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Author Topic: [submod]Submod list for XCF  (Read 50879 times)

Offline Juku121

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[submod]Submod list for XCF
« on: January 13, 2023, 11:56:35 am »
Felt that pointing out some of these for the third time was getting old, so made a list. I have not tried all of them and some are pretty old, so there might be inaccuracies.

If you know of any other submods (even and especially ones that are overmod-agnostic), whether from Discord, Matrix or some other corner of the web, let me know.

Indications of outdated mods, mistakes or omissions in the descriptions, or any other clarifications are welcome.



A list of more or less current submods for the X-Com Files megamod:

Continues...
« Last Edit: October 10, 2024, 10:20:21 am by Juku121 »

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #1 on: January 13, 2023, 12:03:16 pm »
Continued:
« Last Edit: October 10, 2024, 10:20:04 am by Juku121 »

Offline Xylon666Darkstar

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Re: [submod]Submod list for XCF
« Reply #2 on: January 14, 2023, 09:14:32 pm »
Thanks for this. Always looking for ways to enhance/make more difficult my XCF experiences.

Offline Bonakva

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Re: [submod]Submod list for XCF
« Reply #3 on: January 27, 2023, 12:16:49 pm »

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #4 on: January 27, 2023, 04:49:04 pm »
Thanks, added under a new 'UI' section.


Offline NazarTyagun

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Re: [submod]Submod list for XCF
« Reply #5 on: February 01, 2023, 11:49:30 pm »
strange that no one made a mod with a 50-150 damage system, instead of a crazy 0-200 roulette.
As I understand it, to implement this, need to edit the items_XCOMFILES.rul file, but which lines exactly (and whether something else needs to be changed)

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #6 on: February 02, 2023, 12:06:13 am »
strange that no one made a mod with a 50-150 damage system, instead of a crazy 0-200 roulette.
I've done a personal 2x0-100 system. 8)

Spoiler"DIY TFTD damage mod discussion":
The easiest way to do this would be to mass replace all instances of 'RandomType: 1' and 'RandomType: 2' with 'RandomType: 8' and 'RandomType: 9', and then add corresponding 'damageRange' and 'explosiveDamageRange' values (which can be other than 50-150) to the 'constants' section.

That will make everything that does 0-200 (and 50-150 for HE) do whatever value you specify instead. If that's your only problem with the damage model, that should be it.

If you also think that some weapons have mismatched randomTypes (because there are more than just two of them), that will require you to go over the item file and decide what each individual instance of 'RandomType' has to be. Shouldn't take more than a few hours. Plus some more every time there's an update.
« Last Edit: February 10, 2023, 07:05:03 pm by Juku121 »

Offline NazarTyagun

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Re: [submod]Submod list for XCF
« Reply #7 on: February 06, 2023, 10:28:27 am »
I'm sorry, I didn't understand anything. More precisely, I understood, but as it turned out, wrong.
In the ITEMS file, many weapons, if not most, (and even their ammunition CLIP) do not have a RandomType line, while some weapons have this

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #8 on: February 06, 2023, 10:36:13 am »
Spoiler"DIY TFTD damage mod discussion":
'Randomtype' is usually on the ammo. If it's not there, it's the vanilla default (0-200 for most, 50-150 for HE/concussive, fixed for incendiary, etc). So if you want it to be 50-150, you need to add it yourself. Edit: Or use 'damageRange' and 'explosiveDamageRange', as outlined earlier.
« Last Edit: February 10, 2023, 07:04:45 pm by Juku121 »

Offline NazarTyagun

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Re: [submod]Submod list for XCF
« Reply #9 on: February 06, 2023, 10:40:13 am »

thanks for the answer, then it greatly complicates the task)) And I was hoping for the "replace" notepad function

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #10 on: February 06, 2023, 10:52:27 am »
Spoiler"DIY TFTD damage mod discussion":
Actually, if it's not there and not one of the special damage types (incendiary, smoke, HE, special) I think it falls under 'damageRange'.

Edit: Yes, it does, even for new damage types. And default HE can be controlled with 'explosiveDamageRange'. So you only need to worry about damage types 0, 4 and 9. There are some weapons that might need adjustment (gas, some cult weapons), but all of these should also have an explicit 'RandomType' if they don't do either zero or fixed fire damage.

So I guess it can be done without too much hassle.
« Last Edit: February 10, 2023, 07:04:28 pm by Juku121 »

Offline Chuckebaby

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Re: [submod]Submod list for XCF
« Reply #11 on: February 08, 2023, 06:45:52 pm »
Nice job Juku.
Great to have these all in one place. Thanks a bunch.

Offline Bonakva

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Re: [submod]Submod list for XCF
« Reply #12 on: February 24, 2023, 07:20:34 am »

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #13 on: February 24, 2023, 09:19:13 am »
Added under UI. I made a proposal to make this 'official' a little while ago.

Offline Xylon666Darkstar

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Re: [submod]Submod list for XCF
« Reply #14 on: July 04, 2023, 06:08:07 pm »
XCFHanger Expansion Mod v0.86 appears to be broken with the latest OpenXcom update from yesterday. I keep getting these errors now attempting to launch the game  :-[

[04-07-2023_07-54-31]   [ERROR]   During linking rulesets of facilities:
Error processing 'STR_LARGE_HANGAR' in facilities: Not enough position vectors for crafts allocation.
Error processing 'STR_UPGRADED_HANGAR' in facilities: Not enough position vectors for crafts allocation.