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#31
dubiousintent

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RC1 version uploaded. Mostly just disables exe backups.

I finally spotted this is the scroll of command line messages.
"Error: from-pattern 1 of 1 mismatch, in file '<game path>\INT\XComGame.txt'
Info: check pattern content and SEQUENCE (must match target sequence).

Found the issue. This means that the int file in game folder has been updated by the game, while builder's file hasn't.

For now it can be fixed by re-enabling int patching. Though you'd do better to actually enable it without disabling it first, or to delete the backups.
I now see that I really didn't account quite right for the game being regularly updated. Did some things too old-school, like when original files were precious and official patches all long finished.


Something in the INT patching process is still confusing, though probably more related to having been using the previous version. Not clear what you mean by "Though you'd do better to actually enable it without disabling it first, or to delete the backups." What backups where? What 'builders files' where?

I've switched to RC1, went through Options, found INT patching off, tried enabling INT patching, but it had lost track of the path to my game install (not on C:), so I corrected that and tried again. Then it wanted confirmation I wanted to remove the old patches, so I said 'no' as they were working. Then after exiting the Option it said the INT patching was enabled. But the 'from-pattern' error still occurs when I compile. I have since (for other reasons) reverted to a 'cache verified' and Steam patched game and repatched the mods again, but the error still occurs. I did a 'diff' comparison on the 'XComGame.txt' in the 'Mod Builder\INT' folder and the game install INT folder (that file is not present in the user equivalent folder) and found no differences. A more technical explanation of what is going on here would be appreciated.

On another note, I wanted to comment about the 'Reaction Fire - Balanced' mod you provided. In general: it works. However, there are some caveats you and others need to be aware of. 1) RF overrides 'Overwatch', 2) is outside of player control (you can't decide who will or will not react), 3) applies (at least in Balanced) to both sides especially when dashing, 4) appears subjectively to have a greater aim penalty than 'Overwatch', and 5) has caused the game to become unresponsive to any player command (neither Tabbing, Escaping, Alt+Tabbing away and returning (works but doesn't fix the freeze), nor selecting another soldier gets any response) in certain circumstances. These consequences are probably the reason RF was disabled.

Specifics: I had the entire squad of 4 soldiers (Sniper, Assault, Support, and Rookie) on 'Overwatch' when a ThinMan dropped into an open area without any cover between them on the 'Alien Activity' phase during the General Donovan rescue mission (on the collapsed highway overpass). All four RFed (that was the message: '<name*> has reacted') and only one hit (doing 3 out of 4 damage), and the screen stopped advancing. The 'idle pose' animations for the ThinMan and my Sniper (apparent target of the alien) continued to play, but it was unresponsive to keyboard or mouse command. I had to Alt+Tab out and close the game window. This problem continued through several reloads of various save games of that mission (including a complete shutdown of steam and restarting, but not a reboot) where I tried not setting people on 'Overwatch' and always produced the same 'freeze', even if the player action sequence was altered by moving actors to different positions.

[Edit: I have since found other reports of hangs during 'alien activity' phases, but they were not reported resolved by disabling any particular mod, and most such reports were from Oct 2012 which pre-date the RF mod.]

In addition, the initial NPC who tells you where the General is located failed to remove himself from the scene at all. And when the General made it into the LZ he also failed to remove himself from the stage. (The latter are obviously unintended consequences, just mentioned for completeness.)

Once I removed RF from the mod list and rebuilt the patch, the problems went away even using the same save game.

Thanks for the support.

-Dubious-

Edited by dubiousintent, 25 January 2013 - 01:16 AM.


#32
csunkyst

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When I try to apply the active file I get a windows error message saying "Error @ Copy" and my mods aren't being applied. Does anybody here know what's going wrong?


#33
csunkyst

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Ok, never mind that, I figured out that Error @ Copy message was because I forgot I renamed my XcomGame.exe for Textmod. But now after I apply the mods every time I try to run Xcom I just get a windows popup telling my Xcom has stopped working.

I know older versions of Mod Builder have worked in the past (they don't anymore) is this some kind of issue with the third patch?

#34
dubiousintent

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Ok, never mind that, I figured out that Error @ Copy message was because I forgot I renamed my XcomGame.exe for Textmod. But now after I apply the mods every time I try to run Xcom I just get a windows popup telling my Xcom has stopped working.

I know older versions of Mod Builder have worked in the past (they don't anymore) is this some kind of issue with the third patch?


In my (very limited) experience with this game, once you get an error while attempting to patch, you need to re-verify the cache and run the game (while online) TWICE to ensure you have installed all updates before taking it offline and trying to patch it again. I've also found it necessary to restore all backup files and remove any renamed backup copies of the 'XComGame.exe' file in the \Win32 folder in order to get the cache verification to even run. More than just the executable gets checked.

Whether or not your current save game can still be used depends upon the mods you installed at the time you started it. (I've restarted from scratch at least 35 times trying to get it right for my first play-through.)

-Dubious-

#35
FMod

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When I try to apply the active file I get a windows error message saying "Error @ Copy" and my mods aren't being applied. Does anybody here know what's going wrong?

