Author Topic: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)  (Read 30663 times)

Offline CanadianBeaver

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Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
« Reply #105 on: August 30, 2017, 03:04:59 pm »
Rnaming the folder worked. Thanks for assistance and thanks for this great mod. Looks gorgeous and plays superbly.

Offline SteamXCOM

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Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
« Reply #106 on: August 31, 2017, 05:53:44 am »
It can be on Nightly version of OpenXcom without path. Please install the patch.

Yes, thank you,  the patch took care of it, I see the patch is an update to the .rul file,
and San Francisco shows up ingame as it should.
Moral of story, run patch then complain

Offline PAK001

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Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
« Reply #107 on: October 09, 2017, 01:04:56 am »
Is there any info about vulnerabilities and resistances of alien races (just like You gave earlier in this post about Mutons and Snakemen)?

Offline Zyzyfer

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Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
« Reply #108 on: October 09, 2017, 04:02:28 pm »
Is there any info about vulnerabilities and resistances of alien races (just like You gave earlier in this post about Mutons and Snakemen)?
That stuff can be found in the AwesomeGuns.rul file

Code: [Select]
- type: SECTOID_ARMOR0
    spriteInv: sectoidInventoryImage
    frontArmor: 4
    sideArmor: 3
    rearArmor: 2
    underArmor: 2
    damageModifier:
      - 1.0 # None
      - 0.7 # Armor Piercing
      - 1.0 # Incendiary
      - 1.0 # High Explosive
      - 1.5 # Laser
      - 0.6 # Plasma
      - 1.4 # Stun
      - 1.6 # Melee
      - 0.4 # Acid
      - 2.5 # Smoke

  - type: CYBERDISC_ARMOR
    spriteInv: cyberdiscInventoryImage
    frontArmor: 34
    sideArmor: 34
    rearArmor: 34
    underArmor: 34
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.8 # Incendiary
      - 0.5 # High Explosive
      - 0.6 # Laser
      - 0.6 # Plasma
      - 0.0 # Stun
      - 0.6 # Melee
      - 1.5 # Acid
      - 0.0 # Smoke

  - type: FLOATER_ARMOR0
    spriteInv: floaterInventoryImage
    frontArmor: 8
    sideArmor: 6
    rearArmor: 4
    underArmor: 12
    damageModifier:
      - 1.0 # None
      - 0.7 # Armor Piercing
      - 1.0 # Incendiary
      - 1.0 # High Explosive
      - 0.6 # Laser
      - 0.5 # Plasma
      - 1.1 # Stun
      - 1.2 # Melee
      - 0.4 # Acid
      - 2.0 # Smoke

  - type: FLOATER_ARMOR1
    spriteInv: floaterInventoryImage
    frontArmor: 16
    sideArmor: 12
    rearArmor: 8
    underArmor: 14
    damageModifier:
      - 1.0 # None
      - 0.7 # Armor Piercing
      - 1.0 # Incendiary
      - 1.0 # High Explosive
      - 0.6 # Laser
      - 0.5 # Plasma
      - 1.0 # Stun
      - 1.2 # Melee
      - 0.4 # Acid
      - 1.8 # Smoke

  - type: FLOATER_ARMOR2
    spriteInv: floaterInventoryImage
    frontArmor: 24
    sideArmor: 18
    rearArmor: 12
    underArmor: 16
    damageModifier:
      - 1.0 # None
      - 0.7 # Armor Piercing
      - 1.0 # Incendiary
      - 1.0 # High Explosive
      - 0.6 # Laser
      - 0.5 # Plasma
      - 1.0 # Stun
      - 1.2 # Melee
      - 0.4 # Acid
      - 1.6 # Smoke

  - type: REAPER_ARMOR
    spriteInv: reaperInventoryImage
    frontArmor: 28
    sideArmor: 28
    rearArmor: 28
    underArmor: 4
    damageModifier:
      - 1.0 # None
      - 0.7 # Armor Piercing
      - 1.8 # Incendiary
      - 0.7 # High Explosive
      - 0.6 # Laser
      - 0.5 # Plasma
      - 0.7 # Stun
      - 0.7 # Melee
      - 0.4 # Acid
      - 2.2 # Smoke

