Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1860347 times)

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2835 on: June 04, 2018, 09:59:56 am »
Hello again! So I got a screenshot of both the mod folder with the path location, and then a screenshot in-game confirming the mod not appearing (this also has the version # at the top, 5-10). From everything I have read it should just be adding it to that folder like I have done.

That indeed looks OK.

Let's try a different approach... can you just start a new game, make a save and find that save on your hard disk? Once we know where the game is writing to, we will know also where it is reading from.

Offline .........EB......

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2836 on: June 04, 2018, 10:39:24 am »
That indeed looks OK.

Let's try a different approach... can you just start a new game, make a save and find that save on your hard disk? Once we know where the game is writing to, we will know also where it is reading from.

I did that and found out where it was writing to. Different spot but now it works finally thanks!

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2837 on: June 04, 2018, 11:40:42 am »
I did that and found out where it was writing to. Different spot but now it works finally thanks!

Where does it write to then?

Offline .........EB......

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2838 on: June 04, 2018, 10:58:24 pm »
Where does it write to then?

So it created a folder/section of openxcom under /users/documents/openxcom and this was the path I knew about. It had the mod folder included and looked exactly like the correct one. After saving games and not finding them there though I was able to search the name of the save and find the proper place. So the same exact folder setup instead of being there is in programfiles/openxcom/user/mods (not100% on this path since I am not on that computer but the gist was it was in the main game folder under programfiles instead of documents). I just coppied the modpack over from the first to second mod folder and it loaded up in working order. Ive never played classic xcom so I am glad to finally get this setup running.

Offline SIMON BAILIE

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2839 on: June 07, 2018, 04:18:57 pm »
Are Synthsuits supposed to look like attached?

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2840 on: June 07, 2018, 05:23:18 pm »
Are Synthsuits supposed to look like attached?

@Solarius: This might be my mistake... I replaced only the spritesheet by the one from XCF during gif=>png migration... maybe some ruleset changes are needed too?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2841 on: June 07, 2018, 08:12:27 pm »
You're right, there was a change of the sprite at some point.
Attaching a quick fix; later I will think of a release. Any ideas for other upgrades?

Offline gix

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2842 on: June 09, 2018, 10:41:19 am »
Final Mod Pack ver. 2.0b is online.
It's just a fix of corpse double recovery, plus an update of Italian language.
Hi, Solarius
The en-GB Language lacks the 'en-GB:' section (as opposite to en-US)...
The same applies to several others: ru, pl, de, etc... While fr, cs, etc... have their corresponding headers.
Wouldn't be nice to 'standardize' it? One way or another?

Offline SIMON BAILIE

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2843 on: June 09, 2018, 04:13:40 pm »
This may be a silly question but as I'm currently playing this mod v2.0b, does the attached mod not work with FMP? According to the readme it shouldn't cause a problem. I have tried having it lower in the mods list than FMP but the heavy laser and nuclear heavy laser are still 75 & 84 damage respectively rather than 120.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2844 on: June 09, 2018, 07:10:25 pm »
Hi, Solarius
The en-GB Language lacks the 'en-GB:' section (as opposite to en-US)...
The same applies to several others: ru, pl, de, etc... While fr, cs, etc... have their corresponding headers.
Wouldn't be nice to 'standardize' it? One way or another?

You are right... Transifex is doing this and I have no idea why.
This may be a silly question but as I'm currently playing this mod v2.0b, does the attached mod not work with FMP?

Nope, it won't work.

EDIT: Yes, Transifex is currently bugged. Awaiting a fix.
« Last Edit: June 09, 2018, 09:22:57 pm by Solarius Scorch »

Offline Reshig

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2845 on: June 12, 2018, 04:00:39 am »
Heya, I love FMP and it's one of the only X-Com mods that I continuously return to. It's got the right blend of additional content with a difficulty level that's not too hard.

I was wondering, if I run it with OXCE, can I set it up with the same vision/line of sight rules as Piratez? Like, I want to try playing FMP without abusing the whole 'Shoot the alien from outside his line of sight' strategy I've come to rely on. Is this possible?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2846 on: June 12, 2018, 11:36:25 am »
Yes, it is definitely possible. All you need is to make a new entry in the vars ruleset (or preferably a separate mod) to define the new range.
I can't remember the exact syntax, but Meridian provided it somewhere.

Offline Scif

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2847 on: June 15, 2018, 05:28:51 am »
Please help, when defending the base, when I meet an alien, the game is crashed because of an incomprehensible error, attach the log and save file. I use the latest version of the mod.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2848 on: June 16, 2018, 01:24:17 pm »
Please help, when defending the base, when I meet an alien, the game is crashed because of an incomprehensible error, attach the log and save file. I use the latest version of the mod.

Yes, their hot animation does not exist. Thanks, fixing.

EDIT: Uploaded version 2.1. Just some fixes, including the above.
« Last Edit: June 16, 2018, 01:39:41 pm by Solarius Scorch »

Offline Rumakos

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2849 on: June 16, 2018, 05:30:50 pm »
Hello, Solarius Scorch!

First of all, I`d like to say a thousand of thanks for FMP creation. To say that it is good is to say nothing. Playing "Ironman" mode is really awesome, but sometimes stressful ). And idea to use alien corpses for production armor and weapon is pretty smart!

Is it possible to show in ufopedia alien characteristics/resists after researching their corpses? I think it would make a game more strategic to allow make plans how to equip soldiers before landing. Also it is relevant to XCOM armor, because not all resists are shown.