Author Topic: [UFO MEGAMOD] Reaver's Faithful Megamod  (Read 40889 times)

Offline Dogbarian

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #135 on: February 13, 2021, 08:26:07 pm »
Version 1.4.7 has reservedSpace: 2 and it works fine for me in OXC 2019-12-01 (an older nightly), OXC 2021-01-22 (the latest nightly), and OXCE 6.8.3.

Make sure you aren't running any other mods. It is probably a conflict with another mod.

No I disabled all user mods. I’m not positive at this point whether I turned off all of the XCOMUtil items, if that matters. I’ll download the latest nightly this afternoon and try that.

Thanks!

Offline Dogbarian

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #136 on: February 14, 2021, 02:38:27 am »
Version 1.4.7 has reservedSpace: 2 and it works fine for me in OXC 2019-12-01 (an older nightly), OXC 2021-01-22 (the latest nightly), and OXCE 6.8.3.

Make sure you aren't running any other mods. It is probably a conflict with another mod.

Same error with the latest nightly.  I did have XCOMUtil StatStrings and Aliens Pick up Weapons enabled, but turning them off makes no difference to the error.  Even did a fresh install with the nightly EXE, to copy in fresh data from my Steam folders.

I'm running in Windowed mode, since I haven't found a fullscreen option that works for me, need to try the various filters - so far, when I've tried them, most of them give me a segmentation error.  But everything else I've tried has worked fine in Windowed mode.  In fact, I get the same errors before I even activate any mods (trying the filters in full screen mode).

Would this make a difference?
« Last Edit: February 14, 2021, 02:40:57 am by Dogbarian »

Online Meridian

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #137 on: February 14, 2021, 08:29:30 am »
Try replacing the mod's metadata.yml file with the one attached in this post.

Offline Dogbarian

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #138 on: February 14, 2021, 08:15:32 pm »
Try replacing the mod's metadata.yml file with the one attached in this post.

Same error.  Attached is my log file - launched successfully with no mods, activated the reaver full mod, and on that reload, crashes.


Online Meridian

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #139 on: February 14, 2021, 08:19:46 pm »
Code: [Select]
[14-02-2021_12-11-25] [INFO] - reaverxcom_full_1.4.7 v1.0

Your mod is not installed correctly, OpenXcom cannot find metadata.yml at all.

Don't put it into any subdirectories.
Extract it from the zip file as is.

Offline Dogbarian

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #140 on: February 14, 2021, 08:53:50 pm »
Code: [Select]
[14-02-2021_12-11-25] [INFO] - reaverxcom_full_1.4.7 v1.0

Your mod is not installed correctly, OpenXcom cannot find metadata.yml at all.

Don't put it into any subdirectories.
Extract it from the zip file as is.

Ah!  I see the problem, when I moved the extracted files over to the user/mods folder, I did not move it out of the "parent" folder that resulted from the extraction.  So it was indeed in a subfolder.  Moving it up one level fixes it!

Thank you Meridian!   I'm learning a lot about modding.  :)   (and enjoying your XPiratez playthrough from last year, although I have lots of questions about that!)

Dog

Offline Dogbarian

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #141 on: March 12, 2021, 02:15:17 am »
Enjoying myself so far with this mod!  Posted a thread over in the playthrough forum, I went into April last night, but haven't posted my last set of notes yet on that yet.  Got another Snakeman terror mission that was a little tougher, lost 2 troopers and 2 others wounded (including my poor Commander AGAIN - she's spent more time in sick bay than fighting).  Have both types of lasers unlocked and built, and liking the differences, and I'm building my first two new craft (the replacement for the Punisher and the first patrol craft).  Really like the arcing autocannon, using it like a GL for the most part, pulled off some nice aimed shots, but also some fun auto-fire.

One quibble/bug report for the Custodian. If you have a trooper in the first spot on the port side, and click on the ground immediately outside, he steps diagonally through the wall to the square by the wheel and then steps to the selected square (without opening the door).  The second trooper back behaves correctly (facing the door, opening it, and stepping out) and I'm pretty sure that the front starboard trooper does the same (the correct behavior over the bugged one).  I'm not 100% positive of that though, for some reason I was always forgetting and doing it with the port guy.  I'll check that for sure the next time I'm in-game.  EDIT - I checked, the front starboard trooper exits properly, opening the hatch and stepping out.   Otherwise, I really LOVE this ship. :)

Haven't encountered any other problems, and I've seen a number of early medium UFOs, which is a nice change from vanilla.  Can't shoot them down, but I've raided a few, with some great results.
« Last Edit: March 12, 2021, 08:43:45 pm by Dogbarian »