  - type: SNAKEMAN_ARMOR0
    spriteInv: snakemanInventoryImage
    frontArmor: 20
    sideArmor: 20
    rearArmor: 16
    underArmor: 16
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.6 # Incendiary
      - 0.6 # High Explosive
      - 0.55 # Laser
      - 0.5 # Plasma
      - 1.2 # Stun
      - 1.2 # Melee
      - 0.4 # Acid
      - 2.4 # Smoke

  - type: SNAKEMAN_ARMOR1
    spriteInv: snakemanInventoryImage
    frontArmor: 24
    sideArmor: 24
    rearArmor: 20
    underArmor: 20
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.6 # Incendiary
      - 0.6 # High Explosive
      - 0.55 # Laser
      - 0.5 # Plasma
      - 1.15 # Stun
      - 1.1 # Melee
      - 0.4 # Acid
      - 2.2 # Smoke

  - type: SNAKEMAN_ARMOR2
    spriteInv: snakemanInventoryImage
    frontArmor: 26
    sideArmor: 26
    rearArmor: 22
    underArmor: 22
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.6 # Incendiary
      - 0.6 # High Explosive
      - 0.55 # Laser
      - 0.5 # Plasma
      - 1.1 # Stun
      - 1.0 # Melee
      - 0.4 # Acid
      - 2.0 # Smoke

  - type: CHRYSSALID_ARMOR
    spriteInv: chryssalidInventoryImage
    frontArmor: 34
    sideArmor: 34
    rearArmor: 34
    underArmor: 34
    damageModifier:
      - 1.0 # None
      - 0.6 # Armor Piercing
      - 0.2 # Incendiary
      - 1.5 # High Explosive
      - 0.3 # Laser
      - 0.2 # Plasma
      - 1.0 # Stun
      - 1.0 # Melee
      - 0.4 # Acid
      - 2.0 # Smoke

  - type: ZOMBIE_ARMOR
    spriteInv: zombieInventoryImage
    frontArmor: 4
    sideArmor: 4
    rearArmor: 4
    underArmor: 4
    damageModifier:
      - 1.0 # None
      - 0.6 # Armor Piercing
      - 1.0 # Incendiary
      - 0.8 # High Explosive
      - 0.65 # Laser
      - 0.6 # Plasma
      - 0.0 # Stun
      - 1.0 # Melee
      - 0.0 # Acid
      - 0.0 # Smoke

  - type: MUTON_ARMOR0
    spriteInv: mutonInventoryImage
    frontArmor: 20
    sideArmor: 20
    rearArmor: 20
    underArmor: 10
    damageModifier:
      - 1.0 # None
      - 0.6 # Armor Piercing
      - 1.0 # Incendiary
      - 0.6 # High Explosive
      - 0.65 # Laser
      - 0.6 # Plasma
      - 0.6 # Stun
      - 0.8 # Melee
      - 1.0 # Acid
      - 2.0 # Smoke

  - type: MUTON_ARMOR1
    spriteInv: mutonInventoryImage
    frontArmor: 24
    sideArmor: 24
    rearArmor: 24
    underArmor: 15
    damageModifier:
      - 1.0 # None
      - 0.6 # Armor Piercing
      - 1.0 # Incendiary
      - 0.6 # High Explosive
      - 0.65 # Laser
      - 0.6 # Plasma
      - 0.6 # Stun
      - 0.8 # Melee
      - 1.0 # Acid
      - 2.0 # Smoke

  - type: MUTON_ARMOR2
    spriteInv: mutonInventoryImage
    frontArmor: 28
    sideArmor: 28
    rearArmor: 28
    underArmor: 20
    damageModifier:
      - 1.0 # None
      - 0.6 # Armor Piercing
      - 1.0 # Incendiary
      - 0.6 # High Explosive
      - 0.65 # Laser
      - 0.6 # Plasma
      - 0.6 # Stun
      - 0.8 # Melee
      - 1.0 # Acid
      - 2.0 # Smoke

