nTex
#261
Posted 08 December 2013 - 06:54 PM
Unfortunately I have no idea what to suggest, except to ask have you have any anti-virus programs running? They've been known to cause problems with TexMod because of the way the program works, although usually this is obvious because it throws up an error when you try and launch.
#262
Posted 08 December 2013 - 09:11 PM
How about making the number of EXALT soldiers killed icon riddled with bullet holes like the alien one?
Edited by ssskoopa, 08 December 2013 - 11:39 PM.
#263
Posted 08 December 2013 - 09:33 PM
#264
Posted 08 December 2013 - 10:29 PM
Neonin,
"Accidentally" found some weird work-around solution that allowed me to activate EW sessions with both Package & Logging modes. Package_Build mode might be validated also... haven't tested it yet.
Simply copied TWO TexMod files (renamed as XComLauncher.exe) in both (default_EU & XEW) Binaries/Win32 folders. While the "old" Launcher has been renamed too as indicated by your instructions.
Could get in EW through the usual folder-browsing for the proper target executable (XComEW - in this case). The Launcher was simply skipped away and the game began in TexMod fashion with packages available.
I suspect that getting everything into EU (only) would involve "deleting" the EW (TexMod-Launcher) file.
Very strange... but at least, i can now enjoy some stuff and even create mines!
BTW; I've been thinking about creating an additional package for the EVENTS LIST icons. (Wrench_Production, Beaker_Research, Interceptor_Transfer, Anvil_FoundryProject, Globe_Council, etc) -- highly possible since i can actually use TexMod.
![]()
#265
Posted 08 December 2013 - 11:08 PM
I never thought about doing those particular icons, though there's no real reason why not. I did attempt to change the next/previous soldier buttons in the barracks once but they displayed horribly jagged when I tried. I might give it another go though, I had that problem with the "menu" icons during the Tactical portion of the game but the EW update did something to fix that.
I shall look forward to seeing what you come up with!
#266
Posted 09 December 2013 - 10:44 AM
I've noticed 1 bug in the colour version though: the icon for the Support ability 'Rifle Suppression' shows up dark blue (in the color used for the Heavy class). Can it be that icon for Support 'Rifle Suppression' is somehow overwritten by the icon for the Heavy 'Suppression' ability ?
#267
Posted 09 December 2013 - 07:01 PM
I shall look forward to seeing what you come up with!
Tell me about it! It's been quite a ride -- so far.
I have yet to build the TPF for these events... feels sooooooo good to be able to create stuff of my own (also!);

It's gonna get WILD & CRAZY. ![]()
Edited by Zyxpsilon, 09 December 2013 - 07:03 PM.
#268
Posted 09 December 2013 - 08:55 PM
#269
Posted 09 December 2013 - 10:47 PM
- Firaxis changed the Support skill "Rifle Suppression" into "Suppression" and reused the icon for it. This means with this colour version of the mod the Support skill has the same colour and texture as the Heavy skill. I do not currently know of any way to fix this.
Pay attention at the back!
Yeah, I don't know if there's a way of switching back somehow. Amineri and/or johnnylump probably know how to assign icons for skills as it would have been something they did for Long War, but I'm not sure whether it's worth trying to re-replace Rifle Suppression for the sake of one icon
#270
Posted 09 December 2013 - 10:48 PM



Sign In
Create Account

Back to top







