OpenXcom Forum

Modding => Released Mods => The X-Com Files => Topic started by: Red Floater on October 18, 2020, 08:12:00 pm

Title: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 18, 2020, 08:12:00 pm
I have no prior experience with OpenXCom mods, and am running on 1.0 git 2019-04-28 build. This was my first attempt at running a mod, and it does not seem to work.


I have followed the YouTube tutorial as close as possible, but did not get the result. I have OXCE installed. What should I do to make it work?
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Solarius Scorch on October 18, 2020, 08:29:05 pm
You said you were using 1.0, but also that you were using OXCE. Which one is it?
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: JustTheDude/CABSHEP on October 18, 2020, 08:31:06 pm
1) For the newest X-COM files you need newest OpenXCOM Extended. https://openxcom.org/forum/index.php/topic,5258.0.html
Download and install.
2) Then download newset X-COM Files from here: https://openxcom.org/forum/index.php/topic,4595.0.html
3) Unpack the downloaded mod. Inside, you will find its "self-contained", all you have to do is to then copy UFO folder that contains files from original XCOM to the same folder you find in there.
4) After launch, click the "mods" and, pick "X-COM FILES", then enable it. The game will restart. Be sure to have English (US) set as game language.

However, since its your first mod experience, I don't recommend starting with X-COM FILES, because the beginning of the game is heavily modified and you might get lost. For that case I suggest "The Final Modpack": https://openxcom.org/forum/index.php?topic=2027.0
This mod is more of an extention to the game, than total conversion and this will let you easly and naturally grasp new concepts and mechanics.
However this mod requires nightly build version 2018-04-28 or later and that you can download from here: https://openxcom.org/downloads-milestones/


Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 18, 2020, 10:35:11 pm
You said you were using 1.0, but also that you were using OXCE. Which one is it?

Well, I did download OXCE, but the download stated it was more of just a expansion to the original OpenXCom.

1) For the newest X-COM files you need newest OpenXCOM Extended. https://openxcom.org/forum/index.php/topic,5258.0.html
Download and install.
2) Then download newset X-COM Files from here: https://openxcom.org/forum/index.php/topic,4595.0.html
3) Unpack the downloaded mod. Inside, you will find its "self-contained", all you have to do is to then copy UFO folder that contains files from original XCOM to the same folder you find in there.
4) After launch, click the "mods" and, pick "X-COM FILES", then enable it. The game will restart. Be sure to have English (US) set as game language.

That's what I did, and it didn't work. Which files from the UFO folder will I need, and in which folders?

However, since its your first mod experience, I don't recommend starting with X-COM FILES, because the beginning of the game is heavily modified and you might get lost. For that case I suggest "The Final Modpack": https://openxcom.org/forum/index.php?topic=2027.0
This mod is more of an extention to the game, than total conversion and this will let you easly and naturally grasp new concepts and mechanics.

Well then, I'll give that a go first. But I want to make sure both will work beforehand.

However this mod requires nightly build version 2018-04-28 or later and that you can download from here: https://openxcom.org/downloads-milestones/

I still don't fully understand nightlies. How is it different than my standard package?
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Solarius Scorch on October 18, 2020, 10:42:03 pm
Well, I did download OXCE, but the download stated it was more of just a expansion to the original OpenXCom.

No, OXCE install instructions explicitly say that it's a separate build and doesn't require OXC at all.

That's what I did, and it didn't work. Which files from the UFO folder will I need, and in which folders?

There's an empty UFO folder in your OXC or OXCE install, so drop the contents of the UFO there (GEODATA, GEOGRAPH, UNITS etc.).

I still don't fully understand nightlies. How is it different than my standard package?

If you're using OXCE, then you don't need to think about the nightlies.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 18, 2020, 10:58:59 pm
No, OXCE install instructions explicitly say that it's a separate build and doesn't require OXC at all.

There's an empty UFO folder in your OXC or OXCE install, so drop the contents of the UFO there (GEODATA, GEOGRAPH, UNITS etc.).

If you're using OXCE, then you don't need to think about the nightlies.
Just tried it. It didn't work at all.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: JustTheDude/CABSHEP on October 19, 2020, 12:05:31 am
How it doesn't work? What happens? What are you doing?

