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Possible to add a tech/corpse to a campaign that already runs an early version of the mod?


LeaderEnemyBoss

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Hey everyone,

 

I am planning an update for my existing enemy mod, that adds a corpse item, an autopsy an a new item. After a long struggle I got everything working smoothly. However when i want to test this mod in my ongoing campaign, the autopsy and the corpse dont show up. I am pretty sure that i have to tinker with X2DownloadableContentInfo and the OnLoadedSavedGame() function, but so far the only thing i managed to do is to get the new item to show up and being buildable without the autopsy being there (basically copy pasted the code of the draco mod).

 

The mod seems to work fine in campaigns that didnt have the mod before, but since my savegame already had the old version of the mod (without corpse, tech and item) the new stuff doesnt show up correctly. Is there any definitive solution to this problem? Thanks in advance.

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Yep! But make sure you check the tech is there before you add it ; )

 

I ended up with a very broken game when I forgot to do that.

 

Items will just get loaded in fine, because they depend on techs, so need to refresh each time (or something ; )

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