Author Topic: How to run Mod on 2019 OpenXCom build?  (Read 15265 times)

Offline R1dO

  • Colonel
  • ****
  • Posts: 442
    • View Profile
Re: How to run Mod on 2019 OpenXCom build?
« Reply #15 on: October 19, 2020, 10:04:59 pm »
Judging from the link to the previous help-thread provided by Meridian. I would say:
Code: [Select]
.../Emulation/openxcom/mods
However ... since you indicated reinstalling to some different place combined with a preference for non-default install locations your best bet is probably to let windows search for a file called "openxcom.log", the folder should be in the same directory. In case of multiple results: trial and error. See below.

Sorry i could not provide better guidance, too much information is missing.

-- edit --
Since you said OXCE is working now try the following steps:
* Start OXCE and note the current time
* Let windows search for openxcom.log
* In case of multiple results: chose the location where the .log file has a timestamp closest to what you noted in the first bullet.
« Last Edit: October 19, 2020, 10:14:42 pm by R1dO »

Offline JustTheDude/CABSHEP

  • Colonel
  • ****
  • Posts: 372
    • View Profile
Re: How to run Mod on 2019 OpenXCom build?
« Reply #16 on: October 19, 2020, 10:33:44 pm »
If pure OXCE works, then you don't mess with it further, instead go into mod folder you downloaded and then unpacked (do not unpack it in OXCE folder, anywhere but there). You have to repeat the step of copying and pasting files from UFO folder with original game to UFO folder in downloaded mod. Then you run the OXCE from the mod folder.

After successfully doing that, you will be greeted with new tab called "mods" alongside others, that are standard. Click that, pick X-COM FILES, game will restart and you can now play.

"user" folder you should be able to easly spot in the second screenshot I provided, but I don't see a reason why would you need to touch it, since mod folder containts everything but files inside UFO folder.

And since we are here, be sure to read every UFOPEDIA article at the start of the game atleast 10 times. And I'm deadly serious when I say that.
« Last Edit: October 19, 2020, 10:37:18 pm by JustTheDude »

Offline Red Floater

  • Sergeant
  • **
  • Posts: 38
  • Cheers, everyone!
    • View Profile
Re: How to run Mod on 2019 OpenXCom build?
« Reply #17 on: October 19, 2020, 10:45:31 pm »
Judging from the link to the previous help-thread provided by Meridian. I would say:
Code: [Select]
.../Emulation/openxcom/mods
I'm sorry, that still doesn't make sense. There wasn't such a folder in my installation package.

If pure OXCE works, then you don't mess with it further, instead go into mod folder you downloaded and then unpacked (do not unpack it in OXCE folder, anywhere but there). You have to repeat the step of copying and pasting files from UFO folder with original game to UFO folder in downloaded mod. Then you run the OXCE from the mod folder.

After successfully doing that, you will be greeted with new tab called "mods" alongside others, that are standard. Click that, pick X-COM FILES, game will restart and you can now play.

"user" folder you should be able to easly spot in the second screenshot I provided, but I don't see a reason why would you need to touch it, since mod folder containts everything but files inside UFO folder.

And since we are here, be sure to read every UFOPEDIA article at the start of the game atleast 10 times. And I'm deadly serious when I say that.

I attempted to copy the files and then run it, but it still didn't work. I just got these screenshots every time.


Offline R1dO

  • Colonel
  • ****
  • Posts: 442
    • View Profile
Re: How to run Mod on 2019 OpenXCom build?
« Reply #18 on: October 19, 2020, 10:56:10 pm »
I'm sorry, that still doesn't make sense. There wasn't such a folder in my installation package.
Emulation is the folder you created yourself and installed OXCE to. As for mods, it could be possible that the folder is not in the installation package but is created by oxce on first run (not sure though).

I attempted to copy the files and then run it, but it still didn't work. I just got these screenshots every time.
Thanks to the screenshots: you should install the mods under:
Quote
c:/Users/Home/Documents/OpenXcom/mods/

Offline Red Floater

  • Sergeant
  • **
  • Posts: 38
  • Cheers, everyone!
    • View Profile
Re: How to run Mod on 2019 OpenXCom build?
« Reply #19 on: October 19, 2020, 10:57:04 pm »
Emulation is the folder you created yourself and installed OXCE to. As for mods, it could be possible that the folder is not in the installation package but is created by oxce on first run (not sure though).
Thanks to the screenshots: you should install the mods under:
Thanks, I'll give that a try.

