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Messages - BlackStaff

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1
Calm down and drink chilled!
I'm only giving an answer to his question.
And that happens to be exactly what I get in all my games! OpenXCom, OpenXcom_Ex!
I'm not trying to confuse him. I give an answer THAT YOU LIKE IT OR NOT!

2
In my W10 64b :
C:\<My Games folder>\OpenXcom\user\mods

OpenXcom
or
OpenXcom_Ex
OpenXcom_XFiles
...
...

3
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 28, 2020, 08:22:27 pm »
Just little question, please !
XFiles v1.4a
Language file :
  STR_WESTMEN_INFORMANT: "Easy Rider Informant"

It is correct or better is :

  STR_WESTMEN_INFORMANT: "Westman Informant"

Tks !

4
The X-Com Files / Re: Neutralization of enemies
« on: May 18, 2020, 09:31:02 am »
There is an old Mod that needs to be adapted to XFiles and that works well: Tranquilizer Mod by Civilian !
Unfortunately I don't know where to find him!

5
OpenXcom Extended / Re: Slacking scientists/engineers indicator
« on: May 14, 2020, 03:18:48 pm »
No work in my game Ex v6.5 !
There's no extra line up and down...

Is there anything else?

6
OpenXcom Extended / Re: Personal soldier equipment templates
« on: May 14, 2020, 02:55:26 pm »
Thanks !
Work fine in french version !

7
The X-Com Files / Re: Advanced Options
« on: May 12, 2020, 01:19:33 pm »
It's an author's choice!

8
The X-Com Files / Re: Can't disassamble a free hangar
« on: April 30, 2020, 12:02:35 am »
If you're building a craft, the hangar's in use.

9
Resources / Re: Triton and Skyranger in various crash configuration
« on: April 27, 2020, 06:44:25 pm »
Screen shot are in my Tread for Hybrid mod.
Ah ok !
I confirm... nice work ! Bravo !  ;)

10
Resources / Re: Triton and Skyranger in various crash configuration
« on: April 26, 2020, 11:46:41 am »
That's too bad, I forgot my magnifying glass!
Otherwise it looks good...

11
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.11.1
« on: April 12, 2020, 02:05:45 pm »
Thank you very much !  :)

@BlackStaff
Updating the mod will likely not salvage your save, because there are units (corpses) in it that don't exist anymore. ...
No !
The mission was completed correctly! Thank you!  :)  :)

Note: I just realized that I may not have given you the save file in which there was only one enemy to eliminate! My apologies!  :-[

12
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.11.0
« on: April 08, 2020, 11:57:19 pm »
v0.11.0 (OXCE 6.4.2)
At the end of mission "STR_CORP_WAREHOUSE_ASSAULT"... CTD !
See attachment !

On this mission I noticed some forgotten constants!
STR_CORP_NONHOSTILE
STR_ROBOSPHERE_CORPSE    ==>  (Maybe it's a confusion because in the language file I see : STR_ROBOSPHERE_CORP_CORPSE) <==
STR_CORP_NONHOSTILE_M

But I think there's a lot more for others missions:
STR_CORP_NONHOSTILE_F
STR_CORP_NONHOSTILE_xxx

13
Work In Progress / Re: [WIP][MOD][OXCE] From the Apocalypse 0.10.4
« on: April 06, 2020, 11:40:03 am »
@ robin
Thanks for v0.10.4 !
Work fine with OXCE 6.4.2 !

Seems to be a problem with version 0.10.4-see attached.
Do you use/activate the Mod "Chryssalid_tweaks" ?
This Mod uses these two "units". But it is useless with this pack!

14
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 05, 2020, 12:44:48 pm »
Your solution changes the status of the XCF game.
There is another way to change the MODs (not XCF) to work properly!

15
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: April 05, 2020, 12:02:31 pm »
You could edit the metadata file of XCOMFiles to set "isMasterMod" to false, enabling the use of mods for XCOM1 as well as XCOM Files if they're relevant. That should do the trick.
I may have misunderstood what you said (I use an online translator).
But in XComFiles I use some classic MODS (modified of course for OXF)  that work very well...
I deleted a lot of them that were useless... but I still use three of them (four if I count a music mod).

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