Erhm you instructions say that the DefaultMutatorLoader.ini file should have this added to it: arrStrategicMutators=ShivSlot.ShivSlotMutator arrTacticalMutators=ShivSlot.ShivSlotMutatorThing is, the vanilla long war mod has this in the file: [XComMutator.XComMutatorLoader] arrTacticalMutators="XComLZMutator.XComLZMutator" arrTacticalMutators="XComLZMutator.XComBombMutator" arrTacticalMutators="XComLZMutator.XComMeldSpawnMutator" arrTacticalMutators="XComLZMutator.XComPodSpawnMutator" arrTacticalMutators="XComLZMutator.XComSpawnAlienMutator" arrStrategicMutators="XComLZMutator.XComFCMutator" , aka everyone of those lines have the words after the equal mark closed in quotemarks ... is that correct and should your instructions also contain them ?
If you play vanilla EW this might be an issue when it's 7th unit. Because vanilla maps have only 6 "spawn points". In Long War it might happen on certain maps although not consistently. It's not the fault of the mod - it would happen with a regular additional soldier as well. With vanilla EW your only option is to use TeleportToCursor console command. With Long War you can try editing DefaultLZMutator.ini. Where you see ESL_Normal you can change it to ESL_Inside. It will try to spawn all your units within the LZ rectangle.
Thank you for the reply, I am playing base EW with the uber mod. How do I use the console command you suggested? Ps. also note I am not really tech savvy
Hello! I have a question to ask if its ok. This shiv's hover sounds are quite loud compared to everything else. I looked up , way to lower the volume and i found it but i am struggling to make a correct patch to edit that simple line.
I know that there is a patch that removes the sound altogether, but that doesnt work fully. It only removes sound when shiv is idle and not in battle. Once it engages enemy hover sound is back.
But i dont want to totally remove sound, just to muffle it. And this seems like correct place to change volume multiplier. So , any help on how to make that patch?
UPK_FILE=Unit_XComTank3_SF.upk OBJECT=SoundSHIVFX.HoverIdleOnAlertCue FIND_HEX=D9 06 00 00 00 00 00 00 11 03 00 00 00 00 00 00 04 00 00 00 00 00 00 00:END MODDED_CODE=<%f 2.5> //replace 2.5 with whatever you like However there are many cues in this file (related to actions though). I assume you might probably need to alter also SoundSHIVFX.IdleHoverCue
Ah so it needs hex address. No wonder i couldn't get it to work right :)
Yes you are right idle has separate volume multiplier
Adress doesnt seem to match ? it throws patching error
Package opened successfully! Searching for object named SoundSHIVFX.HoverIdleOnAlertCue ... Object found! Searching for specified data chunk ... Data found! Relative offset: 0x00000080 (128) Invalid/empty data! Execution stopped at #3 command named MODDED_HEX.
Couldnt solve that offset error. Ended up removing sound for both idle and alert idle. It's the same sound, original patch from wiki only removes sound while shiv is in idle (alert for combat) , but not when in actual combat.
Would have prefered just lowered volume instead :-/
Hm, i am getting error patching UPK , i cant find any other logs about error. I only have 2 mods so far, minimods and gender and they work fine
it seems that mod works regardless of patching error. it creates some kind of conflict with "show map on squad select menu" from minimods. Map wont go away as it doesnt react to (X)
If you have MiniMods/GenderManager (any mutator-based mod) and they work fine, don't patch anything (you have already done that installing the said mods). So now just copy/drag folders into \Config and \CookedPCConsole and add the line to DefaultMutatorLoader.ini. That's all you need to make the mod work.
Regarding the gamepad issue - I will test it on my end. I assume the problem is that the button to close the dialog box is (X) and it does not react? The LBumper is for toggling into the ShivSlot view (and Y is to go back to soldiers' view). Anyway, I have acquired a gamepad recently so I will do the tests. Temporary solution - you can set the map image mod to "Show Only Once" mode (through Mods Menu in the game or through DefaultMiniMods.ini outside of the game) The map will pop-up once and not re-appear for this very mission anymore (until reloading the save/game). Not ideal, but better than nothing.
