Collect Meld from bodies
#61
Posted 11 January 2014 - 08:14 PM
#62
Posted 12 January 2014 - 12:17 AM
Hmm. Interesting change indeed. I would amend that suggestion to make only the changes that enable INI loading and disable hash checking (pretty much automatic when opening ToolBoks), and then wait until after loading other mods before making other ToolBoks changes such as toggle options or Custom Mods. The reason being you want to have the major changes in place before you discover they affect/prevent a lessor change that requires vanilla code you can more easily live without than the major mod(s). Most of ToolBoks toggles are not found in other mods, but you never know.
I've update the 'Mod Install Order' section of the 'Basic Guide to installing mods' article to reflect this.
-Dubious-
Edited by dubiousintent, 12 January 2014 - 12:20 AM.
#63
Posted 12 January 2014 - 05:43 AM
BTW, EW doesn't require disabling hash checks, so all upk-based changes for EW may be handled by UPK patcher itself.
Edited by wghost81, 12 January 2014 - 05:48 AM.
#64
Posted 19 January 2014 - 04:42 AM
#65
Posted 25 January 2014 - 06:00 PM
Search for:
\{(.*)\}
Replace with:
/* \1 */
Make sure it is set to regular expression search and wrap around and hit replace all.
Edited by EVmaker, 25 January 2014 - 06:02 PM.
#66
Posted 02 February 2014 - 02:40 AM
Agreed. I haven't played EW, but this info from the preview always bothered me. That's why I waited for the modding community to get a hold of EW before playing it.
#67
Posted 04 February 2014 - 02:44 AM
That's just my view on how this can still be immersive and true to the story. With the mod that still leaves the canisters on training mission and on ufo's, it fits perfectly in the explanation.
Thank you ghost.
#68
Posted 07 February 2014 - 07:24 PM
wghost81! You! Are! Awesome! Really, I mean it! ![]()
As much as I love Mecs and Genemods, I dislike the "canister rush".
Now the game feels a lot more tactical and my rookies don't have to do those suicide runs anymore, although I still manage to get them killed (first mission, went in with 6, came out with 4; damage roulette + slightly beefed up sectoid pistols = 2 × 9 pt criticals, outch!
).
Thanks a lot for this mod!
#69
Posted 08 February 2014 - 03:40 AM
Uploaded new modlets:
- "Meld Countdown When Seen" — Meld canister timer begins countdown only after it's been seen by XCOM soldier.
- "Disable Meld Countdown" — disables meld canisters auto-destruct timer.
- "Adjust Meld Counter" — adjust meld counter to increase default value.
Useful for those who play with Larger Alien Pods.
Edited by wghost81, 08 February 2014 - 06:07 AM.
#70
Posted 25 February 2014 - 11:48 AM



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