This is a problem with xcomgame.exe not having been found.

But now after I apply the mods every time I try to run Xcom I just get a windows popup telling my Xcom has stopped working.

Appears to be UPK hash check error.
Do you use Toolboks or XCMM or any other UPK modding program?

If not, make sure to delete any xcomgame.exe backups in the Win32 folder. The file itself too. Let Steam restore it.
If yes, the same, but you need to ensure that _uncompressed.size entries are removed (per manual) and run XSHAPE or equivalent (Toolboks has one built in) after patching.

#36
csunkyst

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I appreciate the help FMod, I ran Toolboks after patching and the game no longer crashes after trying to patch, but none of my mods appear to be taking either. I tried to adjust Not Created Equally rookie stats, rank names and both are still like they are in the vanilla game. Do I need to start a new game for such changes to take effect? All I really want to do is put an avatar of myself in the game with slightly elevated stats (just for fun, and not game breaking ones like the hero characters have) A male rookie from the U.S.A. with something like 80-85 aim and 60-70 will. I don't know why this game has to be so mod unfriendly, I've never seen a game where something as simple as editing the ini. was such a headache. If I find out they made it this way so I can't "cheat" to earn useless ""achievements"" I think I might scream.

Edited by csunkyst, 26 January 2013 - 11:48 PM.


#37
FMod

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Rank names should change right away. Rookie stats will only change in a new game.

To get everything to work, here's the order. This assumes you have Windows 7.

1. Remove everything you don't need and let Steam in Online mode repair the game. If you have a fast connection and time to spare, just move any mods, uninstall it, then delete the folder manually, and reinstall from scratch. Saves won't disappear.
2. Run the unmodded game twice to get all the updates. The second time make sure to load a game and exit, not just look at the main screen.
3. Put Steam in Offline mode.
4. Install CMB, Toolboks, XCMM and anything else you want to. Install/apply standalone mods (remove starting movies, etc)
5. Run CMB. Check that all folders are set correctly. Enable INT patching.
6. Put all the mods you want to use in the load order. Select Apply Changes, then Apply All.
7. Run the game to make sure it starts and the mods did take effect.
8. Run Toolboks, XCMM or any other UPK modding utilities you use. Follow their instructions.
9. Play.

#38
dubiousintent

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...
5. Run CMB. Check that all folders are set correctly. Enable INT patching.
6. Put all the mods you want to use in the load order. Select Apply Changes, then Apply All.
...

Hmm. I've found that alone is not sufficient to get the INT patches (such as 'm_aRankName' changes) applied. Even though the active file that succeeded previously is not changed I still seem to need to go through the 'Create a mod' and 'Apply Game INT patches' step on that screen before 'Apply All changes'. For some reason the default ranks keep creeping back. (Of course I have also found I have to restore all backups (Panic button) as well as remove all EXE backups from the Win32 folder to get the verify cache process to even run whenever the game won't load after a failed patch attempt.)

I would be happy to run some more tests if you care to point out what I should be looking for.

-Dubious-

#39
FMod

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Hmm. I've found that alone is not sufficient to get the INT patches (such as 'm_aRankName' changes) applied. Even though the active file that succeeded previously is not changed I still seem to need to go through the 'Create a mod' and 'Apply Game INT patches' step on that screen before 'Apply All changes'.

This should only affect mods you create yourself. Simply put, the Mod Creation section doesn't make any changes to the game, except for the last option (which does Quick Install of the working file).

Although, is that really the case? You can try Quick Installing the mod that doesn't seem to apply. Make sure to have debugmode 2 (not 1), autoapply off. It will report if anything goes wrong. And check if the mod applies then.

INT patches not applying is far more likely to have to do with more fundamental issues like being unable to convert them. Check files in the Ints folder for changes. .txt should change to new ranks.

So basically there are 4 possible points of failure:
1) Mod install - the mod in question has to be in the load order and exist, or be quick-installed
2) xcomgame.int -> mod builder\ints\xcomgame.default: if you have Win7, it should work fine, but backups may be an issue
3) mod.txt -> xcomgame.txt: check if ranks made their way through here
4) xcomgame.txt -> xcomgame.int: almost certain to work

I'll try to remove backup functionality from the next version, but it's a bit difficult to do things such that they don't break Steam repair.

#40
dubiousintent

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Also, anyone found a way to delete multiple save files? I've tried deleting them from Windows Explorer, but it just lists old one even though the actual files are gone. Obviously stored somewhere else than under either the game or user 'Saves' folders. It's a real pain since the UI chokes if you have too many.
-Dubious-

FYI: To answer my own question: This thread covers why old saves showed up (Steams 'Cloud Sync') and how to finally get rid of them.

Edit: No selection of multiple saves, but the cursor keys 'wrap around' the top and bottom of the menu so you can scroll 'up' on the first screen and jump to the last (first/oldest) save game entry which is probably what you want anyway. Hit <Del>, and <Enter> to delete, and you can work through a list pretty quickly. Better than nothing and faster than 'just mousing it'.

-Dubious-

Edited by dubiousintent, 31 January 2013 - 10:36 PM.





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