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Possible Bug with OSPs and Mission Type Aliases? incl. Bomb Disposal


abeclancy

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Hey there, hopefully someone more knowledgeable with the missions systems in XCOM 2 can jump in and either confirm/deny this.

 

Here's the short version: Creating a new mission type, aliasing an existing mission type, and trying to spawn a mission with a single objective actually spawns about 6 objectives, even though the SpawnMissionObjectivesForInfo() call GatherSpawnObjectives() yields only a single OSP object. Rebuild the map generation by changing just the objective parcel, so that the Tactical debug menu rebuilds only the objective parcel, makes it work and only spawns a single objective.

 

Here's an example I did using the actual Bomb Disposal example mission, deleting Users\Documents\My Games\XCOM 2\Config, reverting the XCOM 2 and XCOM 2 SDK steam directories, and building and using only that example mission mod: https://www.dropbox.com/s/pr9jwao3sr4okvr/BombDisposalIssue.jpg?dl=0

 

The bomb can be seen under the green arrow icon, but there are also a bunch of transmitters from the Protect Device mission type. Now, I have been working on a mod that deals with Protect Device missions, but this is occurring after I've deleted my local config and reverted the steam directories. This makes me think that there is actually an issue with the mission generation. If I change my mod to instead of creating a new mission type, remove the existing Protect Device templates and arr* from XComMissions.ini and just straight-up replacing them, then it works fine. But trying to create a new mission type aliased to another mission type seems to make this happen (based on the fact that my mod breaks when I attempt it, and the Bomb Disposal seems to do this by default).

 

And the weird thing is that the objective generation does work properly, but only if you forcibly have the Tactical menu recreate the objective parcel! If it was an issue with my own system, then shouldn't the issue still persist through a new objective parcel?

 

I've linked the Bomb Disposal and my own mod (heavily stripped down) for someone to hopefully take a look at. At the very least, try building in ModBuddy on your own systems, launch Start Debugging, and try to use the Tactical menu to just run the mission and see what happens with the objectives. If it works fine for you, then there's obviously something somewhere that I need to delete or reset, some additional location for config files or some such thing that I am obviously missing.

 

https://www.dropbox.com/s/le46hp4q0ituxwo/ExampleMission.zip?dl=0

https://www.dropbox.com/s/8ewkn32ph55n769/ARCDefendTheDevice.zip?dl=0

 

Could really use someone to verify if this works or fails for them!

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With just the ExampleMission mod loaded, I had no issues with it showing the objective, and it did not spawn any other objective pieces. So I built and ran with the Protect mission you had and tried the same test, no issues with it spawning the objective item(but it wasn't showing as the objective in game) ... neither mission spawned more than 1 objective item.

 

Also, I only had to generate the parcel once to have it create the objective correctly. Not sure why your are having issues, they seem to be spawning normally for me. Not sure why the Protect objective doesnt work(not even in the objectives list when starting the tac mission) but the bomb defusal one works, including those ui pop-ups(which I personally hate, but they work none the less).

 

*edit: on a side note, I do like the canister you are using for the bomb, looks quite nice.

Edited by traenol
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Thanks for taking a look at it! Kinda not what I had hoped for actually, because it means that something somewhere in my system isn't being cleaned out properly, and I have no idea what it is. Guess I'll be doing a lot of scanning through my hard drive to find anything XCOM 2 related and nuking it. Something outside of user Config, XCOM 2 and XCOM 2 SDK.

 

The Bomb Disposal example was just entirely built-in, ModBuddy's example project that everyone has.

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It's more a matter of "the example is vetted and should work, and if it doesn't something is wrong".

 

Anyways, I did manage to fix this issue. I think that there might be something outside of the User\Config, steamapps\XCOM 2, and steamapps\XCOM 2 SDK directories that may persist through modding. I ended up searching the entire C:\ drive for any mention of "Firaxis" or "XCOM", deleting files and directories in several places (though mostly in my User\ directory and the Temp directories). And it seems to work now, the mission is generating with just the bomb objective and not 6 additional ones.