Good. BTW, Deluge map (Quest?) should be added to blocked maps too. Shiv ends up on right side of bridge under pilon enable to move on another mission it ended up inside a tractor enable to move and another one under ground (Nigeria) unable to move
Is there nothing you can do to make Shiv spawn little bit closer to the team and not so far away? On previous map shiv ended up triggering half a map of enemies because it spawned almost in middle of map
I dont use console command and its since game doesnt have autoswitch input its quite annoying to change from gamepad to keyboard (Vanila) Maybe grab some of those changes from Long war that you spoke of (ESL inside)?
While at it , i wouldnt mind seeing one future from long war, experience for stationed barrack units. Nothing big just small exp for them after each mission etc.
XCom EW is prepared to handle deployment of only 6 units. I cannot do much about it really but I think you can use Long War's landing zone mutator (because you already have your game ready to handle mutators). Do this: 1. Download LW Rebalance. Don't install it. 2. Find XComLZMutator.u inside its \CookedPCConsole and DefaultLZMutator.ini inside its \Config 3. Copy the above files into your game's \CookedPCConsole and \Config. 4. Inside DefaultLZMutator.ini replace ESL_Normal with ESL_Inside 5. Enable the mutator by adding the line to DefaultMutatorLoader.ini arrTacticalMutators=XComLZMutator.XComLZMutator And now you should have randomized landing zones and all units spawned within the rectangle-zone.
Thanks for detailed information. Unfortunately it didn't help with spawning. I tried restarting random missions from saves, nothing changed for shiv. She kept spawning somewhere half way across the map.
It did however change spawn on enemies in smaller zones , they appeared almost inside my landing zone.
I tried enabling all LW mods(from rebalance pack) and tried with only LW -Landing zones , no difference for shiv Changed to all to "ESL_Inside" example: URB_Boulevard_Euro",ESpawnLoc=ESL_Inside,StartLoc all is good, but its not helping. Unless there is something else that is missing from mod?
P.S I tried both inside and normal now on a specific quest Deluge(Gangplant) its always same map. For test, and shiv spawned in identical location as if its not reading that file at all
Ok, thanks for the tests. I have no idea how to spawn the SHIV in a good location. But I am fully capable of teleporting it next to a member of the squad so I will just fix it this way :) Stay tuned.
Check the hotfix in Update files. Grab it and test. The map image will go away (tested) but I had no real option to test the landing zone location bug.
Hello, i have tried on exalt base just saved recently. But shiv got spawned outside of map bounds. Tried other maps, didnt help either. How this new spawning functions? is it addendum to LW perhaps?
Is there a way to script button in game to force team to group in spot?
Ok tested, shiv is now much much closer to the team , just 1 screen away. Before it was half across the map. Can you tweak it a little bit more?
She ended up 1 shiv size unit distance under ground (but she could move) and dashing distance away from LZ. Its not major problem but if it could be tweaked just a little bit more closer to team?
P.S In Canada(Docks map) shiv ended up on right side , same dashing distance to LZ but out of bounds. Map was reduced in size on right side
P.P.S There is also a bug (existed from beginning) with team population, when you go to shiv tab to add shiv and return to team, actual team is empty, only their quick slots and names are filled. But Actual units are not there. If you try to launch it will only launch with shiv in team. Have to exit all the way to command and return to get team populated. Maybe thats also throwing shiv code out of wack?
The disappearing pawns when toggling between shiv/squad is on purpose. It's the same screen - if I don't clean the pawns the SHIV pawn would overlap the soldier from the same spot. In LW the pawns are auto recreated, in EW not. Honestly I am not willing to dwelve into EW code to know why. It's a minor issue. 4-6 clicks on Edit-back or 1 exit/enter and the pawns are back.
Regarding the LZ location l can try sth else but currently it's FindClosestValidLocation to a friendly unit. I understand it's buggy. Maybe I will just put it in the same location instead of closest :)
There also seem to be stuck "shiv slot" on shivs even if not assigned when looking at unit in barracks on multiple units.
