zingfharn Posted March 18, 2016 Share Posted March 18, 2016 The new mod launcher detects some conflicts. Might be worth starting there. Link to comment Share on other sites More sharing options...
serratemplar Posted March 18, 2016 Share Posted March 18, 2016 A Git of the old source (ideally versioned with each update) would probably be fantastic for all of us down the line, if you don't mind spearheading that, OP. Turns out that creating a "Default" project with the IDE still uses the old source code, which was killing me today. The updated source of course lives here (for those that don't know): ...\Steam\SteamApps\common\XCOM 2 SDK\Development\Src\XComGame\Classes\ Link to comment Share on other sites More sharing options...
Zyxpsilon Posted March 18, 2016 Share Posted March 18, 2016 (edited) What new mod launcher exactly, please? I've rethought my strategy to try fixing this messy situation. 1) Here's the XComModOptions.ini file; [Engine.XComModOptions]ActiveMods=LW_OfficerPackActiveMods=LW_SMGPackActiveMods=LW_AlienPackActiveMods=FreeCameraRotationActiveMods=ConfigurableMissionTimersActiveMods=EvacAllActiveMods=FullCharacterCustomizationFromStartActiveMods=MoreSquadSizeUpgradesActiveMods=DiverseFacepaintsActiveMods=CapnbubsAccessoriesPackActiveMods=UpgradeReminderActiveMods=StopWastingMyTimeActiveMods=SWRHiddenPotentialActiveMods=SWRNotCreatedEqualActiveMods=UniformsActiveMods=UpcomingeventsinhoursActiveMods=MissionTimeRemainingActiveMods=MorearmorcolorsActiveMods=MoreskincolorsActiveMods=NewHairmodActiveMods=ShowMeTheSkillsActiveMods=LifetimeStatsActiveMods=ShowMeThePersonelActiveMods=ProgressiveArmorOptionsActiveMods=CovertOpsArmorActiveMods=ProgressiveArmorResistanceOptionsActiveMods=AllArmorOptionsActiveMods=qUIck_RCP[iniVersion]0=1458261001.000000 2a) Red is an old relic of something i keep into the "XCom 2 \ XcomGame \ Mods" folder (with the zero byte trick) to prevent the usual missing/warning popup. 2b) Green is my own tiny simplistic mod which i know can't be the source of such troubles as it only deals with 4 Classes Icons and a few lines of custom INT for LAByrinth preview. 2c) So, i first loaded up the (Cyan) LWS-trio.. and plouck, immediately got the move delays!! Fairly solid conclusion, AFAIC. These saves have just been badly corrupted during (or soon after) today's Updating process. Something in-between valid state of data contents and supplemental concerns (new to Anarchy/DLC assets and whatever else the previous code files needed to adapt with) is the likely situation where badly organized past-versus-present requirements are still destroying stability of whichever "reliable history tracking" that gameplay recorded before & then after. Final decision? I'm gonna have to simply scrap that whole wonderful & crazily fun game i had going. What a shame. BUT .. if this sort of wrecking mess happens again, i'll sue the black burnt skin out of every anachronic Children bolts & gas masking stupidity to metallic hell and back. :devil: Edited March 18, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
zingfharn Posted March 18, 2016 Share Posted March 18, 2016 Searching for mod launcher in the parent forum would have got you there, and eventually here Link to comment Share on other sites More sharing options...
davidlallen Posted March 18, 2016 Share Posted March 18, 2016 I forgot to suggest deleting all the ini files first. They usually contain extra junk. Maybe they got updated properly at the start of gate crasher and now everything is OK? Link to comment Share on other sites More sharing options...
