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3/15 Patch breaks mods


johnnylump

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I use Blackalpha's installer as well, and I just got upk changes into the game, so XShape isn't broken.

 

I apologize if this is stuff you've already tried or is obvious:

 

I'd suggest getting a working vanilla version going. Make sure you start the game a couple of times.

 

Then unpack the new vanilla versions of the upks you are changing and put them in the spot your modded files are packed into the installer from. Don't make any changes yet.


Then build the installer and install. This should just implement the ini changes.

 

Then mod the upks, one at a time, at install them.

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I probably got my game totally f.. buggered.

 

I deleted everything but XComGame folder and in that I killed the .upks i normally mod and now it's running fine.

 

Now I shall CAREFULLY mod the .upk files

Edited by Yzaxtol
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I've gone through and re-entered all the Long War changes, including the full rescripts, and I didn't have any issues. (Well, a variable in vanilla impossible laser cannon was off, but that may have been a typo on my part). So that means they didn't redo any variables or functions, so all systems go.

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This feels like a dumb question, but where is the specific patch info found?

 

Like:

 

 

Works with XCOM Enemy Unknown version:
Patch 3 ( Tuesday, December 11, 2012 4:36 PM - Changelist: 347752 )
Was going to update my ToolBoks custom mod text files (though will have to wait until ToolBoks is updated to test them, I guess), and wanted to get the current info.
I see that the file version is 1.0.0.28586, but that looks like something else.
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For my released modlets:

Tank Damage Reduction - required a fix -- is done and posted

Explosive Damage Randomization - no fix required, but I updated the version to reflect that I've verified it

Foundry Unlocks / Fixes - hex code unchanged -- should still work

Edited by Amineri
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