P.S I ran couple maps, shiv was always in dashing distance from LZ. But now went to crash site in Argentina and it bugged out, appeared again half way across the map. It's big open space, shiv ended up behind crashsite LZ open space x2 dash distance SHIP crashsite Shiv
Ok i will, but i just realized something. You didn't said that. When i enter mission, save and load that same mission, my Shiv is RE-Spawned right next to my team?! I am not sure if same applies to regular alloy shiv or is it game code doing something weird. Flying shiv is definitely respawned right next to my team
Yup! Just loaded game. Indeed shiv is perfectly positioned right next to my team. And team isnt lost when going to shiv slot to add and returning! All good, well done!
If all I wanted from playing the game was to win every tactical mission as easily as possible you might be right about OP. But to me the important part of the game is watching my soldiers gain xp, level up and gain skills. Every time I used a SHIV instead of a soldier I felt bad about the lost opportunities to gain XP. I used to also watch my SHIVs shredded to pieces in max 2 turns under heavy fire cause they could not take cover. I could hide them from line of sight but then it was a lost turn (a soldier can move to cover and do sth).
Should probably include that XComMutator.u file in this mods package. Seems I'm one of many people who had problems installing this, loaded games kept crashing until I installed your squadron 2 mod that came with XComMutator.u in its package.
It's more than just XComMutator.u. It's a bunch of files related UI Mod Manager aka "Mods Menu". On the download pop-up you get a "required mods" list and "UI Mod Manager" is specified. I should probably get used to the fact that the nowadays players don't read too much ;)
The reason why I have not included these (UI Mod Manger's) files is because when I update UMM, I already need to update not only UI Mod Manager page, but also Squadron page (cause I include UMM there), Mini Mods page (cause I include UMM there as well). Now this mod and soon next ones. The list is growing and after all it's exactly what "requirements" feature is for - to make life a little easier for the modder.
Anyway, thanks for the report. I shall consider it an issue and decide on a solution.
Oh, I totaly missed that popup for some reason, I guess the problem might of been more your other mods were so easy to install with the included files that I started expecting it lol
First of all thank you for this great mod ! I just have a problem I can't solve. when playing with controller the button to clear unit (X on Xbox controller) in unit selection view just before lunching missions opens the SHIV selection screen instead. where can I make modification to change the mapping on controller ? Thanks!
also there is no UI (SHIV slot button) at the top when using controller!
Currently trying this mod for EW, following your readme to the letter, and the game won't load into an in-battle save. To a save in base is fine, though, and going to battle is also fine but if I save and load from that save (in-battle) it crashes me to desktop.
Perhaps because I don't have a SHIV yet, or maybe cuz I'm still still locked with 5 max members, but the deployment screen doesn't have the SHIV slot included. Maybe I'll try again when I have a SHIV made and perhaps the 6 units max upgrade, but can't really depend on a new-game to try if this works or not.
Also, after moving the folders to ..XEW/XcomGame, and the XComMutatorEnabler.txt to ../XEW, there's still a remaining unzipped ShivSlot_sourcefiles, along with the readme. What is that one for? The readme didn't say anything about unzipping that particular folder nor moving its content anywhere. Perhaps that was the main issue? The contents are ShivSlot/Classes and a couple .uc files. Are they supposed to go somewhere?
EDIT: I've managed 6 slots and SHIV made, and on next sortie I see no SHIV slot on top to click. If someone else have made it work on EW then I guess it's on my end, but I don't know what else to do lol. Unless it's meant for a new run game only ...
Something must have not been "to the letter" :) You are writing "...and the XComMutatorEnabler.txt to /XEW". This file (XComMutatorEnabler.txt) is not to be copied/moved to \XEW. It is supposed to be applied using PatcherGUI.exe tool (to be found in UPKUtils pack UPK Utils.) If you haven't used PatcherGUI the mod is simply not being loaded. EDIT: don't bother about source files, these are just for modders who would want to edit/recompile the mod
Ya, I keep .txt files that would be "Apply"-ed with PatcherGUI in /XEW folder. I saw from a tutorial vid to do that, and seems to be working fine for my humble selection of 5-6 mods so far. I think I'm supposed to keep it there so I could reinstall a mod at the ready in case I uninstalled it. I do hope this is not the cause of the problem lol
So I guess I dunno what else to do then. 1. Moved the folders 2. Applied the XComMutatorEnabler.txt with PatcherGUI 2. Created the DefaultMutatorLoader.ini in the Config folder and copy-pasted 2 lines into it.