Literally, download OXCE, install it, download X-COM FILES, unpack it, copy and paste all files from UFO folder (first screenshot) containing original game into UFO in the X-COM FILES (second screenshot, its from X-Piratez, but the rule and files are the same), then run the game, then click "mods" tab in the game, select X-COM FILES, game will restart, you can play.

Are you sure you are using correct version for windows (x64 vs x84), or is it even windows? Maybe you try to run it on mac, or something like that?

Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 19, 2020, 12:15:53 am
I have downloaded OXCE, but when I tried to to run, it didn't open properly, and stated I had no X-COM files.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: JustTheDude/CABSHEP on October 19, 2020, 09:14:29 am
Without screenshoots and more "indepth" sequence of your actions, all I can propose now is to unistall everything OXCE and mod related, then download everything again, just to repeat the steps. It might be that something wasn't downloaded, or installed properly.

Does OXCE even runs and plays normally without any mods for you?
Try to describe the process of what you are doing by your own words, screenshoots much appriciated of each step.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 19, 2020, 02:07:56 pm
Without screenshoots and more "indepth" sequence of your actions, all I can propose now is to unistall everything OXCE and mod related, then download everything again, just to repeat the steps. It might be that something wasn't downloaded, or installed properly.
I'll try that.

Does OXCE even runs and plays normally without any mods for you?
Try to describe the process of what you are doing by your own words, screenshoots much appriciated of each step.
I simply attempted to run the program, in the folder it had been downloaded into.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Meridian on October 19, 2020, 02:59:12 pm
I simply attempted to run the program, in the folder it had been downloaded into.

People have already told you several times, including screenshots, that you need to copy the original UFO files.
Follow the instructions and don't play stupid.

You have already had the same issue here: https://openxcom.org/forum/index.php/topic,7460.msg121252.html#msg121252
Do the same thing as you did there, just for UFO folder, not TFTD.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 19, 2020, 08:56:30 pm
People have already told you several times, including screenshots, that you need to copy the original UFO files.
Follow the instructions and don't play stupid.

You have already had the same issue here: https://openxcom.org/forum/index.php/topic,7460.msg121252.html#msg121252
Do the same thing as you did there, just for UFO folder, not TFTD.
That wasn't the issue. Apparently, I had installed it into one of my OpenXCom folders, and they were overlapping each other in some manner. I've since uninstalled and reinstalled OXCE in a different place, and now it works.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 19, 2020, 09:08:04 pm
That wasn't the issue. Apparently, I had installed it into one of my OpenXCom folders, and they were overlapping each other in some manner. I've since uninstalled and reinstalled OXCE in a different place, and now it works.
Hold on, I don't think I was specific enough. The OXCE build is working, but I cannot find the mods, and installing them into "UFO/common" did not help.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Solarius Scorch on October 19, 2020, 09:10:25 pm
They should go in your user/mods directory. (User is the one where saves are kept.)
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 19, 2020, 09:18:09 pm
They should go in your user/mods directory. (User is the one where saves are kept.)
Where is that? I've looked around and I can't find it.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: R1dO on October 19, 2020, 10:04:59 pm
Judging from the link to the previous help-thread provided by Meridian. I would say:
Code: [Select]
.../Emulation/openxcom/mods
However ... since you indicated reinstalling to some different place combined with a preference for non-default install locations your best bet is probably to let windows search for a file called "openxcom.log", the folder should be in the same directory. In case of multiple results: trial and error. See below.

Sorry i could not provide better guidance, too much information is missing.

-- edit --
Since you said OXCE is working now try the following steps:
* Start OXCE and note the current time
* Let windows search for openxcom.log
* In case of multiple results: chose the location where the .log file has a timestamp closest to what you noted in the first bullet.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: JustTheDude/CABSHEP on October 19, 2020, 10:33:44 pm
If pure OXCE works, then you don't mess with it further, instead go into mod folder you downloaded and then unpacked (do not unpack it in OXCE folder, anywhere but there). You have to repeat the step of copying and pasting files from UFO folder with original game to UFO folder in downloaded mod. Then you run the OXCE from the mod folder.

After successfully doing that, you will be greeted with new tab called "mods" alongside others, that are standard. Click that, pick X-COM FILES, game will restart and you can now play.

"user" folder you should be able to easly spot in the second screenshot I provided, but I don't see a reason why would you need to touch it, since mod folder containts everything but files inside UFO folder.

