Hey, sorry for taking some time, but i have added support for all native languages supported by the XCom 2 base game, should support Chinese and Chinese Traditional.
i wanted to replay the game after i beat it but this time with mods and this was 1 of them, i tested it and it warcked than i started a new game with all mods instaled i had the ability to create the elerium core no problem but did not get the option to upgrade the spider/exo until i had 1 extra spider constructed by mistake and no1 for it to wear than i noticed upgrade spider suit, than i tried to unequip an exo and also recived the upgrade option for it
it may not work for everyone BUT MAKE SHURE YOU UNEQUIP THE ARMOR YOU WANT TO UPGRADE (put the solider in a default armour) hope it helps someone else ^_^
Mod isn't working for me. Neither the core crafting nor the other one Tried installation both manual and via NMM. Do I need any kind of research prior to these? I know that I need to have an suit prior to upgrading but do I need something to unlock core crafting? (P.S: Installed mid-playthrough)
Judging by the description i dont think there should be any problems, though this only upgrades spider / exo suits so you wont be able to upgrade plated armors to powered armors.
Would you mind adding a change log tab so we can see what has been changed? I see in the bugs tab what two people were saying, but a change log is still nice and easy for us to glance at.
All right, i have just updated the mods with new versions, it seems that i made some wrong assumptions about how tech is added to existing games which caused games that added the mods but dident have the techs already researched to never get the upgrade options to unlock, this new patch should fix that problem for any existing games that start using the mod after the update, but i can sadly not do anything about current games that dident start with the mod installed and did not have the required tech allready done.
I am really sorry about this.
Although i wonder if it would be possible to use the Ignore Missing Content Mod to strip out the mod and then add it anew, this might fix the issue.
Thanks Janah! I love your mod so far. Also, you forgot to uptick the version number on your mod page, it still says 1.0 is current. When people use the mod manger to check for updates, if you don't increment this it doesn't notify people that an update is available.
Not getting the option to build Elerium Cores ( not far enough to upgrade suit yet ) with the latest version.
I waited until today ( and 1.1 ) to use the mod, hoping to avoid any issues that couldn't be undone; but I guess I'm stuck now anyway? Ha.
Edit: Scratch that. Elerium Cores showed up after another Retaliation mission was completed. Might have also/rather been because of reloading the proving grounds screen several times in the same game session. ( As noted from another mod that included new persistent proving grounds options. )
Edit Edit: Everything seems to be in working order now, including for research you haven't done yet and/or campaigns already under way. Didn't have any issue getting W.A.R. or Wraith upgrade after I researched Power Armor ( mod installed before attempting research ).
See my above post, it seems i messed up in how techs are added to existing games where the research required for the upgrading suits / crafting of cores were not yet developed.
s#*!! So... if I get it right, just becouse I was 3, 3 goddamn days from completing that powerd armor research, I can't use this mod anymore and have to spend my cores insted, clutering my inventory at the same damn time with useless exo-suit. G... Goddamn... G
I supose it isn't something you can fix right now?
I wish i could, but the way the modding works is that i can only add new techs when the mod is first installed, updating it i can only change techs that are allready added.
Tech in this case refers to both research and building projects.
Best i can advice is to use a savegame before the mod was installed.
Thats the thing, if i add a new tech i cant add it to your game, theres a function thats run ONCE when the mod is first installed, thats the only place i can add new techs.
Adding new techs would just keep them hovering in limbo, never being added to the game, thats pretty much where they are currently for you because i did it wrong.
Only way it would be solveable would be by adding a new mod that does the same, or by removing the mod from the savegame somehow and adding it again.
Ill dig around and see if i can find something to retroactively add the tech, but i cant promise anything.
30 comments
than i started a new game with all mods instaled
i had the ability to create the elerium core no problem but did not get the option to upgrade the spider/exo until i had 1 extra spider constructed by mistake and no1 for it to wear than i noticed upgrade spider suit, than i tried to unequip an exo and also recived the upgrade option for it
it may not work for everyone BUT MAKE SHURE YOU UNEQUIP THE ARMOR YOU WANT TO UPGRADE (put the solider in a default armour)
hope it helps someone else ^_^
Judging by the description i dont think there should be any problems, though this only upgrades spider / exo suits so you wont be able to upgrade plated armors to powered armors.
I am really sorry about this.
Although i wonder if it would be possible to use the Ignore Missing Content Mod to strip out the mod and then add it anew, this might fix the issue.
I waited until today ( and 1.1 ) to use the mod, hoping to avoid any issues that couldn't be undone; but I guess I'm stuck now anyway? Ha.
Edit: Scratch that. Elerium Cores showed up after another Retaliation mission was completed. Might have also/rather been because of reloading the proving grounds screen several times in the same game session. ( As noted from another mod that included new persistent proving grounds options. )
Edit Edit: Everything seems to be in working order now, including for research you haven't done yet and/or campaigns already under way. Didn't have any issue getting W.A.R. or Wraith upgrade after I researched Power Armor ( mod installed before attempting research ).
Any ideas to fix this?
Might fix the problem.
I supose it isn't something you can fix right now?
Tech in this case refers to both research and building projects.
Best i can advice is to use a savegame before the mod was installed.
Adding new techs would just keep them hovering in limbo, never being added to the game, thats pretty much where they are currently for you because i did it wrong.
Only way it would be solveable would be by adding a new mod that does the same, or by removing the mod from the savegame somehow and adding it again.
Ill dig around and see if i can find something to retroactively add the tech, but i cant promise anything.