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Messages - AlicePaws

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1
Github repo is now updated  8)

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The X-Com Files / Re: [Submod] Facility Expansion Pack [X-Com Files]
« on: June 10, 2024, 01:39:07 pm »
I'm not sure if anyone has already shared the updated fixes with you or if its even helpful at all to send them to you at this point but here they are, I've yet to try this succesor to the mod but from what im seeing it looks awesome

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Fast-fix for XCF 3.2. Replace this file in "...\OpenXCom\user\mods\XComFilesArsenalAdditions-0.8.1d\Ruleset\" folder.

Commented out obsolete armors in the scripts ruleset causing crashes on boot using the file above, thank you!
[DONE]

Hey, here to report some issues with the mod!
Several guns do not show the accepted ammo types or damage in their Ufopedia entry (AN-94 assault rifle and Mac-10 that I've seen so far).
Additionally, several guns (I suspect all the ones in the mod) do not show the relevant research when right-clicking in inventory screens, and do not show the relevant Ufopedia entry when middle-clicking in inventory screens.

This is entirely on me for probably not knowing how to use the ufopaedia triggers, if you can give me a list of the  affected weapons I'll get on to fixing them ASAP
[PENDING]

Can you make cult weaponboxes buyable at the end of warehouse raids, I have a run where I would love to have some of the submods guns but they are not avalible to me yet because they are not discovered, in one of my old runs I want to have the Fg42 rifle and m16-50 grendel but I have defeated all the cults and have yet to discover thosoe wepaons.

My original vision with these was that not every campaign would be the same because you'd discover different weapons so it'd be kind of a surprise every time. But then again if you're raiding the warehouses it'd make sense for you to have access to these weapons or at least the sellers for them. (Will add, just might have to tweak some things for it)
[DONE]

Hey, folks.  So I was looking into the background bug because it annoys me, and I actually managed to sort out what was going on.  OpenXCom's standard is that the 0th element of the palette is the transparent one, and that was inconsistently honored.  I can't embed the code, because the forum considers it an "external link" for some reason, but here's the recoded Resources directory.

are these ALL of the XCFAA resources? or would I need to add any more for these? you've saved me lots of time with this thank you!
[DONE]

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received this error when attempting to launch the mod:

ERROR: During linking rulesets of armors:
Error for 'STR_RIOT_VEST_SHIELD_UC' : Missing surface definition for 'HUMAN_AGENT__14_F49_HAIR_FRONT'
Error for 'STR_XCOM_LIQUIDATOR_ARMOR_SHIELD_OLYMPIAN_UC' : Missing Surface definition for 'HUMAN_AGENT__14__LIQUIDATOR SHIELD'
Error for 'STR_XCOM_LIQUIDATOR_ARMOR_SHIELD_PROTEAN_UC' : Missing Surface definition for 'HUMAN_AGENT__11__LIQUIDATOR SHIELD'
Error for 'STR_XCOM_LIQUIDATOR_ARMOR_SHIELD_UC' : Missing Surface definition for 'HUMAN_AGENT__15__HAIR_FRONT'

I've triple checked my versions for everything, and the only other submod active is dark geoscape.

Anything else i can provide to figure this one out?
Think you figured this one out, but lazy loading will help you with it. I need to properly fix it in the next update

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I don't think I've ever managed to do that before, whoops. I had that thread up ensure there wasn't some oddity I should mention before posting, didn't realize I was posting in it!
Mmmm it doesn't seem to be visible on my end, now I did recently change some of this in the rulesets rather than the sprites (they're now consistent with the other vanilla XCF armors in that certain armors show the head without helmets like in the second picture) but that shouldn't realistically affect it since that soldier doesn't have an exposed face + it is the exact same sprite as well, also none of the mods you're using would affect it

while I am using .PNG for all the sprites I might have messed up the transparency in some of them (like Meridian said) BUT for some reason they work fine on Windows?? (third picture shows that sprite on the top and vanilla on the bottom, notice the first two colors being on different slots) I am guessing the the white squares you saw as enemies were from this mod so that would confirm it

6
I'm having a problem where, even if I'm using this as the sole submod, there are huge problems with graphics. The most egregious I've found so far is the inventory display for the riot armor, which results in most of the screen being white. In-mission, the armor displays correctly, but then I briefly caught a glimpse of an enemy that became a white square later on, though I wasn't able to capture that because I couldn't find them again.

I am using XCF 3.1 and OXCE 7.9.10.

First time I've ever encountered this that looks horrible!, can you send me a save file just so I can try replicating it on my end?

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Oki-dokes, I checked, and I think the latest version OXCE is 7.9.8; in the game menu it also says (v2023-7-03).

