aliens

Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1859132 times)

Offline SIMON BAILIE

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2700 on: November 27, 2017, 09:06:56 pm »
I was interested in your mod but it didn't seem to work until I tweaked and simplified it-see attached. Tested on latest nightly 2017-11-09.
« Last Edit: November 27, 2017, 09:12:40 pm by SIMON »

Offline Carfax

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2701 on: November 28, 2017, 04:12:02 pm »
Quote
I was interested in your mod but it didn't seem to work until I tweaked and simplified it-see attached. Tested on latest nightly 2017-11-09.
I just made a clean install with the latest nightly build and my melee mod version worked fine.
Were your problems in later stages of the game and did you load my melee mod after the FMP?
Regards Carfax

Offline SIMON BAILIE

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2702 on: November 28, 2017, 05:24:19 pm »
Yes I loaded it after FMP but only tested it in battle mode.

Offline Carfax

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2703 on: November 28, 2017, 06:12:09 pm »
Hm it does work fine for me in battle mode. Just missed the concussion blaster,the alien multilauncher and the light pistol.  Fixed it and reuploaded the mod.
Can anyone else try my version and respond if there are any problems.

Regards Carfax
« Last Edit: November 28, 2017, 06:14:56 pm by Carfax »

Offline Reaktorbot

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2704 on: November 29, 2017, 08:40:39 pm »
Hello modmakers and modusers,

First i wanna say thank you for all these awesome mods and the modpack. I am haveing so much fun with the game right now.

The secound thing is a question. Is there any website or file with a more detailed list of alien stats?

The UFOPedia only documents the vanilla aliens, but there are so many more in this modpack. The info i am most intrested in is the armor colors of the aliens, which tell the player what role the alien has (Leader, soldier, engenier, navigator, medic,....).

Or maybe there is a way to open the gamefiles and look it up myself? Any hints on which files i need to check or which tool to use?

I really whish the alien autopsies and/or interrogations wouldgive you this kind of info.

Anyway,i hope someone can help me here. :)

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2705 on: November 29, 2017, 11:56:12 pm »
Hello modmakers and modusers,

First i wanna say thank you for all these awesome mods and the modpack. I am haveing so much fun with the game right now.

Thank you!

The secound thing is a question. Is there any website or file with a more detailed list of alien stats?

Not that I know of, no. Some people wrote tools for extracting such info from the files, but I don't think there is a good release.

Or maybe there is a way to open the gamefiles and look it up myself? Any hints on which files i need to check or which tool to use?

Any text editor. Everything is in human readable yaml format.

I really whish the alien autopsies and/or interrogations wouldgive you this kind of info.

Alas, there is not enough space. :)

Offline Ridley

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2706 on: December 01, 2017, 03:46:19 pm »
Hi. Really love your mod pack, been playing it for a while but had a question. Is there a way to disable one of the mods in the modpack? I am not a huge fan of the MIB missions and would love to be able to play without them showing up.

Thanks  :) and keep up the good work

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2707 on: December 01, 2017, 10:47:44 pm »
Sorry, no easy way to do that... You would have to remove them from the tables, I guess. I don't have much experience with this table, since I prefer generating missions by locations and scripts.

Offline Ridley

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2708 on: December 02, 2017, 09:19:09 am »
No worries!

I was having a look through the rulesets anyway, so might have a poke and see if I can remove all the MIB related things without breaking it :P

Offline Kingslayer42

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2709 on: December 05, 2017, 01:37:07 am »
Hi, First time installing.

When ever I try to activate the Final Mod Pack, and Open X-com restarts, it give me this error message saying "Weapon STR_ELERIUM_MACE has clip size 0 and no ammo defined."

Help?

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2710 on: December 05, 2017, 12:00:36 pm »
Hi, First time installing.

When ever I try to activate the Final Mod Pack, and Open X-com restarts, it give me this error message saying "Weapon STR_ELERIUM_MACE has clip size 0 and no ammo defined."

Help?

Same answer as before and before and before: use the latest mod version, not some that was made long ago for a different Open X-Com version.

Offline Kingslayer42

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2711 on: December 06, 2017, 04:41:17 am »
I'm using 1.9.7 which is the latest version on the open X-com site.

Is there somewhere else to download it or is this the latest version?

Offline Kingslayer42

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2712 on: December 06, 2017, 04:42:41 am »
Nevermind. I'm a bit brain dead and didn't check the version on this forum post.

Online Solarius Scorch

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2713 on: December 06, 2017, 10:51:53 am »
Nevermind. I'm a bit brain dead and didn't check the version on this forum post.

No worries :)
I wonder if I can do anything to make this more transparent...

Offline .Mero

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Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2714 on: December 06, 2017, 11:02:43 am »
Finally decided to give this a shot, after some weeks of finally getting th hang of the awesomeweapons mod

What kept me away was the the researchtree.. it's so damn cumbersome >_< and as an p[layer that exclusively plays on superhuman, i was a bit scared :P Awesomeguns already had me fail the first month a few times due to wrong research and manufacture decisions.

But i have to say it is not that bad, i'm doing better then at the start of awesomeweapons (maybe that experience helped)

Now somewhere in july and it's going pretty ok. weapon tech is slow but i get by pretty ok with what i have. List of dead soldiers is pretty long though, since io try to get as many live captures as possible >_<