Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1207739 times)

Offline Firestorm_01

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3345 on: August 29, 2022, 11:13:30 pm »
I recommend to mention OXCE addon at mod page and  put link to OXCE addon there:
https://openxcom.mod.io/final-mod-pack

This way more player should notice addon.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3346 on: September 01, 2022, 05:33:17 pm »
Sorry, I totally missed the mana issue (indeed most of the armour stats are copied from XCF).

I am on holidays now, but will try to fix this issue ASAP.

EDIT:
Version 1.0.5 has been released.

This was a quick fix, so I hope it works correctly.
« Last Edit: September 01, 2022, 06:02:49 pm by Solarius Scorch »

Offline fireburn256

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3347 on: September 01, 2022, 10:02:30 pm »
This was already told, but very large UFOs are so hardcore they win the war with not only Earth but with the whole universe by crashing the game with segmentation fault. This time, however, I am on PC. Here is my save and log, and the addon is of the latest version.

Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3348 on: September 01, 2022, 10:24:11 pm »
This was already told, but very large UFOs are so hardcore they win the war with not only Earth but with the whole universe by crashing the game with segmentation fault. This time, however, I am on PC. Here is my save and log, and the addon is of the latest version.

@solarius:

Code: [Select]
  - name: PLAINS_ARBOREAL
    mapDataSets:
      - BLANKS
      - MOUNTGRASS
    script: MOUNTAIN
    mapBlocks: *AnchorBDPlains

script MOUNTAIN wants to add roads, but terrain PLAINS_ARBOREAL doesn't have any

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3349 on: September 02, 2022, 01:27:22 am »
Thank you, fixed.

Hotfix attached, please replace this file.

EDIT:
Bugfix version 3.2 has been released.
- Added dog inventory picture.
- Fixed a rare-ish crash on terrain generation.
- Minor fixes.
« Last Edit: September 02, 2022, 12:02:07 pm by Solarius Scorch »

Offline zee_ra

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3350 on: September 06, 2022, 07:48:09 am »


Thank you for sharing this.  I wonder, if a similar package is available for all base-related images?  I've had a hard time launching the XComUtil on Linux, even under Wine.

I'm trying to mod the hangar image, which is not included as a png in the XComFiles.  The index used by the XCom Files is given as
Code: [Select]
  - type: STR_HANGAR
    spriteShape: 9
    spriteFacility: 9
    size: 2
    buildCost: 200000
    buildTime: 25
    monthlyCost: 25000
    crafts: 1
    mapName: XBASE_16
    workshops: 5
    storage: 25
    aliens: 10
    prisonType: 4
    storageTiles:
      - [0, 8, 0]
      - [0, 10, 0]
      - [0, 12, 0]
      - [1, 11, 0]
      - [1, 9, 0]
      - [0, 16, 0]
      - [0, 18, 0]
      - [1, 17, 0]
      - [2, 16, 0]
      - [2, 18, 0]
    listOrder: 7260

And it is not listed in the extraSprites_XCOMFILES.rul.


Offline Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3351 on: September 06, 2022, 02:21:09 pm »
Thank you, fixed.

Same issue with terrain "MOUNTBD_ARBOREAL" and script "MOUNTAIN" here: https://openxcom.org/forum/index.php/topic,10762.0.html

And I'd recommend checking more terrains that could be affected... or changing the mapscript.
« Last Edit: September 06, 2022, 02:23:29 pm by Meridian »

Offline ObiWanKejoshi

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3352 on: September 06, 2022, 02:40:53 pm »
Hi,

My game crashes on ~10% of missions with a "Segmentation fault" error.
I included a save file with a Skyranger and Raven en route to a landed UFO. The game crashes when I try to assault the landed UFO and also when I wait for the UFO to take off, shoot it down and then try to assault the crash site.

This is what I've installed:
X-COM: UFO Defense in Steam (with data patch)
OXCE 7.7 (v2022-08-24)
FMP 3.2
FMP Extended 1.0.6
As well as some of the "default" mods like Psi Line of Sight

I also have "The X-COM Files" and "UNEXCOM" in my mod folder, but they shouldn't be interfering while they are not enabled, right?

On a seperate note, Psi Line of Sight doesn't seem to work entirely either; "normal" sectoids in small UFOs and outside of medium UFOs haven't Psi'd me at all, but the Leader(s) in the command room of medium UFOs spam panic/berserk/mind control as soon as my soldiers touch the outside of the UFO. Maybe they learned how to install security cams on their doors ;)?
Maybe I'm just misunderstanding some stuff here though, I haven't really played in a few years.
(Reposted from...wrong location...oops)

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3353 on: September 19, 2022, 06:58:00 pm »
Version 3.2.1 has been released.

This is just a bugfix version, to deal with some map generation crashes. I also added forest roads (small chance).

Offline Cmander

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3354 on: September 20, 2022, 08:07:33 am »
Despite having manufactured 16 of them before, and finding it in my UFO pedia the entry for manufacturing nuclear laser rifles seems to have disappeared across my bases.
Is this a bug or something or is there a hard limit on how many nuke rifles you can field?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3355 on: September 20, 2022, 10:00:44 am »
Despite having manufactured 16 of them before, and finding it in my UFO pedia the entry for manufacturing nuclear laser rifles seems to have disappeared across my bases.
Is this a bug or something or is there a hard limit on how many nuke rifles you can field?

There is no such limit. Maybe you don't have the Elerium on site?

Offline Cmander

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3356 on: September 20, 2022, 11:07:48 am »
There is no such limit. Maybe you don't have the Elerium on site?
I do, nearly 300 units of it. I can still manufacture laser weapons(including the ones that require elerium), it's just the entry for Nuclear Laser Rifles that I can't find anywhere to manufacture more of it.
I thought maybe I'm just missing it visually in the clutter of the manufacturing UI but having filtered it to weapons and looked at it nearly ten times I still can't find it.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3357 on: September 20, 2022, 04:26:59 pm »
I do, nearly 300 units of it. I can still manufacture laser weapons(including the ones that require elerium), it's just the entry for Nuclear Laser Rifles that I can't find anywhere to manufacture more of it.
I thought maybe I'm just missing it visually in the clutter of the manufacturing UI but having filtered it to weapons and looked at it nearly ten times I still can't find it.

Code: [Select]
  - name: STR_NUCLEAR_LASER_RIFLE
    category: STR_WEAPON
    requires:
      - STR_NUCLEAR_LASER_RIFLE
    space: 3
    time: 400
    cost: 20000
    requiredItems:
      STR_ELERIUM_115: 1

The code is so basic that I can't see how it wouldn't work.

Hey, maybe you additionally marked this project as hidden?

Offline Chuckebaby

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3358 on: September 23, 2022, 11:00:02 pm »
what is the final mod pack extended ? (it's only around 4mb) I noticed it but wasn't sure how to add the files.
Thanks

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3359 on: September 25, 2022, 07:31:12 pm »
what is the final mod pack extended ? (it's only around 4mb) I noticed it but wasn't sure how to add the files.
Thanks

It's an add-on for FMP, adding some functions which only work on OXCE. Details here: https://openxcom.old.mod.io/final-mod-pack-extended-addon