aliens

Author Topic: [submod]X-Com X-Files Resound Mod  (Read 43927 times)

Offline BMANH

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Re: [submod]X-Com X-Files Resound Mod
« Reply #60 on: October 10, 2022, 03:12:59 pm »
Once again, this mod causes an error with STR_SECTOPOD_ARMOR2 when running the latest X-COM Files.
[ERROR]   During linking rulesets of armors:
Error for 'STR_SECTOPOD_ARMOR2': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Deleting it from Armors rul fixes the issue.

It's not this mod, it's Arsenal Additions.

Offline Kozinsky

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Re: [submod]X-Com X-Files Resound Mod
« Reply #61 on: October 10, 2022, 03:44:45 pm »
It's not this mod, it's Arsenal Additions.
Both of these sub-mods contain this error because they are curently designed for XCF version 2.5.

Offline Charly1

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Re: [submod]X-Com X-Files Resound Mod
« Reply #62 on: October 11, 2022, 02:10:40 am »
Getting rid of soldiers does not delete data about them. All records of all soldiers, what missions they participated in, how many and what enemies they killed in what mission, and so on, all remain in the save, even if that soldier is killed or fired. Reducing the army will only slow down the growth of information.

Oh...

Ah...

Ok...


*whistles guiltily*

Offline Juku121

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Re: [submod]X-Com X-Files Resound Mod
« Reply #63 on: October 11, 2022, 06:27:42 pm »
It doesn't even slow it down much, since the biggest amount of data comes from listing all the different kills. And presumably the number of enemies killed per month is relatively constant.

If you want to reduce your save size by killing less alines, well... I wonder if there's a procedure for declaring the Commander a traitor to the human race? :D

Offline Charly1

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Re: [submod]X-Com X-Files Resound Mod
« Reply #64 on: October 13, 2022, 02:23:25 am »
What if I just punch them a bit?

Anyway... I am totally appreciating many of the new gun sounds.

Offline Juku121

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Re: [submod]X-Com X-Files Resound Mod
« Reply #65 on: October 13, 2022, 04:06:54 pm »
Then they either go down and count as killed for purposes of save-bloating, or don't and therefore make you lose the mission. The latter is certainly one way to keep the kill count down. :D


More on topic: I also truly appreciate all the hard work that's gone into this mod. Thank you, Ksenni, especially for "whydoeseverybodyhateme!?" ;D
« Last Edit: October 13, 2022, 04:14:58 pm by Juku121 »

Offline DevFried

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Re: [submod]X-Com X-Files Resound Mod
« Reply #66 on: October 15, 2022, 06:19:03 pm »
Looks like all you need to do is edit STR_SECTOPOD_ARMOR2 to STR_SECTOPOD_ARMOR in armors_XCOMFILES.rul to make it work (as that's the correct definition of that item). Sounds seem to work fine on newest version after that.

Offline Cl3arSky

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Re: [submod]X-Com X-Files Resound Mod
« Reply #67 on: October 24, 2022, 03:10:55 am »
Do I install this by placing the folder in the MODs folder and activating it along x-com files?

edit : Oh i got it, i manually activate it, also thanks for the tip above with the armor2 txt, it runs perfectly.
« Last Edit: October 24, 2022, 07:59:28 pm by Cl3arSky »

Offline PPQ

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Re: [submod]X-Com X-Files Resound Mod
« Reply #68 on: January 14, 2023, 02:59:18 pm »
I have a question. I noticed that one of the tracks is apparently something from one of the warhammer games, I think. Like it has Latin sounding lyrics is what I am saying.
Which one is that? I am asking because it's the only one I don't like and I don't know where to find it.

The rest of the sounds are Awesome with a capital A.
« Last Edit: January 14, 2023, 03:01:35 pm by PPQ »

Offline Slow

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Re: [submod]X-Com X-Files Resound Mod
« Reply #69 on: January 15, 2023, 02:19:31 pm »
This mod doesn't work form me (XCF 2.7, Linux), during loading it says something about conflict and armor, then crashes to desktop.

Offline Juku121

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Re: [submod]X-Com X-Files Resound Mod
« Reply #70 on: January 15, 2023, 02:31:50 pm »
it says something
If that something is about STR_SECTOPOD_ARMOR2, go into the resound mod's armors_XCOMFILES.rul and delete this block:
Code: [Select]
  - type: STR_SECTOPOD_ARMOR2
    moveSound: 5010
    deathMale: [5012, 5013]
    deathFemale: [5012, 5013]
Doesn't look like there's anything else, unless your error was different.

Offline Slow

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Re: [submod]X-Com X-Files Resound Mod
« Reply #71 on: January 15, 2023, 03:48:20 pm »
If that something is about STR_SECTOPOD_ARMOR2, go into the resound mod's armors_XCOMFILES.rul and delete this block:
Code: [Select]
  - type: STR_SECTOPOD_ARMOR2
    moveSound: 5010
    deathMale: [5012, 5013]
    deathFemale: [5012, 5013]
Doesn't look like there's anything else, unless your error was different.

It worked, thanks.

Offline Ksenni

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Re: [submod]X-Com X-Files Resound Mod
« Reply #72 on: February 01, 2023, 11:53:47 am »
Hi All!

Mod updated for 2.8. Sounds for new weapons appears in mod later.

Offline Solarius Scorch

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Re: [submod]X-Com X-Files Resound Mod
« Reply #73 on: February 01, 2023, 12:03:47 pm »
Thanks for keeping it alive!

Offline Ksenni

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Re: [submod]X-Com X-Files Resound Mod
« Reply #74 on: February 01, 2023, 07:43:29 pm »
Nothing to thank for. I don’t have much free time, but I will try to catch up as much as possible and work on the new content you added in the latest updates. I also want to thank the members of this great forum for helping me keep my mod up and running.