Author Topic: [UFO MEGAMOD] Reaver's Faithful Megamod  (Read 21124 times)

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #30 on: February 09, 2018, 11:37:34 pm »
I'm glad to hear you found enjoyment in my mod! If you like the heavies, research alien grenade and blaster launcher to check out some of the improvements I added for the heavy weapons.


i was trying to place a High Explosive on 1 Attack Dog, and it made it TUs/mobility decreased so bad (The attack dog won't move and activate the High Explosive which is so frustrating for me).
I believe that Dioxine set the dog's strength low because you aren't suppose to equip anything to them. I think he wanted to remove their inventory slots, but settled on giving them almost no strength instead, because the first idea wasn't available.

Offline FeruEnzeru[RETIRED/I QUIT]

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #31 on: February 10, 2018, 03:13:06 am »
I believe that Dioxine set the dog's strength low because you aren't suppose to equip anything to them. I think he wanted to remove their inventory slots, but settled on giving them almost no strength instead, because the first idea wasn't available.
I know, Reaver. It was a cool idea to place a high explosive pack on the attack dog as a suicide bomber dog (maybe a baneling dog). XD And it doesn't work out well.
If you like the heavies, research alien grenade and blaster launcher to check out some of the improvements I added for the heavy weapons.
Okay, i'll look forward to that whenever i want to maybe in late game (Maybe for naming soldiers as classes like HVY, GUNN or RKT).
« Last Edit: February 10, 2018, 07:28:50 am by FeruEnzeru »

Offline Lord_Kane

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #32 on: April 01, 2018, 06:56:26 am »
Did you know that the corner walls of the heracles can just be walked through? also the rear doors make odd sounds when going through them
and you can exit side walls on the lighting as well.
« Last Edit: April 01, 2018, 07:09:42 am by Lord_Kane »

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #33 on: April 01, 2018, 12:29:02 pm »
I knew about the movement issue. I need to set those diagonal walls to bigwall type. I consider it low priority because the bug has existed since vanilla and it seems to do nothing more than offer you a way to exit your craft faster if you choose to use it.

I have been noticing the weird sounds but I don't know what's causing them. My initial tests had the doors using correct sounds. I'll have to go through it and reset their sounds at some point.

Offline DorgoDorato

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #34 on: April 16, 2018, 01:00:29 am »
I might just be really dumb, but I'm trying to install this modpack by dragging the files and folders into the data folder. It doesn't show up in the MODS section and does this to my game.
Spoiler:

Offline Lord_Kane

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #35 on: April 16, 2018, 02:32:26 am »
I might just be really dumb, but I'm trying to install this modpack by dragging the files and folders into the data folder. It doesn't show up in the MODS section and does this to my game.
Spoiler:

You can a) only install it with the nightly version and b) you have to install it to your user folder.

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #36 on: April 18, 2018, 09:07:13 am »
Sounds like you should do a reinstall, you may have corrupted or destroyed some basic files. Make sure you install a nightly version. The 1.0 Milestone is WAAYY out of date. After that, the proper way to install a mod is to put it in the mod folder: C:\Users\YourComputerName\My Documents\OpenXcom\mods\

Extract the files from the zip into the mod folder and you're done.
« Last Edit: April 19, 2018, 01:04:53 am by The Reaver of Darkness »

Offline Meridian

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #37 on: April 18, 2018, 11:14:59 am »
You can just throw it in there as a zip file and it'll work fine.

What exactly do you mean by this?
I'm pretty sure you can't use just a zip... you need to extract the mod files.

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #38 on: April 19, 2018, 01:04:18 am »
What exactly do you mean by this?
I'm pretty sure you can't use just a zip... you need to extract the mod files.
I must have been thinking about a different game. My mistake.

Offline FeruEnzeru[RETIRED/I QUIT]

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #39 on: May 10, 2018, 03:03:21 pm »
Have you tried testing Warboy's Old OXCE+ Training Rooms Mod on RFM.

I tired his old mod, and it works find on RFM. I loved the Training Rooms mod because it turns my soldiers into like XCOM themed "Space Marine" troopers with no Gene Mods, Bionics and Cybernetics, along with MECs.

Problem is... there's a transparency on the Auto Pistol Clip sprite.

I think InfranViw can have their own ways to fix transparency by putting it to 0 or 255. I think Meridian always use that program to fix palette issues.

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #40 on: May 13, 2018, 10:01:17 am »
I've used the Training Facility in the "From the Apocalypse" mod. It's nice, I like it.


I released a stealth update with 2 minor bug fixes.
* fixed graphical bug with auto-pistol clip
* fixed text bug in UFOPedia

Offline FeruEnzeru[RETIRED/I QUIT]

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #41 on: July 20, 2018, 07:48:05 am »
Hey, Reaver. Sorry to come by (Well as Daidouji's "Womanly Balls of Steel" self from Senran Kagura while i start rapping Katsuragi things up).

I'm going to be doing some work on my MVII stuff along with MCD-Edit stuff later at midnight or in afternoon daylights (Well... collecting node information from vanilla maps, well... converting TFTD nodes/routes into UFO node infos with MVII (Not original MV or upgraded MV) worked like a charm for me.  ;D).

Do you have edited versions of the vanilla maps with it routes (I know they're edited ones with extra nodes i believe).


I'll think of making a vanilla map node collection for my own custom UFO maps (Well, i'm remastering and remaking the old ones from January to April after collecting vanilla map nodes by making groups for them with MVII) so that i can try adding nodes to the routes of my maps.


Feel free to keep your edited vanilla maps and its routes, okay? :)

TIA!
« Last Edit: July 20, 2018, 07:50:37 am by FeruEnzeru »

Offline The Reaver of Darkness

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #42 on: July 20, 2018, 10:24:15 am »
Do you have edited versions of the vanilla maps with it routes?
Yes, they're in the latest version of this mod.

Offline FeruEnzeru[RETIRED/I QUIT]

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #43 on: July 20, 2018, 10:33:56 am »
Yes, they're in the latest version of this mod.
Okay, i see. Thanks! ;)

I'll be working in the morning. -o-

Offline new_civilian

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Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« Reply #44 on: July 20, 2018, 05:02:59 pm »
One minor thing that drives me crazy: (even in vanilla): Could you mirror/swap the standard pistol graphics? all weapons have their grip pointing to the right, but NOT the pistol, this makes me itchy  :D

impressive mod, gonna play it over the weekend.