No need for new campaign, that's for sure. We need to figure out if the mod is not loading or is not working. There's a Launch.log file in C:\Users\<username>\Documents\My Games\XCOM - Enemy Within\XComGame\Logs. Launch the game, open a strategy save game (any, not necessarily the last one). Exit game. Now go to the Launch.log location, open the file in Notepad and search (ctrl+f) for "shivslot". You should have at least one entry ScriptLog: ShivSlotMutator v. 1.01 onlineIf it is not there it means the mod is not being loaded. We can of course keep chatting through Posts but it would be easier for both of us to fix it real-time through Discord chat :)
Sorry, life kinda went the opposite direction from binge-gaming-while-on-break route lol
Last time I unistalled, so after reinstalling again (via PatcherGUI), I tried loading an in-battle save and it crashed. From the log I couldn't find "shivslot" but I found this; [0046.03] Warning: Warning, Failed to load 'Class XComMutator.XComMutatorLoader': Failed to find object 'Class XComMutator.XComMutatorLoader' I don't know if that's something related, but the line "mutator" is the only thing that could relate to yours
Discord is fine, I could be reached on Hnari#2141 or a server of your choice.
Aaah - of course. You need XComMutator.u to use mutators. Get it from Mini Mods or UI Mod Manager. You will find it in \CookedPCConsole folder inside the downloaded packs and copy it to your \CookedPCConsole.
Wow that's stupid of me. That's actually the requirement listed on the main page lol. But now I get to play around with Minimods before jumping to Longwar. Thanks for the help! :)
Background: I am new to computers and modding. I have Long war installed and have modified some files dealing with gene modified armor appearance. I don't have anything other than Long War installed so any modding tool or something similar.
I downloaded the file and tried to "Drag and drop" the files based on the description, so like the single config file, and drop it into XCOM config file. Though when I would start the game up for the first mission XCOM would close itself. That means I probably haven't put the files in the right place, correct?
Does this mod require modding tools to install properly? Like the UPK tools? Or does Long war installed mean I just drag the whole download file into the game? Please if anyone could help walk me through it, XCOM is an amazing game and I don't want to break it because I'm definitely not qualified to fix it. Thx
Aside from old Sequential OW and old Squadron Unleashed 1.0 all of my mods don't require any modding tools. It's all about drag and drop (copy/paste) and adding a line to DefaultMutatorLoader.ini.
If you use "drag and drop" you should drag and drop the unzipped \Config, and \CookedPCConsole and \Localization folders into C:\Program Files (x86)\Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame folder. You can notice that such folders are already there. So by drag and drop you simply "add more to them". You will be asked if you want to merge folders and overwrite possibly existing files. You DO, so you click yes. Don't worry - my files don't overwrite anything coming with the game of LW, I only add new stuff. Well, XComMutator.u is an exception but overwriting only makes it better.
The mod will be loaded into the game only if you tell the game to do so. And you do so by adding a line (use Notepad) in DefaultMutatorLoader.ini. You can find the line in installation instructions for the mod. Try not to make a typo :)
Hello, it seems I am still having trouble. So I've used the "Drag and drop" method to move the \Config, \CookedPCConsole and \Localization folders to the \XEW\XComGame folder. As you stated the folders already exist within the game and I can see where the additions are made within the base folders, I have also added the additional line to DefaultMutatorLoader.ini copied from both the description and the read me file below. They are the same from what I can tell. Only a single line is used in the notepad/modifications.
arrStrategicMutators=ShivSlot.ShivSlotMutator Read me arrStrategicMutators=ShivSlot.ShivSlotMutator Mod Description
The game still kicks me to desktop when loading a save or starting a new game and runs fine when I delete the above code from DefaultMutatorLoader from \XEW\XComGame\Config.
