aliens

Author Topic: [Solved] Mods to work for OpenXCOM Extended  (Read 2814 times)

Offline KiethSomataw99

  • Captain
  • ***
  • Posts: 63
    • View Profile
[Solved] Mods to work for OpenXCOM Extended
« on: February 24, 2021, 05:44:01 am »
I noticed that not all mods that work for OpenXCOM vanilla I have work for OpenXCOM Extended.

A few examples:
Grenade Launcher
Quick-Draw Inventory Slot
Tranquilizer
Item Levels
Stormhawk Missiles
UFO Extender only Psi-Amp line of fire

I wonder if it's possible for me to make them compatible. And if so, how?
« Last Edit: February 12, 2023, 11:52:00 am by Meridian »

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9091
    • View Profile
Re: Mods to work for OpenXCOM Extended
« Reply #1 on: February 24, 2021, 08:21:56 am »
All OXC mods work in OXCE.

If you're not seeing them in the list, they are probably missing metadata.yml file.

Online Yankes

  • Global Moderator
  • Commander
  • *****
  • Posts: 3350
    • View Profile
Re: Mods to work for OpenXCOM Extended
« Reply #2 on: February 24, 2021, 11:35:24 am »
Only caveat is that OXCE is more restrictive if mod have bugged data

Offline 0xEBJC

  • Colonel
  • ****
  • Posts: 180
  • Y'all are awesome! Thankful for this community.
    • View Profile
    • My Projects
Re: Mods to work for OpenXCOM Extended
« Reply #3 on: September 22, 2021, 09:06:40 pm »
Is there a wiki or pin'd discussion on all the mod format specifications?  Sorry to ask this if it's already been answered, I've looked all over the form threads and didn't find it.

I found this information,
https://www.ufopaedia.org/index.php/Ruleset_Reference_(OpenXcom),
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)

is there any another site that was the api for the openxcom modding format?

I can dig though released mods and sort of reverse engineer the formatting, but was looking form something more complete, both for my own reference but hopefully something that I or others could add to?

For my current specific reason, I want to make a mod that would show up for both xcom1, and x-com-files, but not for tftd,

Example:

I see that x-com-files sets it self as a master:
id: x-com-files
isMaster: true
master: xcom1
reservedSpace: 3

would something like this work for a mod that I'm building?

master: ["x-com-files","xcom1"]

or following basic yaml formatting?

master:
  - x-com-files
  - xcom1

neither seamed to work when testing.

Thanks?
-JC
« Last Edit: September 22, 2021, 09:08:12 pm by 0xEBJC »

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9091
    • View Profile
Re: Mods to work for OpenXCOM Extended
« Reply #4 on: September 22, 2021, 09:26:03 pm »
You can't specify multiple masters.
Only 1 or all.

All can be done like this:

master: "*"