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Neonin

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    Mechwarrior 5

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  1. Yep as I thought, all sorted now. Sorry about that!
  2. My bad, I haven't checked the mod page for a few days. I'm guessing this is part of the new scanning system Nexus has implemented for the files. When I uploaded the latest version the files got flagged by their virus scanners because of the inclusion of TexMod. I contacted the mods and they set it as a false-positive and everything was fine. They've been gradually going through scanning old uploads though, and I have a couple of older versions of the mod that were uploaded before the scanning process. I'm guessing it's come across these and flagged them again. I'll be contacting the site staff after I post this and getting it sorted ASAP!
  3. I've tested that, but unfortunately it just sends the process into that same loop again. Oddly, I renamed XComGame.exe but forgot to rename the TexMod.exe I put in there to start with. Steam then refused to run the game saying the executable was missing. Even when I replaced the XComEW.exe and tried running that it fell over, until I remembered to rename TexMod to XComGame and then the loop happened. That is odd, and means that Steam still runs XComGame.exe first which then pulls up XCOMLauncher before you select a game.
  4. An nTex user just mentioned this to me and after failing to find a solution I thought it might be worth mentioning here. While the normal TexMod process works for EW, trying the same with it pointed at the old XComGame.exe leads to it loading up TexMod again. It seems that when called XComGame.exe is pointing at XCOMLauncher.exe. I have no idea why, and can only assume that instead of just visually choosing which game to run XCOMLauncher also does something to allow EU to work separately to EW. As it stands I don't think TexMod can be used with EU if you have EW installed. Peculiar.
  5. Does that work if you move/expand more than one function to the end of a UPK? Either way that's a pretty amazing discovery, considering the amount of time and effort that normally goes into rewriting functions without messing something up!
  6. Short answer: Yes! Long answer: When you launch the game after installing EW you get a choice to fire up with EW or EU. I haven't tried the EU option since I got the expansion so not sure if anything got tweaked. However, I do not believe the current version of Toolboks will make any changes to EU. Both games have their own folders and executables, and Toolboks is currently (to my knowledge) only set up to modify EW. That said, EW simply added things on to EU. If you play through EU, when you get around to playing through EW you still have to do the same campaign/story, which isn't a problem if you like multiple playthroughs but if you're the sort who gets bored replaying the same story it might not be optimal.
  7. Of course it is... I'm a moron. I blame illness! Apologies :smile: Something in that file has changed though, as my custom modlet offset had to be fixed.
  8. Gotta admit, I can't wait for your textures to hit. I know why they made parts of the weapon textures colour the same as the armour... but I don't like it. I'd much rather have the Tier 1 textures back for the weapons with no stupid colouring (which the game continually "forgets" in Tactical missions, leaving you with the default yellowish colour anyway) to bring back the pretty!
  9. Indeed I do, and you excellent tool has saved me a lot of time and effort over the last few months! I just didn't really think as last time I did this you didn't have the export option in Toolboks :P
  10. For those interested I've put up the depacked SWF files from UICollection_Strategy_SF and UICollection_Tactical_SF at the following links: UICollection Tactical UICollection Strategy
  11. Did you have any joy getting changes made to Command1.upk to show in-game? I've edited to the two parts needed for icon transparency as before but nothing is showing up. I'm wondering if there's a new "overlord" value somewhere... EDIT: The SWF files unpacked from Command1.upk are now also found in UICollection_Strategy_SF.upk, and changes to the decompressed version of this file work. More exciting for me, the new UICollection_Tactical_SF.upk also contains SWF files, and changing things in here applies to EVERY tactical mission map as far as I can see! This means I don't have to go through every map to sort out the icon display issue for nTex, saving me many many hours of work and making me want to marry whichever Dev made it happen :D
  12. Just threw this together for my own mod page but thought I'd offer it out in case anyone else wanted to visually show their mod is compatible with EW :smile: http://aylan.pwp.blueyonder.co.uk/xcom/EW%20Compatible.pnghttp://aylan.pwp.blueyonder.co.uk/xcom/EW%20Compatible2.png Feel free to steal, deface, use, whatever! If you're not sure how to add it to your mod description just cut/paste the one you want into it: [img=http://aylan.pwp.blueyonder.co.uk/xcom/EW%20Compatible.png] [img=http://aylan.pwp.blueyonder.co.uk/xcom/EW%20Compatible2.png]Obviously you'll need to change the URL if you save the image elsewhere! EDIT: Uploaded a second one, I get random urges to redo things!
  13. @Bertilsson: I used the same method JL posted there to strip out the SWF files from Startup.upk (22 of them) so it does work, although you end up with file sizes bigger than strictly necessary as each time you cut out one SWF and leave the rest :P @XMarksTheSpot: Since I already spent five hours identifying 310 instances of a colour code in Command1.upk and their corresponding offsets just to try and do this (although my thinking was instructions to do a find/replace with someones chosen colour on the Toolboks mod, a utility would be even better), I'm willing to give it a go. Considering the effort required though I'm wary about starting before EW hits in case some of these things move around and require the process to be done again.
  14. The race is on to duplicate this, modify it into displaying Mobility (the Holy Grail itself) or both... ;)
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