Zyxpsilon Posted March 18, 2016 Share Posted March 18, 2016 (edited) zingfharn, sorry.. i didn't realize at first that's the "project" you were referring to. But now, i remember catching a glimpse of that wild stuff when visiting Reddit couple of days (or early last week) ago. My impression was that it wasn't really ready for distribution - so decided to wait another week or so. I should get on track with such activities before troubles like mine start fooling around with MY own mistakes. Thanks for the link. David, i did give the config INI files folder wipe a try. In between accidental "panic level" attempts (think of it as the foolish chicken running around without a clear logical goal), i might have worsened the case for a correct fix. Bof -- it's alright... another game was just started. Let the *stable* fun begins... once more! Sometimes, my mind feel like pudding these days - getting old doesn't help. :wink: Edited March 18, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
davidlallen Posted March 18, 2016 Share Posted March 18, 2016 @ zyx, glad it is working again. Back to the original topic of this thread, I can confirm that any mod relying on the details of the armory customize screen got broken. My mod ArmorVariety had this problem. I have spent a couple of hours fixing it. The particular file I modified was X2SimpleBodyPartFilter.uc. They have made a few changes to this file, none in the interface. However, one risk is that a function I have modded, may be changed underneath in an incompatible way. That was my problem; the mod crashed upon startup because my modded function did not contain their new code. I have fixed this and it is working. However, this increases my fear that a patch may come at any time, which randomly breaks dozens or hundreds of published mods. The mod authors currently have *no* protection against this. Well, I suppose having a trivial mod which doesn't change any uc files may be one protection, but that does not help the modders in this forum much. Link to comment Share on other sites More sharing options...
abeclancy Posted March 18, 2016 Author Share Posted March 18, 2016 I think that there might not be anything that we can do to prevent this, as that is kind of the risk of modding. But what we could do is start discussing ways in which life can be made easier for modders. For example, tomorrow I think I might try putting up a Git repo of the SDK SrcOrig files so that people can view what changed in updates. Someone could make a website that mod developers could subscribe to, that would: send emails to them if classes they override are updated; list all mods that override classes that your mod overrides, so you can work with other developers to deal with or prevent conflicts; etc. We could develop a singular core mod that the community can update, so that individual mods don't need to be core in order to make the one modification necessary for their mod to work, and so that certain super-common ideas can be consolidated by the community. For example, I'm working on a replacement Protect the Device mission type, but need to add functionality to the spawn-generating algorithm in the game, and that's the only thing that makes my mod core. I've also written some code to "fix" critical hit chance calculations so that a flashbanged enemy doesn't only land critical hits: a 40% critical chance is 40%, not 100% if a unit's aim is reduced. I can't exactly make these different mods if I want them to be used at the same time, they're both core modifications. Link to comment Share on other sites More sharing options...
davidlallen Posted March 18, 2016 Share Posted March 18, 2016 (edited) I agree that modders take risks, but I have mentioned several things that Firaxis *could* do if they wanted. They could add the information on changes to the release note, or a separate modder release note. They could announce upcoming changes a little in advance, or at least warn us what might change, so that we do not have to panic when we open the game to find a patch has downloaded. These are things that other companies have done, and it really helped me in the past. For what modders can do ourselves, I support the idea of keeping an old copy of the code as a precaution so that the previous version is easily available, after a patch. But if I were you, I would think carefully about putting a full copy of the code in a *public online* location. I like the idea of a database where modders can upload a file describing which classes they changed, or (even better) which can scan the mods from steam and determine which classes were overridden. That would be a pre-emptive conflict detector. BTW, does anybody know what happens if mod A and B override the same class, but different functions within the class? That "could theoretically" work, but I doubt it would. A core mod is certainly a good idea. How many people besides yourself have released highlander mods? Edited March 18, 2016 by davidlallen Link to comment Share on other sites More sharing options...
serratemplar Posted March 18, 2016 Share Posted March 18, 2016 Yea, that's just par for the course. They deal with this in-house too, no doubt: they just work in the same office and can give each other ample warning. :) We're down the pipe and don't get any heads up. My Random Appearance Button took a kick to the shins. It's mostly fixed but I've got some (annoying) UI work to do in order to accommodate the sweet new arm slots. Link to comment Share on other sites More sharing options...
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