ie how. Now in retirement I have the time to pursue this.

I think it's the best place for such reports, after all it is titled so. :) Please do report if anything goes wrong, this would be really useful.

And don't worry about that alienDeployment flag, I was merely giving some background; you're not expected to fix it yourself. :)

(And the Men in Black are actually quite fun. ;) )
Title: Re: Mod Compatability
Post by: yrizoud on June 26, 2014, 03:25:18 am
EqualTerms redefines (replaces) all the weapons of the original game, it's going to be a problem with a lot of mods that rely on the original pistol, rifle, rocket launcher, heavy laser, etc.
You can expect unwanted behavior together with:
- alloy_ammo,
- heavy laser rebalance
- small_rocket_small
- Chikos Laser Weapons New Graphics
- Laser Rifle Recolor
(Even when things seem to work, if EqualTerms is loaded last it may cancel some of those mods' changes)
Title: Re: Mod Compatability
Post by: SenniTrebor on June 26, 2014, 06:21:42 am
I think it's the best place for such reports, after all it is titled so. :) Please do report if anything goes wrong, this would be really useful.

And don't worry about that alienDeployment flag, I was merely giving some background; you're not expected to fix it yourself. :)

(And the Men in Black are actually quite fun. ;) )

Might use MiB when I've the got the other mods working. For ease,I'm unzip into a seperate folder the copying into the appropriate folder. My first was "Cover Alien - OpenXcom MOD - by robin". I noticed in the readme he says to "unzip inside: OpnXcom\data\". I realised that he meant "unzip inside: OpenXcom\data\", but this might throw other noobs like my self of balance. I thought that reporting little things like this might be useful. I hope I'm not being pedantic. I noticed the same in" Gazer Alien - OpenXcom MOD - by robin".
When installing (or is it "adding" for mods?) Recycled Alien Collection mod, 1.0 I noticed that the readme gave slightly different instructions, but I just copied the resource and ruleset folders to the OpenXcom\data folder and it worked fine. Again I apologise for the pedantry.
As did armored_vest_1.3_OpenXcomMOD.
But with Jump Armor_1.3 I had to find the options.cfg (I've used XP for ages and feel a certain lack of comfort with 7). Why did this have to be done, as the other mods didn't need it? I was tempted to just do as before, but noob terror washed over me, and I just followed the instructions. But surely just saying YES under mods would have done the same thing. So why the extra instruction?
FirestormRestyle had no readme, so I just copied and mearged as before.
 LukesextraUFOs had a more informative readme. Kudos from this noob.
Retaliator also had no readme, but no problem as or Antipodean cousins are wont to say.
XCOM_Raven(v1) was straight forward.

thunderstorm_v2 had jpgs attached which I hoped were unnessesary.
"Installation:
Extract to your data folder (.\OpenXcom\Data)

and add the following line to your config.cfg.

- Thunder"
Did he mean the options.cfg. because that failed. Then I noticed that a new folder called Rulesets had appeared. So I moved the contents to ruleset and that seemed to work.

XCOMEU Sound mod had no readme. only a vague suggestion to overwrite the sound file in the mods area. THIS WAS SO UNCLEAR THAT I DECIDED NOT TO USE THIS MOD.

Alien Armoury Expanded mod 1.3.3:
"Move the folders named "AlienArmouryExpanded" and "AlienArmouryExpandedUFOs" to the "Resources" folder ". I just copied and merged the resources folders. Seemed simpler I thought, but that didn't work. So I just did as I was told. But what to do about the maps and routes folders. Taking a wild guess I moved the contents of each to same game folder. As for the part about Alternative sprites I have no idea how to do that, so I left them alone.

alloy_ammo also came without a readme. So I just copied both into the ruleset folder and lo and behold I had a choice of which to activate. I suspect there would be a problem if I tried to activate both, but no readme so who knows.

Chikos Laser Weapons New Graphics suggested the long methods, just dropped the resource and rulset folders into the data folder and voila enabling via options.
Dart Rifle mod 1.4 again straightforward. I think it would be easier if the standard instruction was to drop the resource and rulset folders into the data folder and enable through options. That sort of standardisation would be neat.
EqualTermsMod_v0.8, the  same.all these unnecessary text files unzipped into the OXCOM folder just seems untidy. Of source when I has programming in assembly back in the 70s bytes of space had to be considered so I'm probably just showing my age.
GaussMod_1.3 lovely readme. Why can't they all be like that.
GrenadeLauncher nice and straightforward.
Heavy Laser Rebalance no readme.
Laser Rifle Recolor same. Will this conflict with Chikos Laser Weapons New Graphics. I would have thought so if both enabled.
Minigun_1.7 good readme. Can't wait to use this. I occurs to me that an earlier version of OXCOM may had needed the options.cfg to be manually altered. That would explain the frequent references to it.
PlasmaBeamMod no readme.
Quick-Draw Hip Slot nice readme.
railgun_v2 straightforward readme.
Scoutdrone nice readme.
Shotgun no readm.
small_rocket_small_1.0_OpenXcomMOD  straightforward readme.
SniperRifle straightforward readme.
Stun Grenade no readme.

