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Posts
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Everything posted by Solariz
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It found the new mod but didn't update the list, which then caused an exception with the loading. Sadly my license for visual studio ran out, so it will have to wait a few days... :blush:
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You can set commandline arguments in the settings
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Squad Concealment Reveal, should it be apllied to aliens?
Solariz replied to UhuruNUru's topic in XCOM's XCOM 2
I think you're looking at the wrong piece of code. SeqCond_HasBeenRevealed seems to be only relevant to (breaking) concealment, as opposed to pod activation / being seen. What you probably need to do is recode the pod activation so it'll also trigger when the new pod sees already engaged aliens. -
Squad Concealment Reveal, should it be apllied to aliens?
Solariz replied to UhuruNUru's topic in XCOM's XCOM 2
Hell, right now I'm playing with All pods active, because I hate the normal pod discovery mechanic. I'd definitely try that mod. -
I somehow set it to not-editable... It's working again in the new version, but the editbox is too small, for w/e reason...
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@Dragon32 Yeah, that will be fixed soon. @bilfdoffle, I'll look into grimys, and the mods working will be fixed with the coming update Edit: New version is out :)
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Launching XCOM in debug mode without rebuilding?
Solariz replied to Synthorange's topic in XCOM's XCOM 2
Yeah, firaxis patched the xcom2.exe so it won't redirect calls to the launcher anymore. You don't even need -FROMLAUNCHER anymore. -
Hehe. Yeah, I'm not sure I can do much about that. Although Firaxis patched the main .exe so that it doesn't need this steam workaround anymore, but by now I use the steam API for modinfos etc...
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0.3.0 has the check for updates feature, so you should learn about new updates instantly... :) For the ID = 0 problem, you're right, I think i removed a check for 0... ~~ You can still edit it manually with the inspect tab and then restarting. Sorted categories and the Run updates will be in the next update.
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The right-click bug you mentioned has already been fixed, but I'd like to get some check for updates feature into the next release, which will (probably) still take a bit. Yes, Order = load order and you can change it by double clicking. I was too lazy to do a reordering of the numbers, though, so multiple mods can have the same load index :s Additional columns are totally possible and will be added soon-ish :D Yeah, Categories can not be re-ordered manually at the moment, sorry.
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My only guess is that it keeps restoring from the XComEngine.ini.bak, which was an issue with the earlier version, so this problem might be fixed already.
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@dragon32 Everything was working for me with the DLC, although the "Mods=" line is strange... You could try to clean everything: * Delete XComModOptions.ini * Run game from launcher, this should the fill DefaultModOptions.ini (It's where the launcher saves the active mods right now, but not in the coming update) * The game should create the XComModOptions.ini from the Default... one Or you could wait for the update which should be ready later today
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Great idea. I'll implement it after I'm done with the current rework...
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Are you perhaps not using the most recent version? I think I already fixed that error
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Well, that's one of the reasons everyone is abusing screen listeners.
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It shouldn't work. ModClassOverride entries change the class that the static SPAWN function will create. The last value in the xcomengine.ini will work, afaik.
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Maybe you didnt understand me, I tried 3 things: 1. Opened 'default' mod where src/xcomgame files are present -> code completion 2. Opened 'default' mod, closed ModBuddy, opened mod w/o xcomgame files -> no code completion 3. Opened 'default' mod, opened mod w/o xcomgame files -> no code completion
- 100 replies
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No, that does not work. I even tried opening the default mod first and then my mod, no auto-completion.
- 100 replies
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Hey, I think I fixed it. I should have tested with some mods hidden, haha :)
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@Lucubration Did you test it with a new default mod, where the src/xcomgame files are present?
- 100 replies
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No Idea why it won't work... Will do some testing tomorrow.
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Weird, could you upload your settings.json somewhere, e.g. pastebin?
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Thanks for the heads up, will fix it when I get home. That's the second time that happend, ugh... :D
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@stormchaser6 done @Dragon32 Can you try the new version and check if more mods now have their sourceID set and are being updated?
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The way it works right now: check if mod is in workshop mod dir (SteamApps\workshop\content\268500)try to turn mod dir into number (e.g. 577409322 contains LW_SMGPack)that's the workshop id (e.g. LW_SMGPack)use this id to get name, last updated etc.There's also the publishedid field in the [mod dir]/[mod name].xcommod file, but many modders have that field set to 0 -_- I'll have to change that up anyway, so mods that aren't in the workshop dir still try to read the xcommod file and try to get infos from steam. Plus there's also a file that the NMM creates, I think.