- I may have messed up something with the unzipping as I don't entirely know what I'm doing. I just right click the download folder and extract all. The only file that seems to unzip is ShivSlot_sourcefiles - I also don't get asked about merging files or overwrite, it just does whatever when I drag the file over. - I may have messed something up with my previous attempts, though I'm pretty sure I'm coming off a fresh install. I've tried uninstalling, deleting all mod files, and reinstalling everything, though I may have missed something. - I might have the wrong location for DefaultMutatorLoader.ini location mine is in \XEW\XComGame\Config
Thank you for any assistance. it seems to me to be a problem with DefaultMutatorLoader.ini or config but really I don't know what I'm doing.
Also are the files other than \Config, \CookedPCConsole and \Localization folders necessary as you didn't mention them.
Unrelated note, you seem to be pretty well versed in the Xcom modding community, and I've never seen anything similar but would a cybernetic limb mod be viable? Like the base implants given to MEC troopers when they aren't in the suit but only for a single arm or leg. So if a normal soldier was critically wounded in combat you would have to treat them for the wound in the MEC bay before returning to combat with the arm now amputated and replaced. I have always thought it to be an interesting concept, maybe too difficult to implement.
You need my versions of XComMutator.u and probably XComModshell.u. The shortest way is to install UI Mod Manager or MiniMods (at least drag their \CookedPConsole folder, you can skip \Config and \Localization).
The cybernetic limb mod is not possible with existing assets because the only "replacable" part of the pawns is head.
66 comments
arrStrategicMutators=ShivSlot.ShivSlotMutator
Thing is, the vanilla long war mod has this in the file:arrTacticalMutators=ShivSlot.ShivSlotMutator
[XComMutator.XComMutatorLoader]
, aka everyone of those lines have the words after the equal mark closed in quotemarks ... is that correct and should your instructions also contain them ?arrTacticalMutators="XComLZMutator.XComLZMutator"
arrTacticalMutators="XComLZMutator.XComBombMutator"
arrTacticalMutators="XComLZMutator.XComMeldSpawnMutator"
arrTacticalMutators="XComLZMutator.XComPodSpawnMutator"
arrTacticalMutators="XComLZMutator.XComSpawnAlienMutator"
arrStrategicMutators="XComLZMutator.XComFCMutator"
Ps. also note I am not really tech savvy
This shiv's hover sounds are quite loud compared to everything else.
I looked up , way to lower the volume and i found it but i am struggling to make a correct patch to edit that simple line.
UPK_FILE=Unit_XComTank3_SF.upk
OBJECT=SoundSHIVFX.HoverIdleOnAlertCue
VolumeMultiplier=2.5
I know that there is a patch that removes the sound altogether, but that doesnt work fully. It only removes sound when shiv is idle and not in battle. Once it engages enemy hover sound is back.
But i dont want to totally remove sound, just to muffle it. And this seems like correct place to change volume multiplier.
So , any help on how to make that patch?
UPK_FILE=Unit_XComTank3_SF.upk
However there are many cues in this file (related to actions though). I assume you might probably need to alter also SoundSHIVFX.IdleHoverCueOBJECT=SoundSHIVFX.HoverIdleOnAlertCue
FIND_HEX=D9 06 00 00 00 00 00 00 11 03 00 00 00 00 00 00 04 00 00 00 00 00 00 00:END
MODDED_CODE=<%f 2.5> //replace 2.5 with whatever you like
Yes you are right idle has separate volume multiplier
Adress doesnt seem to match ? it throws patching error
Package opened successfully!
Searching for object named SoundSHIVFX.HoverIdleOnAlertCue ...
Object found!
Searching for specified data chunk ...
Data found!
Relative offset: 0x00000080 (128)
Invalid/empty data!
Execution stopped at #3 command named MODDED_HEX.
Ended up removing sound for both idle and alert idle.