And its now 04.20 and I need to go to bed!!!!!!!!!!!!!!!!!!!!!
small_rocket_small_1.0_OpenXcomMOD nice readme.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 26, 2014, 06:28:46 am
EqualTerms redefines (replaces) all the weapons of the original game, it's going to be a problem with a lot of mods that rely on the original pistol, rifle, rocket launcher, heavy laser, etc.
You can expect unwanted behavior together with:
- alloy_ammo,
- heavy laser rebalance
- small_rocket_small
- Chikos Laser Weapons New Graphics
- Laser Rifle Recolor
(Even when things seem to work, if EqualTerms is loaded last it may cancel some of those mods' changes)
How do I change the load order, I'm assuming via the options.cfg. And what about miniguns, shotgun mods etc. Thanks for the advice :)
Title: Re: Mod Compatability
Post by: yrizoud on June 26, 2014, 11:22:55 am
You're not forced to edit the file manually: in the option screen for MODs, they are listed alphabetically, but the game remembers in which order you activated them, so you can un-check and re-recheck a mod to load it last (ie it gets the last word).

I recommend to forget alien ammo entirely, because it's supposed to modify the starting weapons, and EqualTerms removes them all. For the others I listed, be sure to load them after EqualTerms, so that EqualTerms does not cancel some of their changes.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 26, 2014, 02:51:36 pm
I recommend to forget alien ammo entirely, because it's supposed to modify the starting weapons, and EqualTerms removes them all. For the others I listed, be sure to load them after EqualTerms, so that EqualTerms does not cancel some of their changes.
By alien ammo do you mean alloy ammo or is this a different mod or contained within another.
Title: Re: Mod Compatability
Post by: yrizoud on June 26, 2014, 03:07:15 pm
Yes it's the one (it involves "alien alloys")
Title: Re: Mod Compatability
Post by: SenniTrebor on June 26, 2014, 03:29:09 pm
OK, I have disable:
- alloy_ammo,
- heavy laser rebalance
- small_rocket_small
- Chikos Laser Weapons New Graphics
- Laser Rifle Recolor

Then I enable the following in this order (without leaving the game just entered and exited the options screen):
Alien Armoury Expanded_1.3.3
EqualTermsMod_v0.8
CustomGrenades (which I had forgotten to add)
DartRifle_1.4
GaussMod_1.3
GrenadeLauncher
Minigun_1.7
PlasmaBeamMod
Quick-Draw Hip Slot
railgun_v2
Scoutdrone
Shotgun
SniperRifle (custom)
Stun Grenade
Tank (from Scoutdrone mod)

I then enabled XcomUtil's improved base to be able to have acess to these more quickly.

I'll post re: how this goes.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 26, 2014, 03:30:29 pm
Yes it's the one (it involves "alien alloys")
Thanks for the info.
Actually I'm quite impressed with the ideas in "Sir, the arms dealer has arrived." Especially the taser. But I have the dart gun for now.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 26, 2014, 05:15:32 pm
Initial problems:
I've use some snipping tools to take screen shots of the initial purchase list and some mod weapons seem to be missing.
I have forgotten how to insert on image (sleep apnea) so I have just attached the jpgs. Sorry for any inconvience.
Firstly the purchase list does not reflect all weapons in the ufopedia.
missing weaons are:
Machine pistol
Assault rifle (and i've reached my attachment limit, great)
Continued in next post
Title: Re: Mod Compatability
Post by: yrizoud on June 26, 2014, 05:34:38 pm
I suspect that when you try purchase a "pistol", "rifle", "heavy cannon" and "auto cannon", you will actually get the version modified by EqualTerms : a machine pistol, an assault rifle, etc.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 26, 2014, 05:50:40 pm
Continued.
I have two Sniper rifles in the ufopedia.
the first works ok (see jpgs below) so far I have not been into battle.
sniper rifle 2 seems to use the HC modded, the problem is that it uses HC AP ammo and will not allow HE to be loaded. Haven't bought IN.
Next the SAW, didn't have any initial ammo for this other than AP so don't know yet how this will work.
Note I'm posting as I play the game, so please forgive my less than complete reporting.
I am wondering if ammo bought after the gamestart differs for these weapons.
Grenade launcher works fine. (remember i'm still in geoscape).
As do both the miniguns.
No sign of custom grenades either.
Next Post will describe how the works in battle with the first ufo.
As an aside how does one upload a video. I have FRAPS.

