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Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1856174 times)

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2475 on: January 08, 2017, 02:16:26 pm »
it everything is clear. Wait what to do? start again the game?

In essence you have to remove the regions from the terrainpack from the savegame or make sure the regions do fit with the ones from FMP.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2476 on: January 08, 2017, 02:17:16 pm »
it everything is clear. Wait what to do? start again the game?

You could also try removing the offending content from your save - in this case, the South Pacific region. That's the only practical way of doing this.

EDIT: Ninja'd by Hellrazor. :D

Offline yetiisyou

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2477 on: January 08, 2017, 02:26:54 pm »
sorry for my noobs questions, but i found two items STR_SOUTH_PACIFIC.
Remove any string leads to preservation loading error.

help me please.




Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2478 on: January 08, 2017, 02:31:50 pm »
sorry for my noobs questions, but i found two items STR_SOUTH_PACIFIC.
Remove any string leads to preservation loading error.

help me please.

I recommend a restart, and revise the list of mods you are usingLukes Extra UFO's for exmaple is old and outdated.
The current version of the FMP has a adaption of newer bug free (rechecked by me) already.

Here the list of mods you have slapped on:
  - "xcom1 ver: 1.0"
  - "AlloyAmmo ver: 1.0" - Should be integrated into FMP
  - "BPersonal_armor_by_shadics ver: 1.0"  - Should be integrated into FMP
  - "Extra Explosions_v1.1b ver: 1.0" - No clue
  - "FMP_addon_ExtraVessel ver: 1.0" - No clue never heard about this mod
  - "LukesextraUFOs ver: 1.0"  - Should be integrated into FMP
  - "OpenXCom_Unlimited_Waypoints ver: 1.0" - Fine
  - "PSXMusic ver: 1.0" - Fine
  - "PSXSFX ver: 1.0" - FINE
  - "PSX_Static_Cydonia_Map ver: 1.0" - Not Compatible with FMP (you want a randomly generated map right?)
  - "Shotgun ver: 1.0" - Should be integrated into FMP
  - "SniperRifle ver: 1.0"  - Should be integrated into FMP
  - "TFTD_Damage ver: 1.0" - YOU REALLY WANNA GIVE YOU THIS PAIN? (If you do not know what it does leave it off)
  - "UFOextender_Gun_Melee ver: 1.0" - Fine
  - "XComCyberdisc ver: 1.0"  - Should be integrated into FMP
  - "XcomUtil_Fighter_Transports ver: 1.0"  - Should be integrated into FMP
  - "XcomUtil_High_Explosive_Damage ver: 1.0" - Fine
  - "XcomUtil_Improved_Ground_Tanks ver: 1.0" - Fine
  - "XcomUtil_Improved_Heavy_Laser ver: 1.0" - Fine
  - "XcomUtil_Skyranger_Weapon_Slot ver: 1.0" - Fine (but intercepting with your Skyranger...)
  - "celebrate-diversity ver: 1.1" - No clue
  - "eXPANDED_terror ver: 1.0" - old not compatible - Should be integrated into FMP
  - "UFOextender_Starting_Avalanches ver: 1.0" - Fine
  - "XcomUtil_Starting_Defensive_Improved_Base ver: 1.0" - Should be fine, no clue if FMP restricts Alien Containment
  - "final-mod-pack ver: 1.9.6"
« Last Edit: January 08, 2017, 02:40:08 pm by hellrazor »

Offline yetiisyou

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2479 on: January 08, 2017, 03:02:08 pm »
I recommend a restart, and revise the list of mods you are usingLukes Extra UFO's for exmaple is old and outdated.
The current version of the FMP has a adaption of newer bug free (rechecked by me) already.
wow!
made adjustments.
Darkened_UFO_Vanilla_Variants will be correct with FMP?

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2480 on: January 08, 2017, 03:18:17 pm »
wow!
made adjustments.
Darkened_UFO_Vanilla_Variants will be correct with FMP?

Its already integrated into the FMP.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2481 on: January 08, 2017, 03:36:08 pm »
Dude, the readme I mentioned HAS A DETAILED LIST OF INCLUDED MODS.

WHAT ELSE DO YOU NEED?!

Offline yetiisyou

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2482 on: January 08, 2017, 03:42:26 pm »
aga.
but such about Darkened_UFO_Vanilla_Variants nothing said in readme, and how do I know - it is included in the mod or not?
Comrade commando says included))

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2483 on: January 08, 2017, 03:54:46 pm »
Dude, the readme I mentioned HAS A DETAILED LIST OF INCLUDED MODS.

WHAT ELSE DO YOU NEED?!

Makes some camomile tea for Solarius Scorch.
It is said to calm down people.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2484 on: January 08, 2017, 05:28:44 pm »
Makes some camomile tea for Solarius Scorch.
It is said to calm down people.

I am very calm, but my parents are teachers and I believe in strong commandship. :P

Offline wolfreal

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2485 on: January 08, 2017, 05:30:51 pm »
Thats not an error. Your looking up one of the dropdown doors.
Or how else do you think this cyberdisc would be able to leave the second floor and terrorize civilians?

Thanks hellrazor!. That make a lot of sense! It is a little weird to spawn a cyberdisc in this little room if you ask me, but thinking in this way well, you got a point.

Sorry anyways. Just trying to give my grain of sand.

Offline Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2486 on: January 08, 2017, 05:35:32 pm »
Actually, darkened UFOs should be all included in the mod... But I'm not 100% sure, so it's not on the list. I'd rather not use it.

If you have any other mod that isn't on the list, please ask.
« Last Edit: January 08, 2017, 05:53:11 pm by Solarius Scorch »

Offline yetiisyou

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2487 on: January 08, 2017, 05:45:51 pm »
Acvtually, darkened UFOs should be all included in the mod... But I'm not 100% sure, so it's not on the list. I'd rather not use it.


if author of FMP is not sure whether there is in this supplement "darkened UFOs" and does not advise to use it, the better I will not use it.

Offline hellrazor

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2488 on: January 08, 2017, 05:51:23 pm »
if author of FMP is not sure whether there is in this supplement "darkened UFOs" and does not advise to use it, the better I will not use it.

Even if you use it, it will only replace the UFO maps, functionalitywise you shouldn't notice a difference.

Offline NazarTyagun

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2489 on: January 09, 2017, 06:55:25 pm »
I use a translator, I'm sorry. Here is my problem: when using the mod for colored armor sprites soldiers incorrect. all white blond or blonde. Although once I installed an older version of mod (_ when mods it was necessary to throw in the game folder, and the folder OPENXCOM throw to the original UFO (openxcom 1.0) and everything was fine). Also incorrect sprites flying armor, which is built in this mod
« Last Edit: January 09, 2017, 06:57:11 pm by NazarTyagun »