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Messages - Skullar

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1
Released Mods / Re: [CRAFT] Tactical Lightning Update/Re-Release
« on: April 03, 2022, 01:41:47 pm »
Here is a metadata file, took the description from the openxcom mods page though I had to shorten the description a bit.

Thanks! 👍🍺

2
Open Feedback / To merge a collection of mods into one
« on: April 03, 2022, 05:36:40 am »
As the title says, is it possible to merge a long folder of mods into a single mod, that activates them all in just one-click similar to the long mod packs? Switching a long list of mods on and off it's quite tedious when some mods crash :-[ ;D

3
no, only once

but there's is nothing stopping you from switching between mods in the game, it's literally 4-5 clicks that can be done in less than 5 seconds

I see, well it will be more clicks in my case 😅 thanks

4
What I mean is that on PC I have it installed five times, one for each big mod, I don't know if this comes as weird but I like to experience XCOM with different mods, so I was wondering if the same could be done on Android by any mean?

5
Suggestions / Re: A few issues
« on: July 25, 2021, 10:16:01 pm »
- An alien ran out of ammo and then its AI just went crazy - it ran to my vehicle, to the pile of items in it and kept going back and forth, as if it was trying to equip human weapons there, be denied, go away and then try again.

That is hilarious it happened to me once too, it took me long to realize what was it doing there 😂

6
Suggestions / Re: Custom new in game videos?
« on: July 25, 2021, 10:08:56 pm »
A remake of the original video? I would love to see a new original one 🤔

7
Open Feedback / Re: In need of new faces
« on: July 25, 2021, 08:29:14 pm »
If you're using OXCE, then it would be possible.

In my mod The X-Com Files, I currently have 52 portraits for each gender, with some more on the way. They can be converted for vanilla X-Com, but as mentioned before, it will not work in vanilla OXC.

Yes I was checking that out there are quite a bunch, yep I'm using OXCE but I'm not sure how to add them to my already existing game, I'm using old armor mods etc, should I just add the inv ruleset with the resources and that's it?

8
Programming / Re: Auto-Battle
« on: July 25, 2021, 05:56:37 am »
On one side I feel like it would be fun to watch the AI handling my soldiers just for giggles, but on the other hand it would drive me nuts the moment it makes a single wrong move, and there is room for too many wrong steps, I would like to try it out to just enjoy the pleasure of watching my units display autonomy for once, sounds fun, but yeah, it would be really hard to make it work in a successful way I guess

9
Open Feedback / In need of new faces
« on: July 25, 2021, 02:56:27 am »
I remember there was a face pack around in the mod portal before the mod apocalypse, feels weird to be recruiting the same guy over and over, is there some compilation around?  Or if someone can DM that old mod will really appreciate it thanks!

10
OXCE Builds & Ports / Re: Mods not showing on OXCE 7 android
« on: July 22, 2021, 03:41:01 am »
I was just starting to figure that out and was afraid to hear it 🤔 nearly 70% of the mods in my hd have it missing 🤨 so it isn't possible to make it run them let alone recognize them? 😕

EDIT: they are too many mods guess I'll make the yml file for a couple of them, there are way to many mods to edit 😆 thanks 🍺

11
Troubleshooting / Re: Openxcom: How to install?
« on: July 22, 2021, 03:34:53 am »
Hello, first off you need to have UFO EU or TFTD original game files, they are needed for the game to run, copy/paste them on the folders "UFO"/"TFTD" (UFO for UFO EU and TFTD for terror from the deep) that are located inside the "openxcom" folder, after that just run the openxcom exe file and there you go  🍺

12
OXCE Builds & Ports / [SOLVED] Mods not showing on OXCE 7 android
« on: July 22, 2021, 02:34:24 am »
I have another little problem, some mods doesn't show on the mod list, it only shows the ones with metadata file, I tried to add them manually on the .cfg but didn't work, I'm not sure what could be possibly wrong since those mods run without problem on the older OXCE PC version

13
Troubleshooting / Help with Area 51
« on: July 22, 2021, 01:41:53 am »
Hello there, long time  8) so this afternoon I installed OXCE v7 in my Android tablet to have more XCOM in there, I'm trying to run the Area 51 mod but I have this error showing up :-\ :

Quote
[21-07-2021_14-28-57]   [INFO]   Loading rulesets...
[21-07-2021_14-29-02]   [ERROR]   Crossing the prime meridian in mission zones requires a different syntax, region: STR_SOUTH_ATLANTIC, zone: 1, area: 6, lonMin: 359.82, lonMax: 0.95
[21-07-2021_14-29-02]   [ERROR]     Wrong example: [350,   8, 20, 30]
[21-07-2021_14-29-02]   [ERROR]   Correct example: [350, 368, 20, 30]
[21-07-2021_14-29-04]   [WARN]   disabling mod with invalid ruleset: Area 51
[21-07-2021_14-29-04]   [ERROR]   failed to load 'Area 51'; mod disabled
Error for 'HYBRID_WEAPON': offset '-2' has incorrect value in set 'BIGOBS.PCK' at line 2103
[21-07-2021_14-29-04]   [INFO]   Found candidate method ID: 0x71562dcb98
[21-07-2021_14-29-04]   [INFO]   Returned to native code!

I tried to fix it myself but failed miserably, I looked up in the mod portal for a latest version but wasn't able to find any trace of this mod anywhere, and it's one of my favorites   :(  if anyone can help me or point me in the right direction with this one I would appreciate it a lot, thanks in advance  ;D

14
40k / Re: 40k
« on: September 25, 2018, 06:15:20 am »
First off, are you using any other mods like the IG mod or the weapon rework?  Those should be loaded after this main mod, so if any changes to the heavy bolter's auto shot there, they will overwrite any changes you make in Items_40k.rul.  If you have personal edits you'd like to do, it'd be better to create your own mod to load last after all the others (i.e. it's on the bottom of the mods list in the options menus), then nothing else will override it.

All you'd need for that mod is just a folder and a .rul text file containing the following:
Code: [Select]
items:
  - type: STR_AUTO_CANNON
    autoShots: 10 # or some other number you want

Thanks a lot! yes it worked like a charm :D

15
40k / Re: 40k
« on: August 26, 2018, 05:38:51 pm »
I'm having a hard time modifying ruleset values in the mod, more specifically I'm trying to modify the number of autoshots from the heavy bolter (yeah I know, sorry I'm guilty :-[ but I got really used to the old 40k version of that weapon ::) ) I change the value but I see no changes in-game it keeps being the same, so I was wondering if it has something to do with the weapontype? never had this issue before I don't know what I'm doing wrong (or what I'm not doing right :P) I'm editing the Items_40k ruleset, sorry for this n00b question but this is driving me crazy, thanks in advance :beer:

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