The only other thing I noticed is that, in the mod toggle menu, XCFAA's name is "X-COM Files......(for X-COM Files 2.3)". But I'm using the XCFAA version 0.8.1c, which was the latest available when I downloaded it from the mods.io site. Did I manage to boggle the download? xD

can you check if Lazy Loading is on in your options ? if it is, turn it off and see if that makes the mod run
Update: Found out what was causing it, fixing it

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More fixes!
0.8.1d
fixed BlackOps Smart Launcher ammo missing categories
Added monthly buy limits to ammo provided by sharing tech with M.A.G.M.A.
Added new soldier types as being eligible for the law enforcement training transformation
Fixed BlackOps Executioner sprite
Added recovery points for Male VIP hostage
Slightly buffed M42 Carl Gustav (Clip size +1 , +2 more power, stronger against armor)
Slightly buffed RT-20 (Clip size +1, +1 more power, stronger against armor)
All tracite related equipment should be buyable (with a monthly limit) after sharing the Tracite tech
Rebalanced tracite equipment prices accordingly
Groza, AK47 and AKM can now use extended clips
Added missing extra page for M16 M203 and Masterkey underbarrel ammo
Fixed Greatest Manors not unlocking their respective milestones
Reduced BlackOps Scout Rifle's regular clip to 15 (This was an oversight, it was always meant to have 15 on both Trit and Regular)
Added missing string for the plated light tank machine gun
Altered Cult Convoys progression so that you no longer need to find the HQ to raid the warehouse, if you capture the warehouse specialist (the special mini boss) you unlock the HQ's location
Added Tracite Rocket manufacturing
Tracite and Tritanium Var Cannon Clip manufacturing is more expensive
Gas Rocket, Mortar, Mini Mortar and Sturmpistole Gas Clips are more expensive to manufacture
Added missing Large Fuel Tank ufopedia entry.
Added missing Convoy/Warehouse article entries
Golden Whisper now has male sounds
Updated version compatibility (Purely visual)
Updated the values shown in the Wieldable shields ufopedia articles to reflect the updated ones

9
Oki-dokes, I checked, and I think the latest version OXCE is 7.9.8; in the game menu it also says (v2023-7-03).

The only other thing I noticed is that, in the mod toggle menu, XCFAA's name is "X-COM Files......(for X-COM Files 2.3)". But I'm using the XCFAA version 0.8.1c, which was the latest available when I downloaded it from the mods.io site. Did I manage to boggle the download? xD

No that's on my end lmao, I haven't changed that in ages I will next update. Also yes that should be the latest stable OXCE

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Hello!
First of all, thank you for this mod :).


Secondly, when I tried activating it, I got a bunch of errors on load (see attached picture). I only have this mod & XCOM files enabled.
Did I do something wrong?

Also...I don't know how to un-enable it in order to get back into the game itself xD. How do I do that?
You're welcome! sorry that it's not running though
Can you check if theres any other unzipped XCFAA versions in your mods folder? and are you on the most recent versions of this and Xcom Files? I unfortunately cannot pinpoint whats wrong on my end since I am running the most recent build like you probably are, I do however have the newest OXCE which is 7.9.11 (I think), however I really dont think that would cause this

11
hi  :)
0.8.1c
*Scripting:
Fixed shields not properly taking damage resistances that werent kinetic or incendiary, they will now properly attenuate damage and receive the proper damage as well as also have their durability reduced by the affected damage.
- Old shields when hit with 50 kinetic if they had 20 armor would properly send the damage to be calculated against your soldier as 30 but would reduce their durability by the full 50
- Old shields when hit with 100 plasma  if they had 20 armor would check damage type and if there were no plasma damage reductions it'd treat it as 0 therefore nullifying the damage
- New shields when hit with 50 kinetic still send the 30 damage to your soldiers armor but will now properly take off 30 durability instead of 50
- New shields when hit with 100 plasma if they had 20 armor will now check damage resistance, default to 100 if none is found and will continue the normal path of damage instead of nullifying it
Shields had their armor values slightly buffed:
- 10 for Riot (was 8 )
- 12 for Combat (was 10 )
- 14 for Alloy (was 12 )
- 20 for Assault (was 15 )
- 18 for Stormtrooper (was 15 )
Reduced amount of debug logs in some scripts
*Sprites:
Fixed malformed Muton sprites
*Strings:
Added missing strings for Muton Berserker and Heavy strings
*Manufacturing:
Added missing category for Impact Vest
*Commendations:
Fixed FG42 commendations
*Research:
Fixed self referencing BOps Smart Auto Shotty Tritanium ammo reqs
*Other:
Removed github patch (deprecated)

Still checking out some of the missing categories and will keep adding them in the next update

12
I love this submod as it adds more spice to the game. Here is some things to fix

- standard green muton showup strange with body missing just arms and legs.

