Hi, I love the mod, but I seem to have a slight problem... I can't get Outsiders, Sectoid Commanders, etc, to appear as normal soldiers in abduction missions. I've tried a couple of different weights, but nothing I do seems to work. It's not that big of a deal, but any help is appreciated. Thanks.
Are you editing { Additional soldiers } section? Try experimenting with Month 0 aliens by setting all the weights in { Soldiers } section to zero and { Outsider } weight in { Additional soldiers } section to 100.
XGStrategyAI.GetPossibleAliens. You'll need to convert all the object references to EU patch 6 and get rid of EW specific aliens like seekers and mechtoids. And update all the jump offsets.
This mod is very old, that's why it's a pain converting it. Here are some old notes I found: http://pastebin.com/23Ve2QLu Object references there probably correspond to EW initial release. With new patcher versions you can use named references instead of hex. There is also a labels feature to help with jump offsets.
Vadenx, to see more floaters you need to increase floaters weight substantially or, better, to decrease other species weights while increasing floaters weight.
Not sure what the issue is, though my intent is simply to get normal Floaters to appear in late game (to interrogate) as I believe their % of showing up now is krap.
I may be able to work around this issue (I'll test some things) but as of now -when attempting to shoot down a UFO it CTDs after the UFO defeat. Tested it w/o applying the Mod and the downed UFO mini-game finished. Did a Mod w/ Tweak & without. OAN: Tweaked the Floater to 75 (the same as Heavy Floater I believe Month7+)
In addition, thanks for a Mod like this. Pity about the lower limits on enemy types late game as some are resources for building things.
CalamityVayne, as I see, you already have Tweaker uninstalled and I was hoping to take a look at bugged version. I'll try to replicate this myself then.
Here's that upk. At one point I had a few other mods installed, but uninstalled them with PatcherGUI using the files it generates for that purpose. Could that be having any effect? There were 2-4 of them. One of them was the mod to pause Geoscape on an event, but I don't recall what the others were.
CalamityVayne, none of this should interfere with "Possible Aliens". That's strange. Can you send me your XComStrategyGame.upk? It should be somewhere in the
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I can't get Outsiders, Sectoid Commanders, etc, to appear as normal soldiers in abduction missions. I've tried a couple of different weights, but nothing I do seems to work.
It's not that big of a deal, but any help is appreciated. Thanks.
Got your UPKUtils and a hexeditor and some previous mod-experience, so I guess I can do it.
If you have any pointers as to WHERE I might find the things you modded, that would help though
This mod is very old, that's why it's a pain converting it. Here are some old notes I found: http://pastebin.com/23Ve2QLu Object references there probably correspond to EW initial release. With new patcher versions you can use named references instead of hex. There is also a labels feature to help with jump offsets.
Good luck, Commander!
It only crashes when I try it.
I may be able to work around this issue (I'll test some things) but as of now -when attempting to shoot down a UFO it CTDs after the UFO defeat. Tested it w/o applying the Mod and the downed UFO mini-game finished. Did a Mod w/ Tweak & without. OAN: Tweaked the Floater to 75 (the same as Heavy Floater I believe Month7+)
In addition, thanks for a Mod like this. Pity about the lower limits on enemy types late game as some are resources for building things.
-V