  - type: CELATID_ARMOR
    spriteInv: celatidInventoryImage
    frontArmor: 20
    sideArmor: 20
    rearArmor: 20
    underArmor: 20
    damageModifier:
      - 1.0 # None
      - 1.4 # Armor Piercing
      - 1.0 # Incendiary
      - 1.0 # High Explosive
      - 0.3 # Laser
      - 0.2 # Plasma
      - 0.8 # Stun
      - 1.2 # Melee
      - 0.0 # Acid
      - 0.0 # Smoke

  - type: SILACOID_ARMOR
    spriteInv: silacoidInventoryImage
    frontArmor: 50
    sideArmor: 50
    rearArmor: 50
    underArmor: 10
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.0 # Incendiary
      - 0.8 # High Explosive
      - 1.0 # Laser
      - 0.9 # Plasma
      - 0.8 # Stun
      - 0.6 # Melee
      - 0.0 # Acid
      - 0.0 # Smoke

  - type: ETHEREAL_ARMOR0
    spriteInv: etherealInventoryImage
    frontArmor: 40
    sideArmor: 40
    rearArmor: 40
    underArmor: 40
    damageModifier:
      - 1.0 # None
      - 1.0 # Armor Piercing
      - 0.8 # Incendiary
      - 1.0 # High Explosive
      - 0.85 # Laser
      - 0.8 # Plasma
      - 0.8 # Stun
      - 1.6 # Melee
      - 1.6 # Acid
      - 3.0 # Smoke

  - type: ETHEREAL_ARMOR1
    spriteInv: etherealInventoryImage
    frontArmor: 44
    sideArmor: 44
    rearArmor: 44
    underArmor: 44
    damageModifier:
      - 1.0 # None
      - 1.1 # Armor Piercing
      - 0.8 # Incendiary
      - 1.0 # High Explosive
      - 0.85 # Laser
      - 0.8 # Plasma
      - 0.75 # Stun
      - 1.5 # Melee
      - 1.4 # Acid
      - 3.5 # Smoke

  - type: ETHEREAL_ARMOR2
    spriteInv: etherealInventoryImage
    frontArmor: 48
    sideArmor: 48
    rearArmor: 48
    underArmor: 48
    damageModifier:
      - 1.0 # None
      - 1.2 # Armor Piercing
      - 0.8 # Incendiary
      - 1.0 # High Explosive
      - 0.85 # Laser
      - 0.8 # Plasma
      - 0.7 # Stun
      - 1.4 # Melee
      - 1.2 # Acid
      - 3.8 # Smoke

  - type: SECTOPOD_ARMOR
    spriteInv: sectopodInventoryImage
    frontArmor: 145
    sideArmor: 130
    rearArmor: 100
    underArmor: 90
    damageModifier:
      - 1.0 # None
      - 0.8 # Armor Piercing
      - 0.8 # Incendiary
      - 0.8 # High Explosive
      - 2.0 # Laser
      - 0.4 # Plasma
      - 0.0 # Stun
      - 0.4 # Melee
      - 2.4 # Acid
      - 0.0 # Smoke

ps. this is still the best mod out there; as it is so true to the original only much more awesome & minus the bugs.   ;D
« Last Edit: October 09, 2017, 04:06:24 pm by Zyzyfer »

Offline PAK001

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Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
« Reply #109 on: October 14, 2017, 02:41:20 am »
Thanks.
Yes, this mod is the best indeed. It really gives the feeling of desperation to the game.

Offline CanadianBeaver

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Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
« Reply #110 on: November 12, 2017, 06:16:14 pm »
Basically, the information of vulnerabilities and resistances of alien races can be found in the UFOpedia. I am just following by original game scenario in the Awesome Guns modification.

Offline .Mero

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Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
« Reply #111 on: December 05, 2017, 11:16:47 am »
Been Playing this mod for the last week, and i absolutely love this.
Fantastic new sprites/images/effects. expanded research tree really gives you options and tough decisions on what route to go.

Took me several games to even make it through the first month.. (i play superhuman exclusively) because of wrong decisions on tech and weapons.

Hats of to you for making this.