And since we are here, be sure to read every UFOPEDIA article at the start of the game atleast 10 times. And I'm deadly serious when I say that.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 19, 2020, 10:45:31 pm
Judging from the link to the previous help-thread provided by Meridian. I would say:
Code: [Select]
.../Emulation/openxcom/mods
I'm sorry, that still doesn't make sense. There wasn't such a folder in my installation package.

If pure OXCE works, then you don't mess with it further, instead go into mod folder you downloaded and then unpacked (do not unpack it in OXCE folder, anywhere but there). You have to repeat the step of copying and pasting files from UFO folder with original game to UFO folder in downloaded mod. Then you run the OXCE from the mod folder.

After successfully doing that, you will be greeted with new tab called "mods" alongside others, that are standard. Click that, pick X-COM FILES, game will restart and you can now play.

"user" folder you should be able to easly spot in the second screenshot I provided, but I don't see a reason why would you need to touch it, since mod folder containts everything but files inside UFO folder.

And since we are here, be sure to read every UFOPEDIA article at the start of the game atleast 10 times. And I'm deadly serious when I say that.

I attempted to copy the files and then run it, but it still didn't work. I just got these screenshots every time.

Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: R1dO on October 19, 2020, 10:56:10 pm
I'm sorry, that still doesn't make sense. There wasn't such a folder in my installation package.
Emulation is the folder you created yourself and installed OXCE to. As for mods, it could be possible that the folder is not in the installation package but is created by oxce on first run (not sure though).

I attempted to copy the files and then run it, but it still didn't work. I just got these screenshots every time.
Thanks to the screenshots: you should install the mods under:
Quote
c:/Users/Home/Documents/OpenXcom/mods/
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 19, 2020, 10:57:04 pm
Emulation is the folder you created yourself and installed OXCE to. As for mods, it could be possible that the folder is not in the installation package but is created by oxce on first run (not sure though).
Thanks to the screenshots: you should install the mods under:
Thanks, I'll give that a try.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 19, 2020, 11:01:59 pm
Okay, update: I was able to find X-Com Files under my "mods" in the game options, but when I started the game up, I've noticed absolutely no change. Is this right, or is something still wrong?
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: R1dO on October 19, 2020, 11:11:16 pm
Hard to tell.

I assume you mean that the game got past those black screens (since you were able to see game options). But i'm having trouble to understand what you mean by
.. I've noticed absolutely no change. ...
What did you expect to see different?
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 19, 2020, 11:14:48 pm
I checked the game options folder, and while I was able to see the X-Com Files Cyrillic Names mod, there is still no X-COM Files mod. :(
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Solarius Scorch on October 19, 2020, 11:16:01 pm
The X-Com Files mod is a little different, because (for a couple of reasons) it works by enabling it from the drop-down menu, like switching between UFO and TFTD. But the installation is like any other mod.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 19, 2020, 11:16:51 pm
The X-Com Files mod is a little different, because (for a couple of reasons) it works by enabling it from the drop-down menu, like switching between UFO and TFTD. But the installation is like any other mod.
Yep, tried that. It didn't appear.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Dioxine on October 19, 2020, 11:18:48 pm
https://z0r.de/376
>This whole thread

(posted with Solar's permission)
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 19, 2020, 11:24:48 pm
https://z0r.de/376
>This whole thread

(posted with Solar's permission)
No need for hostilities, I'm just trying to make this work.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Solarius Scorch on October 20, 2020, 12:14:39 am
It's definitely not hostility, it's just frustration. A number of people chimed in to help to no avail, I'm sure we all had the best of intentions and tried to solve your issue, and I bet none of us can understand why it's not working for you (I certainly don't). Thousands of other users (as confirmed by downloads) managed to launched the mod just fine using only the readme, and here there is some sort of a brick wall.

At this point you really need to start ask more concrete questions and provide more specific info, else we have nothing to go on.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: JustTheDude/CABSHEP on October 20, 2020, 12:32:03 am
Okay, update: I was able to find X-Com Files under my "mods" in the game options, but when I started the game up, I've noticed absolutely no change. Is this right, or is something still wrong?

Not in the game options. "MODS" tab should appear in the main menu, below "OPTIONS" and "NEW GAME" tabs and such.
Main menu, not options. Screenshot provided.

Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: R1dO on October 20, 2020, 12:40:43 am
Like Solarius said. It is really difficult to help somebody when you have next to no information available.

