nickroa Posted May 9, 2014 Share Posted May 9, 2014 (edited) hello Im just finishing up some modding/tweaking of the game and have gotten it running good and to my liking, aside from this new very frustrating development. upon starting a new game the first pod of aliens (sectoids) to play an intro cut scene caused a crash at exactly the same point during multiple restarts. I backed up my important modded files and did a cache integrity check through steam. after booting back up and putting my modded files back into the game, it ran perfect. for the first mission, then proceeded to do the same exact thing on the second. ive also noticed that a high % of the encounters do not trigger a cut scene, which is how i made it through the first mission. any idea were to start lookin? im pretty familiar with the innards of xcom at this point, but am by no means an expert lol. maybe theres a way to prevent all the intro cut scenes? id be cool with that ive recently deleted my old save files so i cant say ive tested in many situations but its definitely related to the alien intro cut scene of at least the sectoids. edit: wow, sorry guys. probably shoulda put this in technical support. guess i forgot there was other sub forums besides the modding one :tongue:. Edited May 9, 2014 by nickroa Link to comment Share on other sites More sharing options...
dubiousintent Posted May 10, 2014 Share Posted May 10, 2014 Have you looked at the "DIY" wiki article? It explains how to disable startup movies and alien reveal cutscenes. Otherwise it would help to know what mods (and versions) you are using, in case there is a conflict. -Dubious- Link to comment Share on other sites More sharing options...
wghost81 Posted May 10, 2014 Share Posted May 10, 2014 (edited) nickroa, I can't understand your need to do all the hex-editing by hands. What's wrong with the "Skip reveal cinematic" mod I pointed you to? It works with all EU versions. Also, pod reveal crashes are often caused not by cinematic code, but by AI code. If you made some AI changes by raw hex-editing, using some old code — it can be the problem here. Edited May 10, 2014 by wghost81 Link to comment Share on other sites More sharing options...
nickroa Posted May 11, 2014 Author Share Posted May 11, 2014 (edited) it was my mistake to assume that the majority of your automated mods would not be compatible with my updated game because of differences in offset. it seems to be quite the opposite in that the majority of them seem to be compatible with my code. that being said, i haven't done much to the game. ive edited the EXE to allow for INI edits as well as the console, ive done said ini edits, and ive edited the xcomgame.upk file to allow me access to all the second wave options (i really want to play with marathon and absolutely critical). i just got done completely uninstalling and re installing my game (take far to long) and the problem persists. i too think it is AI related, however im clueless as to how any of my mods might be effecting the ai. update: so it seems the issue was with my xcomgame.upk file, i reverted back to un edited compresses file and the issue disappeared, so now i have to figure out why that is and try to retain my mods Edited May 11, 2014 by nickroa Link to comment Share on other sites More sharing options...
wghost81 Posted May 12, 2014 Share Posted May 12, 2014 nickroa, new mods are not offset-based, they are object-based and therefore compatible with all patch versions. SW options unlocked by Amineri mod is also available as a part of "Interface and Gameplay Tweaks", you don't need to edit packages manually. What changes are you trying to implement? Link to comment Share on other sites More sharing options...
Amineri Posted May 12, 2014 Share Posted May 12, 2014 Using a manual Search and Replace using a tool like HxD should still be valid for "same size" hex replacements. A couple of caveats:1) Since both PatchUPK and UPKmodder limit the scope of changes to within a single object (and wghost's PatchUPK code generally uses relative offsets within an object), the code we are writing sometimes won't be globally unique 2) JL and I have become pretty comfortable with RESIZING objects, even doing so to make adjusting code quicker by reducing number of offset recalculations. Resizing an object manually is a huge chore involved 10's of thousands of individual changes. It would probably take me days to manually adjust resize one object, which PatchUPK or UPKmodder can do in a fraction of a second. 3) For some changes PatchUPK and UPKmodder now use full names instead of hex references. These names are resolved to hex references at the time of install, using information retrieved from the upk. This allows the mods to be more compatible across patches, and sometimes even compatible between EU and EW version. It's generally possible (but time-consuming) to use UE Explorer or UPKmodder to convert a named reference into a hex value. This has increased reliance on these tools, but has allowed us mod in things that we never could have possibly achieved using manual same-size hex replacements. Both wghost and I have made the source code for PatchUPK and UPKmodder available. I'm not 100% sure about PatchUPK, but UPKmodder was released under GNU GPL, is written purely in Java, and the source code is all available from http://code.google.com/p/upk-modder/. I haven't been doing much UPKmodder development recently, as the tool pretty much does what JL and I want it to for Long War development. Link to comment Share on other sites More sharing options...
wghost81 Posted May 12, 2014 Share Posted May 12, 2014 Yes, UPKUtils project is under GNU GPL too. Source codes are here: https://github.com/wghost/UPKUtils Link to comment Share on other sites More sharing options...
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