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[IMPORTANT] Never rename your mods!


wghost81

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Turns out not only mod ID, but also a mod name under mod properties can't be changed for already published mods. There's no warning about it, so be careful!

 

Killing 22,346 saves wasn't fun at all.

 

Just in case: renaming the mod back to its original name, rebuilding and publishing solves the issue.

Edited by wghost81
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Oh -- that's what happened to my saves yesterday evening! (Was just trying to use [Free Camera Rotation] instead of your default name FreeCameraRotation -- duh!)

 

It's alright i'll send you my dead rookies. :) :ninja:

 

Speaking of fiddling with Saves and/or Steam driven Mods.

 

-- There isn't any way to prevent Steam from updating, right?

-- Ideally, the opening XC2 screen itself should let us manage that list.. much more precisely with some form of secured functionality, i think.

-- Thanks for the new Zoom(TG) option... but since everything was auto-reset on update, i (we) are still obligated to re-edit our ini values back as they were (only changed 45 to 15)!

 

PS; Off-Topic... do you think it should be possible to enhance (or fix some tricky issues) the Character Pool coding. I'd need specific "parsing functions", tracking features, reference "images" (similar to Memorial) for each slots... ETC!

Edited by Zyxpsilon
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Btw, i forgot to say... don't blame yourself for this tragic flaw -- it's clearly bad design choices (or lack of essential safety code) made by Firaxis staff. I just hope it will be one of their first (multiple performance issues being A top priority, AFAIC) fixes for a quick (or much faster) patch... early next week, once they're all back to HQ from release celebrations.

 

TBH, i think they were just rushed into the obligatory Feb-5th (their fault, not ours) and had to tolerate a slightly unstable product.

Edited by Zyxpsilon
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