A bit late to the party, but I can also say that it instacrashes as soon as it's enabled. Kind of a bummer, as I like the concept. I'd want those steam vents down in the last row.
I have installed with PatcherGUI, starting with first tutorial and ending at the base. So far no problems. I prefer the vanilla rules, but wanted to clarify the stability if anyone decides to use the mod.
It crash even with PatcherGUI. Maybe it's because my last version of EW, but not instantly, only when you arrive to base the first time (tried with Tutorial on).
Really love how this fixes the "Steam Vent in dead center of base layout" problem, and makes the Thermal Generators something you have to work towards down the line.
The only tweak I'd really prefer to have is to place the OTS beside the Lift, on the same side as the Satellite Relay. This would allow for a more efficient 3x2 grid of Workshops/Foundry/Cybernetics Lab or Laboratories/Genetics Lab on the opposite side, with the same easier access to build out the 2x2 Relay/Nexus quad.
It's not hard to work around, but the mildly OCD min/max'er in me starts whimpering at the wasted potential.
Sorry about that. Use UPKUtils as dubious intent said, I listed them on required files list right now to correct my mistake. This is a quick mod and I don''t find it necessary to write instructions or readme. Hope you will like the mod. Bye
Thanks for the replies I'm used to the NMM this will be my first XCOM mod installed the base layout always irritated me, and this looked like a perfect fix. ^.^
Yeah, the author should add that to the download page. But at a guess, try using PatcherGUI from "UPKUtils". (He was working with wghost81 on getting this implemented.)
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The only tweak I'd really prefer to have is to place the OTS beside the Lift, on the same side as the Satellite Relay. This would allow for a more efficient 3x2 grid of Workshops/Foundry/Cybernetics Lab or Laboratories/Genetics Lab on the opposite side, with the same easier access to build out the 2x2 Relay/Nexus quad.
It's not hard to work around, but the mildly OCD min/max'er in me starts whimpering at the wasted potential.
It also seems to be compatible with Long War, so far. I'll report back if any problem comes up while using the two mods together.
-Dubious-