0xebjc

0xebjc

Offline for 3 months - Joined Sep 2021

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0xebjc Comments

0xebjc

This release is now obsolete and no longer works with OXCE 7.1
Please download here: Openxcom.mod.io

I'll fix it if I can get access to this mod posting and combined the two active releases.

0xebjc

v0.8 crashes in the UFOPedia, v0.85 fixed, you can just replace the mod with new version and continue with your current save game.

0xebjc

Crashes on changing the agent's country flag, not right away, but rotating through, at one point one of the flags crashes the game.

0xebjc

Super impressed with this game conversion, this is way more than a mod expansion... WOW! :)
From now on I'm considering this my go to game and UFO/TFTD a pre-game to this. nicely done and thank for all your time and effort.

0xebjc

I'm guessing this is a problem with X-Com files, but maybe an underlining issue with OXCE. I'm running v7.0 13 Mar 2021 and XCF v2.0.1 as of 6d ago. I figure I'd post here instead of on github ticket since it doesn't look like that option is enabled. Posting on openxcom.org/forum OXCE & on mod.io --> X-Com Files, not sure who would ultimately track this issue.

-Issue
Caused By:
-- UFO detected --> Intercept with 'public car' --> UFO detection lost --> choose 'patrol'

Effect:
-- public car immediately disappears from globe geoscape --> open up base menu, equip craft --> shows the craft is at the base currently --> next time an event comes up and choose intercept with same 'public car' --> it immediately appears at the location that it dispersal.

sorry I didn't have a save file for reproducing this.

-JC

0xebjc

In the latest version 1.71beta it crashes running OXCE 7.0. The error message indicated that you have a misspelling.

To fix the problem you need to perform the following in
this file:
LQ_facilities.rul

there are two typos where a lower case 'L' needs replaced to uppercase that need changed from
DEPlOYED_LIVING_QUARTERS
to
DEPLOYED_LIVING_QUARTERS

at line#(s) 24 & 46

After these fixes I was able to load the mod in OXCE 7.0

0xebjc

Will this mod work with the Final Mod Pack? or even The World of (Terrifying) Silence? Thanks for your time. :)

0xebjc

I believe to get it to work with the Final Mod Pack the selfheal.rul file should be updated (I haven't tested this yet) to the following:

items:
- type: STR_MEDI_KIT
medikitTargetSelf: true
- type: STR_MEDI_PACK
medikitTargetSelf: true
- type: STR_HEALING_SPRAY
medikitTargetSelf: true

0xebjc

I noticed that the beginning human weapons are now grey and matching, but their ammo clips, such as the auto cannon are still the original khaki color.

0xebjc

Well I thought that would fix it, but it still won't show up in OXCE v7.0

0xebjc

Mod will not load in OXCE, it doesn't show up in the mod menu.

The reason is because the metada.yml needs to be fixed in the archive. the version number is in number form and needs to be encapsulated with quotes to be in string form, change to this to fix and resave into the archive.

version: "1.0.1"

0xebjc

OXCE crashed with message

"
Error for 'STR_TOXIGUN': offset '385' exceeds mod size limit 28 in set 'Projectiles' at line 1660

"
if you edit the file in the archive named "AlienArmouryExpanded.rul"
change the following two line to what is below, all you have to chante is the number '385' to '28' in each line, leaving the rest as it is.

Line# 1661 bulletSprite: 28
Line# 2050 28: Resources/AlienArmouryExpanded/Bullets/toxic_bullet.gif

It will fix the issue.

I had the same problem with my mod Ironman Suit, I am guessing that the old way mods had to have a unique ID accross all mods? so if another mod had projectile id 200, then a different mod could not use 200 and would have to use a new number like 201. As you add many mods all hard coded with unique IDs it get hard to track which mod is using what ID. I think the new way is local IDs so using a number like 28 is only localized to this mod and no other projectile ID in the same mod can use that ID, but it won't conflict with other mods as they each have their own local IDs.

0xebjc

Fixed to version 0.8 and now uploaded the mod here.
Openxcom.mod.io

0xebjc

Line# 194 is actually line# 202
Line# 197 is actually line# 205
Line# 239 is actually line# 247
Line# 242 is actually line# 250

fixed in v0.8