hey, thanks that was it all along. rookie mistake i guess
Larger Alien Pods
Started by
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, Nov 06 2013 11:35 AM
211 replies to this topic
#181
Posted 22 February 2014 - 04:25 PM
#182
Posted 22 February 2014 - 04:49 PM
wait I just corrected the directory and changed the directory to C>>Program Files (x86)Steam/steamapps/common/XCom-Enemy-Unknown/XEW,
but now when i try to install exalt waves it comes up with the exact same error message as it did with the pod mod. is waves supposed to go in config, or something? or is it not compatible with pod mod. thanks for the help btw, not trying to drag this out
but now when i try to install exalt waves it comes up with the exact same error message as it did with the pod mod. is waves supposed to go in config, or something? or is it not compatible with pod mod. thanks for the help btw, not trying to drag this out
Edited by RespiringDoorMat, 22 February 2014 - 04:55 PM.
#183
Posted 22 February 2014 - 09:27 PM
RespiringDoorMat, they are compatible. Could you, please post the log? I can't help you if I don't see the problem.
#184
Posted 23 February 2014 - 08:53 AM
is it this:
XComGame.upk saved to backup dir
Backup completed successfully
Executing external PatchUPK program:
"C:UsersDesktopPatchUPK.exe" "C:UsersZakDesktopEXALT_Waves.txt" "C:Program Files (x86)SteamSteamAppscommonXCom-Enemy-UnknownXEWXComGameCookedPCConsole"
PatchUPK
Installing mod:
EXALT Waves
by wghost81 aka Wasteland Ghost
Mod description:
EXALT reinforcements are defined directly inside map packages and activated
through XComWaveSystem. Typically, reinforcements are deployed in waves, which consist
of one or more groups. This mod allows to increase number of units per group for all
EXALT maps (covert extraction and capture-and-hold).
By default mod increases number of units per group by 2. It means, that each group will
have 2 more units. You can change this value by changing BYTE=2 line below to whatever
you like (BYTE=4, for example).
Keep in mind, that wave system relies on spawn points, defined for each map in map package.
Number of spawn points limits number of units per group. Most maps have 5-6 spawn points
per group available, but some have 1-2, which means you will still get 1-2 units per group
for such maps.
Version: 1.0
Compatible with XCOM Enemy Within versions:
- Initial release (Changelist: 394142)
- Patch 1 (Changelist: 398180)
Package file: XComGame.upk
Full path: C:Program Files (x86)SteamSteamAppscommonXCom-Enemy-UnknownXEWXComGameCookedPCConsoleXComGame.upk
Error attempting to set relative offset while base offset is not set!
Restoring from backup in C:UsersDesktopBackup1393145517
XComGame.upk restored from backup dir
Restoring from backup completed successfully
XComGame.upk saved to backup dir
Backup completed successfully
Executing external PatchUPK program:
"C:UsersDesktopPatchUPK.exe" "C:UsersZakDesktopEXALT_Waves.txt" "C:Program Files (x86)SteamSteamAppscommonXCom-Enemy-UnknownXEWXComGameCookedPCConsole"
PatchUPK
Installing mod:
EXALT Waves
by wghost81 aka Wasteland Ghost
Mod description:
EXALT reinforcements are defined directly inside map packages and activated
through XComWaveSystem. Typically, reinforcements are deployed in waves, which consist
of one or more groups. This mod allows to increase number of units per group for all
EXALT maps (covert extraction and capture-and-hold).
By default mod increases number of units per group by 2. It means, that each group will
have 2 more units. You can change this value by changing BYTE=2 line below to whatever
you like (BYTE=4, for example).
Keep in mind, that wave system relies on spawn points, defined for each map in map package.
Number of spawn points limits number of units per group. Most maps have 5-6 spawn points
per group available, but some have 1-2, which means you will still get 1-2 units per group
for such maps.
Version: 1.0
Compatible with XCOM Enemy Within versions:
- Initial release (Changelist: 394142)
- Patch 1 (Changelist: 398180)
Package file: XComGame.upk
Full path: C:Program Files (x86)SteamSteamAppscommonXCom-Enemy-UnknownXEWXComGameCookedPCConsoleXComGame.upk
Error attempting to set relative offset while base offset is not set!
Restoring from backup in C:UsersDesktopBackup1393145517
XComGame.upk restored from backup dir
Restoring from backup completed successfully
Edited by RespiringDoorMat, 23 February 2014 - 03:03 PM.
#185
Posted 23 February 2014 - 08:04 PM
RespiringDoorMat
You have game installed to Program Files folder, which most probably is the cause of the problem. Read this
http://wiki.tesnexus.../Steam_and_mods
You have game installed to Program Files folder, which most probably is the cause of the problem. Read this
http://wiki.tesnexus.../Steam_and_mods
#186
Posted 24 February 2014 - 05:55 PM
so basically i should play hopscotch with the links? i guess that could work
#187
Posted 24 February 2014 - 06:08 PM
I'm not sure I understood idiom used, but basically, you should move your Steam folder out of the Program Files folder. I don't know how to do this with already installed games (there is a link to Steam article, though), but you can delete XCOM and install it again into different folder, say, C:Steam or D:Steam.
#188
Posted 24 February 2014 - 08:10 PM
ok so i re-installed steam and selected the path to my EW folder via C:GamesSteamSteamAppscommonXCom-Enemy-UnknownXEW and it still says the same error message but in the logs it says "Error attempting to set relative offset while base offset is not set!" does that mean that i just have to change some basic parameters?
#189
Posted 25 February 2014 - 05:13 PM
RespiringDoorMat, you have to unpack all files from mod archive into some folder. Then open txt file with PatcherGUI. Don't change anything! Only BYTE key value can be changed from 1 to some sane number like 2 or 3.
From the program output I can see that line
Re-download EXALT Waves mod and PatcherGUI and try again.
From the program output I can see that line
MODDED_FILE=XComWaveSystem.SpawnGroup.Function:AUTOis missing.
Re-download EXALT Waves mod and PatcherGUI and try again.
#190
Posted 25 February 2014 - 06:06 PM
alright, i think ive got it working now. thanks for the help, and nice mods



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