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Everything posted by Solariz
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Thanks for the report, which version is that? Edit: I realized just now, the last link was only for the exe, lol. Please try again.
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I'm pretty sure it didn't work without adding the extra line, though. Just FYI. Huge step up from the normal ModBuddy, tho, I can't believe it wasn't shipped with code completion...
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<loadFromRemoteSources enabled="true" /> did it for me on win10 with VS15 installed. Auto-complete works if src/XComGame files are present (maybe always load them)
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I changed my mind about adding them both. I had it working but it's not really useful anyway. (As I said only one can be loaded anyway, I might look into whether it'll work if i change the mod id) You'll get an error message now, the mod will be skipped and the other mod with the same id will be marked red. Edit: I might just add both again... It's kinda annoying if you can't remove the other one. Edit: v0.1.3
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Alright, thanks for the paths. The cleaned up code from v0.10 should actually have fixed that error anyway, I think. As for the new problem, seems like several modders didn't change the default ID... You won't be able to run both mods anyway, but I'll add an highlight to both and remove the error.
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Nah, that should be fine, so is mine. But I guess there is some weird interaction. Could you take a look at your XComEngine.ini (My Documents / my games / XCOM 2 / XComGame / config) and post your ModRootDirs entries? (should be very close to the end) Anyway, here's v0.10 which should prevent the crashing by not looking for downloads if it didn't find a workshop path.
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Oh, uhm. hmm. 64-bit windows? .net 4.6 installed? Steam running? steamworks.NET.dll (or some of the other dlls) not in your directory? (my guess) Try v0.09 and see if it creates an error.log, otherwise you can check the error messages via Run > eventvwr.msc > Windows logs > System
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Hmmh. Not yet. You can select all (using shift) and activated them at once tho. (not even ctrl + a is working, what is this s#*!... :D)
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v0.08 (backup your settings maybe, but should be fine) Finally got Steamworks to work, haha... New mods are highlightedMod infos (Name, DateCreated, DateUpdated) are now loaded from steam.some experimental support for workshop downloads / updatesWindow sizes are now saved & restoredNon-steam mods can be renamed (F2 or slow click) (Steam mods can be renamed too, but their names will be overwritten with those from the workshop) I think I'll do some bug fixing and code clean up and then do a first "release". And redo the UI updating so the list won't be reset all the time. Maybe I'll figure out how to get the Username from a Steam ID too... :D
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referring to nonstatic functions from another class?
Solariz replied to davidlallen's topic in XCOM's XCOM 2
In the case mentioned, would extending X2StrategyElement_DefaultMissionSources and emptying CreateTemplates work? -
As displayed in my launcher, so category order will affect mod load order. Yeah, I'll redo the info pane as soon as I get the mod info to load from the workshop. (Anyone know how to use Steamworks.NET / SteamUGC ? :D)
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Again, thanks for the feedback :smile: As mentioned earlier, I'll have to rethink the clean mods thing anyway so I threw something quick together. But your assumptions are all correct. The inspect tab was actually thought just for debugging and will be removed later on. Right now, my launcher should use the displayed mod order (which can be manipulated via settings as of v0.06), I might add an index if necessary. The steam overlay actually works for me... A hacky solution might be adding the launcher to steam as a non steam game.
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v0.06 It's possible that old settings won't load, which means you might have to delete settings.json and redo the groups :S new mods are now highlighted blue,empty categories now persistmods and categories can now be ordered via settings (I know, ugly...)new settings 'Save on Exit' and 'Close on Launch'delete now works, but it does not unsubscribe the steam workshop
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Hey, thanks for the feedback :) RE: ModShaderCache it seems like it is actually necessary for some mods. In my tests only 1 mod broke, though (Stenchfury Modular Helmets where every prop appeared as solid black) So I'll have to rethink fix warnings either way. I've reworked it for now... RE: command line arguments Yeah, I wasn't happy with only a debug flag either. I've changed it for now, but maybe I should have just made it a text input field... RE: rename groups Just select all and move them into a new group :s RE: hide elements well, we're here to please =] v0.05
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Thanks for the stack trace. Try v0.04. The settings.json is created locally, btw.
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The Src directory is only used for compiling a mod and filled with base scripts from SrcOrg and the scripts from your mod. It's a bug that it isn't cleared automatically...
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More event hooks would be nice. Especially surrounding data templates, so we don't have to register screen listeners for everything.
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fixed The paths listed there are only for the mod launcher to know where to look, so for now you'll also have to edit XComEngine.ini and add your path so it will work ingame, too, e.g. [Engine.DownloadableContentEnumerator] ModRootDirs=../../XcomGame/Mods/ ModRootDirs={{ steam path }} ModRootDirs={{ your path }}This might be automated in the future, if I've got a good solution for ini files... :DEdit: I just realized that your path probably corresponds to ../../XcomGame/Mods/, so you should be able to skip this step, sorry :smile: Not with the way that i have implemented it right now :/ I might change it in the future... Hmm. Quite possible. I'll have to do a few tests.. Well, it doesn't look for the steam executable but tries to connect to the steam service in order to register as the xcom game so I can skip the xcom launcher (see first post of this thread). Did you not have steam running when you tried this? Needs some additional testing, I guess...
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NMM is one program for all games (it's plugin based I think). When / if they finally put it on GitHub, I might integrate portions of this into NMM. So... does it work? :D
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For xcom 2, NMM is basically a mod downloader and installer. It will still run the normal xcom 2 launcher where you have to activate all mods again. For e.g. Skyrim it can set up different mod profiles / installations which is pretty nice, but not too useful for XCOM2
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Yeah, I already realized and fixed that, go try again =]
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If someone wants to play guinea pig, you can get the first version here. It will try to use steam to detect the game path, so if something fails, tell me. You can use Tools -> Import active mods for a quicker first time setup. Features: Doesn't take a minute to startGroups (Mod creators can set a default group in their .XComMod file)Basic compability checkCan delete ShaderCache files and src/XComGame directories (Tools -> Fix warnings)Cleans old ModOverride entries from XComEngine.ini Possible future features: Reorder / Load order (for now, you can edit the settings.json to change order)Get detailed infos from workshopEdit mod .ini files ? (if I find the time)GitHub
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Thanks for the kind words :) I already do check for package name conflicts - I throw an exception, haha Sadly the latest patch broke something, so I'll have to debug some more... Meanwhile: More screenshots...
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It works! For anyone interested: the solution was to use steamworks.NET to spoof steam into thinking the launcher belongs to the game. some WIP images...