Actually just read your post yrizoud, so have added a rifle and pistol to my loadout. And guess what you were right.
Confusingly, they are still named pistol and rifle in the purchase/recruit menu.
The HC and AC ammo may case problems in battle. Also can't figure out what happened to custom grenades. I have stun grenades enabled. Possibly having both enabled at once causes a conflict. (I just remembered that custom grenades is a stun grenade with different research requirements from stun grenade. Confused? I certainly am.
Title: Re: Mod Compatability
Post by: Aldorn on June 26, 2014, 09:20:25 pm
Could you attach an archive with your modding stuff so that we can have a look ?
As modding stuff, I mean a zip or rar including all mod files (and only mod files, please do not include any vanilla) you installed.

Title: Re: Mod Compatability
Post by: yrizoud on June 26, 2014, 10:03:30 pm
Equal Terms (in OpenXCOM form) was started 4 days ago, so it's not surprising that it needs a bit of testing and finishing (But when you run many mods that you don't already know, it's difficult to locate problems)
The sniper rifle with custom graphic is the one from the "sniper rifle" mod, the other is the modified 'heavy canon' from Equal Terms. They can't cause problem to each other, but as you can see, it's a bit weird to use 2 mods that both include "the same weapon" (as viewed by 2 different modders).
I've just looked into Custom Grenades, you need to research them before you can manufacture them. For Incendiary the topic should be available immediately, for Stun you need to have the Stun launcher and bomb researched first.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 26, 2014, 10:29:18 pm
Just noticed something else. I have my OXCOM folder, and one that I copied and name Oxcomod. I have just found out that if  I try to play the original I am informed that some of the modes are missing. (trying to check up on weapon damage changes). Then when I run Oxcomod I found that my list of mods had been disabled. How inconvenient. :'( . I now realise the sharing of files in common areas under win7 is a crock of s**t. Give me xp any time. God I'm off to watch some porn.
Title: Re: Mod Compatability
Post by: yrizoud on June 27, 2014, 12:00:58 am
By default, the game saves options (like "which mod is active") and savegames in "My documents"\OpenXCOM.
You installed two copies of OpenXcom (one with mods and one "without"), but actually they shared the config...
To keep things separate, you can make a shortcut to openxcom with command-line argument -user directoryname.
Title: Re: Mod Compatability
Post by: Aldorn on June 27, 2014, 12:26:46 am
By default, the game saves options (like "which mod is active") and savegames in "My documents"\OpenXCOM.
You installed two copies of OpenXcom (one with mods and one "without"), but actually they shared the config...
To keep things separate, you can make a shortcut to openxcom with command-line argument -user directoryname.
An other option is to create a User directory directly under any OpenXcom installation
OpenXcom1
   Data
   User

OpenXcom2
   Data
   User

It depends on people, but I personally like having User directory under OpenXcom, as it is convenient for multi installation
Title: Re: Mod Compatability
Post by: SenniTrebor on June 27, 2014, 01:49:56 am
Could you attach an archive with your modding stuff so that we can have a look ?
As modding stuff, I mean a zip or rar including all mod files (and only mod files, please do not include any vanilla) you installed.
All the mods are from the OpenXcom mods downloads. Do you want me to forward them to you, or just the resource and ruleset files that I have used and enabled, or even just the weapons files. (I tend to store the original zip files for compactness).
See the happy cretin
he doesn't give a damn
I wish I was a cretin
My god perhaps I am
Title: Re: Mod Compatability
Post by: SenniTrebor on June 27, 2014, 01:51:46 am
Equal Terms (in OpenXCOM form) was started 4 days ago, so it's not surprising that it needs a bit of testing and finishing (But when you run many mods that you don't already know, it's difficult to locate problems)
The sniper rifle with custom graphic is the one from the "sniper rifle" mod, the other is the modified 'heavy canon' from Equal Terms. They can't cause problem to each other, but as you can see, it's a bit weird to use 2 mods that both include "the same weapon" (as viewed by 2 different modders).
I've just looked into Custom Grenades, you need to research them before you can manufacture them. For Incendiary the topic should be available immediately, for Stun you need to have the Stun launcher and bomb researched first.
Your right once again. Sorry by 4am I was beginning to tire.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 27, 2014, 01:55:17 am
An other option is to create a User directory directly under any OpenXcom installation
OpenXcom1
   Data
   User

OpenXcom2
   Data
   User

It depends on people, but I personally like having User directory under OpenXcom, as it is convenient for multi installation

This sounds good if only I understood it.
See the....

Actually is there a place somewhere where I could read up on this.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 27, 2014, 02:17:43 am
Could you attach an archive with your modding stuff so that we can have a look ?
As modding stuff, I mean a zip or rar including all mod files (and only mod files, please do not include any vanilla) you installed.