For this go to XComFilesArsenalAdditions-master\Resources\Races_Compilation\MutonRace and delete MUTON.png if it exists, if not make sure no regular muton (the green ones) spritesheet is there


- Motorbike shows up in game as a car when I am playing.


This requires me to make actual vehicle graphics I believe, I do not know how to work with these sprites or if I can re-use the ones already ingame for bikes.

and lastly these two:

- STR_muton_berserker_corpse and STR_muton_heavy_corpse need fixing in the item list so STR _ is not visible. 

- The impact vest from berserker is empty in manefacturing menu in the list of categories

I'll make sure to fix that in the next update

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By the way if anyone wants to use some of the "new" and new assets I've kitbashed/made or take parts of the mod or modify it you're more than welcome, I do not currently have the time to properly maintain this mod at the moment but I will be looking to fix some of the more egregious errors people  have been finding

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Heyo mono - you probably already know this, but I figured I'd post anyhow. I happened to grab the master branch from your github the other day, and noticed the nanorifle and haunted hotel mission are both missing some important tags. Notably proper descriptions, but also the nanorifle needs to have it's research dependencies fixed. Currently it shows up as STR_Nanorifle (along with it's ammunition) in the buy menu at the very start of a new campaign. I got confused bumbling around thinking the haunted hotel was something from the ghost-themed 2.7 XCF update, and spent like two hours trying to figure out why it was showing up as STR_HAUNTED_HOTEL (etc) a few months into my new 2.8 run.

I forgot to take down that version, it's not meant to  be out for "normal" use it's more of a testing version, a proper one is being worked on so you'll have to stick with the one on mod.io, I need to polish some things for the new update I'll be pushing out soon so I can sync it with the one on github

15
I tried 2.8 and I completed a few missions with no problems. Unless Solarius changes the way mission logic works or reworks major already existing parts you will get problems, otherwise mod should run fine. There WILL be bugs at some point and I am aware that he's made some of my weapons redundant (We do balance the guns differently so there's also that, they won't be the same BUT they will be the same weapon conceptually). I will be changing the version number but I have not done any further testing.

About the (possibly) last update
I've rarely got time as of late but I CAN fix specific issues if you guys point them out, but no new content will be coming out soon There's still a big zombie/chryssalid themed content I want to release but its unfinished:

The main content is a second choice for the end of one of the story arcs that culminates in a mini boss battle:
SPOILERS AHEAD FOR THE SYNDICATE ARC (I guess?)
Spoiler:
- The syndicate/Mutant plotline gets resolved in an alternate way by... not resolving it in exchange of letting a certain group of scientists see how far they can take mutants and zombies, the council will HATE you but you get new tools for dispatching them plus new ways of dealing with chryssalids

- It goes awry (or maybe that was the plan all along !) and now theres even stronger variants of zombie running amok (This changes EVERY single mission with zombies to have a higher chance if not always a chance for these things to spawn, theyre not just buffed zombies they have different specializations like runners, radioactive goo zombies, SUPER infectors, gas zombie and more...

- Later on you have another choice when you detect an abandoned space station filled with strange crimson chryssalids that lead to you teaming up briefly with MIB and MAGMA to erradicate a small outbreak of these extremely dangerous creatures. (They're BIG, they shoot ACID, some lay eggs! LOTS OF THEM!) If you helped the mad scientists earlier, your newly acquired tools will help you fight these ferocious creatures

- The final mission of this story arc has you fighting both of the new "Tempered" zombies and the crimson chryssalid variants in a space lab installation with MIB/MAGMA troops providing support

- The new chryssalids and some of the zombies share this semi regeneration feature that can only be stopped with fire, they cannot suffer fatal wounds unless you're using tracite or its next tier equivalent promethium (infernite, idk what it'll be called)

-Incendiary weaponry will do extra damage, but not stop the regeneration completely
-Tracite and better weaponry will do extra damage, stop the regeneration and also stop some of their special abilities from working (The Brood Mother's egg laying ability for example, as this will sterilize her)


I have the scripting portion done, and most of the assets are actually done as well its just writing the story, lore, and missions themselves, most of the enemies have some unique scripted abilities that were not previously possible so thats fun too!
If anyone gets sick of waiting I will just release all the art assets and everything I have if they wish  to finish or even make the missions themselves, the aliens and maps are already done I believe I will finish this fight myself, my will to work has returned  8)

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