For instance the following reply:
Yep, tried that. It didn't appear.
Does not tell us anything. Forcing me to ask the following question:
Where or how did it not appear?
* Not in the drop-down list (the one you normally use to switch between UFO an TFTD)?
* The list of mods **after** you selected X-Com Files from the drop-down list?

Besides that. In the majority of cases where people have difficulties getting the game (or mod) to start it really helps if the person having trouble attaches the "openxcom.log" to the post.

So please. Help us help you by keeping in mind Solarius excelent advice.
At this point you really need to start ask more concrete questions and provide more specific info, else we have nothing to go on.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: The Martian on October 20, 2020, 04:15:12 am
What OS are you using? (Windows?)

If it is Linux Mint try running OpenXcomEx directly from the terminal window using this exact command:
Code: [Select]
./OpenXcomEx
I still don't fully understand nightlies. How is it different than my standard package?

The "standard package" is out of dated. The "Nightlies (https://openxcom.org/git-builds/)" are the latest version of OpenXcom and have many bug fixes. Use the Nightlies or OpenXcom Extended.

Many mods require OpenXcom Extended so you may wish to use it instead of the normal OpenXcom's Nightlies version if you are going to play with mods.

Where is that? I've looked around and I can't find it.

You may need to create both the "user" and "mods" folders if they are not already present in the OpenXcom folder when you unpack it. (I did)




Here is a step by step install of OpenXcom Extended, X-Com: Enemy Unknown, X-Com: Terror From The Deep & Mods.




( 1 )
Download OpenXcom Extended's latest version (Found here: https://openxcom.org/forum/index.php/topic,5258.0.html (https://openxcom.org/forum/index.php/topic,5258.0.html))


( 2 )
Unpack the .zip file into the location of your choice.


( 3 )
Inside the unpacked folder there should be 4 folders and an executable:
. A folder called "common" (Leave this alone)
. A folder called "standard" (Leave this alone)
. A folder called "TFTD" (You need this to play X-Com: Terror From The Deep)
. A folder called "UFO" (You need this to play X-Com: Enemy Unknown <AKA> X-COM: UFO Defense)
. A file called "OpenXcomEx.exe" (This is what you run when you want to launch the program.)


( 4 )
Don't run "OpenXcomEx" yet, you still need to add files from the original X-Com games.

Open the folder called UFO, it should be empty except for a file called "README.txt".

To make OXCE run (Or OpenXcom) you need to copy the following files from the original X-Com game:
  GEODATA
  GEOGRAPH
  MAPS
  ROUTES
  SOUND
  TERRAIN
  UFOGRAPH
  UFOINTRO
  UNITS


Just copy them into the UFO folder.


( 5 )
Now it is a good idea to patch those files as there have been some bug fixes for them.

To obtain patched files go to the OpenXcom site's download section under Extras:
(Here is a link: https://openxcom.org/downloads-extras/ (https://openxcom.org/downloads-extras/))

From that patch download the "OpenXcom UFO Patch" from the "Data Patch" section.

Unpack the file you just downloaded called "universal-patch-ufo.zip".

Inside the "universal-patch-ufo" folder you will find 5 folders and a patch.txt file.

Copy the 5 folders (MAPS, ROUTES, TERRAIN, UFOGRAPH, UNITS) into the OXCE's UFO folder.

Allow these folders to overwrite any existing file. (They are replacing them with patched versions.)


( 6 )
In the main OXCE folder launch OpenXcom Extended by running "OpenXcomEx.exe".

And that is it, you should be able to play X-Com: Enemy Unknown.




If you wish to install the sequel X-Com: Terror From The Deep or mods, here are the steps to do so



( 7 )  <If you do not own TFTD or don't want to install it, you can skip this step and move onto STEP 10 to install Mods>
If you are also installing the second game X-Com: Terror From The Deep then you need to exit the UFO folder and return to the main OXCE folder.

Open the TFTD folder which is also empty except for a file named "README.txt"

You need to copy the following files from the game X-Com: Terror From The Deep into this TFTD folder:
  ANIMS
  FLOP_INT
  GEODATA
  GEOGRAPH
  MAPS
  ROUTES
  SOUND
  TERRAIN
  UFOGRAPH
  UNITS



( 8 )
Return to the OpenXcom site's download Extras section:
(Link: https://openxcom.org/downloads-extras/ (https://openxcom.org/downloads-extras/))

Download the "OpenXcom TFTD Patch" from the "Data Patch" section of that page.

