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Messages - SDEDEN

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OXCE Support / Re: Gas Mask // Armed Civlians armor error
« on: November 26, 2024, 08:44:27 pm »
Update:

Error for 'ALLOYTANK_ARMOR': The first battle corpse item must be of item type 'corpse' (battleType: 11)
Error for 'STR_NONE_UC': Number of battle corpse items for 'corpseBattle' does not match the armor size.


[26-11-2024_10-16-25]   [ERROR]   failed to load 'Alien Waspite'; mod disabled
C:/Users/19162/Documents/OpenXcom/mods/Alien Waspite/Ruleset/cover_alien.rul: Error for 'CYBERMITE_WEAPON': offset '-3' has incorrect value in set 'BIGOBS.PCK' at line 30

Alloy Tanks, the Ufopedia entry for the default jumpsuit. Waspite Alien from the main mod portal.

Then it doesn't seem to even recognize various mods from the old archive such as the Anthropod alien, Gazer alien, matching laser/plasma/default colors, Rylenki's Guns' Gadets, Shotgun, Grenade Launcher, and whatever else. They don't show up in the mod list. Some might be mods that were on the main portal but then removed in the recent past, I'm not sure.

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OXCE Support / Re: Gas Mask // Armed Civlians armor error
« on: November 26, 2024, 06:22:12 pm »
It was complaining about Cybermite weapon from Waspite Alien mod. I ran it with no other mods installed, downloaded right from the website last night.

I'm not sure what was going on with Armed Civilians, I using the newest version of that, but I had just installed it over an old version and that must have left something behind. I think to upgrade I'd need to just scrap my whole mod list and try every mod one ant a time and not play with anything as the logic with later versions of OXCE seem to be different. It's very very particular about how it wants things done. Versions 3.10 justwerks!


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OXCE Support / Re: Gas Mask // Armed Civlians armor error
« on: November 26, 2024, 11:59:52 am »
Regarding Gasmask Armor: yes I know, I'm not sure if there is any difference between the two files there.

Anyway, thanks for your help, but it seems there are several more mods that don't work with modern OXCE versions, so I'm just keep with the old version.

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OXCE Support / Re: Gas Mask // Armed Civlians armor error
« on: November 26, 2024, 06:14:15 am »
Armed Civilians:
https://mod.io/g/openxcom/m/armed-civilians

Gasmask & Gasmask Armor:
https://openxcom.org/download/oldmods/


Everything looks good to me, but there must be more I need to read then. Would appreciate it

5
OXCE Support / Gas Mask // Armed Civlians armor error
« on: November 25, 2024, 09:50:40 pm »
I get this in the XCOM log when trying to run these mods with the newest OXCE+.

Error for 'FIREFIGHTER_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'HUMAN_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'HUMAN_SOLDIER_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'PARAMEDIC_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'POLICE_FEMALE_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'POLICE_MALE_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_GASMASK_UC': Number of battle corpse items for 'corpseBattle' does not match the armor size.

Reading the UFOpaedia nightly rules and looking at the files as far as /I/ can tell everything should be fine. I tried adding "size: 1" to the rules but that didn't work. I'm an amateur, so any help would be appreciated. I've been running a version of OXCE+ from mid 2018 for years mainly because of errors like this but I do want to upgrade finally.

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Help / Re: Refueling Mechanics
« on: January 23, 2020, 04:27:55 am »
You have a point. I didn't realize it was possible to add fuel to a weapon pod.

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Help / Refueling Mechanics
« on: January 22, 2020, 03:14:27 am »
In the game engine, how does Craft refueling work? I'm watching a Curios Droid video right now on Air-to-Air refueling and it occurred to me that such capability would be worthwhile in X-COM. Would something like that be possible? To say, generate a "dogfight" between certain crafts that causes fuel to replenish?

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Help / Re: How to modify salaries?
« on: January 17, 2020, 08:16:45 pm »
Thank you! I guess I didn't conduct a thorough enough search

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Help / How to modify salaries?
« on: January 17, 2020, 12:28:21 am »
Is it possible to modify the monthly salary of scientists and engineers? If so, how? I don't see the parameters in any of the rule files I have. Thanks

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If you add this to the armors.rul to the corresponding armor (for mods with a standard set of soldiers):

     spriteFaceGroup: 6
     spriteFaceColor: [96, 96, 96, 96, 160, 160, 163, 163] # M0 F0 M1 F1 M2 F2 M3 F3
     spriteHairGroup: 9
     spriteHairColor: [144, 144, 164, 164, 245, 245, 164, 164] # M0 F0 M1 F1 M2 F2 M3 F3

then ethnicity will be visible on the battlescape.

Thanks, I will do that next time I play

11
Does the armored vest preserve the ethnicity of soldiers when worn?

12
I haven't tried this yet, but I do wonder; is it really necessary/logical to have to raid an alien base for Alien containment? I like the idea of needing to research alien food, a dead and/or live alien, and such, but forcing a base raid and base construction mission in the first month kind of railroads the game's "plot". Wouldn't it be enough to leave it up to a bit of chance how soon you can get your hands on "Alien food"? Maybe you have to wait and find a base or maybe you get lucky and find a big lab ship that has it. IIRC: there is one other mod-added UFO that has alien food, isn't there?

I'm just saying that part of the strength of XCOM is the variability. Other than the monthly terror mission you never know quite what to expect.

13
More Forks / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: June 03, 2015, 05:11:18 am »
I can't wait to try the Extended edition! Gonna finish my current play through first. Really just making the final preps for Cydonia.

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More Forks / Re: [STAT TRACKING] Soldier Diaries 1.0
« on: May 27, 2015, 04:32:10 am »
I think this mod looks really interesting, but is there any way it would ever be compatible OpenXCom Extended?

15
OK, I uploaded the new version, 1.4.
Those of you who still use OpenXCom 1.0 should stick with 1.3.9.

Thanks! Oh and um... by the way... it seems the meta-data is titling the mod "Final Mod Pack" in the mods menu.


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