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Larger Alien Pods


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#171
wghost81

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Mithelemir1, seems like an old patcher behavior. Do you have 2.1.1? If do, try to download UPKUtils v.2.2 and replace PatchUPK.exe in PatherGUI archive with the same file from UPKUtils archive. I've noticed some minor glitches and will be updating PatherGUI as soon as I have time for this.

Yes, reverting to vanilla an re-applying all the mods will help.

Larger Pods may or may not affect DLC, depending on how alien squad is generated. If mission uses standard Council Mission generator, as Portent, it will be affected. I don't know about Slingshot and other Progeny missions, as I haven't checked them.

I don't usually play with DLC, as they make mid-late game even easier. Missions are scripted, non-random and predictable. And rewards are unbalanced.

Edited by wghost81, 06 February 2014 - 03:49 AM.


#172
Mithelemir1

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In response to post #11693580.

Awesome. Thanks, that worked.

#173
wghost81

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When this mod was released, there were no technical possibilities to increase pod size for the very first mission, as it would require increasing function size in upk. Now it is possible and I've updated the mod for those, who like to play with increased pod size from the first month.

I also increased abduction missions difficulty for Classic game difficulty, as easy missions are too easy, IMO. If you don't want it, you may change it back (see mod file for details).

#174
VegardPompey

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I can't get the "Turn Off Pod Size Progress" component to work. When I load it with ToolBoks, it gives me an error message. Something about being unable to find OFFSET parameters.

#175
VegardPompey

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In response to post #11979070.

Nevermind, I figured out to use PatcherGUI instead. You really should clarify that in the description/readmes... The description called them "ToolBoks mods" so I thought they were meant to be installed using ToolBoks.

Now my opening mission has 14 sectoids :) Thanks for an awesome mod. You will be responsible for the deaths of many fine soldiers.

#176
wghost81

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VegardPompey, fixed.

#177
EchoFourDelta

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Would it be possible to create a ModPatcher installer for this mod?

#178
wghost81

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EchoFourDelta, not for 1.1, as it uses expand function feature, but it is possible for v.1.0. Why do you need this? Problems with PatchUPK/PatcherGUI?

#179
RespiringDoorMat

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hi, when i try to install this mod with patcherGUI, it says 'error patching UPK' which is odd because i installed your exalt loadout and squad composition with it just fine. also, ive validated my files several times and also re-installed it but it still shows the same error message. is there more to the installation than just loading it up in GUI and installing it? because i dont have much experience with modding or complex instalation

#180
wghost81

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RespiringDoorMat, post an entire log output here, please. Most common mistake: to install EW mods, you must point PatcherGUI to XCOM/XEW folder, not just XCOM.

Edited by wghost81, 21 February 2014 - 09:17 AM.





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