aliens

Author Topic: [COMPILATION] Final Mod Pack (FMP)  (Read 1855746 times)

Offline Yataka Shimaoka

  • Colonel
  • ****
  • Posts: 284
  • I'm the trouble maker
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2715 on: December 07, 2017, 03:04:30 pm »
I made a small submos for FMP, this aubmod is just simple statstrings, nothing fancy, compatible with any mod
Im actually made this for my self use but, what the hell

Offline Grimalkin

  • Squaddie
  • *
  • Posts: 3
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2716 on: December 15, 2017, 03:50:54 pm »
Hey there,

I'm getting a fatal error at some point after starting a new game (usually someday during the first week):
Quote
[15-12-2017_14-41-46]   [FATAL]   A fatal error has occurred: Error occurred while trying to determine waypoint for mission type: STR_ALIEN_TERROR in region: STR_NORTH_AMERICA, mission tried to find a waypoint in zone 6 but this region only has zones valid up to 5.
[15-12-2017_14-41-58]   [FATAL]   OpenXcom has crashed: Error occurred while trying to determine waypoint for mission type: STR_ALIEN_TERROR in region: STR_NORTH_AMERICA, mission tried to find a waypoint in zone 6 but this region only has zones valid up to 5.

Using openxcom_git_master_2017_12_15_0634.exe and Final_Mod_Pack_1.9.8. Clean installation, no other mods enabled.
Sometimes the region is STR_NORTH_AMERICA, sometimes STR_PACIFIC, sometimes some of the others.

I'm not very good with the coding and scripting and I'm not sure what's going on, so any suggestions will be appreciated.

Cheers ;-)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2717 on: December 15, 2017, 04:32:53 pm »
That sounds serious, but also weird. I haven't change mission code in years, and I can't remember any such reports.

I know Warboy did some upgrades on the code recently, perhaps my ruleset suddenly became incompatible? I have no idea.

Offline R1dO

  • Colonel
  • ****
  • Posts: 442
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2718 on: December 15, 2017, 05:24:36 pm »
There is a small discussion about that on discord atm.

Chances are there was a small oversight on the upgrades. My guess is that this is something that will be fixed pretty soon (knowing the bug-fixing speed of Warboy).

Offline R1dO

  • Colonel
  • ****
  • Posts: 442
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2719 on: December 16, 2017, 02:49:10 am »
Hi Solarius,

I've just noticed some (non-gameplay) errors with the mod.

* In the provided readme.txt under the section "WHAT OPENXCOM OPTIONS SHOULD I USE?" the advice to enable the option "item is destroyed on research" is still mentioned. Since FMP relies on a nightly version that does not ship with that option you might want to remove that line, it can only confuse the few that actually read those handy files.

* The "extraStrings_GB_FMP.rul" and "extraStrings_US_FMP.rul" still use 1.9.7 for "STR_OPENXCOM". The other languages seem to be correct.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2720 on: December 16, 2017, 02:30:43 pm »
Thanks, I will correct it for the next version. I must find some goodies to justify it.

Offline Dew

  • Squaddie
  • *
  • Posts: 6
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2721 on: January 21, 2018, 12:06:25 am »
Pardon, where do I find a list of the included mods? I want to download a specific mod, the one that adds the armors like the Juggernaut suits, synthsuits, "stormtrooper" armor, etc, and I'm pretty sure that mod is in this mod.   :P

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2722 on: January 21, 2018, 12:54:01 pm »
Pardon, where do I find a list of the included mods? I want to download a specific mod, the one that adds the armors like the Juggernaut suits, synthsuits, "stormtrooper" armor, etc, and I'm pretty sure that mod is in this mod.   :P

The list of mods is...
*gasp*
...in the README!

XD

Offline Dew

  • Squaddie
  • *
  • Posts: 6
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2723 on: January 21, 2018, 10:15:57 pm »
HOLY CRAP

Offline Yataka Shimaoka

  • Colonel
  • ****
  • Posts: 284
  • I'm the trouble maker
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2724 on: January 30, 2018, 01:58:18 pm »
Dude, have you tried the first post? I see the attachment there

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2725 on: January 30, 2018, 04:55:02 pm »
The Mediafire link in the first post should be up to date. Please let me know if you have any issues.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2726 on: February 06, 2018, 01:30:33 am »
I have uploaded FMP to Transifex:
https://www.transifex.com/openxcom/openxcom-mods/final-mod-pack/

If you want to join our translators team, please drop by!

Offline Gerk

  • Squaddie
  • *
  • Posts: 5
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2727 on: February 13, 2018, 06:48:12 pm »
Started the mod along with a friend, and we both are getting the same vibe from early game: that it should be called the Final High-Explosive Pack.

Are there any modmods to remove the ridiculous amount of "Armour Piercing" damage-immune enemies from the early game? Or at least tone them down? I can only toss so many High Explosives at Silacoids and MiB Tanks.

Besides that though, well done on the mod.
« Last Edit: February 13, 2018, 06:50:27 pm by Gerk »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2728 on: February 13, 2018, 07:47:46 pm »
Well, it's the very spirit of vanilla X-Com. :D
I didn't want to change alien units or damage types... So there was not that much choice.

I did much broader strokes in X-Com Files.

Offline Gerk

  • Squaddie
  • *
  • Posts: 5
    • View Profile
Re: [COMPILATION] Final Mod Pack (FMP)
« Reply #2729 on: February 14, 2018, 02:47:47 am »
If you didn't want to alter stats, then it might have been patently unwise to move a lategame unit to February.