XCOM: Enemy Unknown
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wghost81 aka Wasteland Ghost

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wghost81

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38 comments

  1. BornaZar
    BornaZar
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    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.
    1. wghost81
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      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.
  2. wghost81
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    Is there some way to get this to work in vanilla X-Com without EW?
    It only crashes when I try it.
    Not without rewriting it completely.
    1. Wyrmo
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      Hm, seems I'll have to see if I can do it myself

      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
    2. wghost81
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      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.

      Good luck, Commander!
    3. Wyrmo
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      Thanks for the pointers. I'm already digging in it I'll let you know how it goes.
  3. Wyrmo
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    Is there some way to get this to work in vanilla X-Com without EW?
    It only crashes when I try it.
  4. riggedIMO
    riggedIMO
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    Works beautifully. I even added more months to make the changes more detailed. Thank you sir!
  5. wghost81
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    Vadenx, to see more floaters you need to increase floaters weight substantially or, better, to decrease other species weights while increasing floaters weight.
  6. Vadenx
    Vadenx
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    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.

    -V
  7. wghost81
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    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.
  8. wghost81
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    CalamityVayne, may be, I don't know at this point. Thanks for the upk file, I will analyze it and try to find the problem.
  9. CalamityVayne
    CalamityVayne
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    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.
  10. wghost81
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    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
    SteamLibrary/SteamApps/common/XCom-Enemy-Unknown/XEW/XComGame/CookedPCConsole