I do however wish this mod was a bit more modular though, i love the new weapons and restrictions on them (before i used the terran plasma weapon mod to block the use of alien weapons) but i find some of the research pre-requisits a bit harsh (hyper wave decoder, grav shield, avenger)  so it would have been great to be able to choose what to use.

But other then that, great mod, Thanks a lot for giving us more ways and new challenges to enjoy this great game. ^^

Offline The Reaver of Darkness

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Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
« Reply #112 on: March 18, 2018, 08:24:46 am »
Can you make the nightly patch available on the forum?

edit: I see it available as an attachment on reply #98, however this is difficult to find, so could you attach it to the OP?
« Last Edit: March 19, 2018, 11:14:11 am by The Reaver of Darkness »

Offline Lord_Kane

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Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
« Reply #113 on: March 18, 2018, 10:54:29 am »
Can you make the nightly patch available on the forum?

I tried the patch attached on page 7 or so and it did not load on the latest nightly, the game actually complains about the clipsize of STR_KNIFE.

Offline The Reaver of Darkness

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Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
« Reply #114 on: March 19, 2018, 12:00:43 pm »
I tried the patch attached on page 7 or so and it did not load on the latest nightly, the game actually complains about the clipsize of STR_KNIFE.

That's the same thing it does if you try to load the mod without the patch. Maybe you didn't install it correctly? I haven't tried the nightly patch yet.

- - - - - - - - - -

Canadian Beaver:

I ran the game on 1.0 and had it working properly. After playing several months through the game, I have a few comments on it. First, a text bug: the upgraded shotgun ammo is called 'Shotgun AL-AMMO', but I believe it is supposed to be called 'Shotgun AP-AMMO'.

Second, I note that the mod seems geared toward veteran players. I found it difficult to beat the missions or even to catch craft at times. Then again, the council reports have been extremely lenient so far. Maybe I'm just trying to rush the game. Not judging here, just describing.

But I'll put in more energy into the following gripe about balance. I feel like several items are too strong or weak relative to other things available around the same time. I'll go into detail about some--MINOR SPOILER ALERT:

a.) Sniper Rifle (weak) - It doesn't do enough damage above the Rifle to justify its way higher snap shot time unit cost. Also, aimed shots seem pretty lackluster in general in your mod. I presume it is designed to go with UFOExtender Accuracy, and I understand that means aimed shots are good at very long range when it's too far for snap shots. But in practice, I don't get very many opportunities to shoot that far even when I am trying to. So aimed shots are usually just way higher time unit cost for a meager increase in accuracy. Snap shots have a good range, so I arm my snipers with Rifles and they pretty much just use snap shots.

b.) Thunderbolt and Assault Rifle (weak) - I didn't actually use either of these but they appear to be about the same power as, if not slightly weaker than, the Sniper Rifle and the Rifle. They do a bit more damage and are slightly accurate, but have larger time unit costs to fire. Looking at them in the UFOPedia, I didn't want to spend so much materials to make them. In fact if they were free, I would still pay money to get Rifles instead.

c.) Rifle (strong) - Maybe the Rifle is overpowered. Its snap shot does seem a little too good given its overall versatility, comparing with other weapons available in the mod. I was reasonably happy to switch my snipers to Laser Rifles, but I really miss that autoshot every once in a while. If you nerf the Rifle's snap shot, it would still be good as a snap shot weapon because it can do auto in a pinch, but it would give more reason to use the Sniper Rifle instead.

d.) Shotgun, upgraded ammo (strong) - The shotgun is very strong at first, but doesn't do well against armor. But after the upgrade, it penetrates armor all too well. The damage increase matches what other weapons are getting, but I think it's too high because several armored opponents are very tough to take down, but I can pump a few shells into them at point blank range and take them down a bit too easily. I don't know if Chryssalids have high armor but the only thing I could kill them with was those shotguns. But maybe they just have really high HP. Well the shotgun is an excellent way to beat Chryssalids, Mutons, Snakemen, Cyberdiscs, Reapers, Silacoids, and pretty much everything else that I assume has armor. I'd recommend reducing its damage and increasing the number of pellets instead. Even before the damage went up, it was still pretty decent against Reapers and Cyberdiscs, especially because of their size.