It's the same sound, original patch from wiki only removes sound while shiv is in idle (alert for combat) , but not when in actual combat.
Would have prefered just lowered volume instead :-/
UPK_FILE=Unit_XComTank3_SF.upk
OBJECT=SoundSHIVFX.IdleHoverCue
[BEFORE_CODE]
<SoundSHIVFX.IdleHoverCue.SoundNodeAttenuation_1>
[AFTER_CODE]
<NullRef>
UPK_FILE=Unit_XComTank3_SF.upk
OBJECT=SoundSHIVFX.HoverIdleOnAlertCue
[BEFORE_CODE]
<SoundSHIVFX.HoverIdleOnAlertCue.SoundNodeAttenuation_0>
[AFTER_CODE]
<NullRef>
So a both objects patched for lowered volume would be this
UPK_FILE=Unit_XComTank3_SF.upk
Thanks! Sorry for the trouble. Works fine!OBJECT=SoundSHIVFX.HoverIdleOnAlertCue
FIND_HEX=D9 06 00 00 00 00 00 00 11 03 00 00 00 00 00 00 04 00 00 00 00 00 00 00:END
MODDED_CODE=<%f 0.5>
OBJECT=SoundSHIVFX.IdleHoverCue
FIND_HEX=D9 06 00 00 00 00 00 00 11 03 00 00 00 00 00 00 04 00 00 00 00 00 00 00:END
MODDED_CODE=<%f 0.5>
I only have 2 mods so far, minimods and gender and they work fine
it seems that mod works regardless of patching error. it creates some kind of conflict with "show map on squad select menu" from minimods. Map wont go away as it doesnt react to (X)
P.S
Bumper aka L1
Regarding the gamepad issue - I will test it on my end. I assume the problem is that the button to close the dialog box is (X) and it does not react? The LBumper is for toggling into the ShivSlot view (and Y is to go back to soldiers' view). Anyway, I have acquired a gamepad recently so I will do the tests.
Temporary solution - you can set the map image mod to "Show Only Once" mode (through Mods Menu in the game or through DefaultMiniMods.ini outside of the game) The map will pop-up once and not re-appear for this very mission anymore (until reloading the save/game). Not ideal, but better than nothing.
BTW, Deluge map (Quest?) should be added to blocked maps too. Shiv ends up on right side of bridge under pilon enable to move
on another mission it ended up inside a tractor enable to move
and another one under ground (Nigeria) unable to move
Is there nothing you can do to make Shiv spawn little bit closer to the team and not so far away?
On previous map shiv ended up triggering half a map of enemies because it spawned almost in middle of map
I dont use console command and its since game doesnt have autoswitch input its quite annoying to change from gamepad to keyboard
(Vanila)
Maybe grab some of those changes from Long war that you spoke of (ESL inside)?
While at it , i wouldnt mind seeing one future from long war, experience for stationed barrack units. Nothing big just small exp for them after each mission etc.
1. Download LW Rebalance. Don't install it.
2. Find XComLZMutator.u inside its \CookedPCConsole and DefaultLZMutator.ini inside its \Config
3. Copy the above files into your game's \CookedPCConsole and \Config.
4. Inside DefaultLZMutator.ini replace ESL_Normal with ESL_Inside
5. Enable the mutator by adding the line to DefaultMutatorLoader.ini
arrTacticalMutators=XComLZMutator.XComLZMutator
And now you should have randomized landing zones and all units spawned within the rectangle-zone.I tried restarting random missions from saves, nothing changed for shiv. She kept spawning somewhere half way across the map.
It did however change spawn on enemies in smaller zones , they appeared almost inside my landing zone.
I tried enabling all LW mods(from rebalance pack) and tried with only LW -Landing zones , no difference for shiv
Changed to all to "ESL_Inside"
example: URB_Boulevard_Euro",ESpawnLoc=ESL_Inside,StartLoc
all is good, but its not helping.
Unless there is something else that is missing from mod?
P.S
I tried both inside and normal now on a specific quest Deluge(Gangplant) its always same map. For test, and shiv spawned in identical location as if its not reading that file at all
'shrug'
Tried other maps, didnt help either.
