Author Topic: [submod]Submod list for XCF  (Read 72341 times)

Offline AndyFox

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Re: [submod]Submod list for XCF
« Reply #150 on: March 15, 2025, 04:50:40 am »
Russian language support for Soldiers+ is attached.

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #151 on: March 15, 2025, 04:14:53 pm »
Added this translation and also AndyFox's fix for the Yautja submod.

Right now, it seems that the following submods are broken due to changeover to OXCE 8.x:
  • Arsenal Additions (I tried the fix from here on both the Github version and the mod.io version, but then I started having errors like
Code: [Select]
'STR_RIOT_VEST_SHIELD_FLASHLIGHT_UC': Missing surface definition for 'HUMAN_AGENT__14__F49_HAIR_FRONT'
  • Looks like the indices after 'HUMAN_AGENT__' are getting shifted during merging, since 'HUMAN_AGENT__13__F49_HAIR_FRONT' does exist and seems to be the right thing. Not sure why. Maybe incompatibiliy with 3.7 instead of OXCE?

    Edit: I guess it's more of a case of lazy loading being enabled, the mod is bad but won't usually show it until you get the right combination of paperdoll parts.
  • Both Project Xenophobia submods.
  • Interceptions/Interceptors 0.3.41B. Which is strange, since AndyFox provided a translation quite recently. Am I overlooking a more recent version?
  • Medical Medals - extra trailing whitespace in the language file, super easy to fix.
There are some more that are still broken, but not due to OXCE changes, like MWEP integration and at least one of the old AlexanderVel mods.

Edit2: I guess AA and Project Xenophobia are somewhat usable with lazy loading, so the one really broken mod is Interceptors?
« Last Edit: March 15, 2025, 05:34:43 pm by Juku121 »

Offline AndyFox

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Re: [submod]Submod list for XCF
« Reply #152 on: March 15, 2025, 08:37:53 pm »
I tried the fix from here on both the Github version and the mod.io version, but then I started having errors like...

Carefully brought Arsenal Additions rules to Rapid YAML. No value was deleted or replaced (exception: N.0 = N and ??? = 1).

Offline AndyFox

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Re: [submod]Submod list for XCF
« Reply #153 on: March 15, 2025, 09:34:26 pm »
Interceptions/Interceptors 0.3.41B. Which is strange, since AndyFox provided a translation quite recently. Am I overlooking a more recent version?
https://mod.io/g/openxcom/m/interceptions-for-x-com-files

...so the one really broken mod is Interceptors?
Attaching the corrected version.

Offline AndyFox

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Re: [submod]Submod list for XCF
« Reply #154 on: March 15, 2025, 09:39:24 pm »
I guess AA and Project Xenophobia are somewhat usable with lazy loading

The corrected version of "AA_NM" is attached.

Regarding Project Xenophobia, couldn't figure out why some content was lost when ensuring compatibility. Hope the author doesn't leave it like that.
« Last Edit: March 15, 2025, 11:06:37 pm by AndyFox »

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #155 on: March 15, 2025, 10:17:55 pm »
Your version for AA still has some trailing whitespaces (e.g. ufosXCFA.rul line 78), a problem that    XannyB's fix doesn't have. Both still have the wrongly indexed hairs and other armour bits that are from 8mono originally, I guess. A quick fix attached.


Interceptors/Interceptions seems to load at least. So does the Natasha/AA compatibility patch.

Good work!
« Last Edit: March 15, 2025, 10:22:54 pm by Juku121 »

Offline AndyFox

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Re: [submod]Submod list for XCF
« Reply #156 on: March 15, 2025, 10:22:20 pm »
A quick fix attached.

Thanks a lot, but where is it attached?  8)

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #157 on: March 15, 2025, 10:23:21 pm »
In my crumbling mind. :-[ Should be there now.



Added working fixes to the list. Arsenal Additions seems fixable soon enough, I posted a renewed language file in the Medical Medals thread, Interceptors and Natasha are loading again.


So the only major problematic mod is Xenophobia, which can work for a while under lazy loading. I guess it'll crash when a plasma turret (or other problematic weapon) fires or is loaded onto the Battlescape.