Offline Red Floater

  • Sergeant
  • **
  • Posts: 38
  • Cheers, everyone!
    • View Profile
Re: How to run Mod on 2019 OpenXCom build?
« Reply #20 on: October 19, 2020, 11:01:59 pm »
Okay, update: I was able to find X-Com Files under my "mods" in the game options, but when I started the game up, I've noticed absolutely no change. Is this right, or is something still wrong?

Offline R1dO

  • Colonel
  • ****
  • Posts: 442
    • View Profile
Re: How to run Mod on 2019 OpenXCom build?
« Reply #21 on: October 19, 2020, 11:11:16 pm »
Hard to tell.

I assume you mean that the game got past those black screens (since you were able to see game options). But i'm having trouble to understand what you mean by
.. I've noticed absolutely no change. ...
What did you expect to see different?

Offline Red Floater

  • Sergeant
  • **
  • Posts: 38
  • Cheers, everyone!
    • View Profile
Re: How to run Mod on 2019 OpenXCom build?
« Reply #22 on: October 19, 2020, 11:14:48 pm »
I checked the game options folder, and while I was able to see the X-Com Files Cyrillic Names mod, there is still no X-COM Files mod. :(

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11733
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: How to run Mod on 2019 OpenXCom build?
« Reply #23 on: October 19, 2020, 11:16:01 pm »
The X-Com Files mod is a little different, because (for a couple of reasons) it works by enabling it from the drop-down menu, like switching between UFO and TFTD. But the installation is like any other mod.

Offline Red Floater

  • Sergeant
  • **
  • Posts: 38
  • Cheers, everyone!
    • View Profile
Re: How to run Mod on 2019 OpenXCom build?
« Reply #24 on: October 19, 2020, 11:16:51 pm »
The X-Com Files mod is a little different, because (for a couple of reasons) it works by enabling it from the drop-down menu, like switching between UFO and TFTD. But the installation is like any other mod.
Yep, tried that. It didn't appear.

Offline Dioxine

  • Commander
  • *****
  • Posts: 5460
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: How to run Mod on 2019 OpenXCom build?
« Reply #25 on: October 19, 2020, 11:18:48 pm »
https://z0r.de/376
>This whole thread

(posted with Solar's permission)

Offline Red Floater

  • Sergeant
  • **
  • Posts: 38
  • Cheers, everyone!
    • View Profile
Re: How to run Mod on 2019 OpenXCom build?
« Reply #26 on: October 19, 2020, 11:24:48 pm »
https://z0r.de/376
>This whole thread

(posted with Solar's permission)
No need for hostilities, I'm just trying to make this work.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 11733
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: How to run Mod on 2019 OpenXCom build?
« Reply #27 on: October 20, 2020, 12:14:39 am »
It's definitely not hostility, it's just frustration. A number of people chimed in to help to no avail, I'm sure we all had the best of intentions and tried to solve your issue, and I bet none of us can understand why it's not working for you (I certainly don't). Thousands of other users (as confirmed by downloads) managed to launched the mod just fine using only the readme, and here there is some sort of a brick wall.

At this point you really need to start ask more concrete questions and provide more specific info, else we have nothing to go on.

Offline JustTheDude/CABSHEP

  • Colonel
  • ****
  • Posts: 372
    • View Profile
Re: How to run Mod on 2019 OpenXCom build?
« Reply #28 on: October 20, 2020, 12:32:03 am »
Okay, update: I was able to find X-Com Files under my "mods" in the game options, but when I started the game up, I've noticed absolutely no change. Is this right, or is something still wrong?

Not in the game options. "MODS" tab should appear in the main menu, below "OPTIONS" and "NEW GAME" tabs and such.
Main menu, not options. Screenshot provided.


Offline R1dO

  • Colonel
  • ****
  • Posts: 442
    • View Profile
Re: How to run Mod on 2019 OpenXCom build?
« Reply #29 on: October 20, 2020, 12:40:43 am »
Like Solarius said. It is really difficult to help somebody when you have next to no information available.

For instance the following reply:
Yep, tried that. It didn't appear.
Does not tell us anything. Forcing me to ask the following question:
Where or how did it not appear?
* Not in the drop-down list (the one you normally use to switch between UFO an TFTD)?
* The list of mods **after** you selected X-Com Files from the drop-down list?

Besides that. In the majority of cases where people have difficulties getting the game (or mod) to start it really helps if the person having trouble attaches the "openxcom.log" to the post.

So please. Help us help you by keeping in mind Solarius excelent advice.
At this point you really need to start ask more concrete questions and provide more specific info, else we have nothing to go on.