How this new spawning functions? is it addendum to LW perhaps?
Is there a way to script button in game to force team to group in spot?
arrTacticalMutators=ShivSlot.ShivSlotMutator
in DefaultMutatorLoader.ini
arrStrategicMutators=ShivSlot.ShivSlotMutator
k testing
Can you tweak it a little bit more?
She ended up 1 shiv size unit distance under ground (but she could move) and dashing distance away from LZ. Its not major problem but if it could be tweaked just a little bit more closer to team?
P.S
In Canada(Docks map) shiv ended up on right side , same dashing distance to LZ but out of bounds. Map was reduced in size on right side
P.P.S
There is also a bug (existed from beginning) with team population, when you go to shiv tab to add shiv and return to team, actual team is empty, only their quick slots and names are filled. But Actual units are not there. If you try to launch it will only launch with shiv in team. Have to exit all the way to command and return to get team populated.
Maybe thats also throwing shiv code out of wack?
Regarding the LZ location l can try sth else but currently it's FindClosestValidLocation to a friendly unit. I understand it's buggy. Maybe I will just put it in the same location instead of closest :)
P.S
I ran couple maps, shiv was always in dashing distance from LZ. But now went to crash site in Argentina and it bugged out, appeared again half way across the map.
It's big open space, shiv ended up behind crashsite
LZ
open space x2 dash distance
SHIP crashsite
Shiv
EDTI: and done. Have fun and thanks for the tests and reports.
When i enter mission, save and load that same mission, my Shiv is RE-Spawned right next to my team?!
I am not sure if same applies to regular alloy shiv or is it game code doing something weird. Flying shiv is definitely respawned right next to my team
Just loaded game. Indeed shiv is perfectly positioned right next to my team. And team isnt lost when going to shiv slot to add and returning!
All good, well done!
The reason why I have not included these (UI Mod Manger's) files is because when I update UMM, I already need to update not only UI Mod Manager page, but also Squadron page (cause I include UMM there), Mini Mods page (cause I include UMM there as well). Now this mod and soon next ones. The list is growing and after all it's exactly what "requirements" feature is for - to make life a little easier for the modder.
Anyway, thanks for the report. I shall consider it an issue and decide on a solution.
when playing with controller the button to clear unit (X on Xbox controller) in unit selection view just before lunching missions opens the SHIV selection screen instead.
where can I make modification to change the mapping on controller ?
Thanks!
also there is no UI (SHIV slot button) at the top when using controller!
EDIT: you cannot change the mapping :) it must be coded in
Perhaps because I don't have a SHIV yet, or maybe cuz I'm still still locked with 5 max members, but the deployment screen doesn't have the SHIV slot included. Maybe I'll try again when I have a SHIV made and perhaps the 6 units max upgrade, but can't really depend on a new-game to try if this works or not.
Also, after moving the folders to ..XEW/XcomGame, and the XComMutatorEnabler.txt to ../XEW, there's still a remaining unzipped ShivSlot_sourcefiles, along with the readme. What is that one for? The readme didn't say anything about unzipping that particular folder nor moving its content anywhere. Perhaps that was the main issue? The contents are ShivSlot/Classes and a couple .uc files. Are they supposed to go somewhere?
EDIT: I've managed 6 slots and SHIV made, and on next sortie I see no SHIV slot on top to click. If someone else have made it work on EW then I guess it's on my end, but I don't know what else to do lol. Unless it's meant for a new run game only ...
If you haven't used PatcherGUI the mod is simply not being loaded.
EDIT: don't bother about source files, these are just for modders who would want to edit/recompile the mod
Ya, I keep .txt files that would be "Apply"-ed with PatcherGUI in /XEW folder. I saw from a tutorial vid to do that, and seems to be working fine for my humble selection of 5-6 mods so far. I think I'm supposed to keep it there so I could reinstall a mod at the ready in case I uninstalled it. I do hope this is not the cause of the problem lol
So I guess I dunno what else to do then.
