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Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1871465 times)

Online Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3375 on: September 27, 2022, 06:16:38 pm »
...or should it be .SPK instead? Shit, modding vanilla OXC is a nightmare. I really don't want to do this any more... :P

it's .SPK, not .PCK

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3376 on: September 27, 2022, 06:25:45 pm »
it's .SPK, not .PCK

Thanks.

But apparently I'm way too stupid to mod vanilla OXC, because what worked for Ascadix doesn't work for me.

Code: [Select]
extraSprites:
  - type: inventory_HOLODRONE.SPK
    singleImage: true
    files:
      0: Resources/Races_Compilation/GazerRace/inventory_HOLODRONE.png

Code: [Select]
armors:
  - type: STR_HOLODRONE_ARMOR
    spriteInv: inventory_HOLODRONE.SPK

It still crashes.

Online Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3377 on: September 27, 2022, 06:36:55 pm »
It should be:

Code: [Select]
extraSprites:
  - type: inventory_HOLODRONE.SPK
    singleImage: true
    files:
      0: Resources/Races_Compilation/GazerRace/inventory_HOLODRONE.png

Code: [Select]
armors:
  - type: STR_HOLODRONE_ARMOR
    spriteInv: inventory_HOLODRONE


First (extraSprites) with .SPK; second (armors) without .SPK

(OpenXcom is adding the .SPK on its own; you don't want to add it twice)

Online Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3378 on: September 27, 2022, 06:38:59 pm »
EDIT: can we fix OXC to recognize the usual syntax? Because not having it is just ridiculous. Even if I fix it now, I'll probably do it "wrong" later again.

Not my decision.
But we can ask.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3379 on: September 27, 2022, 07:07:32 pm »
It should be:

Code: [Select]
extraSprites:
  - type: inventory_HOLODRONE.SPK
    singleImage: true
    files:
      0: Resources/Races_Compilation/GazerRace/inventory_HOLODRONE.png

Code: [Select]
armors:
  - type: STR_HOLODRONE_ARMOR
    spriteInv: inventory_HOLODRONE


First (extraSprites) with .SPK; second (armors) without .SPK

(OpenXcom is adding the .SPK on its own; you don't want to add it twice)

Thanks, I will do as you say.

Also, this is officially the last time I'm doing anything for vanilla OXC. The only way to get around this is to beg and beg and beg for information from those in the know, because nothing in it makes any fucking sense. My chances to resolve this by myself were exactly 0, despite having 8 years of experience with modding this game. Screw that.

Not my decision.
But we can ask.

Well, my stance on this should be obvious. :)

EDIT: Version 3.2.2 has been released. Fixed this stupid syntax, added one more Postindustrial map and fixed some Terror Ship issues. Now let's hope we'll never have to do this again.

Offline Ascadix

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3380 on: September 27, 2022, 08:11:39 pm »
Quote

Having two copies of the mod in two different locations is so much hassle... Copying it takes forever. I used to have it installed on OXC, but since FMP-E is now a thing, I moved to OXCE...

But looks like I need to find a solution. Or just bear it and play file shuffling.

Maybe with a hardlink (Linux) or hardlink/junction (Windows) of the "Final Mod Pack" folder between your two installations of OXC and OXCE ?

only 1 "real" copy of all your mod subtree ... but available to both OXC and OXCE when launching them.

Online Meridian

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3381 on: September 27, 2022, 08:18:39 pm »
By default you don't need to do anything.

Mods are in /Documents/OpenXcom/mods/ folder, shared by OXC and OXCE. No need to copy anything anywhere.

Offline Ascadix

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3382 on: September 27, 2022, 08:23:43 pm »
Oups ...  ::)
... seems i use a "portable" installation:
- nothing in "My Documents"'
- all in subfolders of OpenXCOM folder


Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3383 on: September 27, 2022, 08:56:46 pm »
Yeah, I'm also using a portable installation... I have several multiple setups (FMP, XCF, Piratez, FtA and some other projects), so using Documents is not an option. (Besides, I can't stand Documents as a concept, but that's unrelated.)

Offline Ascadix

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3384 on: September 27, 2022, 11:15:55 pm »
I've just give a try to OCXE, using folder junction points instead of copy to put in XCE some mods i use in OXC. And ... it works  :D

Offline venom2711

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3385 on: September 28, 2022, 11:17:48 am »
Good afternoon. tell me where to get Alien Electronics?

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3386 on: September 28, 2022, 11:41:25 am »
Good afternoon. tell me where to get Alien Electronics?

Mostly from some alien robotic units.

Offline Ascadix

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3387 on: October 02, 2022, 01:54:48 am »
Good afternoon. tell me where to get Alien Electronics?

Try to kill a cyberdisk / sectopode / obliterator / MIB StormTrooper, withtout fully destroying it, so you recover the corpse at the end of mission, then dismantle it at your base (it's in "manufacture" items)

Offline Chuckebaby

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3388 on: October 02, 2022, 10:34:34 pm »
Try to kill a cyberdisk / sectopode / obliterator / MIB StormTrooper, withtout fully destroying it, so you recover the corpse at the end of mission, then dismantle it at your base (it's in "manufacture" items)

Yup.
The new FMP Expansion pack, Cybermites too.

You also don't need to catch a storm trooper to make the armor in the new expansion either. Many cool new features. Some I love, some not as much. Wish there a way to modify them. I'm not good making mods so I rely on others and am very grateful for their efforts.
« Last Edit: October 02, 2022, 10:36:37 pm by Chuckebaby »

Offline sammypop

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #3389 on: October 07, 2022, 07:01:54 pm »
Hi, first off, I just want to say I'm really enjoying this modpack- it massively expands the game while keeping the spirit of the vanilla game.
I have run into a crash, however. It seems to be related to the Hovertank/Laser. Whenever I try to move it in the Up/Left direction out of the Skymarshall, I get the crash.
As you can see from the screenshot, the Hovertank itself looks rather... abstract.

I don't *think* I've done anything wrong while installing the game and mod, and the game has been running just fine until now.