Her's a Winrar Zip of all the weapons mods that I have enabled ( or had enabled, grrr)
Title: Re: Mod Compatability
Post by: SenniTrebor on June 27, 2014, 04:23:47 am
I just had a thought about a simple thing in mod compatability. I have noticed that whereas the vanilla weapons all use the same colour codes for ammo. Blue for AP, red for HE, and yellow/orange for I. Various mods do not follow this standard. eg the grenade launcher uses red I, and green HE, blue smoke. Just thought a standard might be agreed.

I also noted in Moriarty's [RESEARCH / GAME PACING / WEAPON] "slower technological progression" mod https://openxcom.org/forum/index.php?topic=1723.0 (https://openxcom.org/forum/index.php?topic=1723.0) that the emphasis was on slowing human development without slowing alien advancement. Combining the two would give a longer life to the base human weapons and craft.
Perhaps we need a Long War mod rather than nerfing human advances.

Or am I completely wrong in thinking this?

Sorry just a quick experiment with images.

(https://i1296.photobucket.com/albums/ag9/SenniTreborius/programs/Untitled.jpg)
Title: Re: Mod Compatability
Post by: SupSuper on June 27, 2014, 05:22:12 am
This sounds good if only I understood it.
See the....

Actually is there a place somewhere where I could read up on this.
https://www.ufopaedia.org/index.php?title=Installing_(OpenXcom)#User_Folder
Title: Re: Mod Compatability
Post by: SenniTrebor on June 27, 2014, 05:43:31 am
https://www.ufopaedia.org/index.php?title=Installing_(OpenXcom)#User_Folder
Thanks, I will look at this tomorrow when I've had some sleep.
Title: Re: Mod Compatability
Post by: Aldorn on June 27, 2014, 06:03:58 am
Her's a Winrar Zip of all the weapons mods that I have enabled ( or had enabled, grrr)

First, about your installation, could you check that :

1) Contents of mods listed below have been copied directly under "OpenXcom\Data"
- Alien Armoury Expanded 1.3.3
- Custom Grenades
- Dart Rifle 1.4
- Equal Terms Mod v0.8
- Gauss Mod 1.3
- Shotgun
- Sniper Rifle
- Stun Grenade

2) Contents of mods listed below have been copied under "OpenXcom\Data\Ruleset"
- Plasma Beam Mod
- QuickDraw Hip Slot

3) Regarding Railgun mod :
Do not copy contents of folder "Railgun V2" directly under "OpenXcom\Data"
You have to copy contents of subfolder "Railgun V2\Railgun" under "OpenXcom\Data"

4) Regarding Scoutdrone mod :
Contents consist in :
- .rul files : these files have to be copied under Ruleset
- Scoutdrone subfolder : this subfolder has to be copied under Resources (and not "contents of this subfolder" !)
Title: Re: Mod Compatability
Post by: Aldorn on June 27, 2014, 06:21:04 am
Initial problems:
I've use some snipping tools to take screen shots of the initial purchase list and some mod weapons seem to be missing.
Try F12 and check your User folder

I have forgotten how to insert on image (sleep apnea) so I have just attached the jpgs. Sorry for any inconvience.
That's perfect like this

Firstly the purchase list does not reflect all weapons in the ufopedia.
missing weaons are:
Machine pistol
Assault rifle
Now fixed

I have two Sniper rifles in the ufopedia.
the first works ok (see jpgs below) so far I have not been into battle.
sniper rifle 2 seems to use the HC modded, the problem is that it uses HC AP ammo and will not allow HE to be loaded. Haven't bought IN.
Fixed

Next the SAW, didn't have any initial ammo for this other than AP so don't know yet how this will work.
Fixed


Find attach corrected file : just install into ruleset subfolder (replace existing one)

I will alert the owner of Equal Terms mod
Title: Re: Mod Compatability
Post by: Solarius Scorch on June 27, 2014, 03:05:26 pm
I also noted in Moriarty's [RESEARCH / GAME PACING / WEAPON] "slower technological progression" mod https://openxcom.org/forum/index.php?topic=1723.0 (https://openxcom.org/forum/index.php?topic=1723.0) that the emphasis was on slowing human development without slowing alien advancement. Combining the two would give a longer life to the base human weapons and craft.

It's not exactly on topic, but since you mention it, I'll tell you how we want to deal with this in the final Mod Pack, which should see the light of day soon. Perhaps you can offer some opinion.

Basically, researching lasers and other advanced weapons requires some technical data that can only be acquired by interviewing Engineers, Leaders or Commanders, and also dismantling UFO Power Source; considering you need to develop a technology to build Alien Containment, this is unlikely to happen in the first half of the year. Plasma is even more demanding, since you need all sorts of plasma-related advances to work with this.

