Author Topic: Mod Compatability  (Read 36418 times)

Offline Aldorn

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Re: Mod Compatability
« Reply #15 on: June 26, 2014, 09:20:25 pm »
Could you attach an archive with your modding stuff so that we can have a look ?
As modding stuff, I mean a zip or rar including all mod files (and only mod files, please do not include any vanilla) you installed.


Offline yrizoud

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Re: Mod Compatability
« Reply #16 on: June 26, 2014, 10:03:30 pm »
Equal Terms (in OpenXCOM form) was started 4 days ago, so it's not surprising that it needs a bit of testing and finishing (But when you run many mods that you don't already know, it's difficult to locate problems)
The sniper rifle with custom graphic is the one from the "sniper rifle" mod, the other is the modified 'heavy canon' from Equal Terms. They can't cause problem to each other, but as you can see, it's a bit weird to use 2 mods that both include "the same weapon" (as viewed by 2 different modders).
I've just looked into Custom Grenades, you need to research them before you can manufacture them. For Incendiary the topic should be available immediately, for Stun you need to have the Stun launcher and bomb researched first.

Offline SenniTrebor

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Re: Mod Compatability
« Reply #17 on: June 26, 2014, 10:29:18 pm »
Just noticed something else. I have my OXCOM folder, and one that I copied and name Oxcomod. I have just found out that if  I try to play the original I am informed that some of the modes are missing. (trying to check up on weapon damage changes). Then when I run Oxcomod I found that my list of mods had been disabled. How inconvenient. :'( . I now realise the sharing of files in common areas under win7 is a crock of s**t. Give me xp any time. God I'm off to watch some porn.

Offline yrizoud

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Re: Mod Compatability
« Reply #18 on: June 27, 2014, 12:00:58 am »
By default, the game saves options (like "which mod is active") and savegames in "My documents"\OpenXCOM.
You installed two copies of OpenXcom (one with mods and one "without"), but actually they shared the config...
To keep things separate, you can make a shortcut to openxcom with command-line argument -user directoryname.

Offline Aldorn

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Re: Mod Compatability
« Reply #19 on: June 27, 2014, 12:26:46 am »
By default, the game saves options (like "which mod is active") and savegames in "My documents"\OpenXCOM.
You installed two copies of OpenXcom (one with mods and one "without"), but actually they shared the config...
To keep things separate, you can make a shortcut to openxcom with command-line argument -user directoryname.
An other option is to create a User directory directly under any OpenXcom installation
OpenXcom1
   Data
   User

OpenXcom2
   Data
   User

It depends on people, but I personally like having User directory under OpenXcom, as it is convenient for multi installation

Offline SenniTrebor

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Re: Mod Compatability
« Reply #20 on: June 27, 2014, 01:49:56 am »
Could you attach an archive with your modding stuff so that we can have a look ?
As modding stuff, I mean a zip or rar including all mod files (and only mod files, please do not include any vanilla) you installed.
All the mods are from the OpenXcom mods downloads. Do you want me to forward them to you, or just the resource and ruleset files that I have used and enabled, or even just the weapons files. (I tend to store the original zip files for compactness).
See the happy cretin
he doesn't give a damn
I wish I was a cretin
My god perhaps I am

Offline SenniTrebor

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Re: Mod Compatability
« Reply #21 on: June 27, 2014, 01:51:46 am »
Equal Terms (in OpenXCOM form) was started 4 days ago, so it's not surprising that it needs a bit of testing and finishing (But when you run many mods that you don't already know, it's difficult to locate problems)
The sniper rifle with custom graphic is the one from the "sniper rifle" mod, the other is the modified 'heavy canon' from Equal Terms. They can't cause problem to each other, but as you can see, it's a bit weird to use 2 mods that both include "the same weapon" (as viewed by 2 different modders).
I've just looked into Custom Grenades, you need to research them before you can manufacture them. For Incendiary the topic should be available immediately, for Stun you need to have the Stun launcher and bomb researched first.
Your right once again. Sorry by 4am I was beginning to tire.

Offline SenniTrebor

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Re: Mod Compatability
« Reply #22 on: June 27, 2014, 01:55:17 am »
An other option is to create a User directory directly under any OpenXcom installation
OpenXcom1
   Data
   User

OpenXcom2
   Data
   User

It depends on people, but I personally like having User directory under OpenXcom, as it is convenient for multi installation

This sounds good if only I understood it.
See the....

Actually is there a place somewhere where I could read up on this.
« Last Edit: June 27, 2014, 01:59:52 am by SenniTrebor »

Offline SenniTrebor

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Re: Mod Compatability
« Reply #23 on: June 27, 2014, 02:17:43 am »
Could you attach an archive with your modding stuff so that we can have a look ?
As modding stuff, I mean a zip or rar including all mod files (and only mod files, please do not include any vanilla) you installed.

