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Work In Progress / Re: [BETA][WIP][BUNCHOFSTUFF] Xeno Operations Mod
« on: September 30, 2014, 01:26:38 am »the game will not start, "cannot open hybrid.gif at Open Xcom\data\Resources\XenoOperations\Aliens"
exited to see what they are
amazing mod!
Thanks for the compliment. I double checked the zip file. Hybrid.gif is there. I think it is an issue of being case sensitive or it didn't install correctly. Go to \data\Resources\XenoOperations\Aliens and make sure Hybrid.gif is there. If it is then go into XenoOpsAliens.rul and change the following code.
Code: [Select]
- type: inventory_HYBRID
singleImage: true
files:
0: Resources/XenoOperations/Aliens/IventoryScreens/Hybrid.gif
andCode: [Select]
- type: HYBRID.PCK
subX: 32
subY: 40
width: 256
height: 400
files:
0: Resources/XenoOperations/Aliens/Hybrid.gif
That should fix it as all of the file names should match now. If Hybrid.gif is missing then redownload the entire zip and reinstall. Regardless I will add that fix next patch but it will still be a bit before that is released.Heya,
Everything looks cool, started a superhuman ironman campaign to take it for a spin. Downed a very small ufo with no prob.
Only prob I have now is on my first terror mission. I don't deploy a single soldier on round 1, I just pop a smoke just in front of my first soldier on left. Then I pass to alien turn. About 5 secs into alien turn, game crashes to desktop, no error given.
Only mods I have besides XENO OPS are the ones solar pointed out that work with this mod, which are luke's extra ufos and ubase expanded.
I was using HQ sounds, but turned it off thinking that could be it.
I am using all recommended settings, except I think I may have changed explosion to 1 and I think alien pick up weaps=yes.
I have the latest nightly build (9/29), I was using an earlier nightly build, i think 9/24, upgraded and still got crash.
I have attached save if anyone cares to see the crash and tell me what I am doing wrong, lol, but of course it is an iron man save, so you would have to abort to goto GEO.
I am really looking forward to playing this megamod, having just finished PirateZ and previously FMP, I am a fiend for megamods, if anyone knows of any other please let me know, thanks!
I know exactly what the problem is and it is that you are using the latest nightly. Something was changed with how melee works so now the aliens are using the melee weapons (where as before they just wandered around aimlessly and threw grenades). The downside is that it crashes the moment they try to attack someone with a melee weapon (built in terror melee weapons don't seem to suffer this problem. Only melee items). In that save, one sectoid rushes a civilian with an Alloy Blade and the moment they close the distance, the game crashes. I am not sure which nightly caused the problem though. At the moment there is not much I can suggest save for rolling back the nightlies until you find one that doesn't crash. I suspect it has to do with either how the AI works or that the rules for melee weapons are now defined differently for the Aliens because all melee weapons work fine in the hands of XCom soldiers.
You may try my own config (attached below) for OXC with XenoOps + all of these mods.
First: make a backup copy of your current options.cfg file
Second: download my config and rename it to options.cfg
(Note: i'm not using any screen filters and playing in 800x600 windowed mode,
also check gameplay settings at Options->Advanced tab and adjust it if you want.)
You could try this too, but I still suspect that the latest nightly is more the issue rather than settings. Still if it works then awesome.
By the way, if someone knows a workaround for the melee issue then feel free to suggest it. Right now I am not really sure what to do other than disabling Melee weapons until I can find a fix or a nightly addresses the issue. In the mean time I don't know when I will update again. I am still working on a few new facilities and I haven't found time to put on the finishing touches (mostly stuck on a few sprites).
Edit: OCD grammar edit