Unpack the "universal-patch-tftd.zip" files you just downloaded.

Inside the "universal-patch-tftd" folder there should be 2 folders and a file called "patch.txt".

Copy both the folders (MAPS & ROUTES) into your OXCE folder's TFTD folder.

Allow these folders to overwrite any existing file. (They are replacing them with patched versions.)


( 9 )
To launch X-Com: Terror From The Deep, run OpenXcomEx.exe.

On the main menu press the "Mods" button.

At the top of the screen there is a button marked "UFO: Enemy Unknown / X-Com: UFO Defence", click it.

Select "X-Com: Terror From the Deep".

At the bottom left of the screen, click the OK button.

OXCE will restart and you should see a new main menu with X-Com: Terror From The Deep themed art.


( 10 ) <Time to install some mods!>

Exit OXCE and go to the OXCE folder.

If there is not a folder called "user", create it.

Inside the folder called "user" if it is not already there create a folder called "mods".

Unpack any mods you wish to use inside the folder called "mods"

Start OXCE by running "OpenXcomEx.exe" and click the "Mods" button on the main menu.

Scroll the list of mods using the slider on the far right side of the screen until you see the name of the mod(s) you want to use.

To activate a mod click the "NO" beside each mod you wish to use changing it into a "YES".

Beside "YES" you will see an up arrow and a down arrow.

You can change the order the mods are loaded in by pressing either the up or down arrow beside it.

Mods load into the game in order, the ones on the top are loaded first.

This is important as if two mods will make changes to the same part of the game the last mod loaded will overwrite the changes of the previous one.

A simple rule is anything you don't want overwritten should be loaded last.


Be aware, mods designed for X-Com: Enemy Unknown will not usually work with X-Com: Terror From The Deep nor will the reverse. So make sure you are running the game that the mod was made for when you turn it on.


Once you have selected the mods you want click the OK button on the lower left of the screen.

OXCE will restart and load the mods along with the game.

That should be it, Click "New Game" and begin your campaign.

Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 20, 2020, 10:30:40 pm
Like Solarius said. It is really difficult to help somebody when you have next to no information available.
Sorry, I'll try to provide some more info

For instance the following reply:Does not tell us anything. Forcing me to ask the following question:
Where or how did it not appear?
* Not in the drop-down list (the one you normally use to switch between UFO an TFTD)?
* The list of mods **after** you selected X-Com Files from the drop-down list?
[/quote]
Drop-down menu.

Besides that. In the majority of cases where people have difficulties getting the game (or mod) to start it really helps if the person having trouble attaches the "openxcom.log" to the post.

So please. Help us help you by keeping in mind Solarius excelent advice.
Here's the file.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: R1dO on October 20, 2020, 11:35:53 pm
Thank you for the log. It complains about a missing metadata.yml file for the XComFiles.

Since the file exists in the (1.5.1) download from the mod portal i assume something went wrong when unpacking it.

Try removing the existing mods from your mods folder ("DarkGeoscape", "XCF Cyrillic Names" and "XComFiles") just to be sure.
Download the latest version again from: https://openxcom.mod.io/the-x-com-files (https://openxcom.mod.io/the-x-com-files)
Unpack this version to your mods folder.

Good luck
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 20, 2020, 11:37:25 pm
Thank you for the log. It complains about a missing metadata.yml file for the XComFiles.

Since the file exists in the (1.5.1) download from the mod portal i assume something went wrong when unpacking it.

Try removing the existing mods from your mods folder ("DarkGeoscape", "XCF Cyrillic Names" and "XComFiles") just to be sure.
Download the latest version again from: https://openxcom.mod.io/the-x-com-files (https://openxcom.mod.io/the-x-com-files)
Unpack this version to your mods folder.

Good luck


Thanks, I'll try that.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: JustTheDude/CABSHEP on October 21, 2020, 12:01:50 am
Judging by this line: "Scanning user mods in 'C:/Users/Home/Documents/OpenXcom/'... [19-10-2020_21-08-11]" it seems you are not trying to run the mod properly, instead you are just launching pure OpenXcom Extended while juggling the mod files around.

Because X-COM Files is a self contained mod, there is no need to put it anywhere near, or inside OpenXcom/OpenXcom Extended folders.