e.) Laser Cannon (expensive) - The Laser Cannon seems worth using in air combat, but it's not going to revolutionize anything. It's also useful for making laser tanks, which are also neat but not particularly wonderful. (Granted, I haven't used a laser tank yet.) But the cost is very high, seemingly unreasonable, especially when I can very cheaply produce the Tuned Cannon which is about the same power. Air combat just isn't worth that much. Even if I had no other way to shoot stuff down, I still wouldn't want to pay so much for those lasers. I'd rather just catch them landed. And even if the laser tank is very powerful, I still wouldn't want to risk so much resources on a tank with the same durability, which has a high chance of being destroyed on exiting the craft.

f.) Power Suit (cheap) - Most things that are high tech in the mod are pretty expensive, but the Power Suit is comparatively very cheap. It is a huge and important upgrade to troop armor, but I can churn them out like a Ford assembly factory pumps out over-sized off-road SUVs. As soon as I get that tech, it's only a matter of time before my whole squad is equipped with the armor as well as my reserve troops, and several back-up suits at home for when soldiers die and get replaced. The Power Suit is only barely more expensive than the much weaker Heavy Armor.


I'm a stickler for game balance, so I just thought I'd mention some stuff from my gameplay experience. Cool mod, it's a lot of fun to play! I see it's also similar to what I did with my mod, mostly true to the original but fixes several problems the original game had. I noticed you did the same thing I did with alien containment.


edit: forgot one thing -- I'm getting major interface lag when I zoom in far enough to see the cities. Has anyone else reported this, or do you know what may be causing it? Simply being at that zoom level anywhere on the planet causes the game to slow to around 3-4 FPS.
« Last Edit: March 20, 2018, 09:01:28 am by The Reaver of Darkness »

Offline Lord_Kane

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Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
« Reply #115 on: March 20, 2018, 03:02:52 am »
That's the same thing it does if you try to load the mod without the patch. Maybe you didn't install it correctly? I haven't tried the nightly patch yet.

- - - - - - - - - -

I ran the game on 1.0 and had it working properly. After playing several months through the game, I have a few comments on it. First, a text bug: the upgraded shotgun ammo is called 'Shotgun AL-AMMO', but I believe it is supposed to be called 'Shotgun AP-AMMO'.

Second, I note that the mod seems geared toward veteran players. I found it difficult to beat the missions or even to catch craft at times. Then again, the council reports have been extremely lenient so far. Maybe I'm just trying to rush the game. Not judging here, just describing.

But I'll put in more energy into the following gripe about balance. I feel like several items are too strong or weak relative to other things available around the same time. I'll go into detail about some--MINOR SPOILER ALERT:

a.) Sniper Rifle (weak) - It doesn't do enough damage above the Rifle to justify its way higher snap shot time unit cost. Also, aimed shots seem pretty lackluster in general in your mod. I presume it is designed to go with UFOExtender Accuracy, and I understand that means aimed shots are good at very long range when it's too far for snap shots. But in practice, I don't get very many opportunities to shoot that far even when I am trying to. So aimed shots are usually just way higher time unit cost for a meager increase in accuracy. Snap shots have a good range, so I arm my snipers with Rifles and they pretty much just use snap shots.

b.) Thunderbolt and Assault Rifle (weak) - I didn't actually use either of these but they appear to be about the same power as, if not slightly weaker than, the Sniper Rifle and the Rifle. They do a bit more damage and are slightly accurate, but have larger time unit costs to fire. Looking at them in the UFOPedia, I didn't want to spend so much materials to make them. In fact if they were free, I would still pay money to get Rifles instead.

c.) Rifle (strong) - Maybe the Rifle is overpowered. Its snap shot does seem a little too good given its overall versatility, comparing with other weapons available in the mod. I was reasonably happy to switch my snipers to Laser Rifles, but I really miss that autoshot every once in a while. If you nerf the Rifle's snap shot, it would still be good as a snap shot weapon because it can do auto in a pinch, but it would give more reason to use the Sniper Rifle instead.

