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Looking for a way to skip the launcher


Solariz

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Maybe I spoke too soon. Just had an Unhandled Exception.

 

Manually installed a mod into Steam\SteamApps\common\XCOM 2\XComGame\Mods whilst Mod Launcher was running.

 

Ran File > Search for Mods

 

Didn't find the newly added mod

 

Ran File > Update entries

 

That got to the newly loaded mod and error.

 

 

 

See the end of this message for details on invoking

just-in-time (JIT) debugging instead of this dialog box.

 

************** Exception Text **************

System.ArgumentOutOfRangeException: Value of '328' is not valid for 'Value'. 'Value' should be between 'minimum' and 'maximum'.

Parameter name: Value

at System.Windows.Forms.ProgressBar.set_Value(Int32 value)

at XCOM2Launcher.Forms.MainForm.Updater_ProgressChanged(Object sender, ProgressChangedEventArgs e)

at System.ComponentModel.BackgroundWorker.OnProgressChanged(ProgressChangedEventArgs e)

 

 

************** Loaded Assemblies **************

mscorlib

Assembly Version: 4.0.0.0

Win32 Version: 4.6.1055.0 built by: NETFXREL2

CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll

----------------------------------------

XCOM2 Launcher

Assembly Version: 0.4.3.0

Win32 Version: 0.4.3.0

CodeBase: file:///C:/Programs/XCOM%202%20Mod%20Launcher/XCOM2%20Launcher.exe

----------------------------------------

System.Windows.Forms

Assembly Version: 4.0.0.0

Win32 Version: 4.6.1055.0 built by: NETFXREL2

CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll

----------------------------------------

System

Assembly Version: 4.0.0.0

Win32 Version: 4.6.1055.0 built by: NETFXREL2

CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll

----------------------------------------

System.Drawing

Assembly Version: 4.0.0.0

Win32 Version: 4.6.1068.2 built by: NETFXREL3STAGE

CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll

----------------------------------------

Newtonsoft.Json

Assembly Version: 8.0.0.0

Win32 Version: 8.0.3.19514

CodeBase: file:///C:/Programs/XCOM%202%20Mod%20Launcher/Newtonsoft.Json.DLL

----------------------------------------

Steamworks.NET

Assembly Version: 8.0.0.0

Win32 Version: 8.0.0

CodeBase: file:///C:/Programs/XCOM%202%20Mod%20Launcher/Steamworks.NET.DLL

----------------------------------------

System.Core

Assembly Version: 4.0.0.0

Win32 Version: 4.6.1055.0 built by: NETFXREL2

CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll

----------------------------------------

System.Numerics

Assembly Version: 4.0.0.0

Win32 Version: 4.6.1055.0 built by: NETFXREL2

CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll

----------------------------------------

System.Runtime.Serialization

Assembly Version: 4.0.0.0

Win32 Version: 4.6.1055.0 built by: NETFXREL2

CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll

----------------------------------------

System.Xml.Linq

Assembly Version: 4.0.0.0

Win32 Version: 4.6.1055.0 built by: NETFXREL2

CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll

----------------------------------------

System.Xml

Assembly Version: 4.0.0.0

Win32 Version: 4.6.1067.0 built by: NETFXREL3STAGE

CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll

----------------------------------------

System.Data

Assembly Version: 4.0.0.0

Win32 Version: 4.6.1055.0 built by: NETFXREL2

CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll

----------------------------------------

System.Configuration

Assembly Version: 4.0.0.0

Win32 Version: 4.6.1055.0 built by: NETFXREL2

CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll

----------------------------------------

ObjectListView

Assembly Version: 2.9.0.25611

Win32 Version: 2.9.0.0

CodeBase: file:///C:/Programs/XCOM%202%20Mod%20Launcher/ObjectListView.DLL

----------------------------------------

 

************** JIT Debugging **************

To enable just-in-time (JIT) debugging, the .config file for this

application or computer (machine.config) must have the

jitDebugging value set in the system.windows.forms section.

The application must also be compiled with debugging

enabled.

 

For example:

 

<configuration>

<system.windows.forms jitDebugging="true" />

</configuration>

 

When JIT debugging is enabled, any unhandled exception

will be sent to the JIT debugger registered on the computer

rather than be handled by this dialog box.

