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Messages - ParGellen

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 24, 2020, 06:17:38 pm »
No worries. but it's actually the other way around, I maintain two different mods for OXC and OXCE :)

That is awesome! Thank you for the hours of entertainment you have provided to me with FMP!

2
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 23, 2020, 08:09:20 pm »
OpenXCom Extended is OpenXCom that is Extended in modding capabilities and FMP should not needed it as it should be compatible with normal OXC

I see. Sorry for my misunderstanding. I thought by the posts above that Solarius Scorch was maintaining two versions of the same mod pack or something. One for OXC and one for OXCE. English is my first language but I never said I was very good at it  ;D

3
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 23, 2020, 07:52:12 pm »
What exactly is OpenXCom Extended? Is there a version of FMP that runs with it? I feel like I've missed something important (wouldn't be the first time lol).

4
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 22, 2020, 03:37:07 pm »
But you clearly have both in your Ufopaedia...
Examining the save confirms it.

Yeah I noticed that as well. Oddly I never researched it and it doesn't show up in the list of items I can manufacture. I'll try a new playthrough with the new version and see if it happens again.

5
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 22, 2020, 12:36:52 am »
Hi everyone loving this mod but thing I've run into a problem I'm able to manufacture alien laser rifle but there's not option to make the ammunition for it is this a glitch and will I have to start again as I'm sure I could manufacture them before then after researching laser weapons it dissappeared.

I'm having this same issue. I researched Alien Laser Rifle but never got an option to research the clips for it even though I've researched Elerium-115

Save file is attached.

6
Open Feedback / Re: Change Geoscape Background?
« on: November 08, 2017, 01:59:03 am »
Thanks!

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Open Feedback / Re: Change Geoscape Background?
« on: November 07, 2017, 03:39:12 pm »
Quote from: Hobbes
No one said that modding is easy ;)

Fair enough :) I actually think I've figured out how to fix the buttons.

Quote from: Hobbes
The reason why you're getting rainbow colors is because you need to convert the palette of your image to the ones used by the game.

That sounds like something I can do. Which palette is it?

8
Open Feedback / Re: Change Geoscape Background?
« on: November 07, 2017, 01:49:56 pm »
Thanks for the pointers guys. I had the same thought about downloading a mod that changes the background and then just trying to alter it. I'll see what I can find.

--- posts merged, please don't double-post without a good reason ---

Ok I figured out how to change the background. Unfortunately it refuses to only do white stars (keeps changing them to rainbow colors even though the only colors in the file are black and white dots) and also totally borks the buttons on the side. I guess I'll just stick with the default background. I didn't realize such a simple thing would be this difficult.

9
Open Feedback / Re: Change Geoscape Background?
« on: November 07, 2017, 02:54:28 am »
Ok cool. Unfortunately I have no idea how to edit a ruleset or even where they are located. How do I find them? Google has been no help :(

--- posts merged ---

When I try to open that geobord.scr file with notepad it is just a bunch of random characters. Is that the ruleset? If so how do you edit it? Everything I can find searching these forums seems to think I should already know everything about rulesets but I can't even find them in my OpenXcom installation. I'm 100% sure I could do this if I just knew how to get started. Please help.

10
Open Feedback / Change Geoscape Background?
« on: November 05, 2017, 08:22:19 pm »
Is it possible to change the Geoscape background to just a field of stars? What file would I need to edit?

11
Troubleshooting / Can You Stop Firing a Weapon?
« on: November 03, 2017, 06:24:19 pm »
I'm playing the 1.9.8 Final Mod Pack (freakin awesome by the way) and I can't remember if I actually read this somewhere or dreamed it (yes I have dreams about this game). Is it possible to stop firing a weapon after it starts? For example is it possible to stop a minigun tank from spewing out 20 bullets if the alien is killed after the first shot?

12
Troubleshooting / Re: Help Installing Final Mod Pack
« on: November 02, 2017, 01:29:39 am »
Thanks. I just found the other thread. :)

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: November 02, 2017, 01:26:52 am »
Yes, you were completely right. With Meridian's help, I have located and removed the problem.

Please download 0.9.8. It also contains some other fixes.

Do you mean 1.9.8 that is listed on the first page? Sorry but I'm not sure what I'm doing lol!

Edit: Got it! All working now. Thank you!

14
Troubleshooting / Help Installing Final Mod Pack
« on: November 02, 2017, 01:15:56 am »
I'm not sure what I'm doing wrong. I installed OpenXcom nightly 2017-11-01 12:51 and then copied the contents of Final Mod Pack 1.9.7.zip into the mods folder. I started OpenXcom up and clicked Yes next to Final Mod Pack in the mods list. Everything else is set to No. When it attempts to reload the game to activate the mod it gives me this error.

Restarting...

Loading OpenXcom 1.0 git 2017-11-01 12:51...

ERROR: failed to load 'Final Mod Pack' ; mod disabled for next startup. Weapon STR_ELERIUM_MACE has clip size 0 and no ammo defined. Please use 'clipSize: -1' for unlimited ammo, or allocate a compatibleAmmo item. Make sure you installed OpenXcom correctly. Check the wiki documentation for more details.

I've done this before with no problems but this time it simply won't work. Anyone have any ideas?

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