OpenXcom Forum
OpenXcom => Troubleshooting => Topic started by: adamstone333 on October 17, 2016, 07:20:46 pm
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(https://i67.tinypic.com/2cghvg0.png)
No matter what I do, I am unable to kill it or even stun it. Even grendades my cannon HWP can't kill it.
So far, I only have rifle type low-class weapons available, such as AK-47, tactical sniper rifle etc.. all that stuff.
I'm running the latest nightly with both Area 51 and Final Mod Pack installed.
Any idea on how to get rid of this creature? I can't even find any entry anywhere online about this alien's name even.
Please help, without this I can't finish the game off well
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Just abort the mission and continue?
You are not required to kill everything to finish the game...
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This happens in every mission. This particular alien type won't die no matter what weapon I use
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Then abort several missions... eventually other aliens will come. There's tons of different races in the game.
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(https://i67.tinypic.com/2cghvg0.png)
No matter what I do, I am unable to kill it or even stun it. Even grendades my cannon HWP can't kill it.
So far, I only have rifle type low-class weapons available, such as AK-47, tactical sniper rifle etc.. all that stuff.
If i recall, thats a Phaser Alien from Hobbes Area 51 Mod. Try burning it with Incendiary Ammo or Grenades.
I'm running the latest nightly with both Area 51 and Final Mod Pack installed.
This will lead to a broken campaign sooner or later. Big Modpacks are always incompatible.
Play them separately.
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Is it possible to turn off a megamod without restarting the entire game?
EDIT: I tried burning it with grenades but still no luck
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Is it possible to turn off a megamod without restarting the entire game?
You will end up with a broken savegame file.
If you have both Mods active then turn one off and restart your campaign.
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Well, you can try opening the save in a game editor and look for something like this:
mods:
- xcom1
- someMod
- someOtherMod
- anotherMod
- modWithKitties
- makeAmericaGreatAgainMod
- modYouActuallyCareAbout
- maybeJustPlayPiratez
And delete one or more lines.
You'll still have traces of it in your save, but hopefully it won't break your campaign.
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You'll still have traces of it in your save, but hopefully it won't break your campaign.
Well hoping is also a solution :D
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Well, you can try opening the save in a game editor and look for something like this:
mods:
- xcom1
- someMod
- someOtherMod
- anotherMod
- modWithKitties
- makeAmericaGreatAgainMod
- modYouActuallyCareAbout
- maybeJustPlayPiratez
And delete one or more lines.
You'll still have traces of it in your save, but hopefully it won't break your campaign.
That will definitely break his save (all the missions generated so far from the disabled mod will crash).
Don't even try...
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That will definitely break his save (all the missions generated so far from the disabled mod will crash).
Don't even try...
Well, there's a chance that all of them are vanilla, so... as Hellrazor said. :)
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Fear the Phaser... ;)
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I would just bite the bullet and start a new campaign with only one large mod installed and enabled. Take it like a man, and make sure to read the readme file properly next time!