Custom Mod Builder and Manager
#41
Posted 05 February 2013 - 01:32 AM
Whenever I check active file, I can see that it has all the changes present, but when I start a new game, most of the changes don't seem to have taken place, even after using the "Apply active file to the game" option and choosing to use the current EXE.
What's really puzzling is that some changes (such as enemy health) *do* seem to work, while others (like changing facility costs, or equipment stats) don't work... even though they show up in the active file and no errors are shown even in debug level 2.
I ended up downloading the ResourceHacker utility to double-check, and it was indeed not applying most of the changes that show up in the active file.
The only other mod I was using was ToolBoks, which I used a single time prior to using Custom Mod Builder; I have not used it since, and I have not done any backup restore.
#42
Posted 05 February 2013 - 06:57 AM
1. Be sure to apply the Mod List changes to the Active file before you Apply the Active File (2 steps in the same menu), every time you change the Mod List.I've been having issues with this utility. I can get INT patches (like the rank name changes) to work without a problem, but INI changes seem to work inconsistently.
...
The only other mod I was using was ToolBoks, which I used a single time prior to using Custom Mod Builder; I have not used it since, and I have not done any backup restore.
2. ToolBoks makes changes to the UPK files, so it (and any other UPK patches) should be applied AFTER CMB because it runs XSHAPE to patch the EXE's SHA hash to what the Steam loader is expecting. CMB only makes INI & INT changes, but they are separate steps in the process.
-Dubious-
#43
Posted 09 February 2013 - 10:55 AM
By checking the active file, you mean the internal check or opening it with an editor to view?Whenever I check active file, I can see that it has all the changes present, but when I start a new game, most of the changes don't seem to have taken place, even after using the "Apply active file to the game" option and choosing to use the current EXE.
If it's the latter... Try posting mod builder.ini here, I'll see if there may be something wrong there.
That's a little strange. If it's in the Active File, it should apply either everything or nothing.What's really puzzling is that some changes (such as enemy health) *do* seem to work, while others (like changing facility costs, or equipment stats) don't work... even though they show up in the active file and no errors are shown even in debug level 2.
I ended up downloading the ResourceHacker utility to double-check, and it was indeed not applying most of the changes that show up in the active file.
This is possible if you're being stuck with an older version of the exe where some of the changes have been applied.
Have you tried removing exe backups manually? It's not meant to be necessary anymore, but may be needed.
#44
Posted 03 April 2013 - 04:52 AM
#45
Posted 10 April 2013 - 01:15 PM
Will fix ASAP.
#46
Posted 10 April 2013 - 09:33 PM
Woot!
With both CMB and ToolBoks updated, modlet patching is back in business for the rest of us!
-Dubious-
#47
Posted 08 May 2013 - 09:48 PM
Edited by Corrales85, 09 May 2013 - 08:30 AM.
#48
Posted 10 May 2013 - 04:52 AM
It's a bit strange. I'll take a look into the differences.0.99 is the winner! It's installed my 99 aim mod no problem, without any error messages.
My guess is it's not a problem, but that 0.99 had taken some shortcuts where 1.0 fixed them.
Here is a likely cause of the problem.Upon attempting the same, the following message appears:==============================="No se esperaba \Steam\steamapps\common\XCom-Enemy-Unknown\XComgame\localization\int\unicode en este momento."===============================Now I'm running a Spanish-language version of Windows...
Is your XCOM version the International English one? If no, it doesn't have .int files, so they can't be modded.
It's possible that the path wasn't stored correctly due to localization. What's your full path to the Steam folder?
That is correct, just how it should look.I want to make the default aim score for rookie soldiers 99. ....
;patch,Description goes here
ROOKIE_AIM=99
The new file to patch was created correctly, all how it should be.Contains 735 lines, of them 694 significant, 41 comments Lines different from master Masters\Default.txt: 1 lines, of them significant - 1 lines
"builder.patcher.exe" no se reconoce como un comando interno o externo,programa o archivo por lotes ejecutable. Completed (if there were no error messages)
But this is the error message (no translation needed, they are easy to recognize).
It couldn't find builder.patcher.exe - a file that is supplied and automatically copied to the game's folder. This means the path to the XCOM game wasn't set correctly. It's auto-detected in the standard English version of Windows, but I think the auto detection glitched with yours.
To fix this, you would need to go to Options and set path to the game manually.
The INT patching option is for making changes to the text in the international game version, which is what INT stays for. It has some complications with UTF8-UTF16 conversion in order to store changes in plaintext.My guess is that the second point of trouble is the key here, but I'd also like to know what's up with the INT patching option. I mean, Unicode? What can be wrong with that?
#49
Posted 28 May 2013 - 11:19 PM
C:\Program Files (x86)\Steam\steamapps\common\XCom-Enemy-Unknown
In "C:\Program Files (x86)\Steam\steamapps\common\XCom-Enemy-Unknown\XComGame\Localization\INT", I have a plethora of .int files. Is there anything I can do?
-Redrat
#50
Posted 19 December 2013 - 06:17 PM
Unfortunately I couldn't reproduce INT related problems on my system, so wasn't able to find the issue.
Anyway, an Enemy Within compatible version is early in the works. I just got EW and with the holidays and all it anything usable is likely to have to wait till next year, but it's close enough.



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