 

Guess the lesson here is, there is more than just the User\Config directory that persists when modding, so you might have to dig and delete all Firaxis/XCOM directories in your User directory to get things working properly.

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Sure thing.

 

I (roughly) deleted the following files/directories in their entirety (even my local save files), revalidated through steam, restored XCOM 2 and XCOM 2 SDK from my local copies of them, then rebuilt and it worked. Sounds like that guy in that thread is having problems with the workshop mods though, I'm not sure how related it would be. Worth noting, I didn't delete the workshop mods when I was fixing my issue (I believe that when you are debugging, XCOM 2 doesn't load workshop mods at all, since they don't appear in the launcher mod list).

  • Users/name/AppData/Local/Firaxis
  • Users/name/AppData/Roaming/Firaxis
  • Users/name/Documents/Firaxis ModBuddy
  • Users/name/AppData/Local/CrashDumps/XCom2.exe.*.dmp
  • Users/name/AppData/Local/Microsoft/Windows/WER/ReportArchive/AppCrash_XCom2.exe_*
  • Users/name/AppData/Local/Microsoft/Windows/WER/ReportArchive/AppHang_XCom2.exe_*
  • Users/name/Documents/My Games/XCOM2
  • Users/name/Documents/Visual Studio 2013/Settings/XCOM ModBuddy

I know that the game's workshop mods are stored somewhere in steamapps\workshop (I think workshop\content\268500), maybe unsubscribing from all mods, deleting that directory, then revalidating XCOM through steam would help. I'll make a post there, but it's been 6 days since his last posted, so who knows if he's still interested in solving it.

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Sure thing.

 

I (roughly) deleted the following files/directories in their entirety (even my local save files), revalidated through steam, restored XCOM 2 and XCOM 2 SDK from my local copies of them, then rebuilt and it worked. Sounds like that guy in that thread is having problems with the workshop mods though, I'm not sure how related it would be. Worth noting, I didn't delete the workshop mods when I was fixing my issue (I believe that when you are debugging, XCOM 2 doesn't load workshop mods at all, since they don't appear in the launcher mod list).

  • Users/name/AppData/Local/Firaxis
  • Users/name/AppData/Roaming/Firaxis
  • Users/name/Documents/Firaxis ModBuddy
  • Users/name/AppData/Local/CrashDumps/XCom2.exe.*.dmp
  • Users/name/AppData/Local/Microsoft/Windows/WER/ReportArchive/AppCrash_XCom2.exe_*
  • Users/name/AppData/Local/Microsoft/Windows/WER/ReportArchive/AppHang_XCom2.exe_*
  • Users/name/Documents/My Games/XCOM2
  • Users/name/Documents/Visual Studio 2013/Settings/XCOM ModBuddy

I know that the game's workshop mods are stored somewhere in steamapps\workshop (I think workshop\content\268500), maybe unsubscribing from all mods, deleting that directory, then revalidating XCOM through steam would help. I'll make a post there, but it's been 6 days since his last posted, so who knows if he's still interested in solving it.

 

Steam Workshop mods show in my launcher even when debugging. AFAIK they should always show up in there as long as they are downloaded. Yes, that is the correct directory for xcom2 mods. Most of what you deleted appears to be cache, temp, config, and crash data. Removing those may have made no difference at all, and probably shouldn't in any case. Hopefully it will never happen again and no one will ever need to know!

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I don't know if it's relevant to what you're experiencing with your launcher mod list while debugging, but Workshop mods didn't show in my list initially, either. I eventually discovered it was because I was running steam as Administrator but starting ModBuddy directly - not through Steam - so it wasn't running as Administrator and wasn't able to read the access .ini file containing my mod list. Now that I'm running ModBuddy as Administrator, it can debug with the rest of my mods loaded.

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