It all should run smoothly by just unpacking the mod in some new folder, even on pulpit, then just copy UFO folder files into empty UFO folder inside the mod folder. Game will launch, find and click on the "MODS" tab, select "X-COM FILES", game would restart and that would be it.

I'm saying it again, just to be clear. Don't put/unpack the mod in the OpenXcom folders, or basically anywhere that isn't an empty folder.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Meridian on October 21, 2020, 12:39:17 am
Judging by this line: "Scanning user mods in 'C:/Users/Home/Documents/OpenXcom/'... [19-10-2020_21-08-11]" it seems you are not trying to run the mod properly, instead you are just launching pure OpenXcom Extended while juggling the mod files around.

Because X-COM Files is a self contained mod, there is no need to put it anywhere near, or inside OpenXcom/OpenXcom Extended folders.

It all should run smoothly by just unpacking the mod in some new folder, even on pulpit, then just copy UFO folder files into empty UFO folder inside the mod folder. Game will launch, find and click on the "MODS" tab, select "X-COM FILES", game would restart and that would be it.

I'm saying it again, just to be clear. Don't put/unpack the mod in the OpenXcom folders, or basically anywhere that isn't an empty folder.

Dude, XCF is not self-contained for over a year now... refresh your own info please before you confuse others.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Thoughtful Jester on October 21, 2020, 06:15:10 am
Lol, I feel the pain.
...
I think for myself, it involves differences in terminology.
What is a common understanding on the inside of a group, can and often does, end up being understood differently out side of a group.
This is what makes the irl group game "The Telephone Game" so much fun, or why text messages are so often misconstrued.
Breathing and finding something funny to watch for a few minutes helps, for me that is.
As I am trying to figure out where my train wreck with installing the game, I saw this situation and hoped to learn from it.
I have read the instructions and advice with a determination to understand and not worry so much about being understood, until it is my turn and after that I try to get clarification that what I think is being said is what was actually being communicated.
"Restated and clarify" are two words that carry the weight of the world.
I hope you and I can get our varying complications, with not being about to play this amazing mod, figured out and get to the enjoying part.
It really looks amazing.  Watching the vods and streams is so painful, knowing that my own opportunity to play is so freaking close at hand.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: tarkalak on October 21, 2020, 04:36:48 pm
OXCE+ has three places that it stores information and the default places are NOT in the directory you have installed it.

See the readme here:
https://github.com/MeridianOXC/OpenXcom/blob/oxce-plus/README.md (https://github.com/MeridianOXC/OpenXcom/blob/oxce-plus/README.md)

Sadly the only way to change these is with command line switches.

So you have dig down where OXCE have created its user folder (if you are on windows that is probably in Documents/OpenXcomEx) and you should put the mods in the folder mods there. If you are on windows it should be in "C:\Users\<user>\Documents\OpenXcom", where <user> is your username.

In my case I had it initially created in "/home/dslavchev/Documents/OpenXcom/mods" by an older version of wine and then had to create a shell script that tells openxcom where to find the user data.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Solarius Scorch on October 21, 2020, 04:45:25 pm
You can simply create a "user" directory in your OpenXcom game folder and move all the stuff there. That's how I do it. No extra steps needed.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 21, 2020, 07:15:16 pm
You can simply create a "user" directory in your OpenXcom game folder and move all the stuff there. That's how I do it. No extra steps needed.
I'm not sure whether it should be in my OpenXcom or OXCE folder, though. I put it in my OpenXcom files.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 21, 2020, 07:19:28 pm
I just gave it a try. The mod did not appear in OXCE's drop-down menu - however, it did appear in OpenXcom. When I tried to enable it, the game crashed. I've included a screenshot and my log file.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Meridian on October 21, 2020, 07:43:10 pm
I just gave it a try. The mod did not appear in OXCE's drop-down menu - however, it did appear in OpenXcom. When I tried to enable it, the game crashed. I've included a screenshot and my log file.

The mod doesn't work in OpenXcom, no need to try (or report) that.
It only works in OXCE.
Title: Re: How to run Mod on 2019 OpenXCom build?
Post by: Red Floater on October 21, 2020, 10:33:45 pm
The mod doesn't work in OpenXcom, no need to try (or report) that.
It only works in OXCE.

Thanks, tried that and it seems to be working.