d.) Shotgun, upgraded ammo (strong) - The shotgun is very strong at first, but doesn't do well against armor. But after the upgrade, it penetrates armor all too well. The damage increase matches what other weapons are getting, but I think it's too high because several armored opponents are very tough to take down, but I can pump a few shells into them at point blank range and take them down a bit too easily. I don't know if Chryssalids have high armor but the only thing I could kill them with was those shotguns. But maybe they just have really high HP. Well the shotgun is an excellent way to beat Chryssalids, Mutons, Snakemen, Cyberdiscs, Reapers, Silacoids, and pretty much everything else that I assume has armor. I'd recommend reducing its damage and increasing the number of pellets instead. Even before the damage went up, it was still pretty decent against Reapers and Cyberdiscs, especially because of their size.

e.) Laser Cannon (expensive) - The Laser Cannon seems worth using in air combat, but it's not going to revolutionize anything. It's also useful for making laser tanks, which are also neat but not particularly wonderful. (Granted, I haven't used a laser tank yet.) But the cost is very high, seemingly unreasonable, especially when I can very cheaply produce the Tuned Cannon which is about the same power. Air combat just isn't worth that much. Even if I had no other way to shoot stuff down, I still wouldn't want to pay so much for those lasers. I'd rather just catch them landed. And even if the laser tank is very powerful, I still wouldn't want to risk so much resources on a tank with the same durability, which has a high chance of being destroyed on exiting the craft.

f.) Power Suit (cheap) - Most things that are high tech in the mod are pretty expensive, but the Power Suit is comparatively very cheap. It is a huge and important upgrade to troop armor, but I can churn them out like a Ford assembly factory pumps out over-sized off-road SUVs. As soon as I get that tech, it's only a matter of time before my whole squad is equipped with the armor as well as my reserve troops, and several back-up suits at home for when soldiers die and get replaced. The Power Suit is only barely more expensive than the much weaker Heavy Armor.


I'm a stickler for game balance, so I just thought I'd mention some stuff from my gameplay experience. Cool mod, it's a lot of fun to play! I see it's also similar to what I did with my mod, mostly true to the original but fixes several problems the original game had. I noticed you did the same thing I did with alien containment.

I plop the compat patch in the modfolder in my user directory and still complains so I dunno as to install it on 1.0 you need to copy folders directly into the install folder for 1.0

Offline The Reaver of Darkness

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Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
« Reply #116 on: March 20, 2018, 09:02:22 am »
I plop the compat patch in the modfolder in my user directory and still complains so I dunno as to install it on 1.0 you need to copy folders directly into the install folder for 1.0

You have to follow the installation instructions in the readme file. 1.0 didn't use the same mod folder.

Offline Lord_Kane

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Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
« Reply #117 on: March 20, 2018, 06:55:33 pm »
You have to follow the installation instructions in the readme file. 1.0 didn't use the same mod folder.

I did and things still broke, bah I will just wait and hope the author updates the mod for the nightlies or just wait till 2.0 comes out.

Offline XSauroxPlayer

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Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
« Reply #118 on: March 23, 2018, 12:05:23 pm »
Hi,
I followed the entire installation process to make this mod work on the latest nightly.

I used the compatibility patch (put it into AwesomeGuns/Ruleset folder and named it AwesomeGuns.rul)

through the ingame options I can activate the mod without errors, but the game is still vanilla.

Any Advice?
May you write a detailed guide on how to install the mod on the latest nightly?

Thanks

Offline zaibakk

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Re: [FULL MOD] Awesome Guns (an awesome modification of the OpenXcom game)
« Reply #119 on: March 23, 2018, 02:40:35 pm »
I changed this ruleset by my own. Now it works for nightly.

I made this changes to the AwesomeGuns ruleset of 1.6 version:
1) I replaced all the "region" part in the file with the content of AwesomeGuns.NightlyPatch.rul
2) I entered the lines "clipSize: -1" to all melee weapons.

Hope this can help! See ya!  :D
« Last Edit: March 23, 2018, 02:42:42 pm by zaibakk »