However, researching Alien Alloys gives you access to better ammunition for human weapons, which is around 33% stronger than the basic ammo. Frankly, it still sucks against stronger aliens, mostly because it's still AP damage, but it's better than nothing.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 27, 2014, 03:35:31 pm
It's not exactly on topic, but since you mention it, I'll tell you how we want to deal with this in the final Mod Pack, which should see the light of day soon. Perhaps you can offer some opinion.

Basically, researching lasers and other advanced weapons requires some technical data that can only be acquired by interviewing Engineers, Leaders or Commanders, and also dismantling UFO Power Source; considering you need to develop a technology to build Alien Containment, this is unlikely to happen in the first half of the year. Plasma is even more demanding, since you need all sorts of plasma-related advances to work with this.

However, researching Alien Alloys gives you access to better ammunition for human weapons, which is around 33% stronger than the basic ammo. Frankly, it still sucks against stronger aliens, mostly because it's still AP damage, but it's better than nothing.
I used to be a designer in Fusilier Games in the 70s. Unfortunately I left that field just as computer games  were beginning to take off.
For balance I would suggest that Lasers weapons need the research and use of alien alloys. This would delay their implementation and encourage the use of convential weapons and their mods for longer. Actually I would like to begin a Long War topic. Should I post this under Suggestions or Modding/Experiments.
Title: Re: Mod Compatability
Post by: Solarius Scorch on June 27, 2014, 03:42:33 pm
I used to be a designer in Fusilier Games in the 70s. Unfortunately I left that field just as computer games  were beginning to take off.

Wow. :)

Anyway, my reply to you is here (https://openxcom.org/forum/index.php?topic=2027.msg24710#msg24710), since I didn't want to overtake this thread.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 27, 2014, 04:16:17 pm
First, about your installation, could you check that :

1) Contents of mods listed below have been copied directly under "OpenXcom\Data"
- Alien Armoury Expanded 1.3.3
- Custom Grenades
- Dart Rifle 1.4
- Equal Terms Mod v0.8
- Gauss Mod 1.3
- Shotgun
- Sniper Rifle
- Stun Grenade

2) Contents of mods listed below have been copied under "OpenXcom\Data\Ruleset"
- Plasma Beam Mod
- QuickDraw Hip Slot

3) Regarding Railgun mod :
Do not copy contents of folder "Railgun V2" directly under "OpenXcom\Data"
You have to copy contents of subfolder "Railgun V2\Railgun" under "OpenXcom\Data"

4) Regarding Scoutdrone mod :
Contents consist in :
- .rul files : these files have to be copied under Ruleset
- Scoutdrone subfolder : this subfolder has to be copied under Resources (and not "contents of this subfolder" !)

Alien Armoury Expanded 1.3.3
Maps ok
Resources ok
ROUTES ok
Ruleset ok

Custom Grenades
Resources ok
Ruleset ok

 -Dart Rifle 1.4
Resources ok
Ruleset ok

- Equal Terms Mod v0.8
Ruleset ok

- Gauss Mod 1.3
Resources ok
Ruleset ok

- Shotgun
Resources ok
Ruleset ok

- Sniper Rifle
Resources ok
Ruleset ok

- Stun Grenade
Resources ok
Ruleset ok

- Plasma Beam Mod
Ruleset ok

- QuickDraw Hip Slot
Ruleset ok

Railgun V2\Railgun
Resources ok
Ruleset ok

Scoutdrone mod :
- .rul files : under Ruleset ok
- Scoutdrone subfolder:  under Resources ok

All seems in order
Title: Re: Mod Compatability
Post by: Aldorn on June 27, 2014, 04:19:08 pm
Good !

Check now this one (https://openxcom.org/forum/index.php?topic=2432.msg24643#msg24643)
Title: Re: Mod Compatability
Post by: SenniTrebor on June 27, 2014, 04:41:28 pm
Find attach corrected file : just install into ruleset subfolder (replace existing one)