1. Moved the folders
2. Applied the XComMutatorEnabler.txt with PatcherGUI
2. Created the DefaultMutatorLoader.ini in the Config folder and copy-pasted 2 lines into it.
ScriptLog: ShivSlotMutator v. 1.01 online
If it is not there it means the mod is not being loaded. We can of course keep chatting through Posts but it would be easier for both of us to fix it real-time through Discord chat :)Last time I unistalled, so after reinstalling again (via PatcherGUI), I tried loading an in-battle save and it crashed. From the log I couldn't find "shivslot" but I found this;
[0046.03] Warning: Warning, Failed to load 'Class XComMutator.XComMutatorLoader': Failed to find object 'Class XComMutator.XComMutatorLoader'
I don't know if that's something related, but the line "mutator" is the only thing that could relate to yoursDiscord is fine, I could be reached on Hnari#2141 or a server of your choice.
But now I get to play around with Minimods before jumping to Longwar. Thanks for the help! :)
https://www.nexusmods.com/xcom/mods/656
Edit: That is to say, can you assign saved loadouts to Shivs and will they apply if you hit the "Loadout-1" button (on the Loadout Manager mod)?
Background: I am new to computers and modding. I have Long war installed and have modified some files dealing with gene modified armor appearance.
I don't have anything other than Long War installed so any modding tool or something similar.
I downloaded the file and tried to "Drag and drop" the files based on the description, so like the single config file, and drop it into XCOM config file. Though when I would start the game up for the first mission XCOM would close itself. That means I probably haven't put the files in the right place, correct?
Does this mod require modding tools to install properly? Like the UPK tools? Or does Long war installed mean I just drag the whole download file into the game? Please if anyone could help walk me through it, XCOM is an amazing game and I don't want to break it because I'm definitely not qualified to fix it. Thx
If you use "drag and drop" you should drag and drop the unzipped \Config, and \CookedPCConsole and \Localization folders into C:\Program Files (x86)\Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame folder. You can notice that such folders are already there. So by drag and drop you simply "add more to them". You will be asked if you want to merge folders and overwrite possibly existing files. You DO, so you click yes. Don't worry - my files don't overwrite anything coming with the game of LW, I only add new stuff. Well, XComMutator.u is an exception but overwriting only makes it better.
The mod will be loaded into the game only if you tell the game to do so. And you do so by adding a line (use Notepad) in DefaultMutatorLoader.ini. You can find the line in installation instructions for the mod. Try not to make a typo :)
arrStrategicMutators=ShivSlot.ShivSlotMutator Read me
arrStrategicMutators=ShivSlot.ShivSlotMutator Mod Description
The game still kicks me to desktop when loading a save or starting a new game and runs fine when I delete the above code from DefaultMutatorLoader from \XEW\XComGame\Config.
- I may have messed up something with the unzipping as I don't entirely know what I'm doing. I just right click the download folder and extract all. The only file that seems to unzip is ShivSlot_sourcefiles
- I also don't get asked about merging files or overwrite, it just does whatever when I drag the file over.
- I may have messed something up with my previous attempts, though I'm pretty sure I'm coming off a fresh install. I've tried uninstalling, deleting all mod files, and reinstalling everything, though I may have missed something.
- I might have the wrong location for DefaultMutatorLoader.ini location mine is in \XEW\XComGame\Config
Thank you for any assistance. it seems to me to be a problem with DefaultMutatorLoader.ini or config but really I don't know what I'm doing.
Also are the files other than \Config, \CookedPCConsole and \Localization folders necessary as you didn't mention them.
Unrelated note, you seem to be pretty well versed in the Xcom modding community, and I've never seen anything similar but would a cybernetic limb mod be viable? Like the base implants given to MEC troopers when they aren't in the suit but only for a single arm or leg. So if a normal soldier was critically wounded in combat you would have to treat them for the wound in the MEC bay before returning to combat with the arm now amputated and replaced. I have always thought it to be an interesting concept, maybe too difficult to implement.
Thx
The cybernetic limb mod is not possible with existing assets because the only "replacable" part of the pawns is head.