 

 

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  • 2 weeks later...

Not sure how you're going on with your licensing situation but I got this error (error.log):

 

Could not find file 'D:\Data\Libraries\TimAdmin\Documents\my games\XCOM2\XComGame\Config\XComEngine.ini'.
Stack:
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
   at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
   at System.IO.StreamReader..ctor(String path, Encoding encoding)
   at System.IO.File.ReadLines(String path)
   at XCOM2Launcher.XCOM.XCOM2.DetectModDirs()
   at XCOM2Launcher.Program.InitializeSettings()
   at XCOM2Launcher.Program.Main()

 

And the reason I got that error was because I'd cleared out my Documents\My Games\XCOM2\XComGame\Config directory, including XComEngine.ini, in an attempt to resolve some huge pauses I get whenever I load a save made on the tactical layer.

 

Didn't fix my issue.

 

I was expecting to get some kind of error (as XComEngine.ini is where the Mod Manager does its magic) but (as clearing that directory out is a fairly widespread troubleshooting tip) thought a bit more graceful error handling would be called for.

 

Perhaps a message like

"Documents\My Games\XCOM2\XComGame\Config\XComEngine.ini file not found.

 

Please launch the game at least once to ensure the file is created properly."

 

Would be in order..?

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  • 3 weeks later...
  • 5 weeks later...

Not sure if you're still deep in Stardew Valley or not...

 

Couple more ideas:

 

Mods tab row highlighting

Currently mod entries (AFAIR) are highlighted red for conflicts, grey for hidden and yellow for new / updated.

Could new / updated be changed to green

And could mods where a Steam Workshop entry could not be found be highlighted yellow? (Check for blank Name, 0 byte Size or Last Update of 00:00 01/01/1970)

 

That will make it possible to identify mods where the author's removed the mod from the Workshop. Although there are some where the WorkshopID is set to 0 in the .XComMod file or the mod is only available on Nexus etc. without a Workshop entry.

 

Commandline arguments

A few versions ago there were checkboxes with possible arguments, those built the actual set of switches the executable was run with.

 

Now, there's a text box to add arguments into.

 

Currently mine is:

-fromLauncher -review -noRedScreens -noStartupMovies -CrashDumpWatcher

 

I've no real idea what they do (-review), or whether they're needed (-fromLauncher; -noRedScreens). I think all of them, bar the noStartupMovies one were added by earlier versions of the Launcher.

 

So is it possible to have a hybrid approach? Perhaps launch a separate dialog with checkboxes for the common arguments and a user-editabale textbox for custom arguments. Guess there'd need to be a non-editable label / textbox which parses the checkboxes and the editable textbox to build the whole set of arguments passed.

 

BOnus points for tooltips for the checboxes for forgetful old farts like me.

 

Profiles tab, category order

Display mod categories in the order I have them in Settings > Launcher > Categories

 

Currently mod categories are ordered based on when I created the category

 

Anyway, none of these are deal breaking, absolutely love the program. I only use the Firaxis launcher to start the game after clearing out my My Games config folder these days.

 

===============

Edit:

 

Unhiding mods resets mod list

Mod listbox should remain centred on the mod I've just unhidden, currently it jumps to the top of the list

 

Sorting by "Last Update" is... odd

Groupings in descending order:

Older than one month

This Week

Today

Last Month

 

===============

Edit Edit:

 

What does the option File > Search for mods do?

 

I kind of assumed that it would trawl my Workshop and Mod directories and add any mods installed since that Launcher had started. It doesn't seem to do that and I can't work out what it does do...

 

===============

Edit Edit Edit:

 

I think that if I have a mod enabled which doesn't have a Workshop entry (e.g. Max Squad Size Fix, More Than 15 Ability Icons) then the Overrides tab won't show the Class overrides or screen listeners. So any mod conflicts won't be highlighted.

 

===============

Edit Edit Edit Edit:

 

And something else (hey, I can dream). I've been adding and removing a number of mods for a while now. The Load Order numbers don't get reset into a sequence when loaded mods are removed. I've spotted a few different mods all with the same load order number.

 

Would be nice if, when removing a mod, the load order list gets re-numbered. Also when there's a manual change to a mod's load order number the rest of the list gracefully renumbers itself

Edited by Dragon32
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