I will alert the owner of Equal Terms mod
Sorry could not find an attchment other than images. m'I bad.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 27, 2014, 05:08:10 pm
However, researching Alien Alloys gives you access to better ammunition for human weapons, which is around 33% stronger than the basic ammo. Frankly, it still sucks against stronger aliens, mostly because it's still AP damage, but it's better than nothing.
It was suggested that I not enable alloy ammo as this may conflict with equal terms.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 27, 2014, 05:44:45 pm
https://www.ufopaedia.org/index.php?title=Installing_(OpenXcom)#User_Folder
Do you think I should reinstall Oxcom to implement this as it seems my current install may be compromised.
Actually why doesn't Oxcom have this as standard to ease copying of the game for seperate mod folders.
Damn I'm going to arrange a visit with Abertay Uni's computer games department. There's such holes in my knowledge base.
Title: Re: Mod Compatability
Post by: yrizoud on June 27, 2014, 06:38:15 pm
Actually why doesn't Oxcom have this as standard to ease copying of the game for seperate mod folders.
It contradicts the recommended standard for Windows programs... Data/Config/Work directory is supposed to be in AppData (preferably) or My Documents, so that :
- different users of same computer can have separate savegames and preferences
- you can easily back up your data because it's all in the same place, and also uninstall the program while keeping your data for later
- protection against virus : for a users without admin rights, the entire Program Files tree is not writable. A malicious program may mess with your data, but at least it won't infect and alter the behaviour of other programs.

As you saw, the downside is that two copies of the same program will (try to) keep their files in the same place.
Title: Re: Mod Compatability
Post by: Aldorn on June 27, 2014, 07:36:44 pm
It was suggested that I not enable alloy ammo as this may conflict with equal terms.

File is attached just before the first image
Here you have
Title: Re: Mod Compatability
Post by: SenniTrebor on June 27, 2014, 08:43:34 pm
File is attached just before the first image
Here you have
Oops, sorry and thank you very much. Now back to the game. IF I can remember what order I enabled the mods in!
Title: Re: Mod Compatability
Post by: SupSuper on June 27, 2014, 10:09:37 pm
Do you think I should reinstall Oxcom to implement this as it seems my current install may be compromised.
Actually why doesn't Oxcom have this as standard to ease copying of the game for seperate mod folders.
Damn I'm going to arrange a visit with Abertay Uni's computer games department. There's such holes in my knowledge base.
I don't wanna risk getting bug reports if people put Oxcom somewhere it can't access without admin permissions. :P
However you don't have to reinstall the game, just move your user folder from "C:\Users\...\Documents\OpenXcom" to "C:\...\OpenXcom\user" and it should work.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 27, 2014, 10:54:34 pm
I don't wanna risk getting bug reports if people put Oxcom somewhere it can't access without admin permissions. :P
However you don't have to reinstall the game, just move your user folder from "C:\Users\...\Documents\OpenXcom" to "C:\...\OpenXcom\user" and it should work.
Sorry, just to clarify, do you meant:
copy OpenXcom folder From C:\Users\robert\Documents To C:\Program Files\OpenXcom - Modded\user

Seems to have worked even when I ported in the latest nightly
Title: Re: Mod Compatability
Post by: SupSuper on June 28, 2014, 01:04:28 am
You need to copy it and then rename that folder to "user", so all your options/saves/etc are in a C:\Program Files\OpenXcom\user folder.
To clarify, normally if you just make a "user" folder in OpenXcom after installing, the game will use that. But if you already have a Documents\OpenXcom folder, the game will use that instead.
So this way you fix both problems at once. ;)
Title: Re: Mod Compatability
Post by: SenniTrebor on June 28, 2014, 01:15:46 am
You need to copy it and then rename that folder to "user", so all your options/saves/etc are in a C:\Program Files\OpenXcom\user folder.
To clarify, normally if you just make a "user" folder in OpenXcom after installing, the game will use that. But if you already have a Documents\OpenXcom folder, the game will use that instead.
So this way you fix both problems at once. ;)
Sorry you replied as I was rewriting last post.
I moved the OpenXcom folder into a folder called user within the OpenXcom program folder and it seems to have worked.
Title: Re: Mod Compatability
Post by: Solarius Scorch on June 28, 2014, 02:03:51 am
It contradicts the recommended standard for Windows programs... Data/Config/Work directory is supposed to be in AppData (preferably) or My Documents

Recommended by whom, Bill Gates? :P

Because I don't believe there's anyone else in the world who likes this work of Satan. And if they do, they should be burned alive. :P
Title: Re: Mod Compatability
Post by: SenniTrebor on June 28, 2014, 03:01:38 am
Recommended by whom, Bill Gates? :P

Because I don't believe there's anyone else in the world who likes this work of Satan. And if they do, they should be burned alive. :P
Well said that man!

