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The X-Com Files / Re: [submod] XCom Files Arsenal Additions (ver 0.8.1f Anarchic Anachronism)
« on: June 22, 2024, 04:32:15 pm »
Github repo is now updated
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Fast-fix for XCF 3.2. Replace this file in "...\OpenXCom\user\mods\XComFilesArsenalAdditions-0.8.1d\Ruleset\" folder.
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.
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.
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.
received this error when attempting to launch the mod:Think you figured this one out, but lazy loading will help you with it. I need to properly fix it in the next update
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?
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
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.
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
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
Hello!You're welcome! sorry that it's not running though
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?
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.
- Motorbike shows up in game as a car when I am playing.
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.