Author Topic: [Help] Creating sub-mods for X-Com Files  (Read 235 times)

Offline 0xEBJC

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[Help] Creating sub-mods for X-Com Files
« on: March 29, 2024, 06:25:16 pm »
I'm trying to understand the ufopedia mechanics for displaying different pages. I want one of my pages to show the topic with the engineer speaking from X-Com Files

I currently have a blank purple background for the scramjet research with the following code:

Code: [Select]
  - id: STR_SCRAMJET
    type_id: 8
    section: STR_UFO_COMPONENTS
    text: STR_SCRAMJET_UFOPEDIA
    requires:
      - STR_SCRAMJET
    listOrder: 10140


I want it to look like the 'Grav Module' with the engineer profile, like this one:

Code: [Select]
  - id: STR_GRAV_MODULE_CONSTRUCTION
    type_id: 4
    section: STR_UFO_COMPONENTS
    text: STR_GRAV_MODULE_CONSTRUCTION_UFOPEDIA
    requires:
      - STR_GRAV_MODULE_CONSTRUCTION
    listOrder: 61060

When I change the 'type_id' to 4 for the scramjet the game crashes when I open it up in the ufopedia.  So I'm trying to find out what I'm missing in linking the right files and code.

Any help would be greatly appreciated.  Thanks!

Offline Juku121

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Re: [Help] Creating sub-mods for X-Com Files
« Reply #1 on: March 29, 2024, 07:32:30 pm »
Most likely, you're missing the 'STR_SCRAMJET' item that looks like the engineer bigob. E.g.
Code: [Select]
  - type: STR_GRAV_MODULE_CONSTRUCTION
    bigSprite: 308
    weight: 0
    invWidth: 2
    invHeight: 3

Offline 0xEBJC

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Re: [Help] Creating sub-mods for X-Com Files
« Reply #2 on: April 05, 2024, 01:50:42 am »
Thank you!  That worked perfectly.