File is attached just before the first image
Here you have
Thanks for that.
On testing this I note that the M107s HE shot still wont load, and that no more can be bought.
I also noted that the cost of the SAWs single shot HE was $700, and the single shot INC was $650. That's more than a small rocket.
I also find it aesthetically unpleasing to have to use Items that look other than there intention. And I've just remembered how fond I was of the old Auto Cannon. I think that, for the moment, I will discontinue with equal terms and give these a try:
- alloy_ammo,
- heavy laser rebalance
- small_rocket_small
- Chikos Laser Weapons New Graphics
- Laser Rifle Recolor
Will the two laser mods conflict. I would have thought so. I'll check on the threads.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 28, 2014, 03:08:44 pm
Incendary Grenade Manufacture
(https://i1296.photobucket.com/albums/ag9/SenniTreborius/programs/IncendaryGrenadeManufacture.jpg)
The cost  is horrendous. Over Ten x cost of normal grenades, over Twenty x smoke grenades, five times the cost of 40mm HE for grenade launcher or a 14 round INC clip for the AutoCannon . This must be an error.
Actually, I have realised that my fondness for the original AutoCannon has blinded me to that fact that it is amazingly over powered in comparison to other conventional weapons.
Wonder what it's supposed to be based on.

IMHO the who grenade launcher weapons and ammo costs could be halfed (and still the HC is more cost effective). And of course the AC would still rock.
Title: Re: Mod Compatability
Post by: Solarius Scorch on June 28, 2014, 03:28:19 pm
Actually, I have realised that my fondness for the original AutoCannon has blinded me to that fact that it is amazingly over powered in comparison to other conventional weapons.

Believe me or not, I think it's the crappiest weapon in the game. It is woefully inaccurate (I'm playing on UFO Extender Accuracy), has insufficient power and is generally a hybrid that tries to be everything at once.

...which probably shows how good the game is, since various people have completely different approaches and they all work! :)
Title: Re: Mod Compatability
Post by: SenniTrebor on June 28, 2014, 03:35:08 pm
Believe me or not, I think it's the crappiest weapon in the game. It is woefully inaccurate (I'm playing on UFO Extender Accuracy), has insufficient power and is generally a hybrid that tries to be everything at once.

...which probably shows how good the game is, since various people have completely different approaches and they all work! :)
In the original game I used to equip whole squads with the AC. Then again I haven't used UFO Extender Accuracy before so I might end up with egg on my face.
Still as a cheap way of clearing forest and lighting the night I still believe it is cost effective. Possibly HE ammo would be better under UFO Extender Accuracy. By the way does UFO Extender Accuracy affect aliens?
And I can't find a way of reading the posts in reverse order (latest first) the help section is inadequate.
Title: Re: Mod Compatability
Post by: Solarius Scorch on June 28, 2014, 03:41:23 pm
Possibly HE ammo would be better under UFO Extender Accuracy. By the way does UFO Extender Accuracy affect aliens?

Yes, it changes how hits are calculated for both sides; basically, auto fire becomes woefully inaccurate at anything but point blank. This has two advantages:
1) Auto fire is no longer the only option at any given situation.
2) You can make weapons which have better auto fire accuracy than other weapons. In normal game, this is inconsequential; here, it makes a big difference. (Machine guns FTW!)

It makes the game a bit harder, since aliens don't use auto fire much anyway, except at very close ranges.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 28, 2014, 03:59:13 pm
Yes, it changes how hits are calculated for both sides; basically, auto fire becomes woefully inaccurate at anything but point blank. This has two advantages:
1) Auto fire is no longer the only option at any given situation.
2) You can make weapons which have better auto fire accuracy than other weapons. In normal game, this is inconsequential; here, it makes a big difference. (Machine guns FTW!)

It makes the game a bit harder, since aliens don't use auto fire much anyway, except at very close ranges.
Good to know for my mod compatability runthrough. Also found OpenXcomWar by Supsuper by I think that changes campaign, so wont try that. Just downloaded Ryskeliini_GunsNGadgets_1st_pack will probably add that to my mod compatability runthrough. Just started building AuzCom due to Ufo activity. Maybe I should have played on beginner difficulty for such a run through (and turned on save scumming for comparison of weapons).
Title: Re: Mod Compatability
Post by: SenniTrebor on June 28, 2014, 04:50:42 pm
Ryskeliini_GunsNGadgets_1st_pack problems.
Alteration to the purchase menu.
(https://i1296.photobucket.com/albums/ag9/SenniTreborius/programs/Ryskeliini_GunsNGadgets_1st_packpurchase.jpg)
STR_SHOTGUN_SHELLS2
Are these the INC shotgunshells that appears in the Ufopedia. Don't like the idea, plus way cheaper than INC shells for other weapons esp. the aforementioned incendary grenade.
(https://i1296.photobucket.com/albums/ag9/SenniTreborius/programs/Ryskeliini_GunsNGadgets_1st_packPurchase2.jpg)
The sniper rifle clips have been moved under the STR_LMG.
(https://i1296.photobucket.com/albums/ag9/SenniTreborius/programs/Ryskeliini_GunsNGadgets_1st_packpurchase3.jpg)
No STR_LAUNCHER, but STR_LAUNCHER_FLECHETE are these actually for the grenade launcher. Like the fact that the rounds for the launcher have been recoloured appropriately, either by the nightly, or Ryskeliini_GunsNGadgets_1st_pack
(https://i1296.photobucket.com/albums/ag9/SenniTreborius/programs/Ryskeliini_GunsNGadgets_1st_packpurchase4.jpg)