MWEP integration has similar index issues. Does anybody even use that?
« Last Edit: March 15, 2025, 10:34:44 pm by Juku121 »

Offline AndyFox

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Re: [submod]Submod list for XCF
« Reply #158 on: March 15, 2025, 11:07:53 pm »
Your version for AA still has some trailing whitespaces (e.g. ufosXCFA.rul line 78)

The new version AA_NM is attached in the same place.

Offline Juku121

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Re: [submod]Submod list for XCF
« Reply #159 on: March 15, 2025, 11:17:35 pm »
AA for Natasha was fine, it's the original AA that had this issue.

Offline AndyFox

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Re: [submod]Submod list for XCF
« Reply #160 on: March 15, 2025, 11:24:50 pm »
Checked and corrected the following modifications:

1st turn TUs
AA NM
Advanced Marker
AirRaids
AmigaFonts
AmigaFonts-plus
AmigaFonts-small
Arsenal Additions
Assasin not Warrior
Battle Scars Hurt
Begin Early
Chemical Lasers
Damaged Facilities
Dark Geoscape
Elite Commendations
Empty Module
Everyone Surrender
Expanded Markers
Facility Expansion Pack
FiveSeven
Forced Bughunt
Handcuffs Gorizontal
Hyper Trajectory
Interceptions
Kozinsky Stat Strings
Liberation
Lightning Weapons
Maps and Scraps
Medical Medals
Megaphone
More UFOs
Music
MWEP Fantasy
Names
Natasha Morozova Join
Of Men and Monsters
Psi plus
Realistic Air Defense Systems
Recruitment Office
Remusic
Resound
Soldier+
Stealth Suit
Super Mega Music Pack
The NSFW Files
To final
Unitsе to BOXCE
Weapon Ranges Shown
XCF Cyrillic Names
XCom Drone Bombers
X-Com Files Medical Rework
XComFiles
XComFiles Alternative Art
Yautja Hunter

Removed non-breaking spaces, tabs, corrected syntax in accordance with Rapid YAML.

Offline Wesson

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Re: [submod]Submod list for XCF
« Reply #161 on: March 16, 2025, 02:51:10 am »
In my crumbling mind. :-[ Should be there now.



Added working fixes to the list. Arsenal Additions seems fixable soon enough, I posted a renewed language file in the Medical Medals thread, Interceptors and Natasha are loading again.


So the only major problematic mod is Xenophobia, which can work for a while under lazy loading. I guess it'll crash when a plasma turret (or other problematic weapon) fires or is loaded onto the Battlescape.

MWEP integration has similar index issues. Does anybody even use that?
I do the dragon PSI fire attack is really great and the wolves are the best melee fighters in the game.

Offline levi

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Re: [submod]Submod list for XCF
« Reply #162 on: March 22, 2025, 04:28:57 pm »
Checked and corrected the following modifications:

1st turn TUs
AA NM
Advanced Marker
AirRaids
AmigaFonts
AmigaFonts-plus
AmigaFonts-small
Arsenal Additions
Assasin not Warrior
Battle Scars Hurt
Begin Early
Chemical Lasers
Damaged Facilities
Dark Geoscape
Elite Commendations
Empty Module
Everyone Surrender
Expanded Markers
Facility Expansion Pack
FiveSeven
Forced Bughunt
Handcuffs Gorizontal
Hyper Trajectory
Interceptions
Kozinsky Stat Strings
Liberation
Lightning Weapons
Maps and Scraps
Medical Medals
Megaphone
More UFOs
Music
MWEP Fantasy
Names
Natasha Morozova Join
Of Men and Monsters
Psi plus
Realistic Air Defense Systems
Recruitment Office
Remusic
Resound
Soldier+
Stealth Suit
Super Mega Music Pack
The NSFW Files
To final
Unitsе to BOXCE
Weapon Ranges Shown
XCF Cyrillic Names
XCom Drone Bombers
X-Com Files Medical Rework
XComFiles
XComFiles Alternative Art
Yautja Hunter

Removed non-breaking spaces, tabs, corrected syntax in accordance with Rapid YAML.

Are these fixed versions uploaded somewhere?

Offline AndyFox

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Re: [submod]Submod list for XCF
« Reply #163 on: March 28, 2025, 11:58:10 pm »
Are these fixed versions uploaded somewhere?

Here — https://fex.net/ru/s/2yvx96v