Her's a Winrar Zip of all the weapons mods that I have enabled ( or had enabled, grrr)

Offline SenniTrebor

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Re: Mod Compatability
« Reply #24 on: June 27, 2014, 04:23:47 am »
I just had a thought about a simple thing in mod compatability. I have noticed that whereas the vanilla weapons all use the same colour codes for ammo. Blue for AP, red for HE, and yellow/orange for I. Various mods do not follow this standard. eg the grenade launcher uses red I, and green HE, blue smoke. Just thought a standard might be agreed.

I also noted in Moriarty's [RESEARCH / GAME PACING / WEAPON] "slower technological progression" mod https://openxcom.org/forum/index.php?topic=1723.0 that the emphasis was on slowing human development without slowing alien advancement. Combining the two would give a longer life to the base human weapons and craft.
Perhaps we need a Long War mod rather than nerfing human advances.

Or am I completely wrong in thinking this?

Sorry just a quick experiment with images.

« Last Edit: June 27, 2014, 05:05:22 am by SenniTrebor »

Offline SupSuper

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Re: Mod Compatability
« Reply #25 on: June 27, 2014, 05:22:12 am »
This sounds good if only I understood it.
See the....

Actually is there a place somewhere where I could read up on this.
https://www.ufopaedia.org/index.php?title=Installing_(OpenXcom)#User_Folder

Offline SenniTrebor

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Re: Mod Compatability
« Reply #26 on: June 27, 2014, 05:43:31 am »

Offline Aldorn

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Re: Mod Compatability
« Reply #27 on: June 27, 2014, 06:03:58 am »
Her's a Winrar Zip of all the weapons mods that I have enabled ( or had enabled, grrr)

First, about your installation, could you check that :

1) Contents of mods listed below have been copied directly under "OpenXcom\Data"
- Alien Armoury Expanded 1.3.3
- Custom Grenades
- Dart Rifle 1.4
- Equal Terms Mod v0.8
- Gauss Mod 1.3
- Shotgun
- Sniper Rifle
- Stun Grenade

2) Contents of mods listed below have been copied under "OpenXcom\Data\Ruleset"
- Plasma Beam Mod
- QuickDraw Hip Slot

3) Regarding Railgun mod :
Do not copy contents of folder "Railgun V2" directly under "OpenXcom\Data"
You have to copy contents of subfolder "Railgun V2\Railgun" under "OpenXcom\Data"

4) Regarding Scoutdrone mod :
Contents consist in :
- .rul files : these files have to be copied under Ruleset
- Scoutdrone subfolder : this subfolder has to be copied under Resources (and not "contents of this subfolder" !)
« Last Edit: June 27, 2014, 06:52:08 am by Aldorn »

Offline Aldorn

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Re: Mod Compatability
« Reply #28 on: June 27, 2014, 06:21:04 am »
Initial problems:
I've use some snipping tools to take screen shots of the initial purchase list and some mod weapons seem to be missing.
Try F12 and check your User folder

I have forgotten how to insert on image (sleep apnea) so I have just attached the jpgs. Sorry for any inconvience.
That's perfect like this

Firstly the purchase list does not reflect all weapons in the ufopedia.
missing weaons are:
Machine pistol
Assault rifle
Now fixed

I have two Sniper rifles in the ufopedia.
the first works ok (see jpgs below) so far I have not been into battle.
sniper rifle 2 seems to use the HC modded, the problem is that it uses HC AP ammo and will not allow HE to be loaded. Haven't bought IN.
Fixed

Next the SAW, didn't have any initial ammo for this other than AP so don't know yet how this will work.
Fixed


Find attach corrected file : just install into ruleset subfolder (replace existing one)

I will alert the owner of Equal Terms mod
« Last Edit: June 27, 2014, 03:55:33 pm by Aldorn »

Offline Solarius Scorch

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Re: Mod Compatability
« Reply #29 on: June 27, 2014, 03:05:26 pm »
I also noted in Moriarty's [RESEARCH / GAME PACING / WEAPON] "slower technological progression" mod https://openxcom.org/forum/index.php?topic=1723.0 that the emphasis was on slowing human development without slowing alien advancement. Combining the two would give a longer life to the base human weapons and craft.

It's not exactly on topic, but since you mention it, I'll tell you how we want to deal with this in the final Mod Pack, which should see the light of day soon. Perhaps you can offer some opinion.

Basically, researching lasers and other advanced weapons requires some technical data that can only be acquired by interviewing Engineers, Leaders or Commanders, and also dismantling UFO Power Source; considering you need to develop a technology to build Alien Containment, this is unlikely to happen in the first half of the year. Plasma is even more demanding, since you need all sorts of plasma-related advances to work with this.

However, researching Alien Alloys gives you access to better ammunition for human weapons, which is around 33% stronger than the basic ammo. Frankly, it still sucks against stronger aliens, mostly because it's still AP damage, but it's better than nothing.