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Nameless1

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  1. Damn. Ok the only two files in common with xce are soldiernames.xml and soldiernamesfemale.xml, so I guess those are the ones to render compatible. Then there is the optional change (see quote below), and I've yet to understand if I have to change the file under /xcebalance/ or /xcesettings/ (we talked about it here: http://www.goldhawkinteractive.com/forums/showthread.php/12421-mod-compatibility?p=141396&viewfull=1#post141396 Boh I'll try to do it myself, but I doubt I'll manage.
  2. Uhm if it's not too difficult or time consuming, do you think you can do it Max? I mean render it modular (hence compatible with xce)
  3. Awesome ..I'll wait for you then, and I've also contacted Jsleezy to see if he can render his Real Fighter Portrait Pack compatible\modular with the XCE (hoping he'll respond)
  4. Hi Jsleezy, I cannot imagine playing without your mod so I have to ask: can you render the mod compatible with the XCE? I've written about it here and as you can see there're 2 files in common that if I understood correctly should be rendered modular with XCE (and other mods) Instructions should be here: http://www.goldhawkinteractive.com/forums/showthread.php/11433-Documentation-Modular-mods-system (and in the general section of the XCE)...I also checked you mod with new armours and there're no common files with the XCE so we can simply copy paste the normal way.
  5. Thanks Max, a lot clearer now. My list of mods isn't huge and some should already be compatible or even modular. - Skitso's Ultimate Megamix Map Pack 2000 (http://www.goldhawkinteractive.com/forums/showthread.php/10980-V1-09-Skitso-s-Ultimate-Megamix-Map-Pack-2000) [XCE is not mentioned but giving a look at the directories I see no common files with the XCE folders] - Skitso's improved tile art pack (http://www.goldhawkinteractive.com/forums/showthread.php/12074-Skitso-s-improved-tile-art-pack) [no common files] - Skitso's improved tile art pack (http://www.goldhawkinteractive.com/forums/showthread.php/10967-V1-07-Skitso-s-Sleek-AI-Turn-%28Removes-Hidden-Movement%29) [no common files] - Skitsos Improved message sound (http://www.goldhawkinteractive.com/forums/showthread.php/12273-Skitso-s-Improved-message-sound) [no common files] - Skitso's Sounds of Pain (http://www.goldhawkinteractive.com/forums/showthread.php/12266-Skitso-s-Sounds-of-Pain) [already modular] - Skitso's Oppressive UI Mod (http://www.goldhawkinteractive.com/forums/showthread.php/10961-V1-07-Skitso-s-Oppressive-UI-Mod) [there are common files, it sas 0.27 compatible but not modular yet and to overwrite files] - Lore+ (http://www.goldhawkinteractive.com/forums/showthread.php/11814-Vanilla-1-09-Community-Edition-0-26-The-Lore-Project) [it says modular 0.26 compatible] - Enhanced Crash Sites (http://www.goldhawkinteractive.com/forums/showthread.php/10910-v1-06-X-CE-v0-21-Enhanced-Crash-Sites-%28v1-1-3%29) [modular, recently updated] - Jsleezy's Real Fighter Portrait Pack (http://www.goldhawkinteractive.com/forums/showthread.php/11629-V1-08-Jsleezy-s-Real-Fighter-Portrait-Pack) [two files in common, soldiernames.xml and soldiernamesfemale.xml, I guess it's not compatible] - Jsleezy's Real Armors Compilation (http://www.goldhawkinteractive.com/forums/showthread.php/11799-Jsleezy-s-Real-Armors-Compilation) [no common files] ..so maybe the only one not compatible is the second to last one. PS: which one of /xcesettings/ and /xcebalance/ superced the other?
  6. Hi, I've just installed your version of XN for my first playthrough (through steam) but I'm not 100% sure I'm doing the right thing by installing some mods. I'll make an example: I want to install this mod by JSleezy (http://www.goldhawkinteractive.com/forums/showthread.php/11629-V1-08-Jsleezy-s-Real-Fighter-Portrait-Pack) and in the zip I can see a soldiernames.xml file. Normally, I'd install by overwriting in the default XN directory, but I noticed you also have your soldiernames.xml file in the XCE directory. So...can I smootly install it the old way, or does it create incompatibilities with\by your XCE? The same principle for other mods. Thanks. PS: also, for example, if I want to alter a value on the gameconfig.xml file, do I have to do it in the default or XCE directory?
  7. Thanks. I'm building my mod compilation for my first playthrough right now and I have all your mods in it lol
  8. Thank you! I was so hyped for this So this is the final version (with the portraits that were missing), right?
  9. Maybe I'm wrong, but isn't it just a question of cutting the shoulder bits (useless in the standard uniform too) from your images (only female in this case)? Then you have your mod compatible with Femonauts. PS: I'll look at your fem uniform too, didn't know you adeeed it.
  10. Thanks, I was hoping to use both too. Jsleezy pls consider it for the final version, if possible.
  11. The before\after picture is a good way to see the amazing work you did. Just out of curiosity, can I ask you how could you find the perfect match for every character? PM me if you don't want to reveal it here
  12. BOOBS! How could the world be saved without them? Chris made a huge mistake here. Kidding aside, this goes in my must have list
  13. Hi Jsleezy I absolutely don't want to push you, but I love your mod and would like to use it in my first playthrough at release...is there any problem using it without the last 20? Release should be in two weeks if I'm not wrong, also they are doing this if you're interested: http://www.goldhawkinteractive.com/forums/showthread.php/9992-Calling-all-Modders-Producing-A-List-of-Active-Mods bye
  14. Wow good work, this adds a lot to the game and the art seems really good. Just some questions (I haven't tried the game yet): - If I've understood correctly this is linked to the type of ufo and it's triggered after you ended the mission. And it doesn't require any research. Right? - If so, is there a chance(<100%) it will appear? - How many UMA are planned? thx
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