Everything else seemed ok on this screen. The sniper rifle clips seem the only real problem. Still can't get over INC shotgun shells though.
Then again Warboy's reinforced shot gun at least has a rationalization for this.
(https://i.imgur.com/rcYymP4.png)
(https://i.imgur.com/jgo13Qk.png)

DOWNLOAD (https://dl.dropboxusercontent.com/u/47596892/OXCMods/Shotgun.zip)
Title: Re: Mod Compatability
Post by: SenniTrebor on June 28, 2014, 05:32:19 pm
As you can see the sniper rifle shells are out of place in the equiptment screen as well.
(https://i1296.photobucket.com/albums/ag9/SenniTreborius/programs/Ryskeliini_GunsNGadgets_1st_packloadoutscreen.jpg)
Title: Re: Mod Compatability
Post by: Falko on June 28, 2014, 05:39:11 pm
As you can see the sniper rifle shells are out of place in the equiptment screen as well.
is there a question somewhere?
Title: Re: Mod Compatability
Post by: SenniTrebor on June 28, 2014, 06:04:50 pm
is there a question somewhere?
It's just that on downloading Ryskeliini_GunsNGadgets_1st_pack this happens. Thus it is caused by this mod. A minor detail I admit, but such minor details should not be overlooked. I also think it deleted my grenade launcher and ammo and I had to re order that. But I'm not sure. The load screen did flash yellow after I enabled it. But that is outside my competence.
Title: Re: Mod Compatability
Post by: Falko on June 28, 2014, 06:09:02 pm
so you use this thread as your personal logfile what you found/changed in other mods?
that would explain a lot :)

FYI: if yuo find errors/problems in other mods post the error in the thread of the mod creator not everyone reads all posts in the forum but most read their own mod-thread(s)
Title: Re: Mod Compatability
Post by: SenniTrebor on June 28, 2014, 07:43:51 pm
so you use this thread as your personal logfile what you found/changed in other mods?
that would explain a lot :)

FYI: if yuo find errors/problems in other mods post the error in the thread of the mod creator not everyone reads all posts in the forum but most read their own mod-thread(s)

Am I wrong in this. I could simple stop if you think I'm making a hash of it. I have started posting on other threads to inform them of any glitches I find. I'm a bit naff at using BBs, and haven't used any for several years. Then again sleep apnea has degraded my ability to remember things.

Oh, just remembered. (I wrote a long reply previously then accidently pressed <ctl> and something and lost it).
Is there a sort of test mod where one can shoot at unarmed aliens and record statistics. The sadism of it sort of appeals, and might be useful.
Also does UfoExtender accuracy affect throwing, as it seems such devices as grenade launchers appear nerfed in comparison to thrown grenade ranges.

Title: Re: Mod Compatability
Post by: Falko on June 28, 2014, 07:53:16 pm
Am I wrong in this.
in my opinion its fine to use a thread like that i just wanted to clarify my confusion :)
Is there a sort of test mod where one can shoot at unarmed aliens and record statistics.
here https://openxcom.org/forum/index.php?topic=2055.0 you get as mod Cheat_NoDamageAlien: aliens and alien weapons do no damage (chrysalid still makes zombies)
its good enough to test things
Title: Re: Mod Compatability
Post by: SenniTrebor on June 28, 2014, 09:48:21 pm
in my opinion its fine to use a thread like that i just wanted to clarify my confusion :)here https://openxcom.org/forum/index.php?topic=2055.0 (https://openxcom.org/forum/index.php?topic=2055.0) you get as mod Cheat_NoDamageAlien: aliens and alien weapons do no damage (chrysalid still makes zombies)
its good enough to test things
Thank you.
Does one need the rulez.py (I'm assuming not).
Al the mods together allow a test mod with standard soldier. I'll mess about with this and have some fun. Woopee!
Title: Re: Mod Compatability
Post by: wsmithjr on June 29, 2014, 03:14:47 am
- Chikos Laser Weapons New Graphics
- Laser Rifle Recolor
Will the two laser mods conflict. I would have thought so. I'll check on the threads.

Yes, they will.  It won't cause any problems, but they modify the same things, so one will overwrite (partially) the other.  Enable them one at a time and decide which you like best and just go with that one.
Title: Re: Mod Compatability
Post by: SenniTrebor on June 29, 2014, 03:59:35 am
Yes, they will.  It won't cause any problems, but they modify the same things, so one will overwrite (partially) the other.  Enable them one at a time and decide which you like best and just go with that one.
And so I shall.