AdmiralScorpii Posted February 9, 2016 Share Posted February 9, 2016 Alright I created a mod, built the mod and enabled the debugging process. I went to see if the build and debug went correctly. I saw that the files were correctly put into the Mods directory in XCOM 2. I launch the game launcher expecting my mod to be in the mod list and it wasn't there. As a test, I followed an ExampleWeapon guide Firaxis shipped in the ModBuddy documentation, which comes with an example mod file. I followed the guide to a T and the launcher failed to recognize that, even though it was a pre-packaged example. Because of this, I uploaded my mod on Nexus (Vigilo Confido) in an unfriendly integration format which requires the overwriting of base game files. Some assistance would be greatly appreciated :) Link to comment Share on other sites More sharing options...
Kenshkrix Posted February 9, 2016 Share Posted February 9, 2016 You need to have an .XComMod file for the launcher to read, XComModBuddy should already do this if you use the F5 key to run a debug test of your mod.Here's an example if you really want to do it manually for some reason: [mod] publishedFileId=0 Title=Example Weapon Description=This example mod demonstrates how to add a new weapon to XCom 2 Link to comment Share on other sites More sharing options...
AdmiralScorpii Posted February 9, 2016 Author Share Posted February 9, 2016 You need to have an .XComMod file for the launcher to read, XComModBuddy should already do this if you use the F5 key to run a debug test of your mod.Here's an example if you really want to do it manually for some reason: [mod] publishedFileId=0 Title=Example Weapon Description=This example mod demonstrates how to add a new weapon to XCom 2 I just looked and there is an XComMod file with the exact same contents and it still isn't registering. I don't understand why it isn't registering. I'm subscribed to a mod on Workshop and it seems to read that fine Link to comment Share on other sites More sharing options...
Kenshkrix Posted February 9, 2016 Share Posted February 9, 2016 Weird, did you perhaps change file/folder names in the mod files without being completely thorough? There are a ton of references so it's easy to miss one. Link to comment Share on other sites More sharing options...
AdmiralScorpii Posted February 9, 2016 Author Share Posted February 9, 2016 Weird, did you perhaps change file/folder names in the mod files without being completely thorough? There are a ton of references so it's easy to miss one.How exactly is the file structure suppose to look? I've attached an example screenshot of what the ModBuddy did with the ExampleWeapon project when i built and debugged http://i.imgur.com/GhQO6hS.jpg Link to comment Share on other sites More sharing options...
Kenshkrix Posted February 9, 2016 Share Posted February 9, 2016 http://i.imgur.com/GhQO6hS.jpg This looks exactly like mine, but mine works fine.Sorry, I have no idea what's wrong. In my case, I just followed the Quickstart pdf in the SDK Documentation and everything works fine (or doesn't build at all). For lack of other advice and considering this is a technical problem, I'll go ahead and suggest restarting your computer, rerunning the SDK Redist Binaries, and double-checking your Build Options.Hope you figure it out or somebody else can help you, it's beyond me. Link to comment Share on other sites More sharing options...
AdmiralScorpii Posted February 9, 2016 Author Share Posted February 9, 2016 (edited) http://i.imgur.com/GhQO6hS.jpg This looks exactly like mine, but mine works fine.Sorry, I have no idea what's wrong. In my case, I just followed the Quickstart pdf in the SDK Documentation and everything works fine (or doesn't build at all). For lack of other advice and considering this is a technical problem, I'll go ahead and suggest restarting your computer, rerunning the SDK Redist Binaries, and double-checking your Build Options.Hope you figure it out or somebody else can help you, it's beyond me. Well I figured it out. It seems my dumb ass set the XCOM 2 User Path and XCOM 2 Install Path in the completely wrong places. Glorious. Edited February 9, 2016 by AdmiralScorpii Link to comment Share on other sites More sharing options...
AdmiralScorpii Posted February 9, 2016 Author Share Posted February 9, 2016 (edited) Alright so new problem. Seems the ModBuddy does not like the fact my mod contains only modified INI files as dictated by this error: Error 1 The "CompileScripts" task failed unexpectedly.System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\user\Documents\Firaxis ModBuddy\XCOM\Vigilo Confido\Vigilo Confido'. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileSystemEnumerableIterator`1.CommonInit() at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost) at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption) at Firaxis.VisualStudio.Tasks.XCOM2.CompileScripts.Execute() at Microsoft.Build.BackEnd.TaskExecutionHost.Microsoft.Build.BackEnd.ITaskExecutionHost.Execute() at Microsoft.Build.BackEnd.TaskBuilder.<ExecuteInstantiatedTask>d__20.MoveNext() C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Binaries\Win32\ModBuddy\Extensions\Application\XCOM2.targets 110 6 Vigilo Confido What in the hell did I do wrong EDIT: Whoa, now i'm getting this error with anything I do, including example projects EDIT 2: ELECTRIC BOOGALOO: Problem is fixed Edited February 10, 2016 by AdmiralScorpii Link to comment Share on other sites More sharing options...
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